Your Cheapest Ideas

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

Previous topic - Next topic

DariusWolfe

I think the other way around. I think the "human meat" tag would override the "not human meat" not-a-tag.

Limdood

Quote from: SpaceDorf on June 12, 2017, 03:43:39 PM
So 10 potatoes make my colony not cannibals .. awesome :)
No, 10 potatos would make 9 human meat meals into 10 "human meat and potato" meals

asanbr

Quote from: AngleWyrm on June 11, 2017, 08:24:42 PM
Quote from: asanbr on June 11, 2017, 07:54:07 PM
  • I have a stack of 9 simple meals (made of corn)
  • I make 1 simple meal with human meat
  • I now have 10 simple meals contaminated with human meat.

Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?

Human meat and insect meat are the only relevant cases that I know of.

I'm not sure about insect meat but I think people dislike it. Less than human meat though. If I saw correctly, insect meat was not enabled by default in the cooking tab, which indicates it can have some negative effect.

asanbr

I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.

Limdood

Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.
changing it would pretty much break all of the increased stack size mods, also pemmican - tracking 75 individual item's ingredients in each stack.

I really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat?  There is a very simple solution to not wanting human meat in your meals...it solves other mood issues too...

Laika

Shooting targets. We can make ranges where colonists can be assigned to practice shooting.

Aerial

Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.

Human meat meals should simply be a different meal type.  Meals should be classified as "simple", "fine", "lavish", or "cannibal".  Then there's no problem. 

asanbr

It should be possible to place higher quality walls and doors building plans on top of lower quality. Which implicitly means  "first deconstruct what's there, then construct what I want to replace it"

It is tedious when upgrading to first deconstruct, then come back later and construct anew.


asanbr

Quote from: Aerial on June 13, 2017, 04:22:08 PM
Quote from: asanbr on June 13, 2017, 01:49:50 PM
I understand and agree with the memory saving ideas, for all the other cases it doesn't really matter and it's totally fine. But human meat is a different story, it has a huge impact on mood, most often negatively.

Human meat meals should simply be a different meal type.  Meals should be classified as "simple", "fine", "lavish", or "cannibal".  Then there's no problem.

Good idea. Never occurred to me.

Limdood: you're just rationalizing and defending the status quo. I'm sure you're right about how things are coded and it being difficult to fix without breaking 100's of other things. That is also the only valid reason for it to stay that way. The following is not:
Quote
really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat?

In the current game, I have two cannibals, 4 non-cannibals, and for a long time I had no cook with skill 6 or above. And no one capable of learning fast.

So I was stuck for a long while only being able to cook simple meals.

Once I can make fine meals, it's not a big issue anymore since then I can make fine meals for everyone without human meat, and simple meals with human meat only for the cannibals. Everyone's happy.

Limdood

Quote from: asanbr on June 13, 2017, 07:52:03 PM

Limdood: you're just rationalizing and defending the status quo. I'm sure you're right about how things are coded and it being difficult to fix without breaking 100's of other things. That is also the only valid reason for it to stay that way. The following is not:
Quote
really can't see the complaints...you're butchering humans and cooking them into meals, shelving them together, and are then suprised when people are upset about what they eat?

In the current game, I have two cannibals, 4 non-cannibals, and for a long time I had no cook with skill 6 or above. And no one capable of learning fast.

So I was stuck for a long while only being able to cook simple meals.

Once I can make fine meals, it's not a big issue anymore since then I can make fine meals for everyone without human meat, and simple meals with human meat only for the cannibals. Everyone's happy.

That is fair.  however, this is the cheapest ideas thread.  What is more, there should be a correlation between the required effort it takes to implement a suggestion and the improvement in gameplay it would bring about.  The "100s of other things" broken would require a very substantial amount of effort, on top of a potential performance hit to fix a mood issue that affects some people playing the cannibalistic game-style.

Wanderer_joins

Mood buff: family member buried in sarcophagus

Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.

SpaceDorf

Quote from: Wanderer_joins on June 14, 2017, 03:06:43 AM
Mood buff: family member buried in sarcophagus

Colonists get a mood penalty after a non colonist family member dies, maybe we could have an option for family members in a sarcophagus and get a mood buff out of it.

Sounds sensible, a mood buff for unburied and buried colonists is allready in place ..
this could be extended ( if not allready ) to debuffs for rivals.
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

jdemiers17

Haul plants after harvesting , if the colonist harvested what they could carry then they would stop and haul it. just like a hunter hauls after they hunt the animal. it doesn't make that much sense for a pawn to harvest some berries that are on the other side of the map and then just leave them on the ground.

Names are for the Weak

Make wolves arrive and move in packs.

asanbr

Good point.

When posting, I wasn't aware of how deep this goes.