A list of suggestions that I would like to get your opinions on.

Started by WeeFreeMan, May 22, 2016, 12:41:03 AM

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WeeFreeMan

Things I would like to see:

Guard Towers (I know this is a popular suggestion already kind of.)
Stationary weapons
Windows, with the possibility to fire out from them
Possibility to mark certain routes as the preferred path to walk for colonists and/or animals (I've heard that it lowers CPU usage in Dwarf Fortress)
Possibility to change areas for all colonists and/or all animals with one button for each area.
More work priorities in manual priority system. (Would love a number for each job but I'd settle with 2-3 more.
Areas should have the ability to be colonist or animal or both. And I would love to have more than 5 each.
A button to temporary change work priority for all colonists for dumb labor. (Plant cut, haul, clean)
Possibility to store all items in boxes and the possibility to make shelves to store more.
Fat from creatures and oil from the ground/plants as a energy source. Candles and maybe even scented candles to improve mood.
Pills to calm down colonists? (Maybe this would make the game too easy?)
Ability to terraform.
Possibility to ask factions for a traders. (When you ask it should lower factions points and have a cooldown)
The ability to prioritize materials for use. (Like having human meat at the bottom priority of things to be used if there is a lack of raw food)
Fire extinguisher and water hose.
Fertilizer.

I think that is everything. So what do you guys think? Are some of these useless and not needed?

I also have one question, If any of you guys know if there are mods that can do any of the things I've suggested or if I can change it myself then I would love to hear about it.

Chibiabos

Proud supporter of Rimworld since α7 (October 2014)!

Vaporisor

Stationary weapons, I would like to see them too, but as a replacement for existing autoturrets

Windows I like the concept as well if just for light.  They would be vulnerable and after a wack to break em (like broken component) crossable just the same as sandbags.  Not function like shootable wall since that is something that the dev says wants to avoid.

Preferred paths.... hrm.... this one is a tricky.  I have done stuff similar by making an inverted allowed zone then prohibiting where I don't want people to go.  Not ideal and I wouldn't mind a bit more control.

Remove animal area/person area and just combine them.  I would like it.  I mean they already can do it with home zone so?

Oil lamps?  Yes please!  I dream of a comfy colony with zero electrical requirements!

Pills to calm people down?  I for one would love to see a higher developed medical set of possibilities.  A medical bench to make medicines from herbal/medpack/glitterworld healies.  Three types:
1.  Antibiotics - equal to lvl 10 medical treatment of infection
2.  Pain killers - Reduce pain level by one for colonist
3.  Mood pills - Improve mood, but reduce global work speed.
All three would of course take a fair bit of labour and medicals to manufacture, as they should.  Health windows will allow pill.  The chemical intrest/fastination ones could risk them taking too many of one to really get down level of treatments.  Bad mood, and acute pain with infection, risk overdose?

Fire equipment would be nice as well.  A manufacturable item with area of use. for fire hose  Colonist grabs, uses and returns.  Some thought for balance.  Fire extinguishers short range, but no range limit to where they can take it.  Consumed on use or hp depletes by usage.  The fire hose I would want to wait until water mechanics maybe are brought in and thirst if it is in the plans though.
Stories by Vaporisor

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WeeFreeMan

Quote from: Vaporisor on May 22, 2016, 12:55:08 AM
Stationary weapons, I would like to see them too, but as a replacement for existing autoturrets

Windows I like the concept as well if just for light.  They would be vulnerable and after a wack to break em (like broken component) crossable just the same as sandbags.  Not function like shootable wall since that is something that the dev says wants to avoid.

Preferred paths.... hrm.... this one is a tricky.  I have done stuff similar by making an inverted allowed zone then prohibiting where I don't want people to go.  Not ideal and I wouldn't mind a bit more control.

Remove animal area/person area and just combine them.  I would like it.  I mean they already can do it with home zone so?

Oil lamps?  Yes please!  I dream of a comfy colony with zero electrical requirements!

Pills to calm people down?  I for one would love to see a higher developed medical set of possibilities.  A medical bench to make medicines from herbal/medpack/glitterworld healies.  Three types:
1.  Antibiotics - equal to lvl 10 medical treatment of infection
2.  Pain killers - Reduce pain level by one for colonist
3.  Mood pills - Improve mood, but reduce global work speed.
All three would of course take a fair bit of labour and medicals to manufacture, as they should.  Health windows will allow pill.  The chemical intrest/fastination ones could risk them taking too many of one to really get down level of treatments.  Bad mood, and acute pain with infection, risk overdose?

Fire equipment would be nice as well.  A manufacturable item with area of use. for fire hose  Colonist grabs, uses and returns.  Some thought for balance.  Fire extinguishers short range, but no range limit to where they can take it.  Consumed on use or hp depletes by usage.  The fire hose I would want to wait until water mechanics maybe are brought in and thirst if it is in the plans though.

Many good ideas! The home zone is kind of lacking, what I mean is that it's just one and I need several to work with. I would rather have weapons that the colonists use over turrets. I also understand why the dev wants to avoid shootable walls but as you said if they made them easy to break it becomes just a bit better than sandbags with walls. Preferred paths was it's own thing in DF and if I make them zones it won't work as I need them to choose the path over other places but also be able to go out of it when they arrive to their work spaces.