Your Cheapest Ideas

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

Previous topic - Next topic

Dargaron

#5145
Alright, two more:

1: Eye injuries should either be made a lot less common, or they shouldn't always be permanent. I've had a number of colonies from Alpha 16 to Beta 18, with an eye to long-term settlement and a limited labor pool.

EVERY time, any colonist I've had for more than a year is missing an eye, or has an injury to one. There's no way to protect the eye short of power armor, there's no way to mitigate an eye injury short of a Bionic (which is highly RNG dependent: I think I've seen ONE Bionic eye in my current 9-year campaign. I've needed four of them for years now.)

Either let us produce glasses/eye protection MUCH earlier, make it so that eye injuries are treatable (you mean I can mend someone's stomach with nothing but a cave and a box of scraps, but nothing short of total replacement can fix an eye?) or let us produce some kind of eyeglasses. At least allow high skill to compensate for low manipulation/sight, so that a pawn isn't absolutely gimped, regardless of whether he/she's a rookie or a planet-wide master.

At the VERY least, an Advanced helmet should include a set of bullet-resistant goggles: I'm paying Plasteel and Components, I should at least get protection for the whole head.

2: Pawns running around on fire should measure actual distance traversed, not distance from point of origin. I've had pawns go from full health to unconscious because they decided to run around a 20-tile long unbroken wall (twice) before putting themselves out. Or, you know, pawns could put themselves out immediately: if they don't immediately freak out after having their stomachs/kidneys shot out by a charge lance, why are they completely incapacitated by a size 3 fire?

EDIT: Make that five bionic eyes I need: a colonist got jumped by a grizzly and had an eye torn out in one hit. No in-game warning, he had a peg leg, and there was a frozen elk corpse on the map.

Snafu_RW

Following what Dargaron said WRT eyes, ears & noses have no replacements available while fingers/toes require entre limb replacement :( EPOE & RBSE both allow for bionic replacements of hands/feet/ears & prosthetic noses (among other things), but I feel that at least ears/nose prosthetics should make it to vanilla (since dentures are already available for jaws).. oh, & I fully endorse earlier (tech tree) eye protection!
Dom 8-)

Slightquills

A simple idea that may fix animals from tromping through houses and eating all your fine meals when they have plenty of fodder or to have colonists avoid walking through a raging fire . . .

No Fly Zones (or Danger Zones, lol) - these are zones that have higher priority then your other zones. It would tell the animal or human not to enter that region. Unlike other zones that are mutually exclusive you Should be able to assign these zones in addition to other zones.

Slightquills

#5148
Another idea.

Have hunting br something that you assign at character level to an assigned hunter.

Rather then assigning animal hunting flags individually, which can take time (with a large map possibly impossible to search for an individual animal) the hunter could be told through a menu which has a list of animals available in the current territory. You check the ones you want hunted and the ones you want left alone.

The same would apply to animal taming . . . with the acception of choosing the sex of the animal you want to find.

Maybe even allowing the creation of 'Hunting Parties' that travel like caravans and hunt/gather food in neighboring regions to bring back (in the form of animal corpses and various plant harvetings).

NeverPire

Quote from: Dargaron on December 29, 2017, 07:44:00 PM
Either let us produce glasses/eye protection MUCH earlier, make it so that eye injuries are treatable (you mean I can mend someone's stomach with nothing but a cave and a box of scraps, but nothing short of total replacement can fix an eye?) or let us produce some kind of eyeglasses. At least allow high skill to compensate for low manipulation/sight, so that a pawn isn't absolutely gimped, regardless of whether he/she's a rookie or a planet-wide master.
I would like to add a possibility to this idea. Even if you don't add the possiblity to fix the sight capacity through eyeglasses, at least add them to reduce the ugliness impact of an injured eye on social relations.
I will never do worse than what I do now.
It's what self-improvement means.

giannikampa

-make notforbidden blueprints as critical stockpile allowing exactly the so called "Contained resources", so haulers get the job to fill them as any other regular hauling job.


-let right clicking on burning fleeing pawn when drafted give "exstinguish fire" option and the commanded unit will follow the running one and fight the flames
And as always.. sorry for my bad english

Snafu_RW

@gianni: first point can be modded in; 2nd is a good idea but can be worked around by arresting the burning pawnthen immediately releasing them (draft/undraft) I think

However, both are good suggestions for vanilla incorporation IMO..
Dom 8-)

bigdognz

It would be nice to have an underground power conduit or something similar so that you dont have to have ugly power conduits inside your base when you are unable to run them through the walls. So they can be hidden under flooring

You could perhaps make them cost 2 steel instead of the usual one or perhaps make it so that they take longer to build than the standard conduits.

NeverPire

Quote from: bigdognz on December 31, 2017, 09:18:02 PM
It would be nice to have an underground power conduit or something similar so that you dont have to have ugly power conduits inside your base when you are unable to run them through the walls. So they can be hidden under flooring

You could perhaps make them cost 2 steel instead of the usual one or perhaps make it so that they take longer to build than the standard conduits.
Or just remove uglyness penalty when a floor has been built above.
I will never do worse than what I do now.
It's what self-improvement means.

Foefaller

-Colorblind-friendly colors for graphs in the History tab. (literally cannot tell the difference between the material and building wealth graphs)
-Nice pawns are more likely than almost any other to go violent when breaking.
-Ability to smooth natural rock walls to remove ugliness, like with rough rock floors.
-Long-established colonies can get dirt roads built to connect them with nearby roads if they weren't already on a road.
-special conduits that let us overlap separate power grids.
-windows: good for beauty, lets in outdoor light (capped at 50%) and can be shot through for better-than-sandbag cover, though this "breaks" them till repaired, allowing people to crawl through them, and are weaker than regular walls to begin with. Needs research to unlock.

Umaro

Burning apparels in a Campfire should refuel it a bit.

Sol666

Humans prefer sunlight!

Give them a negative mood effect if they haven't been exposed to sunlight in a while.
The longer they go without, the stronger the negative mood.

Sunlamps could counteract this, but as we all know a sunlamp requires more power is is more expensive.

This could give a small extra challange to living in some sort of underground complex or single structure bunker.

Deer87

Quote from: Sol666 on January 03, 2018, 03:53:06 AM
Humans prefer sunlight!

Give them a negative mood effect if they haven't been exposed to sunlight in a while.
The longer they go without, the stronger the negative mood.

Sunlamps could counteract this, but as we all know a sunlamp requires more power is is more expensive.

This could give a small extra challange to living in some sort of underground complex or single structure bunker.

Apart from the sunlamp part this is already in the game. Pawns get cabinfewer which is a mood debuff :)

Sol666

Quote from: Deer87 on January 03, 2018, 04:00:27 AM

Apart from the sunlamp part this is already in the game. Pawns get cabinfewer which is a mood debuff :)

That's true, but going outside at night wouldn't counteract the negative mood from lack of sun.
But it will for the cabin fever mood

I haven't really payed attention whether or not it gets colder at night than during the day  ??? :-\

But needing to get out during the day if it's warmer could become more problematic in a warmer biome.

Snafu_RW

Actually most humans in RL suffer from vitamin D deficiency if they spend most daylight hours indoors (over the course of several months); perhaps this could be modelled IG..?
Dom 8-)