Your Cheapest Ideas

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

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puddlejumper448

Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice

TLHeart

Head apparel in a10, please separate out the hat types, all other clothing is listed, but not the individual hats.

Razghul

- Make the overall movement speed of a colonist the indicator for hauling-ability ;)

Havan_IronOak

Quote from: puddlejumper448 on April 19, 2015, 03:13:10 PM
Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice

Seconded! Also, the game seems to starts slow with the addition of the joy tasks. Might I suggest a three day moratorium on Joy at the outset? At least top up all cryo-slept colonists. The aspects of joy seem really good but are a bit annoying on day 1.

Havan_IronOak

I love the Clear All button when viewing a list of components etc. What I really wish is that there were a Collapse All button right next to it to collapse all the component trees to make searching for something easier.

morphman

Quote from: Havan_IronOak on April 20, 2015, 07:37:07 AM
Quote from: puddlejumper448 on April 19, 2015, 03:13:10 PM
Make it so colonists will do joy if they become idle, even if the time table is set to work would be nice

Seconded! Also, the game seems to starts slow with the addition of the joy tasks. Might I suggest a three day moratorium on Joy at the outset? At least top up all cryo-slept colonists. The aspects of joy seem really good but are a bit annoying on day 1.

That makes sense. When waking up after possibly centuries of cryptosleep, finding yourself crashed on an unknown planet and hurrying to protect yourself from hunger and the environment along with 2 complete strangers, throwing horseshoes should not be the first urge.

aoakeley

Job Bill Detail - UI addition?: "Maximum skill requirement" (default to maximum)

Usage examples; Target Practice mod could have "Do Forever" jobs scheduled with a Max shooting skill level so that any colonist below the maximum skill level will practice, others will ignore.  A cooking stove can be set for simple meals only and cooks lower than skill 5 cooking will use.  etc...

I'm glad to see minimum skill added in A10, lets go the full Monty!

-DeadManWalking

TLHeart

for joy, an archer range, a gun range, dart board, swimming.

Cheraten

So my first idea was a way to maybe breed and keep a certain amount of livestock in which you feed. And maybe later add a feature in which you can get a kinda cloth from muffalo without killing them.

My second idea which will probably be very easy to implement is to maybe make a 'guest' zone which has a certain location you put down like any stockpile zone where visitors to your colony will go for the duration of their stay. Inside this zone you can place sitting areas or even some 'joy' for your visitors which will give the colony a bonus relation with your visitors.

hyperpeople

Quote from: aoakeley on April 20, 2015, 02:54:49 PM
Job Bill Detail - UI addition?: "Maximum skill requirement" (default to maximum)

Usage examples; Target Practice mod could have "Do Forever" jobs scheduled with a Max shooting skill level so that any colonist below the maximum skill level will practice, others will ignore.  A cooking stove can be set for simple meals only and cooks lower than skill 5 cooking will use.  etc...

I'm glad to see minimum skill added in A10, lets go the full Monty!

-DeadManWalking

Or setting the maximal medic skill requirement for those captured pirates who killed one of your best colonist to 0  ::)
surge fails incoming
Quote from: NoImageAvailable on March 25, 2015, 02:15:46 PM
Its really weird to hear of a colony that isn't run like Auschwitz and selling human leather for a living.

Stan-K

The "clear all" button could magically transform into an "add all" button, when all ingredients/items are cleared.

Havan_IronOak

Quote from: puddlejumper448 on April 18, 2015, 12:50:59 AM
Quote from: Havan_IronOak on April 17, 2015, 09:34:49 PM
It seems that my doctor always feeds a patient before stopping his bleeding. This seems backwards to me and seems like it would be an easy fix.

This is supposed to have been fix in A10, but I have not had the chance to see yet, just fyi incase you are still playing A9

I'm playing A10 and I just saw this happen again. The colonists wanted to feed the captive before stopping her bleeding.

BarCio

Hi
What about adding trait - Hunter (or there's one) and person with it will be getting joy when hunting animals.
(personally i'm against hunting animals for joy but in RimWorld it's all about survive so why don't have some fun as well)

BTW 1 post hope not last :)

Elastoman

Please, add an ability to leave a door open for everyone. I miss this simple functionality for combat and conditioning so much.

thewoodpecker

what about some kind of river or running water system so you can research hydro power or something like that, to build a hydro turbine that generates energy when placed next to a river, or some form of flowing water source.