Frequent Suggestions Topic!

Started by JimmyAgnt007, April 07, 2015, 08:51:49 AM

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jeffehboy

It would be awesome if we could name/rename the tamed animals. Also please make the character limit bigger for colonists names or just the nickname.

:)

harkov

I think a separate cleaning zone or cleaning area has been suggested quite a few times.

Havan_IronOak

First some suggestions that appear in this thread that I think have already been implemented...

1) Cleaning area has now been implemented (in a way) I set up a Cleaning area (all my inside areas) then restrict my cleaner to that area. He will clean any areas that require it without trying to clean all the dirt in my home zone. He'll even pass through "restricted" areas to get from one dirty zone to another. At least he does when I assign him a cleaning task in the other dirty area - not sure if he'll venture out on his own.

2) Renaming tamed animals IS already possible in A13 (Once the animal has been trained for Obedience and named by a colonist (just go into the animals name and right click on the animal name that you wish to change)

3) The Random Landing Site button shows up in A13. Just start new colony and look in the leftmost margin.  After hitting the random location you must still hit start (after selecting your storyteller and your world - It does seem like that last step could be skipped...)

What I'd like to see...
A) Add a way to switch story tellers mid colony. Randy Random could be a LOT of fun once my colony is up and established but he's a bit too random for me at the outset.

B) Decrease the number of "Chronic" conditions or allow cures for them. I've got several asthmatics and a few people with brain and stomach parasites  that I'd really love to fix but haven't found a way (yet.)

C) Allow Power Switching as part of a task. Even my best cooks leave the stove on overnight. And does the Fueled Smithy really need to be lit when not in use?

D) Allow storage zones to optionally specify quality thresholds. I'd like to stock a weapons locker with superior or masterwork weapons while relegating the lesser quality weapons to my "trade zone."  Several releases ago there was mod that did that but I haven't seen an up to date one in a few releases.

JimmyAgnt007

1) Thats a quick and dirty solution, still doesnt stop people from suggesting it on a regular basis.

2) OK... that wasnt on the list. 

3) I mention its in the game now.

A-D) This thread is for the list of things people make too many threads for.  Not for people to make suggestions in.  Are these things you want to see added to the list?  They sound like you are trying to suggest them.

Batman529

ok so I LOVE Rimworld but as I got into the late game I found my self getting board always going against the same stuff until I escaped the planet. So what i'm asking for is a bit of stuff that mix's up the late game like raiders trying to attack spaceship parts or not running in head on trying to melee someone with a Minigun and personal shield P.S Why can people with guns only carry guns why can't they carry a knife with them as a sidearm because I always find my self being stabbed by a raider and getting rexted.

quxzcover

add:
Edb prepare carefully integrated into the game.

its all people are talking about now.

Jonofwrath

Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.

NPKenshiro

I see Vultures has gotten a lot of talk already. So:

Dead bodies are often abound, and with the implementation of rats and more dietarily proactive animals, it's less of a problem. However, perhaps Vultures could be implemented as animals that fly around and eat rotting corpses and meat. Just as with any animal, they wouldn't be found everywhere, so maybe your colony gets a gang of vultures to feed its deceased to, maybe not.

Birds might introduce the issue of a Z axis, but if it can be gotten around easily enough, Vultures would be a good first item, and possibly other birds after that.

harkov

Quote from: Jonofwrath on July 17, 2016, 06:37:42 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
He sets one pawn to clean and then restricts the pawn to the area he wants cleaned using zones. Clever, yet I think my pawn will get cabin fever pretty quickly.

Jonofwrath

Yeah I've done something like this - you have to also allow them a path to their bedroom if you want them to go to bed. Would be handy to allow different at different times - confined to quarters over-night - confined to the kitchen during the day - except breaks outside - like a prison!


SpaceDorf

Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM

B) Decrease the number of "Chronic" conditions or allow cures for them. I've got several asthmatics and a few people with brain and stomach parasites  that I'd really love to fix but haven't found a way (yet.)

C) Allow Power Switching as part of a task. Even my best cooks leave the stove on overnight. And does the Fueled Smithy really need to be lit when not in use?

D) Allow storage zones to optionally specify quality thresholds. I'd like to stock a weapons locker with superior or masterwork weapons while relegating the lesser quality weapons to my "trade zone."  Several releases ago there was mod that did that but I haven't seen an up to date one in a few releases.

I only noticed in between, that I am not in the Small Suggestion Topic, but a few quick answers.

D allready is implemented.

C I don't think fuel is used when the fueled worksation is not in use

B asthma can be cured by putting new lungs in the pawn.
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Jonofwrath

Quote from: harkov on July 19, 2016, 03:55:19 AM
Quote from: Jonofwrath on July 17, 2016, 06:37:42 PM
Quote from: Havan_IronOak on June 29, 2016, 11:05:03 AM
First some suggestions that appear in this thread that I think have already been implemented...

1) ...I set up a Cleaning area...

Do you mean the home area? Or is there a separate way to zone cleaning? As far as I know the Home area currently IS the cleaning area.
He sets one pawn to clean and then restricts the pawn to the area he wants cleaned using zones. Clever, yet I think my pawn will get cabin fever pretty quickly.

You're right - he will - I've tried this method - as I'm sure most of us have - you have to include a route outdoors to alleviate the cabin fever and also to their bedroom.

What would be better is if you could manage allowed zones by time - ie they're allowed in zone 1 between 0900-1300, zone 2 1300-1800, zone HOME from 1800-0900 - for example where zone 1 might be the kitchen area, etc.

Herumarath

Sort of related to Slave/Prisoner Workforce, a faction/trader that represents a law enforcement patrol so you can turn pirate prisoners in for a bounty and avoid the mood penalty for selling them as slaves.  I hate letting guys that tried to murder me go free because they are scum and my bleeding heart colonists go apeshit for selling them or killing them.

kragnfroll

I see lot of people asking for new winning condition in the scenario editor.

Could this be added to the list ?

FelisVulpes

Would love to see cats that can be trained in obedience at least ><
FOX :D