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Author Topic: Your Cheapest Ideas  (Read 771663 times)

Surtr

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Re: Your Cheapest Ideas
« Reply #5895 on: November 01, 2019, 09:30:57 AM »

Sweating or Hot + Water = Relief

If a pawn is sweaty or hot and they take a trek through a river, or it starts raining, it'd eliminate the "Sweaty", the "Hot" and the "Soaking Wet" mood debuffs for a while.  Maybe it even helps with heatstroke slightly.
« Last Edit: November 01, 2019, 09:32:52 AM by Surtr »
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LWM

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Re: Your Cheapest Ideas
« Reply #5896 on: November 01, 2019, 11:52:51 AM »

As someone who lives in an area where humidity regularly gets to 80 or 90%, let me just say you've never heard whining until it rains and the air is so thick you can barely breathe.

The river bit is probably good, tho :)

I believe there's a mod that has this mechanic - one with biomes based off national parks?

--LWM
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TheRetroGamer

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Re: Your Cheapest Ideas
« Reply #5897 on: November 07, 2019, 01:35:31 PM »

I feel that an umbrella, which can be held (or worn as a hat to make it simpler) would help my colonists in the more rainy regions to stay sane.
Ideally it would stop the colonist from getting the soaking wet debuff when walking in the rain.
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And then he died.

烽燧煜明

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Re: Your Cheapest Ideas
« Reply #5898 on: November 08, 2019, 02:07:09 AM »

About Vehicles
Well,I think cars can be built like buildings,move like animals and load things like the transport tank.It should become a support transport system for the transport tank.
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Pangaea

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Re: Your Cheapest Ideas
« Reply #5899 on: November 14, 2019, 06:24:07 PM »

Have a small request: Could you please make it so that when you have completed a quest, the items do NOT automatically get forbidden?

After oh so many hours with the game I'm yet to get any of these items without them degrading a bit. Once the quest is completed, I am always busy fixing up people bleeding out, discovering beds in the small rooms on the map, unloading selected items from muffalos, making a zone for them, chopping down some trees -- you get the gist. Lots of things to do, so I keep my eyes on *that* map instead of the main one, where the quest items drop down. If they came UNforbidden, haulers would drag them inside on their own.

I'd rather live with the slight hazzle of re-finding the items later, instead of seeing archotech legs or orbital power targeter or whatever degrade.
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ForeverZer0

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Re: Your Cheapest Ideas
« Reply #5900 on: November 14, 2019, 07:30:23 PM »

Unsure if it has already been mentioned here, not prepared to read through 393 pages of comments, but would really love to see the simple addition of a "Build Cargo Pod" button on pod launchers. It is minor annoyance to have to get into the architect sub-menus to rebuild pods after launching them instead of just doing so directly from the launcher.
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LWM

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Re: Your Cheapest Ideas
« Reply #5901 on: November 14, 2019, 10:36:20 PM »

There's a mod for the Build-Cargo-Pods button that just got created in the last month. I think it's called "Add Transport Pod" You might look for it.

As far as unforbidden reward items, I second that request!

--LWM
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Pangaea

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Re: Your Cheapest Ideas
« Reply #5902 on: November 15, 2019, 04:44:00 AM »

Unsure if it has already been mentioned here, not prepared to read through 393 pages of comments, but would really love to see the simple addition of a "Build Cargo Pod" button on pod launchers. It is minor annoyance to have to get into the architect sub-menus to rebuild pods after launching them instead of just doing so directly from the launcher.

I actually suggested this recently, probably a few pages back, so I very much agree :)

Would be grand to not have to fuddle around in the Misc menu for the pods. I do many mining trips in the late-ish game (we always lack steel and plasteel), and especially steel trips require many shipments back home. It's not exactly a show-stopper of course, but beds have direct access like this for related buildings, so it would make sense for the pod launcher to have it too.
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ForeverZer0

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Re: Your Cheapest Ideas
« Reply #5903 on: November 15, 2019, 08:17:09 AM »

There's a mod for the Build-Cargo-Pods button that just got created in the last month. I think it's called "Add Transport Pod" You might look for it.

I made a little personal patch for it myself long ago, but I think it should be a vanilla feature, and not have to be added on with a patch. The game is typically very intuitive in this regard for everything else, it just seems that the pods were forgotten about. I am actually more surprised that it is not already there.
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vadim_normal

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Re: Your Cheapest Ideas
« Reply #5904 on: December 02, 2019, 03:31:59 AM »

Protheses, bionics, and pacemakers are getting -90% efficiency while solar flare.
Brain chips turns off while solar flare.
Power armor becomes equal to plate while EMI or solar flare.
Power weapon and shields are turned off while EMI or solar flare
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Protok

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Re: Your Cheapest Ideas
« Reply #5905 on: December 02, 2019, 11:31:18 AM »

Hello, Tynan

The idea is simple and important for better replayability. Refers to the scenario editor.
Add an "offset" parameter to the create the incident function, which will offset the time of creation of the incident by a random value. This is for a more unpredictable scenario.

Example. "Manhunter pack" on day 4 at 18:00 - <intervalDays> 3.5 </intervalDays>
I'll know the time it happens. Exactly. Adding more detalised number (like 3.58192) does not change much.
Now. The new offset parameter, set for 12 hours - <offsetDays> 0.5 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
It's change a lot. I know that the incident will apear on day 4, but now it can be between the 4th at 6:00 and 5th at 6:00.
Maybe in the morning, maybe in the afternoon, and maybe at night. Anything can be! Thats matter!

Example 2. "Toxic fallout" on day 45 - <intervalDays> 45.10635 </intervalDays>
I'll know it will happen exactly time. No problem. Just get ready to that time.
The new offset parameter, set for 15 days- <offsetDays> 15 </offsetDays>
Will be calculated from -X to X and added to the specified time of the incident.
Now I know only thing - it can happen on second month, any day from 31 to 60.

It's change everything for those who playing game by scenarios.

If it is repeated incident then the calculation of the offset occurs anew for next incident after triggering.

And of cource, the <offsetDays> value can't be bigger then <intervalDays>. May be need an autocheck.

Thanks for RimWorld.
Have a good day.
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无敌菌0227

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我的想法(My thoughts)
« Reply #5906 on: January 24, 2020, 08:21:06 AM »

1,手动加农/狙击炮塔:需要电力驱动,殖民者可以控制加农/狙击炮,加农/狙击炮在破坏前殖民者有概率不会受到伤害,对射击能力高的殖民者有加成,加农/狙击炮塔被破坏不会爆炸.
2、战役邀请:(围剿,救援,遭遇战,灭虫)有概率会出现其他阵营的一群战士来到殖民地询问是否加入一场战役,支援战役、救援伤者或俘虏敌对,完成额外目标可以得到额外的赏金,冒险:不会在盟友远行队中供应食物,药物,盟友与敌方战力悬殊。
3、难民队:援助或拒绝,在冬季,有小概率出现一批难民队,它们是一批,家园被毁灭的伤员,一场瘟疫的幸存者的感染者,饥荒幸存者,援助它们,当你殖民地受到大袭击会援助你的殖民地。
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Anarcraft

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Re: Your Cheapest Ideas
« Reply #5907 on: February 13, 2020, 11:29:48 AM »

This was probably mentioned already but I'll say it just to be sure.  Give the ability to click and drag across the arrow buttons in the Trade & Form Caravan list interfaces like you can do with lists of zones and assignments (medicine, response, outfit policy, food policy, drug policy) and other various checkmarks.

Oh yea, and allow changing the food policy for a caravan.
« Last Edit: February 13, 2020, 11:38:09 AM by Anarcraft »
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Noseman

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Re: Your Cheapest Ideas
« Reply #5908 on: February 17, 2020, 03:00:16 PM »

Blueprint rebuilt furniture preserve it's storage/bills settings.
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Mr Bandit

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Re: Your Cheapest Ideas
« Reply #5909 on: Today at 02:02:17 AM »

a linkable for mortars that looks like a vitals monitor (uses its graphic), if a pawn uses it then it overrides the aim for mortars (perhaps a button on the mortars that must be ticked?). it would link to up to 2 mortars and need to be manned (3 pawns for 2 mortars), and would mean you could only target squares on the ground - not moving targets. you would then aim with the linkable, not the mortar (maybe?)

but what it would add is that with every shot fired the forced-miss radius would reduce by 1 to a max of (forced miss)/2.  Every time the target square is changed it resets to zero (or if the linkable loses power).

linkable would consume power and cease to function if unpowered (but could work in the rain without shorting), and require a new tech to unlock using mortars tech as prerequisite
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