Your Cheapest Ideas

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

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b0rsuk

EMP grenades should damage personal shields. Using short-ranged grenades against melee guys is dangerous and I don't see why it shouldn't be rewarded. Pirates tend to outnumber you. Randy Random 100% has just sent a 4 MELEE ONLY siege against my colony which is building the spaceship, which is laughauble at this point. But that doesn't mean I could counter them with my own melee without casualties and lost limbs.

So my options against melee is, again, overwhelming turret firepower and especially turret explosions. Massed shielded melee guys are hard to break without losing at least a few turrets. Personal shields can have one niche counter in the form of EMP grenades.

CheeseGromit

Quote from: Monkfish on March 12, 2015, 09:50:51 AM
Max stockpile amounts
Set the maximum number of the selected item(s) to be stored in a stockpile. Default to unlimited. This would allow limited numbers of certain items to be delivered to specific stockpiles.

I'd like to echo this idea as well.

It's been bothering me for stone creation since I started playing. Now it's bothering me for food storage when trying to keep quantities of meat and herbal medicine in a freezer with a crop production that exceeds demand. I've created three separate zones to work around this.

TSO

1.2 ppl to carry 1 rhinoceros
2.doors can be locked open? (see prison architech)
3.Make work prioritizes re-arrangeable. (left to right drag-able? drag cleaning from least to highest) to free ppl from re-numbering whole colony's tasks.

Argon

Differentiate between stranger and colonist graves in the construction menu.  Both options would produce the same grave, only with different corpses allowed.  This would eliminate manually adjusting graves individually to the desired settings.

-Argon

Darkhymn

Quote from: CheeseGromit on March 15, 2015, 05:22:08 PM
It's been bothering me for stone creation since I started playing. Now it's bothering me for food storage when trying to keep quantities of meat and herbal medicine in a freezer with a crop production that exceeds demand. I've created three separate zones to work around this.

Cycle your crops. If I notice I've stored 2000 potatoes, I'll usually go ahead and turn my farms to medicine production for a time, or devilstrand. I also usually have multiple freezers. One for medicine and one for food.

Apologies for off topic.

Monkfish

Quick fix/suggestion;

- Colonists source raw fruit/vegetables before raw meat.

Raw meat isn't really the best of dietary choices to be made in any situation. :-\
<insert witty signature here>

Monkfish

DP for a comment I previously missed but was just made aware of...

Quote from: Darkhymn on March 14, 2015, 03:51:09 AMPrison
The current system for captives is lackluster, in my opinion. It's not imperative, as most prisoners are very temporary, but it would be nice to be able to have communal prison areas outside of the rooms - such as an exercise yard or a chow hall - which can be designated as prisoner accessible, so that prisoners can go outside and get rid of that -15 cabin fever malus or grab some nutrient paste from a communal dispenser. There is a mod that does this fairly well, but it seems like it should be vanilla functionality.
Yes! This could be done by way of a secure or prison door. Instead of requiring an enclosed room with a door, a prisoner bed could require a sealed area behind a secure/prison door. Prisoners would not be able to travel through this door unless being escorted by a warden (or if the door/wall is compromised), but would be able to travel freely through other doors within the secure area. This would allow separate bedrooms for prisoners but common areas for chow/socialising.
<insert witty signature here>

ToXeye

Starving colonists should eat from corpses, which adds to lost limbs of the animal in question. So for example, if a colonist eats a leg from a boar then the boar's leg will be lost, and when you butcher that boar the meat from the leg will be lost too.

This is coupled with a system where every limb has a portion of meat, adding up to the total.
Of course, finding a lost limb somewhere would be a graphical question. What would the
lost limb look like? Perhaps just make it drop meat when you lose a limb. For example, a
human loses a leg. Pow, there's some meat and leather on the ground.
Features everywhere!
e_  O:
/|   /|\

ToXeye

Another solution to the corpse-eating idea would be to have a certain amount of meat items in the corpse, which then become consumed by the hungry colonist. This would make it easier to calculate meat from butchering.
Features everywhere!
e_  O:
/|   /|\

TSO

#1794
saves load paused rather then start playin immediately after loading for 5 minutes... >.>

stock zones can go on top of tables?? I'm one of those ppl who would like to see stock be placed on a table rather then always laid on the floor...

b0rsuk

Snow should make construction a little harder. This includes digging graves, constructing floors and power conduits. Currently you can build wooden floors outside, under snow, without removing the snow. Basically I want constructing on snow to require the extra step of removing snow. "Dusting" level would be allowed.

M

#1796
- Quarantine: a room in which you can place your own colonists to isolate them from the colony. You could use it for malaria, plague, flue but also for mental breaks and alchool breaks to not let your colonists hurt others or themselves until they are fine. This way you could arrest your own colonists without the recruit time needed after the arrest. (With a command similar to arrest. Quarantine)

- Relationships: states colonists would gain after time (months/years) spent with eachother. There would be conditions, prerequisites to gain those Social related States.
Examples:
* "Friend With X". This state would make the colonist social chat with X more enjoyable and X death more traumatic.
* "X Best Friend". Like the friend one but with greater effects on the mood, there could be anxiety for best friend injuries or joy for their successes.
* "In Love with X". Non-reciprocal state, like Best Friend but non-reciprocal. The colonist in love would have negative mood if not in sleeping in the same room/bed of X, positive in the same room/bed with X but X would hate that (hetero, gay, more than one at the same time).
* "Engaged with X". Same as in love but reciprocal. Engaged colonists (hetero, gay, more than one at the same time) love to chat/sleep together. Like best friends there would be a lot of anxiety for injuries and traumatic effects for deaths.
* "Jealous of X&Y". While in love or engaged with X the colonist would have negative mood if X chats or sleeps in the same room with Y. X&Y could also have negative mood from that.
* "Despises X". This state would make a colonist chats with the colonist X not pleasant and their lost less weighty.
* "Hates X". This state would make a colonist hate chats with the colonist X. Colonists would not mind X death. The colonist could also brawl with X if in bad mood, drunk or accidentally shot/hurt by him.
* "Enemy of X". Like "Hate X" but much more marked on mood. The colonist would sometime "accidentally" shot or hit his enemy during dangerous situations or battles, trying to kill X.
* "Respects X". The colonist respects X and have better mood when X his near him while working or in battle, X would gain some positive mood too.
* "Disrespects X". The colonist disrespects X and have negative mood while working or fighting near him, X would gain some negative mood too.

benben471

Quote from: M on March 17, 2015, 06:35:29 AM
- Quarantine: a room in which you can place your own colonists to isolate them from the colony. You could use it for malaria, plague, flue but also for mental breaks and alchool breaks to not let your colonists hurt others or themselves until they are fine. This way you could arrest your own colonists without the recruit time needed after the arrest. (With a command similar to arrest. Quarantine)

- Relationships: states colonists would gain after time (months/years) spent with eachother. There would be conditions, prerequisites to gain those Social related States.
Examples:
* "Friend With X". This state would make the colonist social chat with X more enjoyable and X death more traumatic.
* "X Best Friend". Like the friend one but with greater effects on the mood, there could be anxiety for best friend injuries or joy for their successes.
* "In Love with X". Non-reciprocal state, like Best Friend but non-reciprocal. The colonist in love would have negative mood if not in sleeping in the same room/bed of X, positive in the same room/bed with X but X would hate that (hetero, gay, more than one at the same time).
* "Engaged with X". Same as in love but reciprocal. Engaged colonists (hetero, gay, more than one at the same time) love to chat/sleep together. Like best friends there would be a lot of anxiety for injuries and traumatic effects for deaths.
* "Jealous of X&Y". While in love or engaged with X the colonist would have negative mood if X chats or sleeps in the same room with Y. X&Y could also have negative mood from that.
* "Despises X". This state would make a colonist chats with the colonist X not pleasant and their lost less weighty.
* "Hates X". This state would make a colonist hate chats with the colonist X. Colonists would not mind X death. The colonist could also brawl with X if in bad mood, drunk or accidentally shot/hurt by him.
* "Enemy of X". Like "Hate X" but much more marked on mood. The colonist would sometime "accidentally" shot or hit his enemy during dangerous situations or battles, trying to kill X.
* "Respects X". The colonist respects X and have better mood when X his near him while working or in battle, X would gain some positive mood too.
* "Disrespects X". The colonist disrespects X and have negative mood while working or fighting near him, X would gain some negative mood too.
And maybe if friends are doing the same tasks together like hunting or contructing they have increased benefits. (increased work speed and increased experience gain)
Thanks for feedback :),
Benben471.
I have mods now ^^

Zorroexe

*Energy accumulator - building beside energy source buildings will, generate x% amount of energy of that energy building, *highest one*
*Artillery Installment - a energy version of current mortar but automatic and doesn't consume shells but energy per shot (maintenance energy & energy per shot different), slow projectile speed, weak damage, low accuracy.
*Standing, Semi-Kneel, Lie-down mode. From left to right reduces the accuracy of enemies' fire.
*Hostile Flying Enemies (Humanoid/ Animals/ Alien)
*Add 'Collapsed rock' falling inside the shelter when a mortar shell/shot land on the mountain/ Overhead mountain shelter of that specific area.

Monkfish

Quote from: TSO on March 16, 2015, 09:00:45 PMstock zones can go on top of tables?? I'm one of those ppl who would like to see stock be placed on a table rather then always laid on the floor...
Used to actually be a thing but has since been removed. Most annoying, I liked having cooked meals placed onto a table ready for collection by a hungry colonist and would like to see this reintroduced.

Quote from: b0rsuk on March 17, 2015, 06:07:13 AM
Snow should make construction a little harder. This includes digging graves, constructing floors and power conduits. Currently you can build wooden floors outside, under snow, without removing the snow. Basically I want constructing on snow to require the extra step of removing snow. "Dusting" level would be allowed.
I like it.

Quote from: benben471 on March 17, 2015, 09:14:37 AM
Quote from: M on March 17, 2015, 06:35:29 AM- Relationships:
And maybe if friends are doing the same tasks together like hunting or contructing they have increased benefits. (increased work speed and increased experience gain)
I have thought about inter-colonist relationships before, given that double beds exist, and would like to see something implemented. I wouldn't expect to have any interaction or say with the colonists relationships and who they're formed with, though it would be good to be able to separate troublesome colonists if necessary. Relationships would allow for a whole raft of additional features and changes. For example, colonists in relationships could sleep together in the same bed, with suitable mood buffs/debuffs if their partner is/is not sleeping next to them, significant debuffs if their partner dies and decent buffs when they're together. There could also be the possibility of them having a child that would grow over time, starting with being a useless screaming meaty foodhole and gradually transitioning through stroppy teenager and into adulthood. Their skills/traits could be derived from a mix of their parent's skills/traits.

Quote from: Zorroexe on March 17, 2015, 10:28:57 AM
*Energy accumulator - building beside energy source buildings will, generate x% amount of energy of that energy building, *highest one*
Wat?

Quote from: Zorroexe on March 17, 2015, 10:28:57 AM
*Artillery Installment - a energy version of current mortar but automatic and doesn't consume shells but energy per shot (maintenance energy & energy per shot different), slow projectile speed, weak damage, low accuracy.
So, a mortar that's unmanned, not as powerful or as accurate as the current mortars (strewth, it'd never hit anything!) and requires electricity instead of ammo? Sounds useless to me.

Quote from: Zorroexe on March 17, 2015, 10:28:57 AM*Standing, Semi-Kneel, Lie-down mode. From left to right reduces the accuracy of enemies' fire.
Could do, though I'm not sure how that would be represented with pawns that have no arms or legs.

Quote from: Zorroexe on March 17, 2015, 10:28:57 AM*Hostile Flying Enemies (Humanoid/ Animals/ Alien)
I hope we get a Tunguska-M1...  ???

Quote from: Zorroexe on March 17, 2015, 10:28:57 AMAdd 'Collapsed rock' falling inside the shelter when a mortar shell/shot land on the mountain/ Overhead mountain shelter of that specific area.
I like it.
<insert witty signature here>