was 12-- now 20+ needed Fixes with suggestions

Started by oldman543, January 15, 2018, 11:46:59 AM

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oldman543

Quote from: lux3y on January 30, 2018, 11:21:58 AM
U can select a half-way constructed item / sculpture and hit 'cancel' and it will disassemble set piece + u get resources back fully/partially.
thanks. good to know.  didn't notice it and it wasn't exactly intuitive at first to realize this.  i just kept seeing it in my storage and got frustrated. 
glad that has a fix, but other things like food with 1% of its durability left in your stockpile are another example.  also clothes that are almost destroyed that won't even sell for a silver. 

oldman543

So i'm going to list this all as 17 because i'm lazy.  its a actually about 5 different things.

other reason to have a don't harvest.  all my storage is full but plants will last in ground so don't harvest yet.

a way to nuter your animals so you stop having 1000 alpaca multiplying like rabbits.  i mean i end up killing all the females so no more spawn.  which is kind of mean really. 

clean never ends.  which is fine if its the last priority thing your guy is doing.  but if it is, then it usually never gets done, or you would  rather them do something else half the time instead of running form one side of your base to the other to clean the one new spot there.  but also not do that other thing full time because if your base is super dirty people get angry.  its hard to balance. even manually it is a bit annoying.  not impossible.  just annoying to have to do every other day or so.
suggestion:
is there a way to say clean everything that was dirty yesterday or already next to you when cleaning and then do other things?
--- I got around this recently by assigning my cleaning person to only clean at night when everyone else is asleep so no more dirt is created, but this is only possible if you have a nocturnal person.  and it is only something that i found out because randomly, my cleaning person is a night owl. 

hauling priority.  like i duno.  the food rotting in the fields over stones a hundred miles away.

my caravan order made one of my guys not eat deprive himself of joy and not sleep until he went on a murderous rampage..... wtf. 
was also at the same time as a heat wave so they stayed outdoors too much and passed out on the way out of town.... so what? am i supposed to just cancel the caravan now?  there isn't a pause option either in case the village is on fire and i'm the only one to put it out.

oh wait.  it auto canceled now that both people in it were downed.  except all the stuff is still loaded on the animals.  which is nice because i don't have to reload it.  but on the caravan screen it doesn't register it as loaded.  so i have to do it there again.   
oh wait.  nvm.  now they are unloading everythign they loaded becasue they are reforming the caravan.  but i couldn't add it to the caravan because its wasn't listed on the caravan page....

having a pause button for caravan forming would be really helpful in fixing the omg rage mode of colonists because they were forced to work endlessly on the caravan.  just pause the caravan grouping and then let them joy/sleep/eat.  you can force them to eat, but not joy or sleep.  its a waiting game to see if they pass out or go on a  rampage first. 

also the start deterioration time should be longer, especially for goods just traded because they are dropped outside and you cannot pick them up immediately and they always loose durability.  if you have a visiting caravan spot this fixes this but it is stated that this is not going to happen in vanilla so something else needs to be done.

last thing (for now at least...).  there should be a way to tell people not to eat the packaged survival meal, just because its closer in storage.  and not the forbid option because that means noone can interact with the item including stacking more food onto the square.  the purpose behind this is that i want to store lots of packaged survival goods for caravan, but my people keep eating it because its closer than my other food storage area so they take it. 
maybe put it on their character screen under health by the allow use x medicine on someone. 
you can only eat simple meals.  or whatever.  like for prisoners, only eat simple meals not lavish ones because that's a waste usually.  you can technically do this with zoning by assigning people to a zone only with their respective food stored in it but it is really excessive and more complicated than it should be this way.  and can cause problems with movement and hauling.

thanks for the read.  please address some of these problems at least in a "we're working on fixing these issues" post before 1.0/ at 1.0 release.  otherwise it will seem like you are ok with crazy mechanics formed from programming and not actually intended to be there. 

Injured Muffalo

Quote from: oldman543 on February 01, 2018, 04:30:05 PM
and not the forbid option because that means noone can interact with the item including stacking more food onto the square. 

That's actually not true.
A muffalo encountered a vimp near a patch of sweet vegetables. A struggle ensued. The muffalo gored the vimp with its horns. The vimp bit the muffalo with its beak. Finally, the vimp was bested, sending large chunks of its flesh in every direction. But the muffalo was injured. It shed a single tear.

Harry_Dicks

Quote from: Injured Muffalo on February 02, 2018, 10:17:39 AM
Quote from: oldman543 on February 01, 2018, 04:30:05 PM
and not the forbid option because that means noone can interact with the item including stacking more food onto the square. 

That's actually not true.

Correct. If you aren't using the Better Food Selection, or whatever it is called, and I was making honey I would just forbid the one on the ground, and my pawns would keep adding to that stack, which will remain forbidden. Because apparently honey is the bees' knees! ;D

I'm a very funny guy!

angleof9

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
#3 "allow harvesting" option in growing.  ex for growing hay for animals to eat but not wanting to actually harvest.  or i'm waiting for this field to fully grow before you harvest it willi-nilli.
First - animals get significantly more food from each haygrass plant if you harvest it instead of just letting them eat it. A little bit weird, but ok. Second - colonists will not harvest plants unless ordered to, or if the plant is 100% grown.

Quote from: oldman543 on January 15, 2018, 11:46:59 AM
PS: to the devs. also i noticed i can't find a list of thing you are currently working on.  that would help people not re-posting about things that are already in dev.

Unfortunately, while this would be great, the devs don't want to post lists of what they are creating, because they know if something changes, and they can't deliver, that it will create upset in the community. They give broad descriptions of what they're working on, and add more details once they're sure they can add a feature, and have almost finished it. You'd be surprised how many wonderful games have been relegated to the trash heap because the devs overhyped it, or promised too much, and then couldn't deliver. Especially since a sizable portion of Rimworld's players wouldn't understand the nuances of game design or programming the features they request, it's easier to just not give any hope at all, rather than giving false hope, then not meeting expectations.

All your other points, however, are at least partially valid imo. I don't really agree with many of them, but I can see where you're coming from.