Started by Tynan, October 09, 2013, 12:17:07 AM
Quote- Add a minimum stock requirement to hoppers, preferably configurable and default to 50% capacity, before a colonist with the cooking job attempts to refill the hopper. This will save valuable time in that a colonist with the cooking job won't have to come refill the hopper with 10 potatoes each and every time someone gets a nutrient paste meal, while still keeping the hopper from going entirely empty.- Allow colonists to pick up partial stacks to carry a full 75 when possible. For example, there are three stacks of 50 metal next to each other. From my observations in Alpha 1, the colonist won't pick up any more if the total of both stacks is more than 75. In the pre-alpha, they made more efficient use of their time by picking up that 50 and another 25 from a second stack, requiring only two trips instead of three.
Quote from: palandus on January 31, 2014, 11:12:54 PMHave cooks make premade meals and store them in a stockpile. This would allow your colonists to eat meals when there is a solar flare, an eclipse, your nutrient paste dispenser exploded (electric shortcircuit), or the dispenser has no power. This causes your colonists to use up less food during these instances and avoid the larger debuff from eating raw potatoes.You could set it up so that the cooks will only make premade meals IF and ONLY IF there is storage space available for cooked meals. So they won't make any meals if all stockpiles are listed as "not accepting" meals. And as colonists will default to eating meals now, colonists will go to the stockpile for their food when the hoppers run out.
Quote from: Shaithis on January 31, 2014, 03:45:20 PMThe ability to forbid things from interaction. For example, a lot of structures deteriorate over time but often I'll colonists running of to repair them when I would rather have a million other things done. Could you let us say... forbid chunks of a wall? They would be ignored and wouldn't get repaired until the forbidden flag is removed.
Quote from: Paul_Wortmann on February 01, 2014, 09:49:06 PM- Corpses decompose when buried or if not used.- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly) - Sell waste, corpses, rubble and debris. (could pay to have them removed)
Quote from: Untrustedlife on February 02, 2014, 02:04:13 PMQuote from: Paul_Wortmann on February 01, 2014, 09:49:06 PM- Corpses decompose when buried or if not used.- An incinerator to burn waste, corpses, rubble and debris. (could emit toxic fumes randomly) - Sell waste, corpses, rubble and debris. (could pay to have them removed)Soon you will be able to eat corpses, so, no need for an incinerator...
Quote from: insanityfarm on February 03, 2014, 04:30:03 PMThis thread is a brilliant idea, I wish more game developers did this!I keep missing messages. I'm well aware this is my fault, but I'd love to see an optional (could be enabled/disabled in the menu) way of making messages more evident. This could be the mail icon flashing, the message opening immediately and pausing the game upon arriving, or even just adjusting the volume or length of the alert sound. I think of all 3 ideas, I'd prefer the second, but something would be nice.A keyboard shortcut for cycling colonist descriptions/menus. If you want an example, look at another Kickstarter game, Timber & Stone. In Timber & Stone, "[" and "]" cycle through all members of your settlement, automatically pulling up the first menu, and then F1-F4 pull up the different menus available for the settler. This would be really convenient if I just want to flip through and compare colonists' skills, overview colonists' thoughts, etc.
Quote from: Tynan on February 03, 2014, 04:35:11 PMI've seen 1a lot; I'll look into it.