Your Cheapest Ideas

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

Previous topic - Next topic

tyriaelsoban

the ability to dress prisoners would be nice, so i can replace their 'ratty' apparel.

DariusWolfe

It's sort of possible to dress prisoners. Strip them, and leave decent clothing in their cell. I used to steal good clothes from prisoners and dress them in my rags and castoffs using the same trick.

tyriaelsoban

Quote from: DariusWolfe on July 01, 2018, 03:03:44 PM
It's sort of possible to dress prisoners. Strip them, and leave decent clothing in their cell. I used to steal good clothes from prisoners and dress them in my rags and castoffs using the same trick.

Usually they only cloth to cover their nudity though, unless thats changed?

DariusWolfe

What else is it you're wanting out of clothing them?

tyriaelsoban

kinda cold and i dont have the wood for fires, i cant get them to wear better items :P

DariusWolfe

Gotcha. Honestly, I don't know if they'll gear up for warmth, but as I believe colonists do, prisoners also should. It's worth testing, and putting up as a bug/suggestion if it doesn't work out like I expect.

//SHIFT


"Set on fire" option when drafted, just like enemy raiders can do without molotovs or incendiary launcher...

and maybe even with...
- tiny mood increase when done so by pyromaniac
- mood penalty for starting a fire for everyone else

kingy10005

For prisoners to wear set clothing just make a stock pile and make it high priority for one square for pants and one square for shirt and one for a hat. I always make it cloth so they don't get much armour bonuses but good insulation boost 🙂

kingy10005

What if you made a way for a doctor to dress a porn if there in bed maybe ? Would be nice for that to be possible

5thHorseman

#5364
Quote from: kingy10005 on July 02, 2018, 09:30:48 AM
What if you made a way for a doctor to dress a porn if there in bed maybe ? Would be nice for that to be possible
Please tell me you meant "pawn"

:D

Here's mine for the day: New work category, "Clean the area you're in," up near the front of the line, maybe right after "flick switch" or "basic task" I think it's called now. Makes the pawn look in their very immediate area - say the 5 tiles directly around them - and clean any messes found.

This would in many cases cause the pawns to wander around their immediate area and clean up most if not all messes, because it keeps triggering as they move. And I think this is a good thing. It would cause your cook to clean the kitchen before cooking AND after, and the doctor (if you fine tune your priorities) to clean the hospital before and after doing a heart transplant. In general (because most pawns would do it) the messes would keep more under control so it won't take a super ton of time each time, and you can always manually force the doc back into the (clean) surgery room to start the surgery if they wander out to clean the hallway.

Also, you could make them clean messes in doorways but not ever go through them during this task. "Clean your room" it could be called in that case, and look at the entire room the pawn is in :D
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

AileTheAlien

#5365
Now that in 1.0 caravans get planned with specific routes, have the warning message about food compare the days of food, to the days of travel on that route, rather than a hard-coded (I think) five days.

EDIT:
My prisoner-freeing caravan revealed your sneaky recolor!
(See attached.)
Put blue-berry trees/bushes/plants into the game! :D

2nd edit:
Cool, blue berries grow in tropical rainforests! (Such a cheap request, it's already in the game! :)

[attachment deleted due to age]

MerlinEngine

A pretty simple idea that would be quite helpful would be the ability to define cleaning areas for different characters. I have noticed that if a kitchen is dirty, the chance for food poisoning is much greater, but characters even if working on manual priorities might not get to every speck of dirt in time before this effect sets in. If a character could define a cleaning area, I could then prioritize cleaning to one character for the kitchen, thereby avoiding a situation where the character might try to emulate some sort of army boot camp hazing ritual, such as shoe polishing all the scattered stones on the campgrounds or something equally silly.

Yes, that does happen.

Zoolder

If any raiders escape a raid against you, the next raid from that faction should be about 20% "stronger" as if the pirate faction got an eye witness report on the firepower / wealth of your base.

JimmyAgnt007

'Wildgrowth' option for grow zones to reseed areas damaged by fire and whatnot.

Growzones that can auto fill a dirt type.  So if you make a small single tile zone on gravel, it fills, same with rich soil.

The base grow speed of a plant in the soil of the zone should show up when selecting the crop.  ie Potato 90%, Corn 110% (average if the zone has multiple types)

Also, shouldnt rice be grown in shallow water?

The fert pump should go both ways, from shallow water>mud>gravel>dirt>rich and then the other direction.

Hops really should get replaced by a grain for making beer.

If the fert pump cant make rich soil, then it should be a work job costing lots of food, effort, and maybe a chemical. 

AileTheAlien

Stone-tile flooring should not be locked behind stone-cutting research. My tribal colony can make walls out of blocks reclaimed from ruins; They should be able to lay them on the floor too. :)