Your Cheapest Ideas

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

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jdemiers17

Maybe this is a big thing and not what the post was looking for but, it's better then me spamming the main suggestions forum.

What about baskets, the pawns could be carrying a basket when they are hauling and they could then haul a variety of objects, there 10 berries, 25 rice and 30 wood. Etc.

and then maybe also you have wheelbarrow as a constructable object to obviously allow the pawn to haul more at a time. maybe the wheelbarrow could sit idle until a colonist uses it and if there isn't a wheelbarrow available then the colonist would haul normally.

asanbr

Quote from: jdemiers17 on June 14, 2017, 08:01:19 AM
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.

It could be optional. There are many occasions when it makes sense not to haul instantly.

When there is a cold snap, you need to mass harvest before the plants die, but you can let the crops lie on the ground for days without going bad.

In general when harvesting, it is also efficient to mass harvest and later on mass haul.

It is always (as far as my experience) inefficient to harvest things far away though, so you better just avoid doing that unless you are microing it anyway and can make them haul at the right moment


asanbr

It used to be possible to rescue people who are exhausted. Now they just lie down and sleep and I can't do anything about it.

Why?

Doesn't seem fair nor logical.

jdemiers17


[/quote]

It could be optional. There are many occasions when it makes sense not to haul instantly.

When there is a cold snap, you need to mass harvest before the plants die, but you can let the crops lie on the ground for days without going bad.

In general when harvesting, it is also efficient to mass harvest and later on mass haul.

It is always (as far as my experience) inefficient to harvest things far away though, so you better just avoid doing that unless you are microing it anyway and can make them haul at the right moment
[/quote]

Good points about winter. well maybe if it was an option you could select on the pawns. just because right now there's no way around it without micromanaging, if you set the hauling priority higher then they just cut one plant and then haul it so that doesn't work either.

Names are for the Weak

Clothing and drug policies that you've made should transfer across games. I'm tired of making the same clothing and drug presets every time I boot up a new game.

Sola

"Prioritize sowing area" should include more than just the one action on one tile.

I have a single 10 grower that I want to keep sowing devilstrant on a rich soil patch away from the base.  She keeps trying to run home to harvest a rice plant that should easily be handled by my 8 grower.  She keeps trying to run home.

"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts bush on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*cuts grass on one tile*
*harvesting rice plant*
"Prioritize sowing area!"
*plants devilstrand on one tile*
*harvesting rice plant*

When you prioritize cleaning, the unit will continue to look around for nearby tiles to clean.  This should be the same for forced growing.
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

NeverPire

Quote from: Sola on June 15, 2017, 07:51:20 AM
"Prioritize sowing area" should include more than just the one action on one tile.

So what about a modificatin which force pawns to proritize to the selected field before looking for others sowings ?
I will never do worse than what I do now.
It's what self-improvement means.

NeverPire

Is it possible to have an interactive list of loaded items in the temporary world event map ?

It could be useful to find quickly which one of my muffalo carry my medicine without be forced to manually look in the inventory of each of them.

The list could include weapons. For example for players carrying sniper rifle and normal guns to be able to afford any kind of threat, it could save time.
I will never do worse than what I do now.
It's what self-improvement means.

asanbr

Quote from: Sola on June 15, 2017, 07:51:20 AM
"Prioritize sowing area" should include more than just the one action on one tile.

I have a single 10 grower that I want to keep sowing devilstrant on a rich soil patch away from the base.  She keeps trying to run home to harvest a rice plant that should easily be handled by my 8 grower.  She keeps trying to run home.

When you prioritize cleaning, the unit will continue to look around for nearby tiles to clean.  This should be the same for forced growing.

It's not long ago that cleaning was just as you describe growing.

Anyway, until this is done, your best bet is to create a small allowed zone for your devilstrand plants and restrict your toon to only that area. Then they have no choice. You may also want to restrict them to do only work on the 24 hours of the day.

Once they planted the devilstrand, unrestrict them again.

asanbr

There should be an area tool for cutting down only trees at 100%, or harvesting plants at 100% etc.

When cutting trees, if I only want the fully grown ones, I don't know any other way than checking them individually and clicking harvest on each, and that is a horrible thing to have to do.

asanbr

There should be hotkeys for all the character tabs (health, character, needs, etc) so that I don't need to click them with the mouse.

The resources listed on the left side of the screen should be clickable to cycle through and show them on the map in the stockpiles - sometimes it is hard to find them in storage.

The animals should be cyclable through same way as colonists are with . and , keys (but with a different pair of keys for animals, so they don't mix.

asanbr

There should be a toggle similar to the beauty toggle, but to show how far away things are from spoiling, in hours or days or what may be most useful.

asanbr

It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.

Limdood

Quote from: asanbr on June 16, 2017, 11:16:50 PM
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.

I dunno, how does the game determine what is important?  What is important for some isn't important for others.  If you have the player define it, i'd imagine the menu would be pretty sizable. 

As a side note, you can already set meal bills and thresholds for fine and lavish meals even if no one can yet do it.  Assuming you have your cooks either "cook forever" or "cook until you have X," just set the higher quality meals above the simple meals in the bills tab....the moment a colonist becomes skilled enough, they will begin making the fine/lavish meals.  Works for components, growing (set the field for healroot...though you'd admittedly be leaving it empty until a grower qualifies), and specialized crafting too

Sola

Quote from: Limdood on June 17, 2017, 02:24:51 AM
Quote from: asanbr on June 16, 2017, 11:16:50 PM
It should be automatic or optional to get notifications on important level-ups, such as cooking skill 6 and 10, and similar for growing, animals etc where important things are unlocked.

I dunno, how does the game determine what is important? 

Interesting idea, even if I'd never use it.

You can set the notifications as an option.
"Notify me when..."
-"Pawn {SKILL} reaches {LEVEL}..."
-"All pawns assigned to {SKILL} have permanently impaired {HEALTHSTAT}..." (Doctors with hands shot off)
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