Your Cheapest Ideas

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

Previous topic - Next topic

Mr.Cross

Quote from: kahlzun on August 17, 2015, 09:57:35 AM
Colonists who are on fire will be 'put out' quicker if they go into Shallow Water.
Possibly automatically path towards it if sufficiently nearby..


Yea, but if you've made your base quite a distance away from any source of water, that could get quite annoying. Pehaps if it's within a cetain (maybe configureable) range?
Claims to know most things.

b0rsuk

* Use separate color for each disjoint power grid. This would help repair conduits after a mortar shelling. Also, some people have separate power grids on purpose, such as sunlamp powered by solar panels. Yes, you can use switches, but sometimes you don't need to, and they can be a little confusing (when there are many)
(When you click on Power in architect menu, power conduits are highlighted in cyan)

* Allow players to label their power switches. For example: "turrets", "backup batteries", "work tables", "hydroponics". Those labels should be overlaid on them similar to how colonist names are overlaid on them.

The-MathMog

+3 mood boost - Saw a majestic (name an animal here)

Then waiting for the moment, someone saw a majestic squirrel.

Then having muffins draw it.

Profit?

NuclearStudent

Lazy colonists get a mood boost (+5 or so) while idle.


Jorlem

Hull plating for the escape ship would be nice.

kahlzun

Quote from: b0rsuk on August 17, 2015, 03:08:28 PM
...
* Allow players to label their power switches. For example: "turrets", "backup batteries", "work tables", "hydroponics". Those labels should be overlaid on them similar to how colonist names are overlaid on them.

it would be nice if we could just attach labels to locations. "Future storage", "Accomodation", "Build thicker wall"
Look for me on the KSP forums!
Rimworld. The game where getting a cannibal psychopath with bloodlust is a good thing.

b0rsuk

#2421
* Cargo drop pods could drop random animals, some of them in a broken daze or rarely manhunter. You're playing tundra and suddenly some camels, cobras and yes, yes elephants drop in ! (The elephant I had in tundra was from a pack of elephants that WAS THERE at map start)

* A mode where map expands as time passes. Every 6 months (or every year?) the map size goes up by one notch. New areas become available. It would be a half-assed substitute for exploration, but better this than nothing.

* Ability to put switches in walls. Switches act as conduits for all intents and purposes except this. The fact you can't place them in walls leads to some ugly designs sometimes. You have to make a tiny loop just to make something switchable, and can't hide all of it in a wall.
To make this look prettier, maybe switches would have a facing direction ? That is, they work in all sides, but can only be activated from one of 4 cardinal directions.


Mr.Cross

Might want to add some sort of visible difference in the wall. So that people who forget where they place things can at least see where it is.
Claims to know most things.

b0rsuk

Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.

picollo

Quote from: b0rsuk on August 18, 2015, 03:16:11 PM
* A mode where map expands as time passes. Every 6 months (or every year?) the map size goes up by one notch. New areas become available. It would be a half-assed substitute for exploration, but better this than nothing.

THIS!

CB elite

Quote from: b0rsuk on August 20, 2015, 09:16:50 AM
Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.

Theoretically speaking, it's possible for these "assembly lines" to have been operational for thousands of years to current day. No?

b0rsuk

#2427
Quote from: CB elite on August 20, 2015, 06:06:39 PM
Quote from: b0rsuk on August 20, 2015, 09:16:50 AM
Mechanoids within a raid or an ancient danger room should be within a few years of each other when it comes to age. If they're produced in a factory, not carved out of stone by generations of workers, they come from the same assembly line and should have the same age.

Theoretically speaking, it's possible for these "assembly lines" to have been operational for thousands of years to current day. No?

Possible. But how to explain their age is so much apart ? Does each one quest for the Grail in a different part of the galaxy ? Is this some kind of high school reunion ? It's much easier to explain by mechanoids having individuality than in any other way. Do they have personality ?

Jorlem

I would like to request the addition of a mirrored ship cryosleep casket.  The current access point for the cryosleep casket makes it very difficult to build a symmetrical escape ship.

Additionally, it might be worth considering either allowing colonists to walk over ship parts to extinguish fires, or make the ship parts nonflammable.  If you've happened to build a ship where some part isn't exposed to the outer edge, (staggered structural beams, for example) and it catches fire, that's that.  Very annoying.

Thorbane

Doctors should prioritize treating injuries by bleeding rate, who sets a broken tibia before dealing with a GSW to the lung?

Also the ability to set all your prisoners gets food/doctor/medicine settings at once would be awesome.  So would the option to change the default settings, so I don't have to manually allow meds for each and every prisoner in the late game.