Your Cheapest Ideas

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

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Rock5

Quote from: gchristopher on November 20, 2016, 04:57:16 PM
A an additional UI toggle: Highlight Ready to Harvest : turns on/off a transparent overlay (like the visibility of zones zones toggle) that highlights wild plants/trees that are "Ready to Harvest".

This could save new colonies a lot of time clicking on raspberry bushes and trees to see if they're ready yet, and maybe give established colonies a visual indicator of whether harvesting is falling behind?
I figured out this little trick to automatically harvest ready wild plants. If you set a growing zone in the wild but set it to "No sowing" then the colonists will go harvest the wild plants when the wild plants are ready.
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Alenerel

I just saw this mod and its a very great idea to implement, animal hoods:
http://steamcommunity.com/sharedfiles/filedetails/?id=802218392

Alenerel

Quote from: asquirrel on November 15, 2016, 10:34:08 PM
Ability to stop pawns from automatically grabbing shields when they are using ranged weapons.  I always get at least one guy who grabs a shield with a gun.  Then I have him drop the shield.  Then if there's another shield available (or I unforbid it), he'll go back and grab the shield again, clutching his gun.

I understand what you say. You can create a different outfit for melee/ranged guys but its a mess since you want outfits for workers/combat/cold/hot and you cant just make a list of this and then duplicate it for ranged and for melee guys. TOO MUCH MICRO.

The idea is that ranged pawns shouldnt pick shields even if their outfit allows them. They can only grab shields either when you force them or when they are carrying a melee weapon.

Ofc if they were carrying a ranged and you tell them to pick up a melee one, they should go grab a shield. And if they switch from melee to ranged, they should go drop the shield.

The MacChen

"Died of" information on graves/sarcophagi

Alenerel

When removing gear, first arrive to the spot, then remove the gear.

Currently it first removes the gear, then runs to the spot. This makes the pawns very susceptible to leave the gear in the floor, specially when you draft them while they are carrying a tuque that they just removed from their head.

Alenerel

Force the pawns to postpone eating all possible until they are in joy time. They only should eat in work time if they are urgently hungry.

This will favor them to "return to base" to refill their joy and hunger, instead of eating randomly, wasting time and eating without a table.

Sola

Tech - Organization: Increase stack size by 50%.
Tech - Shelving Units: Increase stack size by 50%.

It should be possible to keep more than ten Lean Cuisines in a 9 square foot space.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

Sola

Zone area: Bedroom

People will not walk into the room to eat at a table or look at art in a person's room.  Interrupting sleep counters the whole purpose of making a nice room for a pawn in the first place.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

Alenerel

#3878
A couple of suggestions to the mod load screen to make easier to organize a lot of mods:
- Ability to select several mods and enable/disable them (the typical shift+click and control+click)
- Indicate the mod priority (I think that further up is highest priority? include an arrow like in the work tab)

It would be nice to have some kind of method to be able to manage many mods together. I have a lot and they are all vanilla friendly, so I imagine that people with even more mods may have it more messy. Maybe include categories? One useful thing would be to save the mod order in the steam cloud, as well as save files/configs from mods (ex: blueprints).

Thyme

The bedroom zone makes perfect sense to me (not as zone, but as automatic forbidance). I had lots of flower pots in bedrooms in my first colony, and with no knowledge about zones, my animals kept eating the flowers and my growers kept replanting them. I constantly had the disturbed sleep debuff on most of my colonists. Animals behavior doesn't need a fix in that regard, stupid people deserve to be punished, but it would be nice if cleaners would go in bedrooms only when it's empty.

Sent from my HTC
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Sunfang

How about a biomass vat. Throw in some dead (or living) humanoids and cook a blank colonist
Forever burning in the darkness

Alenerel

When disabling developement mode, also restore the game to normal mode.

Currently if you disabled, for example, god mode, if you turn dev mode off, god mode will be kept turned on.

Alenerel

Improve the area managing UI. You should be able to edit the zones from the animal/restrict tab.

Move the stats of the tile on mouse hover (bottom left) somewhere else so that it doesnt blocked by the UI.

Wanderer_joins

When one of your colonist is kidnapped and you get the notification of his death, have the possibility to buy his corpse to have him properly buried.

And btw, i support the suggestion of writing cause/day of death on the tomb.

Alenerel

Be able to force a pawn to go to sleep without having to mess the restrictions. Right click on his bed > go to sleep. It can only be activated if the rest need is lees than 30% (the first line in the rest stat).