Your Cheapest Ideas

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

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asquirrel

Something in real time showing how much immunity has built up when they get the plague and the pawns are fighting for their lives.

Tammabanana

I don't understand how the game decides to sort the pawns on the colonist bar or in the work/restrict/assign tab, so I don't know if working on that is cheap. But I'd like to be able to set a sort method, like alphabetical, or by-best-X-skill, or drag-and-drop, or something. Currently, it seems like every time I get a new colonist, or every time someone dies, the whole order gets rearranged, and I get mixed up about who is where on the list. I'd like to be able to predict, somehow, where the new colonist will end up in the list.
Tam's tiny mods: forum thread: Kitchen Counters and other shelving *** Smoked meat *** Travel rations: MREs *** Pygmy Muffalo

jmababa

Quote from: Tammabanana on October 15, 2016, 08:57:08 AM
I don't understand how the game decides to sort the pawns on the colonist bar or in the work/restrict/assign tab, so I don't know if working on that is cheap. But I'd like to be able to set a sort method, like alphabetical, or by-best-X-skill, or drag-and-drop, or something. Currently, it seems like every time I get a new colonist, or every time someone dies, the whole order gets rearranged, and I get mixed up about who is where on the list. I'd like to be able to predict, somehow, where the new colonist will end up in the list.

It aint cheap ya know

Tammabanana

Quote from: jmababa on October 15, 2016, 12:18:11 PM
It aint cheap ya know

Actually, I don't, which I mentioned. Thanks for the witty tip, though.
Tam's tiny mods: forum thread: Kitchen Counters and other shelving *** Smoked meat *** Travel rations: MREs *** Pygmy Muffalo

veterantodd

Integration of AI core with CryptoSleep Casket


The Core 'holds' an imprint of a colonist.  You put your critically injured or infected colonists in the casket and make a 'backup' of the colonists' memories, skills, passions etc...but the colonists' injured body is destroyed...then later on, you can force a prisoner into the casket and re-write their mind with that of the saved colonist.

Otakugirl

'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<

Boba Phat

#3756
Test.  If you're a dev, reply to this message.  This way we'll know whether these are actually being read and whether there's any point to piling more stuff on top of a pile already 251 pages high.

Edit by Tynan: I read them... sometimes it just takes a while!

Alenerel

Quote from: Otakugirl on October 17, 2016, 06:09:59 AM
'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<

I get what you say. Currently you can do the same thing with a bit of workaround... Just cover the entire map in that area except the zones you dont want them to go.

Masticon

Quote from: Otakugirl on October 17, 2016, 06:09:59 AM
'Animal Areas' are great, but I'd love to see a version which allows animals (or colonists) to go anywhere but X area. Same mechanic, but instead of limiting them to stay in that single area, allow them to go everywhere BUT that area. This would be a great way to stop darned pets from eating all my meal supplies when there are plenty of corpses/kibble piles RIGHT THERE D:<

You can already do this by covering the area you don't want them to go (the cooler for example) and then inverting the Zone under Manage Areas.

Masticon

Change Hay to Grain and require it along with Hops for Brewing. So far we are making beer with only hops. This is a terrible idea. A regular 5 gallon batch of beer is 1-3 ounces of hops and 15 lbs of barley.

Viewer

I think a good way to build immersion would be to display a message when all of the original colonists you began the map with have died - it's easy to forget that all of them originally have a reason for being where they are, even if it isn't a happy one.

For example:

Crashlanded:
"It began with a panicked evacuation onto a distant, uncharted world - from there, <ColonistName1,2,3> struggled to build a colony, with the distant hope of someday returning home. It was here that their journey ended."

The Rich Explorer:
"Setting out from their Glitterworld home in search of the realities of frontier living, <ColonistName> found this world. Was it what they wanted? Were they satisfied at the end? Who can say?"

Lost Tribe:

"Fleeing for their lives from perhaps divine judgement, <ColonistName1..5> reached this land, and attempted to build a home and a new life. Whatever the form, it has caught up with them in the end."

Below that, this generic message would appear:

"Nonetheless, their memory will live on - in the lives they have touched on this world, and most importantly, in the colony they have built, and those who remain to tend it in their stead.

<ColonyName>. Long may it endure."

kobar

Colonist eating a corpse stacks 3 times and gives -7 debuff when eating without a table x3 makes -9 what the bloody squirrel Tynan.
Make something please.

OFWG

Quote from: A Friend on October 15, 2016, 02:14:00 AM
Graves showing the pawn's date of death. Like a simple "Died on the 2nd of summer, 5501" when you click on them.

This is already there if you click on the grave, isn't it? I know you can at least see who is in the grave...

Quote from: asquirrel on October 15, 2016, 02:14:00 AM
Something in real time showing how much immunity has built up when they get the plague and the pawns are fighting for their lives.

This is already on the pawn health tab.

Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

Alenerel

Starting animals shouldnt be bonded. Sometimes they are useful, sometimes they arent, I prefer to eat them if they arent.

A Friend

Quote from: OFWG on October 17, 2016, 06:21:35 PM
Quote from: A Friend on October 15, 2016, 02:14:00 AM
Graves showing the pawn's date of death. Like a simple "Died on the 2nd of summer, 5501" when you click on them.

This is already there if you click on the grave, isn't it? I know you can at least see who is in the grave...

It only says who's in there. You have to open it up and check the corpse itself to know how long it's been dead for.
"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"