My list of small tweaks and additions and a few larger ones

Started by AnActualDuck, September 28, 2016, 08:21:51 PM

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AnActualDuck

Going to combine a few of my posts plus add some more stuff instead of just making lots of small posts

The ability to set medicine priority based on type of injury. If someone is just bruised I don't need them taking up medicine. It'll just help cut down on micro managing.

The ability to set one colonist to follow another colonist. Just draft them and right click on any living thing and choose "Follow." Bodyguard duty.

User assigned hotkeys. Got something in particular you use a lot? Don't want to bother Opening tabs to get to it? Just hotkey it.

The ability to prioritize having fun. Currently some people will be joy deprived and the only way to get them to go have fun is to uncheck all their work options

Prioritizing areas of work. Sometimes someone wants to go to bed but I desperately need them to finish a wall. They'll leave after every single segment finished. It'd be handy to be able to select the entire wall and tell them to prioritize finishing all of it.

Consequences for consuming frozen food. Or at least make colonist have to defrost it causing eating to take a bit longer

If you are telling a colonist to attack another colonist they will default to using their fists rather than any weapon they have equipped. Having to tell them to drop their knife and then having to go recollect it later is a minor annoyance.

The ability to quit a permadeath game without saving. Sometimes I've lost and I know I've lost and I just don't want to clutter up my load menu.

Choosing to rescue someone who was in an escape pod instead of capture needs a benefit. Or capturing should have a negative.

An early way to better combat fire. Simply having rain buckets to collect water that the colonist can use to extinguish fire better would be great.

A better indication of if someone is fast at chopping trees. Some seem fast at it, others painfully slow.

A negative mood modifier for eating the same food too many times in a row.

Currently the rain is my favorite weather. There seems to be no consequences to it and it prevents fire which is absurdly dangerous. Maybe rain should have a small negative mood modifier if the colonist doesn't have a jacket on.

Give hauling and cleaning an efficiency indicator in the work menu based on a characters overall speed

The ability to sort the order of your colonist manually. At the top of the screen if I could line up my ranged colonist all together it'd make selecting groups of people for specific drafting a bit easier. Having the ability to designate squads would be better but I'd settle for just the ability to change their order at the top of the screen

Colonist being treated shouldn't get up right in the middle of treatment unless they go in to a mental break

Largest suggestion:

An option for animal permanence (will not re-spawn). Just another bit of difficulty you can choose to toggle on.
- Wild animals will breed regularly to keep the population up
- Makes the player have to be careful about overhunting or killing off all of one sex
- Animals that hunt will now also be problematic in that they can eradicate another species
- Killing off predators will cause animals that now have no natural enemies to be able to over reproduce, wreaking havoc on the environment
- A careful balance of what to cull and what to allow to flourish becomes yet another thing players have to think about
- Event spawns (beavers, animals joining you, manhunters) will still be allowed
- If an extinction event should occur (toxic fallout) once it ends a temporary respawn will be implemented

nccvoyager

Just a little note...
You can already prioritize joy using the "restrictions" screen.
If joy drops below a certain amount during this scheduled joy time (90% I think?) then they will seek a joy activity out.
If joy is at 100%, they will return to work during this time.

AnActualDuck

Thanks for letting me know that. I meant specifically being able to right click something and give the actual "prioritize" option. I understand some may think it's unnecessary and that's fine.

nccvoyager

Well, technically "joy" objects that can be prioritized already exist; drugs.
A colonist can be selected, and a type of joy drug can be right-clicked and prioritized.
This is in addition to the drug policy manager, which can be set up to have a pawn with a mood below a certain value automatically take joy drugs.

I realize this isn't exactly what you want; you wish for the ability to right-click any joy object and prioritize it.
The thing is, this would take away from the "humanity" of the pawns, and remove one of the methods through which they assert their individuality in the simulation, which is part of what RimWorld is about; the pawns themselves, as people.