Your Cheapest Ideas

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

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Eros

We should be able to order a pawn to clear an entire room.   

Rock5

Quote from: Eros on December 01, 2016, 09:20:26 AM
We should be able to order a pawn to clear an entire room.

What do you mean by "clear"?
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Alenerel

Quote from: Eros on December 01, 2016, 09:20:26 AM
We should be able to order a pawn to clear an entire room.

Achtung mod does that:
https://ludeon.com/forums/index.php?topic=22130.0s

And also has a EXTREMELY useful tool that allows to position your pawns in a line. It has other tools like "priorize grow area" where a pawn will try to plant all plants in that area, instead of planting 1 and then going away. I wish that the same applied to construction... And that these things were in vanilla.

dariusbiggs

A more clear and concise research tree with more detail as to what leads to where and what it provides.

There's no way to figure out what you need to get to a specific item/thing/feature in the research tree.
- Use styles like bold/italics/etc to clearly identify provided features. 
- Identify which further research items this enables

ie.
Under Carpet making:

Provides:
Floorings:
   Red carpet
   Green carpet
    ... etc..
Leads to:
...


dariusbiggs

Further ideas:
- Ability to upgrade tiles from wood to !wood without deconstructing them
- Flooring changes recover the previous materials as if you used "remove floor"
- Means of finding X/Y on a map (ie.. where you can find Granite to "acquire")
- Being able to prioritise areas of work
- Being able to pause construction on things so that other things can be worked on
- Notifications of insufficient resources to complete something
- Having things like the Stonecutters bench be smart and construct the stones you're short off with an automatic priority to the other bricks
- Better system of communication with traders by being able to request specific items to see if they have them the next time they come around.
- Ability to create prosthetics and disabled aids (peg leg, crutches, wheelchair)

Thundercraft

#3905
Quote from: dariusbiggs on December 01, 2016, 05:54:37 PM
A more clear and concise research tree with more detail as to what leads to where and what it provides.

A very good suggestion to make and I'm glad that you brought it up. Though, somehow, I strongly doubt that Tynan could fix this in 4 hours or less. So I think this should have it's own thread or be posted elsewhere.

On the other hand... Perhaps code from the RimSearch tool could be borrowed to do just that? I'd think that would be a much faster fix.

Quote from: dariusbiggs on December 01, 2016, 05:54:37 PMThere's no way to figure out what you need to get to a specific item/thing/feature in the research tree.

That's because the Research tab is not a tree at all. A tree has branches. A Research tree would allow us to see what connects to what and how that connects to other things, which would be very useful (and awesome) for finding the path of research we want to immediately persue.

Alenerel

Increase the maximum number of things that you can select at once. Specifically when you want to forbid some blueprints like tiles or walls and the game wont select them all.

Sian

#3907
additional traits

- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside

- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed

- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables

- Beef Eater -- -15 Mood if food doesn't include meat

mumblemumble

Lowering the grow skill cost of heal roots... ..seriously, its a borderline essential, but it takes a pretty high skill to make...this is very unbalanced, IMO.
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.

MeowRailroad

Quote from: Sian on December 02, 2016, 01:07:23 PM
additional traits

- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside

- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed

- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables

- Beef Eater -- -15 Mood if food doesn't include meat

These would be cool but I think the mood offsets should be lower.
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?"

mumblemumble

I honestly DONT want a bunch more negative traits which make people worse objectively. We need more unique traits which really change colonists up.

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.

MeowRailroad

A joy activity called Housekeeping. Colonists doing this clean their rooms, fix damaged things in it, replant hydroponics and flowerpots in it, and fill equipment racks with guns or clothes, etc. Of course, if they couldn't do one of these things they wouldn't do it.

While housekeeping itself isn't fun, it's nice to see your living space cleaned up and in order.
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?"

Thundercraft

Quote from: MeowRailroad on December 02, 2016, 06:11:49 PMA joy activity called Housekeeping. Colonists doing this clean their rooms, fix damaged things in it, replant hydroponics and flowerpots in it, and fill equipment racks with guns or clothes, etc. Of course, if they couldn't do one of these things they wouldn't do it.

I second the idea. The game needs more joy activities and positive mood buffs, anyway.

Though, maybe this should be a trait? If a particular colonist got a mood buff from cleaning, that would give us a good reason to put that pawn on cleaning duty almost exclusively.

Quote from: MeowRailroad on December 02, 2016, 06:11:49 PMWhile housekeeping itself isn't fun, it's nice to see your living space cleaned up and in order.

Believe it or not, there are some people who actually enjoy cleaning. (I'm not one of them, but that's what I've been told. :P)

RevBrock

I shouldn't know this wanderer who joins my colony is a pyromaniac until they go around starting fires.  It would be fun if you don't immediately have this detailed readout of a person you know nothing about.  Would be fun if you discovered this new worker you love turns out to be a canable and wants you for breakfast.

Sian

Quote from: MeowRailroad on December 02, 2016, 04:07:30 PM
Quote from: Sian on December 02, 2016, 01:07:23 PM
additional traits

- Claustrophobia -- -15 Mood from being under a roof, +10 from sleeping outside

- Agoraphobia -- -10 Mood from being outside, never get cabin fever, -20% clearance level needed

- Vegetarian -- -10 Mood from eating meat, +10 from eating only vegetables

- Beef Eater -- -15 Mood if food doesn't include meat

These would be cool but I think the mood offsets should be lower.

Of cause they should be balanced properly, and I'm not quite deep enough into the game to be qualified to do so