Downed Colonists should remember their weapon

Started by Kerbin Dallas Multipass, April 10, 2017, 11:30:43 PM

Previous topic - Next topic

Kerbin Dallas Multipass

I understand that downed colonists drop their weapon. I don't fully understand why that item is automatically marked as forbidden but hey, there is probably a reason.

I always mark gear as unforbidden when a colonist has to be rescued. But still...

Where is that second Charge Rifle? Where did my hunter drop that superior Survival rifle? It ends up in a micro-managy find Waldo kindof annoyance to get the gear back. And to get it back to the person who is good with it.

Suggestion: When a downed colonist who lost a weapon comes back to senses there is a greyed out ? where the weapon is usually dispayed but at least the weapon type can be identified by the player. Bonus: Clicking on it would locate the camera to said weapon.

Greep

The reason it's forbidden is that you don't want, say, colonists automatically hauling the downed guy's weapon in a heavy infestation for example.  Or non-violents hauling it during the firefight.
1.0 Mods: Raid size limiter:
https://ludeon.com/forums/index.php?topic=42721.0

MineTortoise:
https://ludeon.com/forums/index.php?topic=42792.0
HELLO!

(WIPish)Strategy Mode: The experienced player's "vanilla"
https://ludeon.com/forums/index.php?topic=43044.0

deshara218

correct me if I'm wrong but there is already a "how does this colonist react to threat" toggle, right? Unless that's a part of a mod I've installed, we already have the game calling when they're in immediate danger or when they're relatively safe, so, you could easily insert a line in the "drop weapons upon collapse" that checks if the colonist is in danger when he goes down before forbidding the weapon, or maybe make it a setting?

Jovus

Quote from: deshara218 on April 11, 2017, 11:51:20 AM
correct me if I'm wrong but there is already a "how does this colonist react to threat" toggle, right? Unless that's a part of a mod I've installed, we already have the game calling when they're in immediate danger or when they're relatively safe, so, you could easily insert a line in the "drop weapons upon collapse" that checks if the colonist is in danger when he goes down before forbidding the weapon, or maybe make it a setting?

For even more fiddly-to-code but painless-to-play goodness, we could keep the forbid flag - but auto-generate a new job for the downed colonist, of high priority, to grab the same weapon regardless of the forbidden flag. (I figure I'd be comfortable with a priority just under the priority of 'go rest in a bed until you won't die from moving')