Your Cheapest Ideas

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

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Vlad0mi3r

#4860
Quote from: Pantalaimon on August 07, 2017, 03:31:09 PM
- Consider changing the way prison rooms are designated to be based on zoning rather than prisoner beds.

Beds cause a lot more issues than necessary. Usually either not having enough beds, ability to build beds quickly during/after battle, or room to add spots inside the prison area, or the room changing temperature so that the capture task is no longer possible.

If you could zone an area as a prison you could quickly rig up an empty room as a make shift prison.


Sleeping spots can be set to prisoner and medical. So just put one down and set it to prisoner and there is your prison. No resources other than a door in some cases.

I haven't had a warning about a room not being able to be used as a prison due to temp. However I generally avoid the extreme biomes. However I have had temps in the range of 50C to 60C and not had any issues other than the prisoners suffering from heat stroke.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Pantalaimon

#4861
- Self-tend shouldn't ever be disabled based on traits. And otherwise only during mental breaks or some chronic mental illness.

Too often colonies get down to the last few who can't medic and they die to an animal scratch or something. It's not really fun or believable that they won't wrap something around a wound or will stand there happily bleeding out because they're not a carer. Even if someone lacks the capacity to care for others, that doesn't mean they won't care for themselves if their life depends on it. Or at least, this would be depression and self-harming not lack of empathy, an illness not a trait.

Quote from: Vlad0mi3r on August 07, 2017, 08:04:46 PM
Sleeping spots can be set to prisoner and medical. So just put one down and set it to prisoner and there is your prison. No recourses other than a door in some cases.

I know this is the method to use in an emergency, however it's essentially just zoning but in a more awkward way - there's no reason a prison should be defined by a bed instead of a zone, prisoners can sleep on the floor if they have to (and would, if there wasn't enough beds).

QuoteI haven't had a warning about a room not being able to be used as a prison due to temp.

Happens more often in cold climates when the temperature is below freezing. Not sure what the minimum is, but I don't think it matters what the prisoner or colonist is wearing.

Call me Arty

Tables that work more like how you build carpets or floors

Instead of the arbitrary 2x2/2x4 tables, why not make building them more like a click-and-drag? It'd just be more convenient than making colonist rooms big enough to fit a 4x4 table because the savages eat in their rooms. It would also just help the slight visual annoyance of having the gap between two tables. In addition, the even-sided tables we have now don't allow for, say, your leader to sit at the head of a table, just awkwardly off to one side.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Names are for the Weak

Quote from: Call me Arty on August 09, 2017, 11:01:00 PM
Tables that work more like how you build carpets or floors

Instead of the arbitrary 2x2/2x4 tables, why not make building them more like a click-and-drag? It'd just be more convenient than making colonist rooms big enough to fit a 4x4 table because the savages eat in their rooms. It would also just help the slight visual annoyance of having the gap between two tables. In addition, the even-sided tables we have now don't allow for, say, your leader to sit at the head of a table, just awkwardly off to one side.
+1

Call me Arty

Also, slightly different notification sound effects, tuba, slide whistle, I don't care. Pavlov is having a field day with the fact that the same sound effect for finishing a pair of pants is the same sound effect as one of my colonists breaking their neck after digging too far without support. Freaks me out every time.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Call me Arty

Heated floors/"Warming machine"
Simple quality of life suggestion. Some flooring (probably expensive, I feel like you'd need a component for logic) or a machine (median cost. Wires/coils could be extended from the machine to heat metal flooring?) that don't allow snow to collect on them, to reduce the annoyance of a colonist having to continuously shovel snow every day just so people aren't trudging through snow.

Apologies if this isn't as cheap as I picture it.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Call me Arty

More detailed art/sarcophagus.
Not expecting each piece of art individually designed, but just a small bit more detail to it. For example, just the faded blacks (outline, eyes, hair, possibly what they were wearing prior to death) of the pawn on the sarcophagus they're buried in. Maybe the art could look like what it depicts (very simplistically, of course). If the art depicts something such as "David hunting a Warg on the blahblahth of blah blah", a small statue may show David's face and hat/hair, a medium would show David in his outfit at the time with his hunting weapon, and a large statue would depict David pointing and shooting towards that Warg. If the game can already recall who was hunting what and when, I don't see much difficulty in recycling pre-existing sprites. I say this with the utmost certainty of someone who hasn't coded once.

 
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

giannikampa

forget those who died: maybe some quadrum after last colonist stops having mood modification because of the relation.  But at some point just erase any track of a person or animal that died from the social window. suggestin this either for performance and for qol when you want to look at relations of a pawn. in long games you have to go throu dozen of long dead useless strings
And as always.. sorry for my bad english

Call me Arty

Quote from: giannikampa on August 11, 2017, 03:50:13 AM
forget those who died: maybe some quadrum after last colonist stops having mood modification because of the relation.  But at some point just erase any track of a person or animal that died from the social window. suggestin this either for performance and for qol when you want to look at relations of a pawn. in long games you have to go throu dozen of long dead useless strings

I mean, that's history. Either it's your comrades who died to rescue another colonist in battle, or that refugee you just couldn't save. I personally kinda like it. You could have an option to right-click on the dead colonist's name to "forget" them, but that may be a bit odd if they had friends and family.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

Call me Arty

Pet bowls.
I have a Warg, a couple Timberwolves, and a small herd of Muffalo. The Warg is special, as it only eats meat or corpses. Okay, no big deal, put down some raw meat for them. The issue with that is Timberwolves also like raw meat. To save some for the Wargs, I make some kibble. The issue with that is that 13 hungry Muffalos go through an awful lot of kibble. Essentially, I now have to make three almost identical animal areas all with access to the same areas of the cell except for any room of the base and now have to make three different store rooms for meat, kibble, and hay. I see the pet bowls as a simple solution to this. Basically a small storage area. Can be filled with food and have set owner (one of your tamed animals/pets) as the only one allowed to eat from it. This way half my pets don't need to starve because I didn't set-up a series of specific areas for individual animals.
Why are you focusing on having a personal life rather than updating a mod that you're not paid to work on?

If there's a mistake in my post, please message me so I can fix it!

IWannaChaos

#4870
An option for a colonist in a firefight to play dead? Also it would be nice if insects didn't go around breaking my stuff like they were part of a protection racket :p "Awful nice animal feed trough you got there ..."

giannikampa

super cheap, qol:
in the trade window highlight the whole row where the mouse is, plus drag the sell/buy order from row to row (like in the animal menu where you assign region to consecutive animals)
And as always.. sorry for my bad english

Dargaron

Can we do something about mental-breaking NPCs without turning the entire caravan against us? It gets annoying when an NPC shows up as part of an (uninvited) caravan, starts setting random fires in my base, and I'm the bad guy for trying to restrain him.

Please either disable Pyromaniac breaks on travelers, allow us to arrest Mental Breaking visitors, or have the other members of the caravan restrain him/her.

giannikampa

Anti-melee armor:
It is basically some pieces thin bars of steel (*) raw-shaped to fit attached to bodyparts (torso, arms, legs)

Produced at crafting spot,
cost 1 cloth and 2 steel (*)
very low hitpoints
high chance to protects vs blunt damage (are bites blunt damage?)
slows movements

* consider more materials for different protection values as an option


I understand this is either a cheap suggestion or a mod request

Yes i thought of it after a manhunting raid
And as always.. sorry for my bad english

Gloryhound84

How about gates for walls 2 or four blocks wide. Towers on walls and ramparts too.