Some suggestions (Additional zone, orders for colonists, additional buttons)

Started by Kagemusha12, March 19, 2015, 01:54:33 PM

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Kagemusha12

6 suggestions which IMHO would be extremly useful for Rimworld-Players:

1. Additional zone: Firefighting
Reason:
While automatic firefighting currently is included in the home zone, this zone comes with the additional ballast, that colonists try to keep it clean. Sometimes however, I might have an interest in just having zones with automatic firefighting without my colonists wasting time with cleaning them ... for example for the area surrounding my powerlines and geothermal (and other) power generators.
It would be great to be able to define a "just firefighting and no cleaning" - zone for such areas.

2. Colonist (Warden) order: Put prisoner to bed
Reason:
At the moment it is annoying that my doctor can only treat prisoners, when they are in bed (and the treatment of the prisoner automatically stops when they get up). While sometimes (seldom) the warden uses an automatic action to put a prisoner to bed, it would be useful if the player could have the ability to manually order the warden to put the prisoner to bed. Often such an ability may make the difference between life and death (for example when the prisoner is walking around in his cell, but still has wounds that need to be bandaged in order to keep him from dying of blood loss)

3. Colonist (Warden) order: Give prisoner clothes
Reason:
Often you have good reason to strip wounded enemies before taking them prisoner (for example because they have nice gear (like power armor, shields, helmets). But you don�t want to have them completely naked in their cell (for one because of the mood modifier, for the other because maybe you don�t have any heating installed in their cells ... but also don�t ant them to freeze to death) and have lots of normal clothes lying around. In this case it would be great if you could order a warden to give selected clothes to the prisoner, so he is able to put them on.


4. Colonist order: Sleep/Rest
Reason:
There are times (for example just before an attack by enemies) where you want your colonists to go to bed, even when they aren�t tired enough to go to bed by themselves (so they are all refreshed when it is time for them to take action) ... for this purpose a "go to bed" order would be very useful. 

5. Colonist (Doctor) order: Prepare treatment
Reason:
When a colonist has an infection it is extremly important to treat the prisoner again as soon as the infection becomes "untreated" again. While doctors automatically queue up the "treat colonist(or prisoner)" - order as soon as the infection becomes unreated again, it sometimes may bee to late to keep the inection from getting worse.
With the manual order "Prepare treatment" (and the sick colonist/prisoner as target) the doctor would gather a medpack (if the target is a colonist or you allowed the use of medpacks on prisoners) and then stand and wait at the ill colonists/prisoners bed till the disease becomes untreated again (so the treatment can commence as soon as possible)

6. Buttons for the Colonist Detail menu: Next/Previous colonist
Reason:
Often I would want to browse through my colonists in order to get detailed infos (example: I have captured/bought a certain melee or ranged weapon and want to look through my colonists for the best candidate to get it). AT the moment it seems like the only way to do it is, to open "Overview", click on the first colonist and look at his/her details ... then open overview again to click on the next colonist ... and so on.  This becomes a little bit tedious as your colony grows.
With buttons in the colonist detail screen to switch to the next/previous colonist in the list, this would be much easier/more practical.

Mathenaut

If you don't want your colonists to clean, you should remove the 'clean' task from their orders. Cleaning is low priority, so they should only be doing it if there is nothing else present for them to work on.

If your prisoner beds are set to medical, injured prisoners should be resting in them if they are injured and your doctor will be tasked appropriately.

If your colonists have low rest values (I think below halfway about), the order to rest should show when you select their own bed.

For infections/chronic injuries, the culprit is usually the infected colonist not getting to a bed. The 'needs treatment' flag should pop up to warn you. From there, the doctor should handle them the moment they get to a bed. It's usually a good idea to have your medicines situated in your medbay.

I want to say that nude prisoners will put on clothes if you leave a set in their cell, just as they'll eat food placed in their cell. Not sure, though (I don't keep mine for long if I'm not recruiting them).


Johnny Masters

1. I don't think the game needs much more zones, specially to fire, which doesn't happen THAT often as other home zone actions. What i think the game needs is something similar as the priority order similar to the one in banished, call it priority zone if you need, but its just a general order you put over an area an available pawns capable of doing jobs in the area would do so, respecting their own job priority orders ofc.

It would be specially useful if you need specific tasks done in a pinch, such as erecting walls, cleaning, firefighting, building, cutting a forest area, etc.

2,3. I also had the impression that leaving clothes in prison the prisoners would auto-pick it, not sure now tho'. Keeping a dedicated med bed in prison does the trick, usually i just place a temp sleeping spot set to medical as needed.

4. Agreed on the sleeping part. Specially when you're under siege and you want to careful manage mortar duty and a "special ops" night attack, in which case you'd want your guys well rested.

5. Dunno, seems convoluted. I used to just micro him to bed. But i see the importance of it, but i think a better way would be to place a special AI override priority (if priority is interfering with treatment). So:  infection becomes untreated > sick pawn goes to bed and waits there> next best medic is reserved > medic picks medicine and treat sick > everyone dismissed. Or something like that.

6. +1

Kagemusha12

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
If you don't want your colonists to clean, you should remove the 'clean' task from their orders. Cleaning is low priority, so they should only be doing it if there is nothing else present for them to work on.

Well, I don�t mind my colonists cleaning, as long as it is close to the main colony  ...
but if they walk the whole way across the map in order to clean (and then have to walk the same distance back in order to take over other tasks, or if the colony is attacked).
And this is the situation if you have some geothermal generators at a large distance from the colony ... in this case you have the cjoice to either have the homezone for those outlying regions activated all of the time and take into account that your colonists waste a huge amount of time walking to and back from those regions in order to do cleaning tasks, or to not  have a homezone activated for the outlying regions ... in this case however you have to check all the time (for example especially in case of a thunderstorm) if any things (for example power lines) get damaged or set on fire and in this case manually activate a homezone for this region (till the damage is repaired/the fire extinguished) and afterwards deactivate the home zone again.

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
If your prisoner beds are set to medical, injured prisoners should be resting in them if they are injured and your doctor will be tasked appropriately.

You mean prisoner + medical? Interesting idea ... will try it the next time I have a wounded prisoner

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
If your colonists have low rest values (I think below halfway about), the order to rest should show when you select their own bed.

Good to know ... although, even halfway may be a little bit low, if you are waiting for an attack by a large group of tribesmen.

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
For infections/chronic injuries, the culprit is usually the infected colonist not getting to a bed. The 'needs treatment' flag should pop up to warn you. From there, the doctor should handle them the moment they get to a bed. It's usually a good idea to have your medicines situated in your medbay.

Nope, I am talking about colonists who are lying in bed. The time window between popping up of "untreated" and the time that the treatment has to start (if you don�t want an infection to worsen) seems to be rather small.
If your doctor has to cover some distance to the patient (for example because he was doing some other task before that was some distance away from the main colony building) then it may take too long for the doctor to arrive in time.
In this case (say, I know that the next treatment is due in 0.05 days) it would be great if I could order the doctor near the patient (with the order I suggested) to prevent that he is too far away from the patient when the disease needs treatment (at the moment the only workaround is, to activate the doctor for the military and send him in this mode near the patient (in order to deactivate the military mode as soon as the disease switches to "needs treatment" in the health window of the colonist).
(and unfortunately, especially if the number of colonists is low, often you don�t have the luxury of having a colonist be assigned as doctor only (and no other tasks) so that  there is no danger of him being too far away with other tasks) 

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
I want to say that nude prisoners will put on clothes if you leave a set in their cell, just as they'll eat food placed in their cell. Not sure, though (I don't keep mine for long if I'm not recruiting them).

Will test it out when I start up the game next time

SSS

Quote from: Mathenaut on March 19, 2015, 02:31:57 PMI want to say that nude prisoners will put on clothes if you leave a set in their cell, just as they'll eat food placed in their cell. Not sure, though (I don't keep mine for long if I'm not recruiting them).

They will put on pants and shirts, but not headgear, armor/shields, or jackets/dusters/parkas.

Kagemusha12

Quote from: Mathenaut on March 19, 2015, 02:31:57 PM
...

If your colonists have low rest values (I think below halfway about), the order to rest should show when you select their own bed.

...

Just an addendum to this:
Nope, this isn't the case ... while you can put colonists to rest that are sick, you cannot do this to healthy colonists, no matter how low the rest bar is.
Tested it in my last colony out and my current one (in the latter with an 64 years old frail colonist who just had around 20% rest bar left) and nope, there definitely is no option appearing, to put the colonist to rest, if you right click on their bed, with the colonist selected (neither when you just select the bed)

SleepyDango

Quote from: Kagemusha12 on March 19, 2015, 01:54:33 PM
6. Buttons for the Colonist Detail menu: Next/Previous colonist
Reason:
Often I would want to browse through my colonists in order to get detailed infos (example: I have captured/bought a certain melee or ranged weapon and want to look through my colonists for the best candidate to get it). AT the moment it seems like the only way to do it is, to open "Overview", click on the first colonist and look at his/her details ... then open overview again to click on the next colonist ... and so on.  This becomes a little bit tedious as your colony grows.
With buttons in the colonist detail screen to switch to the next/previous colonist in the list, this would be much easier/more practical.

I though you could scroll through them using the "<" + ">" keys

Kagemusha12

Quote from: SleepyDango on March 23, 2015, 07:27:32 AM
Quote from: Kagemusha12 on March 19, 2015, 01:54:33 PM
6. Buttons for the Colonist Detail menu: Next/Previous colonist
Reason:
Often I would want to browse through my colonists in order to get detailed infos (example: I have captured/bought a certain melee or ranged weapon and want to look through my colonists for the best candidate to get it). AT the moment it seems like the only way to do it is, to open "Overview", click on the first colonist and look at his/her details ... then open overview again to click on the next colonist ... and so on.  This becomes a little bit tedious as your colony grows.
With buttons in the colonist detail screen to switch to the next/previous colonist in the list, this would be much easier/more practical.

I though you could scroll through them using the "<" + ">" keys

Thanks, seems like you are right ...
those weren´t among the keys I tested (especially as because of the different between QWERTZ and QWERTY, they are located in the , and . - keys (for QWERTZ)).

In this case it seems like I can consider Point 6 to be solved :) 

Pink Photon

Quote from: Kagemusha12 on March 19, 2015, 01:54:33 PM
1. Additional zone: Firefighting
Reason:
While automatic firefighting currently is included in the home zone, this zone comes with the additional ballast, that colonists try to keep it clean. Sometimes however, I might have an interest in just having zones with automatic firefighting without my colonists wasting time with cleaning them ... for example for the area surrounding my powerlines and geothermal (and other) power generators.
It would be great to be able to define a "just firefighting and no cleaning" - zone for such areas.

I have the same complaint. An alternate suggestion would be that pawns only clean in home regions where the ground is A) inside or B) paved/smoothed. That keeps rooms and walkways clear, without spending time cleaning up dirt in the middle of a field. For people who really want to keep their soil free of dirt, maybe that can be added to the "snow clear" region.