Your Cheapest Ideas

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

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Names are for the Weak

When making a new scenario, you should be able to determine the technology level. Currently, you can only choose Neolithic and Industrial, based on whether you choose to make a new colony or a new tribe. I want to make it so I can start with a medieval and spacer tech level as well.

ProjectXa3

Quote from: Names are for the Weak on June 17, 2017, 01:13:05 PM
When making a new scenario, you should be able to determine the technology level. Currently, you can only choose Neolithic and Industrial, based on whether you choose to make a new colony or a new tribe. I want to make it so I can start with a medieval and spacer tech level as well.
On that note, shouldn't the "rich explorer" scenario start at a Spacer tech level?
"I set fire to my sheet of sailcloth and drape it over the skeletons."
"Okay I'm...I'm going to need you to roll for a personality check for that one."

mebe

Stockpile settings: Hover over item type (or button) -> highlight all stacks of that item.

asanbr

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?  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

Good point and good suggestion.

I don't imagine any menu in this game could become more complex than the stockpile config.

But my first shot, and it's a simple one:
On each character's skills sheet, there could be an on/off toggle for each skill, "notify when this character levels up in this skill". That would be easy to implement, not require a new menu, and it would make me 90% happy in this regard.


asanbr

All stockpile, crafting bill, and other menus where it is possible to click and choose one of ~100 or more options/ingredients/... , should have a search box (with autocomplete).

Usually it's very repetitive things and these menus are not very user friendly.

Wanderer_joins

Create a tale out of successful quests, destroyed bases/outposts

Bolgfred

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.
Sometimes it is. When your farmer is going to harvest and plant at the same time, its just a big interruption if he does the hauling job aswell. But I think it would make sense if he carries what he can an then drop a full stack. Plus there could be a toggle that he directly hauls it back.
"The earth has only been lent to us,
but no one has said anything about returning."
-J.R. Van Devil

Names are for the Weak

Raiders who kidnap your colonists should sometimes give them back free of charge...missing an organ or two.

jamaicancastle

Quote from: Names are for the Weak on June 21, 2017, 10:36:00 PM
Raiders who kidnap your colonists should sometimes give them back free of charge...missing an organ or two.
I thought this game wasn't going to have multiplayer? ;)

DropbearNinja

Please add a generate random button to colony/faction name when you found yours... I'm terrible thinking of names, and often don't like the ones offered...





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gaf

- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.

- Allow moving "Reinstall at" command for production benches, just like other furniture. This to let you move the bench with no loss of materials and retain all bills for the workbench. Makes no sense to me that you can move a table but you can't move a butchering or crafting table.

JimmyAgnt007

I get that cleaning and hauling shouldnt be skills that level up but maybe still have passion for them that effects the work speed.  Enthusiastic cleaners work faster, haulers carry a bit more or walk faster while hauling.  Or have them as traits that cause them to do those jobs instead of others.  Like a cleaner that walks into a room full of blood will need to clean it all before they do anything else.  Pyros like setting things on fire at random, why not have people clean at random.

BoogieMan

1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.

2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.

3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.

4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.

jamaicancastle

Quote from: gaf on June 22, 2017, 06:37:39 AM- Add a "reconstruct" or "rebuild" command for installed furniture. This would be a shortcut for deconstructing and then using the material (plus any extra needed) to rebuild the same piece of furniture in the same place (Hopefully with better quality). Useful for upgrading early "awful" furniture later when you have people better at construction.
Couldn't you just use "deconstruct" and "build copy"? It seems like this option would literally only save you one keystroke, and at greater chance for miscommunication if someone doesn't catch the difference between "deconstruct" and "reconstruct" or "rebuild" vs. "build copy".

Quote from: BoogieMan on June 22, 2017, 11:09:21 AM3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.
I've had problems before with workbenches not being able to find incomplete items if they've been hauled (making them useless), so I usually keep them around the workbench. However, I would like something to stop pawns from starting new smithing/tailoring jobs in particular if they already have an incomplete item lying around.

The simplest situation to correct would be a pawn starting a new job when they already have a partial item at the same table - you see this sometimes when you initially don't have enough resources for the first bill listed, but have enough for a subsequent one. If you then gain more resources before the second bill finishes, they'll start working on the first one, leaving the second in limbo. I'd like to work giver to prioritize partially done projects over new projects at the same work station regardless of bill order; if people want to prioritize one in particular, suspending the others should still work normally. (This would only affect bills with unfinished items, which would ignore most types of bulk work like meals, stonecutting/smelting, and the like.)

DariusWolfe

Quote from: BoogieMan on June 22, 2017, 11:09:21 AM
1: Filters for colonist list on the work screen. Click a skill and it orders colonists based upon their skill level.

2: Please put colonists in alphabetical order. It would make it much faster to find who you are looking for.

3: Increase priority of partially complete items to reduce the clutter of incomplete items laying about.

4: Hauling priority zone. Items in this zone will always be hauled at highest priority, regardless of stockpile priorities.

1. is already possible, unless you mean literally filtering (i.e. hiding) pawns based on skill.

2. is also possible, I believe; Click on the name field the same way you'd click on a skill to order.

3 and 4 are solid suggestions though. I support both.