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Author Topic: Your Cheapest Ideas  (Read 1356270 times)

Drip T Rat

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Re: Your Cheapest Ideas
« Reply #2010 on: May 02, 2015, 06:31:47 PM »

I like Jenk0031's idea above.

For my end, I'd like to be able to designate a "Hunting Zone" where by designated animals who pass into the hunting zone will get automatically flagged to be hunted. Probably best that the flag stay put even if the animal wanders out of the area.

Also I'd like a way to quickly designate a pawn who is having trouble to take the day off. Click the pawn click "Have A Me Day" and then let him recover in his own way

The game keeps getting better and better!
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huskinater

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Re: Your Cheapest Ideas
« Reply #2011 on: May 03, 2015, 05:21:05 AM »

Honestly, really like Rikiki's Caveworld Flora mod. It's simple, fits aesthetically, has some humor, and helps fill in the dark empty space on most maps with some color.  It is basically just a few more plants, so not to drastic, and just like Shinzy's More Hair mod shouldn't be that difficult to add in.
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Solarstorm45

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Re: Your Cheapest Ideas
« Reply #2012 on: May 03, 2015, 09:32:49 AM »

Hotkeys so i can group my snipers away from my assault squads and most importantly meaning i can finally properly control my brawlers
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hector212121

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Re: Your Cheapest Ideas
« Reply #2013 on: May 03, 2015, 10:25:50 AM »

Full decomposition. Like, maybe add in Scavenger animals, and occasionally one will pop in and eat some skeletons?

It's kinda irritating that they all sit around.

Also, make it so butchering someone wearing clothes auto-strips them.
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LittleGreenStone

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Re: Your Cheapest Ideas
« Reply #2014 on: May 04, 2015, 12:09:58 AM »

Trading beacons (or what) have the ability to create a stockpile around it.
I'd really like to see the same with sun-lamps and growing zones!

Also, perhaps the upgrade of a "smart lamp" that would turn itself off when in lit/bright lit.
It's a waste having a sun-lamp shining all bright during the day, but turning it off/on day after day is such a hassle.
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TwigTheSloth

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Re: Your Cheapest Ideas
« Reply #2015 on: May 04, 2015, 02:48:12 AM »

A good idea is an option that allows the player to change whether summer/winter is in June or  December for us in the southern hemisphere. :) 
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czarnoff

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Re: Your Cheapest Ideas
« Reply #2016 on: May 04, 2015, 11:41:37 AM »

With the space around the pawn being calculated with thresholds, you could make pawns claustrophobic, increasing the space required for happiness.
Or agoraphobic so the graph is calculated backwards (cramped is comfortable). 
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giannikampa

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Re: Your Cheapest Ideas
« Reply #2017 on: May 04, 2015, 11:46:33 AM »

Halve number of mechanoids that spawn in the "mechanoids in top of your base drop" event, even in late game. As for me a single one is blood and fire, 5 are a hard challenge. 20 is unbearable.
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And as always.. sorry for my bad english

LittleGreenStone

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Re: Your Cheapest Ideas
« Reply #2018 on: May 04, 2015, 05:00:53 PM »

Halve number of mechanoids that spawn in the "mechanoids in top of your base drop" event, even in late game. As for me a single one is blood and fire, 5 are a hard challenge. 20 is unbearable.

EMP grenades are for that. 20 for me is but a big pile of free materials.


Another suggestion: Indicate exactly how far roofs can reach without collapsing.

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Hazard

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Re: Your Cheapest Ideas
« Reply #2019 on: May 04, 2015, 08:08:41 PM »

Greets ^^ New around here but would like to throw in some idears as well ^^

-- Electro Shock Staff (for catching someone without killing him/her)
-- Cowboy Pants (you know we allready have the hats ^^)
-- Befriend Animal (They go Berserk, why not also be able to get friendly with them? Pets maybe?)
-- A Torch (Lightsource for Mining without electricity)
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hector212121

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Re: Your Cheapest Ideas
« Reply #2020 on: May 05, 2015, 11:06:23 AM »

Also, EMP mortars. Just make a remote home with a artist, keep them supplied with wood, food, and shells and equipped with emp 'nades, and have them draft whenever you have 'mech problems.
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amul

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Re: Your Cheapest Ideas
« Reply #2021 on: May 06, 2015, 02:28:06 AM »

Grow Zones should have priorities just like stockpiles. When a blight destroys my plants, I care a helluva lot more about my potato fields than I do about my rose maze.

Related tangent: I would love a decorative shrub/topiary option for grow zones.

Master Bucketsmith

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Re: Your Cheapest Ideas
« Reply #2022 on: May 06, 2015, 03:18:11 AM »

In no order of priority:

  • Architect tools. Universal 'drawing' tools to draw different shapes, like circles.
    Also make square/rectangle drawing available for wall structures so that they only build on the outlines.
    I'd love to see a copy/paste feature as well, but I guess that's a lot more work.
    • Building walls in a circle
    • Mining in a circle
    • Creating stockpiles and growing zones in circle shapes
  • Replacing and/or rebuilding orders.
    • Replacing a wood wall with a steel wall without having to issue two jobs and spending a lot of wasted time in between.
    They would haul the materials for the new object to the location before breaking down the old one, so that they don't have to walk back to a stockpile first.
  • Moving of objects and zones.
    • The ability to select tiles and have them deconstructed to be rebuild elsewhere. (gridtiles obviously, it includes but is not limited to floors. ;))
    • The ability to select zones and drag them to another area, whilst keeping the same shape and size if location allows.
  • Colonists that are set to hauling, haul construction materials to jobsites.
    • Rather than the builders (and crafters) wasting time (IMO) walking to and from stockpiles.
    • Constructors only walk to a job if materials are on-site, so they can immediately start building and hop from construction job to construction job without having to haul materials.
    • Crafters could have their own working room and haulers would take care of bringing needed materials.
      I'm thinking this might not be that practical, might as well have separate rooms with smaller stockpiles set to have specific materials that that workbench might need. It's a bit tricky thinking of a base layout that could manage this efficiently, though. I'm looking for feedback on this one in particular.
  • Deconstruction of items to gain some materials back.
  • Repairing of items at the cost of some materials.
  • Bedrolls, campfires for warmth and cooking, camping rations, mobile simple joy equipment.
    Basically gear so colonists that for instance have a mining job far away from home, don't have to spend half their workday moving to and from it.
  • Colonists deconstruct roofs - or it is done automatically - when deconstructing outer walls, so no roof will collapse if a player forgets to set a no-roof zone first.

I'd love to hear your feedback. :)
« Last Edit: May 06, 2015, 09:45:45 AM by Bucketsmith »
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LittleGreenStone

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Re: Your Cheapest Ideas
« Reply #2023 on: May 06, 2015, 06:22:37 AM »

Cheap idea, how about letting us leave doors open?

To equalize temperature between rooms, to let in raiders instead of waiting for them to destroy the door for the hundredth time, or simply to save time with the non-powered doors.
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Frankenbeasley

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Re: Your Cheapest Ideas
« Reply #2024 on: May 06, 2015, 09:54:56 AM »

I would like to see a Bulk Trader for the Bedrock Gravel Co., a Combat Supplier from Spaceley's Space Sprockets, and an Exotic Goods Haulier from Planet Express. This would serve no in-game purpose but would certainly provide me with a Joy Buff.
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