some ideas-Bread..Seafood...Bricks...Fire Ext...Circuit Breaker...Mech Reprogram

Started by Mag1, November 01, 2016, 12:00:21 PM

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Mag1

First off...FOOD
#1 BREAD- good old fashioned and wholesome bread.  Made by milling wheat that grows just like the other crops.  Maybe put into meal category by itself like beer?  (would need wheat plant to be added and a milling machine)
#2 COFFEE- everything is better with coffee!  It could give a small multi stat bonus to pawns maybe?  Made from a coffee machine 2 cells in size and put alongside the cooktop?  It could store beans and brew the joe!  (also would need coffee bean tree addition)
#3 SEAFOOD!- four words my friends, crab traps and fishing rods! (Researched at basic research bench.)  I'm thinking of crab traps for shallow water and fishing rods for deep water.
#4 TOBACCO- cigars, cigars.  The new drug system is cool and balanced well.  Tobacco product/s would go hand in hand with what you have in game already.  Plus, it would be a good milder drug as opposed to yayo and flake (primarily addictiveness).

TERRAIN
#1 WATER- Large bodies of water have been great to look at but devoid of value or usefulness.  We can't do anything with it which is where my seafood comment above comes in.  I'm not talking boats or anything but maybe a fishing pier or boardwalk?

POWER
#1 CIRCUIT BREAKER-I don't like complete discharge factor whenbatteries blow up.  I think they need a circuit breaker to work in tandem with so they do not lose all the power on a short.  Maybe only half the power loss when routed through a breaker?
#2 REACTOR?- there is still uranium in the game for a fuel source.  Maybe have it need to be placed by water for cooling/operation?

FIRE
#1 HAND HELD EXTINGUISHERS- a ranged, situational equipped item in response to a fire in the home region.  It is tough sometimes to put out fires in multiple locations in wooded areas even with 6-8 colonists. 

STRUCTURE
#1 BRICKS- red bricks made from haygrass.

ENEMIES AND FRIENDS
#1 We only have animals and pawns that are only "baseline humanoids" that can be part of the colony.  Adding a different type of lifeform either created, captured or raised by colonists would be fantastic on gameplay level. 
#2 MECHANOID REPROGRAMING- could we get in the operations tab a "reprogramming" option for a downed mechanoid?  The work could be at a work bench of some kind designed for it.  Also, they could need to be recharged for maintenace.
#3 INSECT LARVAE/EGGS-  I'm thinking of hives that spawn eggs/larvae when they emerge (or for sale from a space trader) that you can raise like other animals that wander around the colony.

If anyone has better ideas or can build on top of what I said that would be great.

Porter

i have been waiting with fingers crossed for fishing to make an appearance, other than in mods for several versions now!  i even like the suggested way of implementing it.  One mod had crabs crawling around on beaches and fish "swimming" in the shallower water and it seemed to fit in seamlessly. 

The popularity of the vegetable garden mod would suggest that many people would welcome more complexity in or addition of crops, gardening, cooking, crafting, item repair and terrain management.  (This mod does an amazingly large amount of stuff in a very easy to understand way).

i also agree with the circuit breaker & brick recommendations - i have other mods that add these as well.

the mechanoid reprogramming is also an interesting idea.