Your Cheapest Ideas

Started by Tynan, October 09, 2013, 12:17:07 AM

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SpaceDorf

More of a question than a suggestion ..

Why is the "Error Log" the only window that can be moved around ?

Please Extend the option to all other pop-up windows.
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DariusWolfe

Quote from: SpaceDorf on June 02, 2017, 11:17:56 AM
More of a question than a suggestion ..

Why is the "Error Log" the only window that can be moved around ?

Please Extend the option to all other pop-up windows.

+1

Ra_silk

Could we have it that when you double click on a colonist (bar or otherwise) the camera instead of just snapping to them will follow them as they move? And to cancel it you just move the camera manually and it will stop following them around. Pretty cheap, maybe 20 minutes top to make part of the game.

DariusWolfe

There's a mod that does this: Fluffy's "Follow Me". If it's not already on the list, you should ask him to submit it to the thread for mods being incorporated into the Vanilla game.

Xelda

#4654
Stockpile menu option

--All degradable (anything that will degrade without a roof)
--All perishable (anything that needs refrigeration)
--All non-degradable (anything that will NOT degrade unroofed)

Outfit option

--Allow/forbid deadman's clothes

Gear option

--Allow/Forbid pawns carrying meals
(no more "ate without table" because they carry meals around all the time and eat on spot instead of going to the dining area)

Edit: Allow the terrain information to still be seen while placing zones and structures. (For example: building a growing zone over ONLY the 140% gets tedious as I close and open the orders menu to view the terrain information over and over.)

Edit 2: Either add "copy/paste bills" button to production stations or allow them to be reinstalled elsewhere with the bills intact instead of deconstructing them. This saves time and annoyance recreating all the bills.

Edit 3: Forbidden stockpile

Pawns can add items to this stockpile but not take items out of it (for preserving stocks of survival meals, drugs, seasonal clothing like parkas, etc.)

NPKenshiro

Mice, in addition to rats.

Haygrass-based thatch-style floors. Oh how my Tribesmen would love it. Also possibly walls and other haygrass-based constructs.

Limdood

Quote from: NPKenshiro on June 02, 2017, 04:32:16 PM
Mice, in addition to rats.

Haygrass-based thatch-style floors. Oh how my Tribesmen would love it. Also possibly walls and other haygrass-based constructs.
haygrass as a building material...love it!

Heck, just "grass" as a building material...for when wood isn't cheap, fast, flimsy, or flammable enough!

guyz3776

I would like something like current generators and bridge to make river more than an obstacle. More plant type may be fun too. Also an option to add more than five faction may be useful. Another good idea can be a more detailed scenario editor. They are similar mod and other interesting mod on steam but, will be great if it is vanilla like space engineers did with there mods.

Polly

Released prisoners should walk to the *nearest* map exit and not run around my base and (surprise, surprise) end up dying somehow...

Tasty Pasta

What about generating ancient cites in a few areas of the map? Like full cites, that have degraded over time and have broken down machines and caved in buildings and stuff? And you could set up a colony in the old buildings, and have a few super old skeletons, and revive the city and such! I know that will take ages, but something to add over time in the future maybe?

NeverPire

Quote from: Tasty Pasta on June 03, 2017, 11:47:40 PM
What about generating ancient cites in a few areas of the map? Like full cites, that have degraded over time and have broken down machines and caved in buildings and stuff? And you could set up a colony in the old buildings, and have a few super old skeletons, and revive the city and such! I know that will take ages, but something to add over time in the future maybe?
And there were initially full of mechanoids so really dangerous to explore but colonizable.
I will never do worse than what I do now.
It's what self-improvement means.

BoogieMan

Also going to add that we need to be able to forbid deadman gear from a certain stockpile. I find it puzzling it wasn't put in at the beginning.

Jorlem

Three suggestions that I think should be fairly cheap.

First, a persistent notification when a trade ship is in range.  This would be like the notifications for an ongoing weather effect, like an eclipse or a thunderstorm, not the "letter" notifications.  I often am not able to send someone to trade with a ship the instant they enter range, and often forget they were there until I get the notification that they left.  This would give an onscreen reminder that the option for trade is present, as there is currently no onscreen presence for them like there is for trade caravans.


Second, relations should not be strangers, with regards to stockpiles and similar allow lists.  If a family member of one of my pawns is a member of a hostile faction, and dies attacking my base in a raid, I would like for them not to get automatically cremated, if I have set it so only strangers get cremated, so I can instead bury them or place them in a sarcophagus (which I would like to be able to do without needing to adjust the settings on the sarcophagus.)


Third, adjust the blueprint "ghost" image for the grave to make it easier to see which end the headstone will be placed at.  My graveyard usually grows over time, and it often turns into a bit of a mishmash, as some graves unintentionally end up facing the opposite direction as the ones they are next to. 

gaf

A really simple interface usability change regarding temperature:

- Move the current temperature at the cursor location, from the bottom right (by the weather and time of day) to the bottom left where the rest of the "mouse over" information is.
- Add a new temperature to the right, next to the weather that always shows the outside temperature.

That way it will be easier to understand where the temperature at the cursor location is found, and it will be easier to see when it's getting warm/cold outside.

I think it would also help a lot to bring the seasons back to help the player understand if it's getting colder or warmer. The new "months" only add confusion I think, as it usually doesn't matter if it's April, May or December, but it does matter if it's spring or winter.

For example:
(to the left, cursor over indoor location) Indoors, Constructed roof, 21°C
(to the left, cursor over outdoor location) Outdoors, 8°C
(to the right) Spring, Raining 8°C

reinseiun

Right now caravan movement speed is based on biome and season - this can get a bit weird. A temperate forest biome will slow a caravan significantly during the winter 'due to snow' - even if the hex is near the equator, the growing season is still going strong, and it's a balmy 15 degrees C.

It would be nice if caravan movement speed were tied to growing season instead - or even temperature, so caravans travelling through excessively hot hexes would be slowed due to needing frequent rests, or only being able to travel at dawn and dusk.