Scavenging and Carrying more items (besides gun and clothing)

Started by Suomynona, March 17, 2015, 11:52:56 AM

Previous topic - Next topic

Suomynona

Hello guys, this is my first post so excuse me if something is wrong.

Ok, first topic:
I know that you can send one of your guys out collect stuff, but there is only a finite amount of non regenerating ( like granite) items on 1 map. So it would be cool if you could send one of your guys to go off the map and come back with some stuff (like real scavenging). You can also send a group of guys if you like. They would come back with some random stuff (like food, metal or even a gun). But they might not always survive. So even if you have mined and collected everything on 1 map, you still have another way of getting stuff. The longer you send a colonist scavenging, the more items he will find. The scavenging skill will be determined by their hunting skill, so you can send one of your nobles to do it (because they aren't that useful). I think that scavenging will be rather useful when you're in somewhere like the tundra. I always find myself running out of supplies like food and it will be nice if there were an alternate way of getting stuff.

Second topic:
Whenever you have visitors or pirates, they can carry items with them (like a fine meal, medicine or silver). It would be good if your colonists would do the same. So normally when you send a guy hunting, he always comes back really hungry and sleepy. But if you make him carry a simple meal, he can stay out there for longer periods of time. You can also send a colonist scavenging for a longer time so you can get more items by giving him more food. You will also be able to give him a sleeping bag, a portable sleeping spot that can be made via the tailor's bench. It would be made of cloth and although the colonist would feel exposed when he is sleeping in it, he wouldn't feel uncomfortable in it (because it's soft). You can give your hunter a meal and a sleeping bag, and he could be gone for days!

I would like it if you guys would give some feedback (support this idea, give constructive criticism etc.)  :)
Now this, is a real nice post

Monkfish

Colonists carrying things is highly requested and likely to be a thing soon. I believe backpacks or other bag types may be used.
<insert witty signature here>

M

I really like those ideas. :)

A Backpack with some slots (for sleeping bag, meals, medicines and even other items like 3 metal for an instant cover sandbag or beer) and the ability for the colonist to use the materials in it if, while needed, X tiles away from a better or equal source.

Backpacks could be found on raiders or could be craft with tailoring.
It would be cool to set the backpack items for each colonist and then they would refill their own backpack automaticly when empty.
The quality of the backpacks would modify its carrying capacity (from 2 to 4 slots) and its mov. speed malus (they should have one).

I would make the backpack with at least 1 sleeping bag and 1 meal a MUST for those going scavenging out of the map.

Suomynona

Thanks for the feedback!  ;)
Although these items/features can be implemented into the game with a mod, it will be awesome to have these in the actual game itself.
Because RimWorld is kinda like a survival game, I personally thought that scavenging would go with the whole theme.
Now this, is a real nice post

SSS

Having two inventory slots, similar to raiders, would be nice. It would be particularly useful for haulers and miners that need to travel long distances over the map. You could set up a temporary shelter in-between your main base and the mining/hauling region, and either (1) give them a meal and let their other slot contribute to hauling, say, silver, or (2) give them two meals so they can stay out there longer before needing to travel back to base.

This can already be accomplished if you remove the colonist's bed ownership and set up a one-square meal stockpile zone, but it's more of a hassle that way since you need to change up the stockpile importance, configure the zone out at the temp base, and surplus simple meals specifically- your non-mining/hauling colonists might try to walk all the way out there to eat, otherwise.

For a related suggestion, I'd like to be able to have more than one home zone, that way having multiple primary bases would be possible without having to worry about colonists intermingling with the other base. I could just assign them to the home zone I want them in, and they wouldn't be trying to haul stuff to/from the original home zone nor use its production facilities, beds, etc.

Mathenaut

If there was a way to form supply chains, this would solve a bit.

Miners haul to stockpile B, colonists haul from B to A. Is there a way to set up appropriate triggers for that?

ja7833

I'd like to have two weapons slots, maybe a short range and long rage like a pistol and a bow or a ranged and a melee weapon.
"Someone who is making anywhere from $300,000 to $750,000, that's middle class."  - Frederick Heineman

giannikampa

Quote from: SSS on March 17, 2015, 02:31:53 PM
For a related suggestion, I'd like to be able to have more than one home zone, that way having multiple primary bases would be possible without having to worry about colonists intermingling with the other base. I could just assign them to the home zone I want them in, and they wouldn't be trying to haul stuff to/from the original home zone nor use its production facilities, beds, etc.

I think that could be accomplished in a very useful way: the "forbidden zone" where undrafted colonist won't go. You could surround your satellite base and noone will carry things in and out unless you remove some forbidden. There would be many other good use of it, from forbidding your killbox to forbidding temporary dangerous areas.

For the 2 main topics of the tread, I'm totally with them, either going in mission out of the map to scavenge and having a backpack would fit very well in rimworld, imo.
And as always.. sorry for my bad english

tresflores