Your Cheapest Ideas

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

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MikeLemmer

I would like a layer (similar to Alpha15's Show Roofs layer) that shows soil fertility. It's tough to tell at a glance where fertile soil is when there's grass or snow everywhere.

MikeLemmer

I would also like the Cancel function changed so it doesn't remove Planning tiles. It's annoying having to redo my plans because I accidently placed a wall in the wrong spot.

(While we're at it, different colors for the Planning tiles would be nice, too.)

MikeLemmer

I would like to order colonists to Rest Until Healed by right-clicking their bed while they're selected.

As-is, I have to temporarily change their bed to a medical one, order them to rest until healed, and remember to change it back to a regular bed once they're healed (and before they start sleeping on the floor).

Heck, while we're adding orders to assigned beds, I would like to manually order colonists to Rest, too. I nearly had a colonist collapse from exhaustion because he refused to rest during his Work assignment; I had to scrub his whole schedule before he would get some sleep.

SpaceDorf

Quote from: MikeLemmer on August 20, 2016, 02:59:52 PM
I would like to order colonists to Rest Until Healed by right-clicking their bed while they're selected.

As-is, I have to temporarily change their bed to a medical one, order them to rest until healed, and remember to change it back to a regular bed once they're healed (and before they start sleeping on the floor).

Heck, while we're adding orders to assigned beds, I would like to manually order colonists to Rest, too. I nearly had a colonist collapse from exhaustion because he refused to rest during his Work assignment; I had to scrub his whole schedule before he would get some sleep.

Good Ideas, in addition I would like to have Medical Animal Beds, that my people don't put them so far away from my meds
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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MikeLemmer

When I prioritize Cleaning or Constructing something like a wall or power conduit, I want similar tasks around it prioritized as well. I'm tired of telling a colonist to prioritize cleaning the operating room only to have to right-click each blood stain in turn.

MikeLemmer

Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.

Pax_Empyrean

Quote from: MikeLemmer on August 20, 2016, 09:49:14 PM
Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.
Seconding this. The ability to rearrange them on either list would be nice, too.

MikeLemmer

Quote from: Pax_Empyrean on August 21, 2016, 02:21:37 AM
Quote from: MikeLemmer on August 20, 2016, 09:49:14 PM
Fix the Work/Restrict/Assign colonist order so they're in the same order top-to-bottom as they are left-to-right at the top of the window.
Seconding this. The ability to rearrange them on either list would be nice, too.

Rearrangement would be a complex fit. For now, I'd be happy with having the same order.

EmperorCarl

Suggestion: Hotkey for the informations tab. The letter "i"

It drives me mad seeing the little "i" there and having to click it every time

SpaceDorf

Failed operations should not destroy implants.

Nearly killing, crippling or outright killing a colonist is worse enough but feels still fair.
Destroying a rare piece equipment worth thousands of silver is just a dickmove, especially on survival mode.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

mumblemumble

raise torso hp to 60, so torso damage kills happen less
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Rafe009

#3491
Restrictive animal food training

Not sure how easy this would be but what about an additional training course for animals. Once trained the course would enable you to use the system already in place in the health tab that allows you to select what medicines a pawn can or cannot use; listing little pictures of healing root, medkit, glitterworld medicine. The difference here would be rather than disallowing medication it would disallow certain types of food, it would show images of kibble, raw meat, plant pots, agricultural plots.

codyjriggle

My cheapest idea is that a pawn should be able to haul something without a destination, and then I can tell them exactly where to drop it.

The reason I need this is because sometimes there are exceptions to my own dumping rules where I need this ability to manually haul items.  One situation is that I want to keep weapons stored in certain places. Sometimes I want to have secondary weapons nearby.

codyjriggle

I would like to see the AI updated so that raiders will walk through open doors instead of attacking them.  This would make traps a viable option.  Nothing would be more satisfying than leaving my heating duct "unprotected" and then closing some doors, flipping some switches, and having a viable heat trap.

MeowRailroad

And that makes sense too, because the raiders don't know the base layout and what purpose that room serves, so they might walk in to see what it is and if there's a way in.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"