Quite a few of my suggestions, particularly in the "cheap ideas" thread, are about improving the UI. My suggestion is to create a thread specifically for the UI, since it's probably the single element which has the largest effect on how people enjoy the game.
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#47
Ideas / Re: Your Cheapest Ideas
September 19, 2016, 02:05:05 PM
In trading screens it would be helpful to be able to get more info on animals you're intending to sell. For instance, whether or not a pet is bonded to someone. If I have a herd of 20 boars, trying to sort out which ones are bonded and which aren't, and which ones I've trained and which I haven't is difficult.
I also think animals shouldn't get bonded if they're not assigned to someone. Trying to farm animals is hard when they randomly bond to people, causing large debuffs when they're slaughtered for meat. (I'd also like animals to default to "none" when they're trained rather than assigning them to a colonist.)
On the subject of animals, I'd like some way to clear all "tame" orders. I'll order my colonists to tame a whole herd of boars, but after the first three or four are tamed, trying to find all the rest of the scattered animals to un-set the tame order is a pain.
I also think animals shouldn't get bonded if they're not assigned to someone. Trying to farm animals is hard when they randomly bond to people, causing large debuffs when they're slaughtered for meat. (I'd also like animals to default to "none" when they're trained rather than assigning them to a colonist.)
On the subject of animals, I'd like some way to clear all "tame" orders. I'll order my colonists to tame a whole herd of boars, but after the first three or four are tamed, trying to find all the rest of the scattered animals to un-set the tame order is a pain.
#48
Ideas / Re: Your Cheapest Ideas
September 17, 2016, 01:58:59 PM
Show training state as a hovering tooltip when viewing animals in the animal screen. Currently, if you want to see how far along your animals are in training, you need to go to the animal screen, then click on the animal, then click on the training tab, then click back to the animal screen -- and repeat for each animal. It would save a lot of steps to be able to see something like [5/8] in a tooltip box whenever your pointer is over the animal's hauling skill symbol.
#49
Ideas / Re: Stubborn, obsessed, ADHD colonists
September 17, 2016, 12:34:40 PM
Well, in the specific example which annoyed me enough to start this thread, I had two mining jobs on opposite ends of the base: one where I was digging out a storage area and another where I was digging out a bedroom. I got a pod survivor so I knew I'd need a new bedroom soon and tried to move my best miner to the bedroom area. Except she'd hit one stone a couple of times -- often not even mining the whole block -- and then try to rush back to the storage area she was originally mining out. I couldn't cancel the storage room job without dragging the other miners away, and I couldn't keep my best miner working on the bedroom without micromanaging her every two seconds.
#50
Ideas / Stubborn, obsessed, ADHD colonists
September 17, 2016, 07:04:24 AM
When I tell a colonist to WORK ON THIS, DAMMIT, that doesn't mean I want them to tap a stone twice with a pick and then go back to what they were doing before on the other side of the base. When you manually order a colonist to do something, they should do that as far as is possible in that specific area for a minimum length of time. At the moment they feel like insolent, disobedient children.
#51
Ideas / Re: Age vs. skills vs. mental problems
September 17, 2016, 07:01:04 AM
What about real-world, low-tech compensations for age? For example, senile or blind people can have a companion animal. Poor eyesight can be compensated for with glasses. Difficulty walking can be compensated for with a cane or a wheelchair. Grip and lifting problems can be compensated for with a grabber stick. It shouldn't take super-tech bionics or risky limb amputation to provide amelioration for age-related disabilities.
#52
Ideas / Re: Your Cheapest Ideas
September 14, 2016, 08:09:30 PMQuote from: delor on September 14, 2016, 03:44:02 PM
a "crude prosthetic arm" at the blacksmithing table
Groovy.
#53
Ideas / Re: Your Cheapest Ideas
September 14, 2016, 10:27:25 AM
- Make corners consistent. Sometimes you can interact with things in corners and sometimes you can't. You can't water a potted plant in a corner, but you can turn on a lamp in a corner. You can't build a wall in a corner, but you can grab and haul things in a corner.
- Wearable jewelry which makes non-ascetics happy.
- Silverized clothing which wearing greatly reduces the risk of infections.
- Veganism trait which keeps colonists from killing, milking, or eating animals, eating eggs, or wearing leather.
- Clams, a harvestable "plant" which produces clam meat and grows in shallow water.
- Zen garden which produces joy for ascetics.
- LED lights which require research, but consume 1/10th the power of standard lamps.
- Wearable jewelry which makes non-ascetics happy.
- Silverized clothing which wearing greatly reduces the risk of infections.
- Veganism trait which keeps colonists from killing, milking, or eating animals, eating eggs, or wearing leather.
- Clams, a harvestable "plant" which produces clam meat and grows in shallow water.
- Zen garden which produces joy for ascetics.
- LED lights which require research, but consume 1/10th the power of standard lamps.
#54
Ideas / Re: Your Cheapest Ideas
September 14, 2016, 08:16:51 AM
Power-generating floor tiles: Every time someone passes over one of these tiles, it generates a tiny bit of power. In reality they steal a bit of kinetic energy from each footstep, so they could somewhat slow movement. But a clever person could seal a whole pile of chickens in a room filled with these floor tiles and turn it into a generator.
#55
General Discussion / Fire! Fire! Fire! Huhuhuhuh. Fire! Fire!
September 13, 2016, 08:07:35 AM
Every time there's a storm in a temperate zone, the entire world catches fire. Besides having to play the game in a burnt-out wasteland, there's the practical problem that it turns my i7 with 16 gigs of fast ram into a 5 fps slideshow. Is there anything I can tweak or any mods which will keep the whole planet from catching fire whenever lightning strikes?
#56
Ideas / Re: Hauling/Carrying is too Inefficient
September 13, 2016, 05:24:11 AM
What about a "tool" slot? It opens the option for giving players a buff with a specific task, one of which can be hauling:
Neolithic: travois
Medieval: wooden cart
Industrial: wheelbarrow or hod
Futuretech: maglev or ground effect platform
Neolithic: travois
Medieval: wooden cart
Industrial: wheelbarrow or hod
Futuretech: maglev or ground effect platform
#57
General Discussion / Re: No way to manufacture neutroamine
September 13, 2016, 12:03:32 AMQuote from: Tynan on September 12, 2016, 11:20:26 PM
I'm not sure why some people assume everything should be makeable with zero trading.
I think it's because some of us came to this as a survival game rather than a tower defence or Civilization-lite. I know I was surprised to see how much constant contact there is with external forces in the game. I was anticipating more of a squad-baed Stranded Deep-in-space when I got RimWorld, where I'd scrounge for supplies to scratch my way up from neo-lithic to space-faring while trying to avoid starvation, frostbite, and insanity borne of isolation and despair. Instead of having to agonize over whether to eat the corn now and survive or starve over the winter and hope we don't die so there's something to plant in the spring, which I thought would be the sort of decisions I'd be making, I'm given an infinite amount of anything I care to plant, and then face regular tower defence mini-games in defence of it.
Not saying the game is bad, just very different from what I expected. I expect others may be the same. If I had a choice, I'd remove all trading from the game, myself, and make basic survival much harder.
#58
Ideas / Colonist gen options
September 12, 2016, 10:19:07 PM
Since you can just keep rerolling until you get what you're looking for anyway, I think it would be good to be able to tag up to three skills as preferences for any particular colonist. For example, I always want at least one construction and one growing specialist, which means rapidly rerolling over and over again until I get someone with the desired skill specialization (and who doesn't have a pyro trait; seriously, who the fuck would willingly take a pyro?). If we could tag a few skills which get emphasized over others, it would make character generation a bit less tedious than it is now.
Contrariwise, iron man mode should involve having to take whichever random characters the game gives you; no rerolling. (Though I guess the game would have to check to make sure you don't get three non-violent colonists who refuse to plant, haul, cook, or build. They'd just sit in the dirt until they starved to death.)
Contrariwise, iron man mode should involve having to take whichever random characters the game gives you; no rerolling. (Though I guess the game would have to check to make sure you don't get three non-violent colonists who refuse to plant, haul, cook, or build. They'd just sit in the dirt until they starved to death.)
#59
Ideas / Re: Your Cheapest Ideas
September 11, 2016, 05:38:31 AM
I'd like a way to select things underneath multi-square objects. For instance, if you build a two-square production table of some kind over top of power conduits and subsequently want to deconstruct the power conduits, there is no way of accessing the power conduit in the square B. If you select that square, then press the "next object" button, it will select square A.
---<A><B>---
---<A><B>---
#60
General Discussion / Re: I want to hear about exploit strategies!
September 10, 2016, 06:19:36 AMQuote from: keylocke on September 09, 2016, 04:53:53 AM
i believe that the main reason why there's no human reproduction in rimworld is mostly due to a decision by the game dev not to include it.
I can't wait to build rape dungeons where I can send all my captured female colonists so I can harvest the babies for making kibble...