Your Cheapest Ideas

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

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DariusWolfe

This feels like a cheap idea, and it's sparked by the recent changes to predator hunting.

My main concern with predators has always been the extremely short notice you get to react. What I've always thought was weird is how my pawns will just wander right past a bear or cougar, so long as it's not currently hunting them. What if predators gave colonists the same reaction whether or not they were hunting, i.e. the flee reaction, so that pawns always stay a fair distance away from predators? I'd also like to see the same from tamed animals. This, combined with the normal "animal is hunting so-and-so" alert feels like it'd be sufficient, most of the time to at least allow me to try to get my pawns to safety, or to try to slow the animal down with injuries so I can get the colonist away.

Failing that, the suggestion I saw in the main 1.0 thread, about predators below a certain hunger threshold have a chance of going manhunter, with the normal notifications and mechanics seems like a good compromise as well.

Noih

About stone blocks
It's good to preserve that stone blocks has no longer HP,
but I think it's not good that player cannot dispose them (because they're not combustible nor tradable).
Some players may not be able to stand that there are unnecessary things in my colony.

About pawn's direction when sleeping
Now pawn's direction when sleeping is fixed by it's ID,
but I'd love couples to face each other when sleeping.
I'm sad to see that they turn away when sleeping though they're couple :(

mndfreeze

Quote from: 5thHorseman on July 03, 2018, 06:45:37 AM
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

I'd love any improvement to the cleaning logic that gives us better control over it.  It feels like one of the least 'up to date' type of systems.  Another way of doing it would be to tie some sort of priority to the room or area or workbench there.  Like how you can set a radius on a work bench to pull items from, or pick a stockpile, but instead have whatever defines that room as 'kitchen' or 'hospital' also have a 'clean priority' option or setting that somehow lets you choose it being important enough to be kept clean, even if general cleaning priorities are lower.  Nothing I hate more than having to decide if I want to use a home zone over chunks of base area that doesn't really need it and see pawns running around cleaning the dirt off the dirt then getting dirt back on it as they walk through the dirt....

Cleaning system needs some updating and just a tad bit more control options.  Playing a game shouldn't feel like the same frustration I have with my teenage kids getting them to clean a room properly. :D


Grimelord82

Two things:
I'd enjoy seeing a larger variation in Body size for critters, and closer to real life.
Right now Muffalo and Polar Bears are just double human size, for example. But a real polar bear weighs between 350-1000lbs (so split the average at ~700lb/350kg), 5x the size of a human.

Muffalo could be somewhere about the same, for a useful carrying capacity.

We already have separate numbers for BaseHunger and BaseHealthScale, so those can be left alone or tweaked if more balance is needed on a per animal basis. Health scale seems to presume 30hp at 1x, so bears are 75 at 2.5x for their legs. This already feels reasonable to me, since raiders have a hard time taking mine down.
-----

Realistic weights in general might be a good thing to look at for more items. Steel, Gold and Uranium should all have different weights per unit.
Steel is iron, at 55 grams per mole (a convenient 5 cm on a side ). Gold at 196. Uranium at 238.

banterface

If builder is drunk\high while creating pice of art, description gets more psychodelic.

mndfreeze

Quote from: banterface on July 07, 2018, 01:38:30 AM
If builder is drunk\high while creating pice of art, description gets more psychodelic.

Is psychOdelic like the psychopath versions of psychedelic? :D :D :D :D

"Like woaaaah man, that human bone is like, totally crazy and moving around maaan.  The lungs are breeaaaatthhiinnnggggg"  /eats another agrilux..

:D

mndfreeze

Can we get an option to not refuel primitive coolers?  I like that we have the ability to instead of rebuilding it every time, but now the problem is if we leave it up they drain wood like nobodies business and there is no way to "turn it off" without just decontructing it.  Basically makes it only slightly better than it was before the fueling up option.  You also don't get resources back when you deconstruct it.    Either an option to prevent refuel (so we can use as needed) or just a forbid option to stop it would be fine.

Thaaaannkss Tynaaannnnnn and co!

cactusmeat

animal clothing

  • to make the animals happier, which should do something like make them nuzzle more, work harder, or give milk/wool more often
  • to act as flags in large battles denoting which side they fight for.
  • to make me happy that my dogs have devilstrand handkerchiefs
  • collars to help train animals

AileTheAlien

#5378
Add an icon to settlements which have active caravan quests ("Requesting: X, Reward: Y"), so that you don't need to remember where they are, or click on all of them one after another.

EDIT:
One more that should be cheap - move the location of the room-details info box a little to the side. Right now it covers up the other build-orders / icons by the mouse. (See attached.)

[attachment deleted due to age]

julitoole

OK cheap you say.

Presets for work priorities  would be a nice thing and for the areas and maybe assigning colonists to certain groups and the group to a key and selecting them by 1 click.
Hope its cheap enough

MeowRailroad

Straw hats that can be made out of hay. Would add a few degrees to the max comfortable temperature.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"

Bolgfred

Manhunter with rabies.

A single Animal(human?) spawns in the map as a manhunter, having a buff which increases attack/movement speed and makes it causes a special poison on hit, which acts like a heavier infection.
"The earth has only been lent to us,
but no one has said anything about returning."
-J.R. Van Devil

Kirby23590

#5382
Modify the description of the Quality Stat

And add these.
QuoteAn item's quality is how well-made it is.

There are nine different types of qualities.

Awful, Shoddy, Poor, Normal, Good, Superior, Excellent, Masterwork and Legendary.

There, this is a real cheapest idea i have made without effecting gameplay! ;D

One "happy family" in the rims...
Custom font made by Marnador.



Doctor_james01

i have an idea for 2 new attributes

homesick: he/she doesn't like caravaning because he/she easily homesick
Gets a -10 mood debuff from not being settled and it increases by -1 each day not settled.The debuff maxes out at -25. The debuff stops 2 days after being settled.

Adventurous:Likes exploring and seeing new things
Gets a +20 mood buff after 1 day of not being settled.The mood buff stops 2 days after settled

Some of the numbers might need to be changed, but i hope to see this added to the game.

MeowRailroad

I have another caravan idea, Camps. It would be nice to be able to set up a temporary camp, maybe it would automatically reform after a month. They would spawn on a map halfway between the encounter map size and the regular one.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"