My (huge) list of additions and reblances for Rimworld.

Started by DubskiDude, July 06, 2017, 10:16:07 PM

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DubskiDude


DubskiDude

#1
a

ArguedPiano

There is a lot, A LOT, here. And honestly I read none of it. I am willing to bet very few people will read much of this too.

Your best bet is to break up your suggestions into smaller threads. Try to group similar ideas together. This is for several reasons.
1) It will make it easier to read.
2) Replies and discussions can be specific instead of all over the place.
3) You can get an immediate idea of what the thread is about from the title (assuming it's relevant to the contents)

As it is now replies will be chaotic and no meaningful discussions are likely to occur here.

Welcome to the forums. Hope you enjoy your stay!
The only difference between screwing around and science is writing it down.

realdead_man

It is alot.

I read it all and agree with all of it.

Very well thought out and usefull!!

jamaicancastle

Some semi-random replies:

Quote from: DubskiDude on July 06, 2017, 10:16:07 PM
- (BUG) Hunter pawns that are incapable of hauling will haul the animal they hunted, but not when you tell them to manually.
Technically not a bug, because it's technically not a hauling job, it's part of the hunting job. It's the same as hauling-incapable pawns being able to gather materials when they're cooking/crafting/constructing.

Quote- Allow animals to be bonded, but not have to follow the master into a gunfight or into dangerous territory. Animals are great for hauling, but the pawn they're bonded to gets a mood debuff because I don't want the animals put in harm's way, especially since animals have no armor, and you can't surgically improve their wounds.
When trained, there's an option in the Animals tab to enable or disable the animal accompanying its master when the master is drafted, and a separate option for following when they're hunting/taming.

Quote- Dismiss alerts without having to click "Ok". Pressing Enter would be enough. Alerts often stack up, and its annoying to have to click the icon and then "ok" each time.
You should be able to right-click on an envelope to dismiss it unread, unless I'm badly misremembering.

Quote- Give Research more uses besides just upgrade unlocking. Once you've researched everything, the skill is effectively useless from then on, which shouldn't be the case. More research items would also be nice.
In A17, the Intellectual skill (nee Research) is used for drug crafting, and I imagine the variety of jobs it's used for will expand over time.

DubskiDude

QuoteTechnically not a bug, because it's technically not a hauling job, it's part of the hunting job. It's the same as hauling-incapable pawns being able to gather materials when they're cooking/crafting/constructing.

Still doesn't make sense, imo.

QuoteWhen trained, there's an option in the Animals tab to enable or disable the animal accompanying its master when the master is drafted, and a separate option for following when they're hunting/taming.

OH, just now figured that out. This whole time I thought those check boxes were part of their training regimens. That definitely needs separating on the menu because its super easy to miss. A quick fix would be to switch those two columns with the "master" column so its easy to tell that it has something to do with the animal's master, and not the training columns.

QuoteYou should be able to right-click on an envelope to dismiss it unread, unless I'm badly misremembering.

You can right click it away, but there have been numerous times where I would have preferred to quickly read it first, or hit "jump to location" without dismissing it. So being able to open it and then dismiss it with "enter" would make it a lot more convenient.

QuoteIn A17, the Intellectual skill (nee Research) is used for drug crafting, and I imagine the variety of jobs it's used for will expand over time.

That should be stated in-game. I've always thought it was just Medicine and Crafting that determined it.

realdead_man

Just foundnout about the animals.  The ingame User Interface needs work, when possibe

Rimrue

Yep, I read it all too. If even half of these suggestions were implemented, the game would be 1000 times better.

Perq

Many of these are already in the game. Many others are just attempts to make the game easier.
Many are good.

Too many to discuss them effectively, tho.
I'm nobody from nowhere who knows nothing about anything.
But you are still wrong.

Thirite

Nothing but good ideas here to be honest.

@Perq
What ones do you consider "making the game easier"?

DubskiDude

Quote from: Perq on July 07, 2017, 01:14:04 AM
Many of these are already in the game. Many others are just attempts to make the game easier.
Many are good.

Too many to discuss them effectively, tho.

Which ones did you come across (besides the one about bonded animals) that are already in the game?

Quote from: Rimrue on July 07, 2017, 12:14:56 AM
Yep, I read it all too. If even half of these suggestions were implemented, the game would be 1000 times better.

Glad you think so! ^^

Lowkey1987

I will just ad a - or a + because it is so much (and i am on mobile). Maybe i disagree or i dont want to lose ressources on good ideas with low benefit. So lets start.
Quote from: DubskiDude on July 06, 2017, 10:16:07 PM
I've been sharing ideas on Reddit, but I feel this forum would be a good place to discuss them as well. Note that I'm not really concerned with mods - improving the vanilla game is what I'm after.

- Pawns with miniguns shouldn't automatically fire if an ally is in their line of fire. Friendly fire should also be retooled. I made an entire thread to discuss it, you can find it here: https://www.reddit.com/r/RimWorld/comments/6jj80r/lets_be_real_about_about_friendly_fire_for_a/
-1

- Add market value parameters for smithing, destroying, etc. so the player can keep stuff worth selling, but get rid of everything else.
-1

- Add an option to recruit family/lovers from allied factions without incurring badwill. Or something simple like a "hey, want to join our colony?" while they pass by.
+1

- Pawns should never walk through fire. Self explanatory. Happens far too often when hunting Boomalope and in other situations.
-1 (they dont get to they pray)

- Option to spay/neuter animals. Constantly having to micro their newborns is a drag if you don't want them.
+1

- More miscellaneous items like telescopes and glow pods. Doesn't have to be anything beyond aesthetic - just rare-ish stuff to collect for your settlement.
-1

- (BUG) Pawns won't haul grenades to stockpile zone that are set to restrict item quality (grenades and molotovs don't have quality, so they're excluded).
?

- "Doctor needed" event. Thread explaining it can be found here: https://www.reddit.com/r/RimWorld/comments/6lgqb5/doctor_needed_event_allies_with_ailments_come_to/. Seems to be very well received!
+1

- Craftable bionic parts during the late game - would require significant resources and time to craft.
+1

- Animals put into a frenzy due to the "revenge" event should lose their "manhunter" status after downing/killing the pawn that triggered the event. Doesn't make sense that they attack the hunter and then decide to bumrush the colony without any sense of self-preservation.
-1

- (BUG) Hunter pawns that are incapable of hauling will haul the animal they hunted, but not when you tell them to manually.
-1

- Craftable hearing aids. Functions just like peg legs, but for hearing.
-1

- Allow pawns with higher social to attempt to snap people out of mental breaks.
+1(every can do it with risk of fight)

- Tornadoes, hurricanes, and other dangerous weather. Starts with a warning, alerting the player to get their pawns indoors. Everything not under a roof and in the path of the storm takes damage or is thrown around.
-1 (too complex for "search shelter)

- Allow pawns to release a prisoner if the prisoner is sleeping (if they're sleeping, you have to undesignate their bed as a prisoner bed in order to wake them up, and then be allowed to release them).
+1

- Add more implants to enhance a pawn but disable skills like Social. Could even give mood debuffs to other colonists if its done too much ("are they even human anymore?")
-1

- Add painkillers that can be crafted at a drug lab, to help with pain.
+1 (in the end a new drug)

- Berserk and Animal Revenge should put the game at 1x speed the second the alert pops up, so players can react quicker.
+1

- Nerf Muscle Parasites. Entire thread on it here: https://www.reddit.com/r/RimWorld/comments/6ksiov/muscle_parasites_needs_to_be_nerfed_and_heres_why/
-1

- Allow the player to arrange the order of pawn icons at the top of the screen.
-+

- Fix caravans going the exact opposite direction of their objective when traveling on the world map.
?

- Buff penoxcycline or switch up its effect. One Penox per colonist per five days and you don't even know if using it even blocked a disease? It doesn't seem worth the trouble to make and then use on each colonist.
-1

- Add a late-game multivitamin to automatically boost NPC immunity by 5-10%, or further increase immunity% gain. Something to give the player more options to deal with diseases.
-1

- Swap the "master" column and the bonded animal follow options column in the Animals tab. Currently the bonded animal options are right next to animal training (making it seem like they're a part of animal training), and that makes it confusing. Having them to the right of the "masters" column would be less confusing.
-+

- Outdoor temperature should rise/fall with the weather, i.e. temperature drops slightly during rain or fog, depending on the biome and time of day.
-1

- Uninstalling/reinstalling should be able to use Construction and/or Hauling, meaning only colonists who can't do either skill should be prevented from installing.
-1

- Add a "study" option for pawns, or a study bench, which would keep them stationary (like a research bench), sacrificing work they could be doing for accelerated EXP gain in one skill of your choice. This would, for example, help a pawn who is terrible at shooting, but you don't want to risk them getting mauled by wild animals or shot up by raiders.
-+

- Different stages of Torso Frailty/Hearing Loss/etc. Seems silly that, for example, someone's Moving and Manipulation permanently drops by 30% out of the blue. It should be more like artery blockages, where it develops in stages.
+-

- Add the ability to capture an NPC without having to build a house during caravaning or raiding.
-+

- Disable "Fire!" alerts when its raining. They're a pointless nuisance, since the fire will go out anyway.
-1 (roofed areas like stockpile?)

- Make "Overhead Mountain" removable. By far my biggest gripe with Rimworld. If you can mine out the entire base of a "mountain", then its not a mountain. Plus "Overhead Mountain" forever means that hives can spawn there, regardless of whether or not your base is inside or near a mountain. In mountainous maps where there is more mountain than actual land, you have very few options when choosing a location for your base. Digging out a base is just too risky and unreliable, and that should not be the case.
-1 (you choose mostly were you start, picking away a whole mountain would take many years)

- Make neutroamine craftable. It could be an expensive or time-consuming process for the late game (like making Components), but anything is better than nothing.
-+

- Smelting certain advanced guns should give one component each (maybe based on gun quality?). This could help with the problem of constantly running out of components mid/late game.
+1

- Ability to direct a tamed animal to attack a certain target without involving the animal's master.
----1

- Dismiss alerts without having to click "Ok". Pressing Enter would be enough. Alerts often stack up, and its annoying to have to click the icon and then "ok" each time.
+1

- Add a "short range mineral detector" that can show whether or not mountains on the map have ore inside them.
+1

- Tamed animals shouldn't get food poisoning. Doesn't make sense how a boar can eat a ripped up animal carcass lying on the ground out in the woods and not get food poisoning, but when its cleaned and chopped up and in a fridge, they can get food poisoning.
-1

- Other faction types besides tribal, outlander, and pirate. Tribals have low tech but high numbers. Outlanders/pirates have medium tech and medium numbers. Why not have an NPC faction (besides Mechanoids) that have low numbers but higher tech? Android/cyborgs or interstellar private military corporations come to mind.
-1

- (BUG) Colonist won't stay in their hospital bed, even when prioritized and with Patient and Bedrest set to 1. I've seen one get out of bed to change clothes and then not return to bed, even when they have a severe illness. Pawns should also never get out of a hospital bed if prioritized to stay there and are wounded/sick.
-+

- No instant death when a colonist's liver is destroyed/removed. A person can survive about a year without their liver in real life, so instant death due to liver removal doesn't make much sense.
+1 (like toxic fallout build bloodtoxic level up)

- "Deep Space Beacon" alternate ending/game mode. Similar to building a rocket, but you construct a beacon instead to call for a ride home from a nearby trade ship. Similar to a Wonder in Age of Empires 2, building one would increase the frequency and ferocity of raids. Also, rocket building would be disabled in this mode. It would turn Rimworld into a tense, more combat based "hold out until time is up" game mode, with a clear objective to work for and a clear ending. The "countdown" could be several months to several years, depending on game difficulty or other factors.
-+

- Fire extinguisher item. Would be a better alternative to Fire Poppers, and would allow a pawn to do more than just kick the flames.
-1

- Give Research more uses besides just upgrade unlocking. Once you've researched everything, the skill is effectively useless from then on, which shouldn't be the case. More research items would also be nice.
-+

- Work stations should list what skill they require, for convenience. Machining tables and component assembly benches should say "smithing" on their tab, drug labs should say "crafting", etc.
+1

- Animals should not be able to stun players when they attack. Its the single worst thing about a herd of wild animals all deciding "hey, we're herbivores, but let's flip shit and trample that hunter off in the distance who uses that loud, scary rifle". Colonists can still be hurt, as most animals can outrun them and get damage in. But as it is now, a lone hunter against 3+ Manhunter animals will ALWAYS go down. They at least need a chance to run. Either that, or balance animal pack revenge chance to be more realistic.
-1

- Something to lower the chance of random binges from chemical fascination. Possibly therapy or counseling (could even be based on the Research skill, giving the skill more more uses).
-1

- Ability to set a "firefighting" zone. There are some areas that I don't want to designate as a Home zone (colonists would waste time cleaning it), but I WOULD want them to fight a fire there, if there was one.
+1
- Late game Research option that reduces the chance of machine breakdowns. Machines are constantly breaking down when you have a larger, full-fledged base and a larger number of machines. Breakdowns eat up the player's cache of components and contributes to the component problem, and the problem only gets worse the more machines you have.
-1

- "Replace with" command. Say I want to replace my walls for my fridge. Currently it wastes time having a pawn walk to it, deconstruct the wall, and then me having to micromanage them to pick up resources, then walk back to build a new wall; all while my food is rotting. Having a "replace with" command would tell them to grab the necessary items, go to the thing being replaced, deconstruct it, then proceed to build the structure that is replacing it.
-1 (good but minior problem)

- Pawn schedules in the Restrict tab should not take precedent during a raid/siege/manhunter pack. Self explanatory. Also, I've seen my own pawn, who had his arm freshly shot off, doing Joy activities instead of going to a hospital bed to get treated.
-1

- Prioritized actions should override NPC combat AI. I've told an NPC to get back to base, but instead they ignore me to shoot at someone. It should be simpler than having to change their combat AI to "do nothing", have them go or do the thing you want them to, then setting their AI back to normal.
?

- Doctors should never prioritize anything over doctoring when their priority is set to 1. I've seen my doctors eat, sleep, do joy activities, etc. when there is a patient bleeding on the operating table. Also, tending to all patients should take priority over feeding a patient.
-1

- Switch up "ugly environment" debuff. It seems to me colonists always get this when outside, which is odd, because nature can be beautiful as well. If animal blood on the ground is the culprit for this debuff, then it should disappear from the map quicker.
-1

- Arresting someone (say, for starting fires or binging) removes the pawn from a bed's ownership. This results in their significant other getting a mood debuff because they're not sleeping with them anymore, and you'll have to constantly check the Needs tab and micromanage the pawn back to the correct bed when they're freed.
-1

- Don't force the player out of a raided map once the fighting is done. The player should be able to decide when and where to leave, especially if his colonists are wounded.
-+

- Categorize wounds/dismemberments by the limb they're attached to, and not sort by the type of dismemberment. Its slightly confusing to see "left finger, right finger, left femur, right shoulder". A menu with a body silhouette showing what limbs are missing would also be helpful.
+1

- Bigger, more intricate NPC colonies and camps. As they are now, they seem tiny and disappointing.
-1

- Faction "capitals". Each faction should have a larger, better defended location to serve as their capital, with better trade options and better fortifications. Destroying it would affect morale for every other settlement, and in a few days time, another capital on the world map could be designated for that faction.
-1

- Arresting an NPC who started a social fight either becomes less likely to do it again, or all the other colonists get a mood buff for the arrest. Currently nothing out of the ordinary happens when you arrest an NPC for a fight. Something significant should happen when enforcing the "law" for your settlers.
-1

- Add more traps besides deadfall and IED. The variety of traps currently in Rimworld seems really underwhelming. Some ideas are pitfall traps, moats, bear traps, or swinging log traps.
+1

- NPC factions should not lose goodwill if the player was not involved in their NPC's death. Several times I've had visiting NPCs die for reasons out of my control, like a fire or manhunter pack. I couldn't stop any of those things, so I shouldn't lose goodwill because of it.
-1

- Combine "colored lights" with "microelectronics basics". Colored lights is only aesthetic and doesn't seem important enough to be its own research item.
-1

- Add camping tents, an alternative to beds when on the go. Best used when caravaning, exploring, or raiding bases. They should be lighter and easier to pack up, are inferior in quality to actual beds, and should automatically block the "slept outside" mood debuff.
-+

- Allow NPCs to tend to others without the need for a bed or sleeping spot by selecting a doctor, right-clicking a standing NPC, and choosing "tend to". The NPC selected to be treated should also stop moving, or walk towards the doctor.
+1

- Rebalance sandbags to be either cheaper to make or more effective at cover than walls. It doesn't make sense when sandbags cost 5-6 metal per placement and give 65% cover, when wood walls give 75% and can be made out of wood. Plus, it doesn't make sense that SANDbags are made out of metal.
-1

- Lower sterile tile cost. 15 silver per tile is quite a steep price. A medium(ish) hospital room could cost up to $2,500 or more in silver to make. 10-12 silver per tile would be more reasonable.
-1

- More combat-based challenges in Rimworld. This could be a variety of things, like answering calls for help from friendly factions (i.e. helping break a siege on their camp, attacking a huge mechanoid/bug hive that has spawned on the world map, etc.). Besides animals, mechanoids, and raids, combat events in Rimworld aren't utilized as much as they could be.
-+

- Conquest mode: an additional game mode focused on defeating a faction or defending your settlement(s) and doesn't involve escaping the planet.
-1

- Underground maps. Rimworld is based solely on a flat map currently. Why not add a smaller, more condensed underground map where more treasures can be found? They could even be populated by bug hives, ancient rusted mechanoids, or troglodyte mutants.
-1

Lowkey1987

Quote from: DubskiDude on July 06, 2017, 10:16:29 PM
- Reduce the time it takes for moisture pumps to increase their radius. Moisture pumps run at the speed of smell, and they're extremely inconvenient when expanding your camp or setting up a border wall isn't possible due to running into mud or water.
-1
- Add an option to allow pawns to turn stone ground into farmab
le earth. I'm constantly being forced to work around stone ground when planting, and this would fix that entirely.
-1

- Allow pawns to haul more than one drug item to the crematorium. I noticed they only grab one at a time, and it wastes time.
-1 (would be nice but makes new problems)

- There should be a "forage" option for caravans, allowing them to stop off in a randomly generated map to collect food. Doesn't make much sense how caravans just run out of food and can't find any along the way. Foraging could, as a consequence, have risk involved; such as provoking an animal or raider attack.
+1

- Downed/sleeping animals seem much harder to hit with a ranged weapon than. Not sure if this was an intended feature, but its silly to watch an experienced hunter shoot 20+ shots at a downed or sleeping animal and miss them entirely.
-1

- Add a "Victory!" mood buff when the colonists fend off a raid/siege, or destroy a raider outpost. Colonists should feel good about winning and/or defending their home.
+1

- Add an "organize items" command to order pawns to stack similar items together on the same tile up to the maximum. This would help save space in stockpile zones.
+1

- Add an "edit caravan inventory" to allow the player to correct any mistakes in caravan preparation. I've found numerous times that I forgot something when packing up for a caravan, and I can't fix it without disbanding the entire caravan and having to start over.
-+

- Add a "recraft" option for items with quality modifiers, allowing the pawns to reconstruct the item (hopefully with a better quality), but without having to tear the entire thing apart and waste resources.
-1

- Buff Component Assembly Bench in some way. Components are very scarce mid-late game once you've mined out all the compacted machinery, and you won't have a reliable way to generate more components besides trading. The Rimworld wiki page even says "Players in search of components are generally better off purchasing them from traders or establish caravans to trade with nearby settlements."
-1

- Add a "banish colonist" option, for when you want to get rid of someone, but don't want to directly send them to their death. Could even open up plot points where the banished colonist has a chance to join another faction, and could even return as a raider during a raid.
+1 (With mood bonus or malus if they like/hate him/her)

- Setting IEDs next to a crashed ship part should not alert the mechanoids within. How is it that colonists can literally rub their faces on the ship and not cause a mechanoid attack, but the second they build something next to it, all hell breaks loose? IEDs are meant for strategic placement. It effectively makes IEDs vs crashed ships useless, since you can't place them adjacently to said ship to go off when the mechanoids come out.
-1

- Lengthen the time it takes for a drafted NPC to undraft themselves, or having a setting for "stay drafted". Its extremely frustrating when you're trying to position your pawns around, say, around a crashed ship part or ancient cryocaskets, and a pawn(s) decide to get ADHD and leave right in the middle of you setting up.
+1

- Increase the detection radius for fire poppers to go off. It seems very wasteful to have to build so many fire poppers to defend a wall or building from potential fire. It should have a 1x1 or 2x2 detection radius, instead of triggering only when fire touches the popper itself.
+1

- Add an option for doctors to surgically fix shattered ribs/femurs/etc, either with surgery or adding a splint. To my knowledge, there's no way to fix those kinds of broken bones.
+1

- Add a cheaper, less effective version of the personal shield belt for early/mid game melee pawns. It seems silly that you have to wait so late into the game to get something that's so beneficial to melee users. This item could even be a forged shield, made in a smithy.
+1

- NPCs should repeat a prioritized action more before returning to their regular AI path. This means if I prioritize one pawn to chop down a tree, it should do more than just chop one tree before getting ADHD and running off. This is one of the most frustrating parts of Rimworld currently.
+1

- You should be able to prioritize an NPC to sleep. Too many times I've seen an NPC exhausted, but still continue to work, even if they don't have an action prioritized for them. Currently there is no way to tell an NPC to go to bed and avoid "tired" mood debuffs.
+1

- You should be able to manually prioritize multiple NPCs at once. Say you have to collect a resource at an urgent pace. Highlighting multiple NPCs and prioritizing them all to the same action would be helpful. They don't necessarily need to be able to work at the same source (like all three cutting the same tree, mining the same rock, etc). It'd be much more convenient to be able to assign multiple prioritizations at once instead of micromanaging each one at a time.
-1

- NPCs in medical beds should not get "disturbed sleep" debuff from doctors. It doesn't make sense to me why a critically wounded soldier would suffer bothered sleep by the doctor that's operating on them. Its like insult to injury. They already have enough mood debuffs as it is.
-1

- NPCs should not drop the item they're hauling when reprioritized; i.e. when ordered to pick up another of said item, or when they're prioritized to use that item on someone. For example, a doctor holding medicine will drop their medicine when prioritized to a different patient, or a pawn hauling wood will drop the wood when prioritized to pick up more wood. Pawns should also factor in the item they're holding when told to build something instead of dropping it.
-1

- Non-combatant NPCs should automatically avoid the combat area when a Raid, Siege, Manhunter Pack, or other dangerous event is triggered, or give the player a button to quickly and efficiently solve this problem without having to micro each colonist. Too many times I've focused on fighting off attackers and a worker NPC trots out and gets maimed because of it.
-1

- An additional option for NPC outfit presets to prevent them from wearing deadman's clothing. I get sick of having to micromanage NPCs because they wear deadman's clothing and get a mood debuff from it.
+1

- Nemesis system. This would involve enemy NPCs (or animals) escaping from a fight and retreating off the map, only to have them return a few months later with a "nemesis" buff, which could add damage/armor/etc, and offer better equipment or rewards for killing or capturing them. Killing or capturing them could also net a mood buff.
-1

- Remove the "Area Revealed" notification for areas that are 1x1 or 2x2 in size. I get sick of having my miners open up uselessly tiny areas with nothing in them and having the game announce them as something important.
-1

- Add a deadman's apparel toggle for stockpile zones. There's currently an "allow non-deadman's apparel", but no "allow deadman's apparel", which complicates keeping deadman's apparel out of stockpile zones. We should have both as tickable options, not either or.
-1

- Nerf or remove prisoner execution mood debuff, or extend the time it takes for "guilty" to wear off. If they tried to attack the base, they should be able to be executed with little to no remorse, especially in a harsh environment like Rimworld. If the player can't recruit them or keep them around, and doesn't really want to release them (to risk having them come back in another raid), they shouldn't get a debuff for executing them. The only other alternative would be to simply not capture downed enemies, which seems more cruel than executing them.
+1 (2days)

- Doors should automatically open if set to "hold open", and should automatically shut when not set to hold open.
-1

- Add more "reinstall" functions for most constructable items. Some items can be reinstalled, like lights, beds, and turrets, but other items like generators, crafting stations, coolers, and deep drills aren't reinstallable. Having to break them down to move them is annoying and a waste of time and resources.
+1

- Show NPC efficiency percentages next to "overview" stats. NPC efficiency should be there at a glance instead of having to hover over their stats every time. For example, instead of Manipulation just saying "poor", it should say 45% right next to "poor". This would make managing NPCs easier.
-+

- Show skill efficiency with "overview" stats calculated in. Currently I've had to judge an NPCs skill in cooking/crafting/etc by their respective skill level, but their stats like sight, smell, hearing, manipulation, etc. are all factored in to their success rate of that skill. The game doesn't show this on the character page. Currently you can only guesstimate or have to tab out to the wiki to figure it out.
+-

- Fix pod launching. NPCs are inefficient at loading pods, because some will load their pod, and then themselves, and just sit there when other pods need help being loaded. NPCs should help each other load all the pods in the launch group and then load themselves in last. This would make it much more efficient, and eliminate the problem of pod loading taking exponentially longer to finish up (the same can be said for forming caravans as well).
-+

- NPCs should not shoot "Berserk" NPCs. 9 times out of 10 you want to beat them over the head and send them to the hospital, not riddle them full of bullets.
-1

- A simple "Hope" mood buff to all NPCs when a rocket piece is built. Can apply to only one piece built or multiple pieces built.
+1

- Mid to late game plastic surgery to (partially?) fix disfigurement, like shot off ears and noses.
+++1

DubskiDude

Quote from: Lowkey1987
- Ability to direct a tamed animal to attack a certain target without involving the animal's master.
----1

What's wrong with that?

Lowkey1987

Quote from: DubskiDude on July 08, 2017, 02:30:07 AM
Quote from: Lowkey1987
- Ability to direct a tamed animal to attack a certain target without involving the animal's master.
----1

What's wrong with that?

I dont think more control over animals is a good aim. ATM you can use different trainers to archive "taktik". Like use some tank-animals as bait and come out of another entrance of your base with fast animals.
If you change this little thing, you open a new door, which could result in exploids or easy taktik. The next step would be full control over animals ("We need more overlords!"...or Beast Masters)
And if i compare new events to more control over animals ...new events is the thing i want! Like bugs which hatch from your food, because it lays outside.

Some ideas are cool, but they could not put everything in the game.