Your Cheapest Ideas

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

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jeffehboy


asanbr

fix these problems with hoppers. I'm sure they're known since long ago, but they are among the most annoying things that happen regularly in my games. and should be easy to fix.

1. There is 3 warg meat left in a hopper so no one can get a nutrient paste meal. Nothing happens automatically to fix this, even though I have hundreds of venison and elephant meat in the freezer, 1 meter away, people start eating raw meat.

2. A hopper was empty and people started eating raw meat, I tried to manually refill it since there was lots of meat in the freezer. I couldn't refill it by clicking the hopper, nor by clicking the meat which usually works. Checked the priorities of the hopper, stockpile, and everything looked good so I thought there was a bug. After a while it turned out that someone else, far away was hauling food into the hopper so the hopper was reserved for him. But there was nothing to indicate this and I couldn'd understand that it was RESERVED, which other objects usually tell when you right click them, for example weapons or damaged people.

Mkok

Thats why I always build 3 hoppers per synthetiser.

Another idea: new artifacts, that upon activation start a heat wave/cold snap.

seronleithian

Make it so that you can type in the qty to buy or sell from traders and any other similar screens. I wanted to buy 200 wood from a trader just now and I had to click it 200 times   :-\

king komodo

Quote from: seronleithian on December 27, 2015, 08:43:45 PM
Make it so that you can type in the qty to buy or sell from traders and any other similar screens. I wanted to buy 200 wood from a trader just now and I had to click it 200 times   :-\

You can click the number and drag it near where you want the quantity so you don't need to click so much.

seronleithian

I figured this out after I made the post... it even says it right above the qty on the trade screen.. doh :-)

Warforyou

Just came up with idea: what about geat increase of energy consumption of turrets when they are firing? GOTTA MAKE USE OF THOSE CHEAP BATTERIES
Yeah, until ammo system is introduced at least

Sens

Can we get another stockpile slider based on item value?

Like... only take items worth 10$+

ttc

Give me an option to turn on a clock that shows the current (real world) time somewhere on the screen so that

  • I can know when it's time to go to bed
  • I'm no longer late for work
  • I can avoid my wife's wrath
  • etc.

seronleithian

Quote from: ttc on December 31, 2015, 09:33:37 PM
Give me an option to turn on a clock that shows the current (real world) time somewhere on the screen so that

  • I can know when it's time to go to bed
  • I'm no longer late for work
  • I can avoid my wife's wrath
  • etc.

++++++

Sens

a little suggestion of fixes and stuff:

- making metal walls less flameble: i can understand they would melt, but burning and spreading fire to adjacent metal (in similar way as wood) seems unlogical, while there could be more troubles with electricity here thou -ligtning storms or discharges could make severe troubles in metal only buildings on open space with no trees around, electrify, kill colonists inside if floors are metal too)

- electric discharges blowing up walls and stuff, seems unlogical (to me at least) i can understand that batteries would blow up, but a cable in a wall blowing up like tnt makes no sense (to me) cables would melt down sooner imo ((i can be wrong here :) just seems strange if you think about it)

- two turret types, the one we have now requiring an artilery shell to be placed + another with lets say shorter range (my guess it was made to explode to balance and prevent player from spamming one too close to other)

- placing artilery shells (explosive charges) on ground and detonating to get terrain chunks on adjacent tiles, to avoid endless "hours" of hauling terrain chunks

- placing artilery shells near mountains to blow up instead mining (to easier heavily chunk areas (way more chunks than placing them on terrain for example), make passageways fast, not necessarly to mine via explosives)

- seperating extreme game mode from others and disabling save game feature, autosave like in DF for example (major lack of challenge and all comes out of ability to save imo, seems well enough balanced, difficult otherwise, but being able to save and load makes stuff super easy, avoidable, actually works heavily against replayability and story mode, since you can try it so long till rng is in your favor instead of making a new colony because the last one couldnt fend off something unpredicted.

- more penalties for canibalism, not in the mood region but in diplomacy region (if visitors notice you are a canibal, no matter the relations with them, they would attack you, but only once they get inside your base, adjacent to kitchen for example, would also make further relations with faction impossible (such a huge penalty to counter the human leather value and easier gameplay due to canibalism)

- berserking, while i can understand someone reaching a point of broken daze, going berserk on their friends seems very unusual to me, on visitors yeah, but people you live with, that doesnt seem very reasonable, wonder where that came from (except DF) in real even those shooters in USA, the sociopaths, dont go kill their own family, unless their own family done really bad things to them. But here stuff can come out of ugly places, wrong food etc... seems unreasonable to go kill your friend cause of that, especially without traits like jelaous etc..., while someone who would really not like something, you couldnt force him to, like someone wouldnt want to be a canibal and would rather starve than go down that way and later go berserk on his friends because he is a good guy who gets a mood loss if he does wrong stuff not a bad guy who doesnt rly care much about anything like a psychopath trait which does exist. :)

asanbr

Issue a warning when an animal is starving. Same as for colonists.

I have starved my pets to death so many times because I put them in a temp safe zone during a raid and then forgot to switch them back.

RickyMartini

Quote from: asanbr on January 01, 2016, 07:19:45 PM
Issue a warning when an animal is starving. Same as for colonists.

I have starved my pets to death so many times because I put them in a temp safe zone during a raid and then forgot to switch them back.

+

Razul Antiwield

This is not really that easy to make (I think anyway) but would be incredibly useful. Using a bug tracker. A good example is Mantis. People can post bug reports there, so that you don't have to go through all these threads on the forums. I have posted a fair few reports myself on the Prison Architect Mantis bug tracker, and a good amount of bugs have been fixed through it. It is probably wise to make it that you have to be a forum user for X amount of time before you are allowed to post bugs.

StorymasterQ

Quote from: Razul Antiwield on January 04, 2016, 07:34:49 AM
This is not really that easy to make (I think anyway) but would be incredibly useful. Using a bug tracker. A good example is Mantis. People can post bug reports there, so that you don't have to go through all these threads on the forums. I have posted a fair few reports myself on the Prison Architect Mantis bug tracker, and a good amount of bugs have been fixed through it. It is probably wise to make it that you have to be a forum user for X amount of time before you are allowed to post bugs.

Rimworld does use Mantis, but I think only the public and private testers are able to post there. Me, I don't even know where it's located :p
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here