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  <channel>
    <title>Design Suggestions</title>
    <description>Design Suggestions</description>
    <pubDate>Sat, 18 Apr 2026 00:26:41 +0000</pubDate>
    <lastBuildDate>Sat, 18 Apr 2026 00:26:41 +0000</lastBuildDate>
    <generator>Dungeons of Dredmor</generator>
    <link>https://community.gaslampgames.com/forums/design-suggestions.44/</link>
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    <item>
      <title>The Unified List of Things Being Worked On By Nicholas, As Of Nov. 6th</title>
      <pubDate>Wed, 15 Feb 2017 03:58:31 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/the-unified-list-of-things-being-worked-on-by-nicholas-as-of-nov-6th.18562/</link>
      <guid>https://community.gaslampgames.com/threads/the-unified-list-of-things-being-worked-on-by-nicholas-as-of-nov-6th.18562/</guid>
      <author>invalid@example.com (Nicholas)</author>
      <dc:creator>Nicholas</dc:creator>
      <content:encoded><![CDATA[This isn&#039;t official, but in the hopes that it makes the bugs and design suggestions forum easier to read here is a current dump of my TODOs. This reflects just *my* TODOs and doesn&#039;t reflect anybody else&#039;s.<br />
<br />
URGENT:<br />
<br />
- sort out problems saving/loading in the late game<br />
- FIX slowdown with multiple label displays in late game<br />
- usual crash hygiene<br />
<span style="text-decoration: line-through">- Leyden rifle crash</span><br />
<br />
PRESSING:<br />
<br />
- Clean up terrain flattening behaviours: do not allow flattening to affect areas where buildings are...<br />
<br />
<a href="https://community.gaslampgames.com/threads/the-unified-list-of-things-being-worked-on-by-nicholas-as-of-nov-6th.18562/" target="_blank" class="externalLink" rel="nofollow">The Unified List of Things Being Worked On By Nicholas, As Of Nov. 6th</a>]]></content:encoded>
      <slash:comments>14</slash:comments>
    </item>
    <item>
      <title>Lord Character</title>
      <pubDate>Fri, 13 Jan 2017 17:58:48 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/lord-character.20983/</link>
      <guid>https://community.gaslampgames.com/threads/lord-character.20983/</guid>
      <author>invalid@example.com (Espa)</author>
      <dc:creator>Espa</dc:creator>
      <content:encoded><![CDATA[Hey everyone, I haven&#039;t really been active with this community, but I love CE a lot <img src="styles/default/xenforo/smilies/biggrin.png" class="mceSmilie" alt=":D" title="Big Grin    :D" /> <br />
<br />
Just had an idea that may be fun to implement, if at all possible to do so, to have a <b>Lord</b> character spawn with your Overseers and your Laborers. What would make this character most interesting is that you have direct control of them and do not require setting them up as the Boss of a module. Obviously they would be a bit more durable and would come with unique stats like an Overseer....<br />
<br />
<a href="https://community.gaslampgames.com/threads/lord-character.20983/" target="_blank" class="externalLink" rel="nofollow">Lord Character</a>]]></content:encoded>
    </item>
    <item>
      <title>Suggestion: Remove Rally Point Button to Bottom Bar</title>
      <pubDate>Sat, 24 Dec 2016 09:19:49 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/suggestion-remove-rally-point-button-to-bottom-bar.18859/</link>
      <guid>https://community.gaslampgames.com/threads/suggestion-remove-rally-point-button-to-bottom-bar.18859/</guid>
      <author>invalid@example.com (KROB5492)</author>
      <dc:creator>KROB5492</dc:creator>
      <content:encoded><![CDATA[What does everyone think about moving the rally point button (the one that calls soldiers to a particular location)  to the bar on the bottom of the screen?<br />
<br />
i.e. next to clear terrain, forage, harvest lumber, mine surface nodes.<br />
<br />
Not sure if it&#039;s possible, given that it&#039;s currently tied to having a barracks.]]></content:encoded>
      <slash:comments>7</slash:comments>
    </item>
    <item>
      <title>Fire Bad</title>
      <pubDate>Mon, 12 Dec 2016 19:05:29 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/fire-bad.18729/</link>
      <guid>https://community.gaslampgames.com/threads/fire-bad.18729/</guid>
      <author>invalid@example.com (Geoffrey)</author>
      <dc:creator>Geoffrey</dc:creator>
      <content:encoded><![CDATA[From: The Office of the Administrator<br />
To: All Colonists<br />
Re: Clarification of orders<br />
<br />
My dear fellow Subjects of the Crown,<br />
<br />
I would like to begin by mentioning how much I appreciate everybody&#039;s diligent observation of Standing Order 332.1B (Ichthyoids, Deceased, Burial Of). Your efforts in this regard have contributed to keeping our settlement tidy, reducing trip hazards, and preventing Unsanitary Odours.<br />
<br />
However, recent events have suggested the need for a clarification to this order....<br />
<br />
<a href="https://community.gaslampgames.com/threads/fire-bad.18729/" target="_blank" class="externalLink" rel="nofollow">Fire Bad</a>]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Adjustments and Improvements to the stockpile</title>
      <pubDate>Wed, 07 Dec 2016 22:00:26 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/adjustments-and-improvements-to-the-stockpile.18706/</link>
      <guid>https://community.gaslampgames.com/threads/adjustments-and-improvements-to-the-stockpile.18706/</guid>
      <author>invalid@example.com (PFC_Calico)</author>
      <dc:creator>PFC_Calico</dc:creator>
      <content:encoded><![CDATA[Hiya!<br />
<br />
First possible adjustments:-<br />
<br />
1. be able to set stockpile contents as in using the filter system create a way to say &quot;hey i want that stockpile to be for           wood only or that one for stone etc etc&quot;<br />
<br />
2. be able to see total contents across all stockpiles as well as the selected one ie numbers showing total stock would be<br />
    current stock in selected stockpile:current stock in all stockpiles<br />
    this just means that by selecting one stockpile you can see total stocks<br />
<br />
3.a. set...<br />
<br />
<a href="https://community.gaslampgames.com/threads/adjustments-and-improvements-to-the-stockpile.18706/" target="_blank" class="externalLink" rel="nofollow">Adjustments and Improvements to the stockpile</a>]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Harvest/produce item -&gt; stack on same item in stockpile</title>
      <pubDate>Tue, 06 Dec 2016 12:57:04 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/harvest-produce-item-stack-on-same-item-in-stockpile.18692/</link>
      <guid>https://community.gaslampgames.com/threads/harvest-produce-item-stack-on-same-item-in-stockpile.18692/</guid>
      <author>invalid@example.com (mrbunnyban)</author>
      <dc:creator>mrbunnyban</dc:creator>
      <content:encoded><![CDATA[Heya. I noticed whenever an item is harvested/produced, the colonist will place it in the stockpile but not necesarily into a stack of the same item already in the stockpile. Is this by design? It&#039;s pretty annoying as it feels like the colonists are just being stupid and creating more work for no reason.]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Diverse Natives</title>
      <pubDate>Thu, 01 Dec 2016 21:32:15 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/diverse-natives.18459/</link>
      <guid>https://community.gaslampgames.com/threads/diverse-natives.18459/</guid>
      <author>invalid@example.com (EleSigma)</author>
      <dc:creator>EleSigma</dc:creator>
      <content:encoded><![CDATA[Would it be possible to have different native tribal species for different biomes instead of fish people being in every biome? Lovecraft mythos has a ton of weird races to pick from.<br />
<br />
<ul>
<li>Plant people for tropical biomes who have a thing for sticking the brains of colonists in jars and a fascination of shiny metal objects. (based on the Mi-Go)</li>
<li>In the arctic biomes Indescribable, extremely resiliant creatures who are the remnants of a collapsed, highly advanced empire which reverted...</li>
</ul><br />
<a href="https://community.gaslampgames.com/threads/diverse-natives.18459/" target="_blank" class="externalLink" rel="nofollow">Diverse Natives</a>]]></content:encoded>
      <slash:comments>12</slash:comments>
    </item>
    <item>
      <title>Recycling</title>
      <pubDate>Thu, 01 Dec 2016 21:27:26 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/recycling.18505/</link>
      <guid>https://community.gaslampgames.com/threads/recycling.18505/</guid>
      <author>invalid@example.com (Asid)</author>
      <dc:creator>Asid</dc:creator>
      <content:encoded><![CDATA[Possibly the reuse of glass bottles? Perhaps when something using a glass bottle gets eaten/drunk, you get empty glass bottles in return? Possibly have a way to melt them back down into panes of glass as well.<br />
<br />
Could do similar things with canned food, only it gives you scrap iron.]]></content:encoded>
      <slash:comments>1</slash:comments>
    </item>
    <item>
      <title>Mini-map location indicator.</title>
      <pubDate>Thu, 01 Dec 2016 21:22:26 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/mini-map-location-indicator.18514/</link>
      <guid>https://community.gaslampgames.com/threads/mini-map-location-indicator.18514/</guid>
      <author>invalid@example.com (Unibrow)</author>
      <dc:creator>Unibrow</dc:creator>
      <content:encoded><![CDATA[Currently I have no real way of knowing where I am on the minimap. It would be nice if there was an indicator of your camera&#039;s location outlined on the minimap.]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Future content suggestions</title>
      <pubDate>Thu, 01 Dec 2016 03:18:03 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/future-content-suggestions.18520/</link>
      <guid>https://community.gaslampgames.com/threads/future-content-suggestions.18520/</guid>
      <author>invalid@example.com (Testtestest)</author>
      <dc:creator>Testtestest</dc:creator>
      <content:encoded><![CDATA[Is it possible to see any of these in future updates?<br />
<br />
*More variety in eldritch, events and natives: Could always use more of these.<br />
<br />
*Squads:  Is it possible to equip a squad with two blunderblusses, one jezail and one grenade launcher instead of giving everyone nothing but grenade launchers?  Can there be custom weapon loadouts?<br />
<br />
*Objectives: It&#039;s from this one- <a href="https://www.gaslampgames.com/2012/10/09/storytelling-as-game-design/" target="_blank" class="externalLink" rel="nofollow">https://www.gaslampgames.com/2012/10/09/storytelling-as-game-design/</a><br />
<br />
*Bureaucrat customization: Players should be...<br />
<br />
<a href="https://community.gaslampgames.com/threads/future-content-suggestions.18520/" target="_blank" class="externalLink" rel="nofollow">Future content suggestions</a>]]></content:encoded>
      <slash:comments>5</slash:comments>
    </item>
    <item>
      <title>Assignment to specific outdoor tasks</title>
      <pubDate>Mon, 28 Nov 2016 18:25:13 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/assignment-to-specific-outdoor-tasks.18697/</link>
      <guid>https://community.gaslampgames.com/threads/assignment-to-specific-outdoor-tasks.18697/</guid>
      <author>invalid@example.com (mrbunnyban)</author>
      <dc:creator>mrbunnyban</dc:creator>
      <content:encoded><![CDATA[Can I please assign my outdoor overseers to specific tasks outdoors?  For example, sometimes I really want the overseer I&#039;ve just given 5 laborers to go flatten that big plot of land.]]></content:encoded>
    </item>
    <item>
      <title>Command: send to stockpile</title>
      <pubDate>Sat, 26 Nov 2016 13:09:12 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/command-send-to-stockpile.18674/</link>
      <guid>https://community.gaslampgames.com/threads/command-send-to-stockpile.18674/</guid>
      <author>invalid@example.com (mrbunnyban)</author>
      <dc:creator>mrbunnyban</dc:creator>
      <content:encoded><![CDATA[Basically, the order &quot;Place this item in the stockpile&quot; is placed on an item to help organise and squish a certain bug I&#039;m suffering which has scuttled my game. Items which are left around the map can be given a standing order to be placed in the stockpile.<br />
<br />
Right now, my idiot smith is collecting iron ore my colonists had mined from nodes all over the map but dumps it unceremoniously in a random spot in the map before he can smelt it into ingots because he hits his break time before he...<br />
<br />
<a href="https://community.gaslampgames.com/threads/command-send-to-stockpile.18674/" target="_blank" class="externalLink" rel="nofollow">Command: send to stockpile</a>]]></content:encoded>
      <slash:comments>22</slash:comments>
    </item>
    <item>
      <title>Fencing, Gates or Store Houses</title>
      <pubDate>Sat, 26 Nov 2016 11:36:45 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/fencing-gates-or-store-houses.18689/</link>
      <guid>https://community.gaslampgames.com/threads/fencing-gates-or-store-houses.18689/</guid>
      <author>invalid@example.com (Regina Absher)</author>
      <dc:creator>Regina Absher</dc:creator>
      <content:encoded><![CDATA[I think being able to building fences with gates and/or a store house where you could store your goods would be great. I think it would only make sense that the colonists would want to protect their goods and food from beasts and bandits.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Fams and Offices</title>
      <pubDate>Wed, 23 Nov 2016 14:30:56 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/fams-and-offices.18504/</link>
      <guid>https://community.gaslampgames.com/threads/fams-and-offices.18504/</guid>
      <author>invalid@example.com (Asid)</author>
      <dc:creator>Asid</dc:creator>
      <content:encoded><![CDATA[Possibly add in more types of farms? Fungus farms, and maybe animal ranches, to add in a variety of foods.<br />
Additionally, possibly a filter for offices that won&#039;t benefit from more than one worker in them? Like for example I haven&#039;t noticed any benefit to having workers in my naturalist office during surveying. Same with the foreign office.]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>Job done alert for outdoors activities</title>
      <pubDate>Mon, 21 Nov 2016 07:45:16 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/job-done-alert-for-outdoors-activities.18678/</link>
      <guid>https://community.gaslampgames.com/threads/job-done-alert-for-outdoors-activities.18678/</guid>
      <author>invalid@example.com (mrbunnyban)</author>
      <dc:creator>mrbunnyban</dc:creator>
      <content:encoded><![CDATA[Ever played warcraft or other RTS games? When the peon is done with the assigned work you&#039;ll hear a &quot;Job done&quot; or &quot;Work complete!&quot; announcement. This would probably be very helpful for all those colonists chopping trees and mining around the map.]]></content:encoded>
    </item>
    <item>
      <title>Losing Standing during Foreign Invasion</title>
      <pubDate>Tue, 15 Nov 2016 00:00:44 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/losing-standing-during-foreign-invasion.18621/</link>
      <guid>https://community.gaslampgames.com/threads/losing-standing-during-foreign-invasion.18621/</guid>
      <author>invalid@example.com (Cheshire)</author>
      <dc:creator>Cheshire</dc:creator>
      <content:encoded><![CDATA[Since the Empire expects us to die for the war, we shouldn&#039;t lose standing, right?]]></content:encoded>
      <slash:comments>2</slash:comments>
    </item>
    <item>
      <title>Ability to add Workers from The Workshop screen</title>
      <pubDate>Mon, 14 Nov 2016 23:36:07 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/ability-to-add-workers-from-the-workshop-screen.18611/</link>
      <guid>https://community.gaslampgames.com/threads/ability-to-add-workers-from-the-workshop-screen.18611/</guid>
      <author>invalid@example.com (dtolman)</author>
      <dc:creator>dtolman</dc:creator>
      <content:encoded><![CDATA[Right now here is the workflow I follow when I add a module to a Workshop:<br />
-Go to Module Screen<br />
-Add Module<br />
-Go to Workshop - do I have enough workers there?<br />
+Yes. End here<br />
+No?  Note the name of the Overseer<br />
-Go to Overseer screen<br />
-Find Overseer in long scrolling list<br />
-add worker<br />
<br />
Ideally that last half would just go away. Not enough workers? Assign a free worker directly from the WS screen!<br />
<br />
I realize that this kind of breaks the Overseer-Worker relationship, and that workers are assigned...<br />
<br />
<a href="https://community.gaslampgames.com/threads/ability-to-add-workers-from-the-workshop-screen.18611/" target="_blank" class="externalLink" rel="nofollow">Ability to add Workers from The Workshop screen</a>]]></content:encoded>
      <slash:comments>4</slash:comments>
    </item>
    <item>
      <title>Sitting Down for Breakfast</title>
      <pubDate>Mon, 14 Nov 2016 23:26:44 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/sitting-down-for-breakfast.18572/</link>
      <guid>https://community.gaslampgames.com/threads/sitting-down-for-breakfast.18572/</guid>
      <author>invalid@example.com (berjabih)</author>
      <dc:creator>berjabih</dc:creator>
      <content:encoded><![CDATA[Hi was wondering if the colonist will ever find the time to sit down and eat their meals like a proper people they are. I remembered seeing an old screenshot of the game where they actually sit down on a table and eat a hearty steak. So I’m guessing it was removed mid-development due to some difficult bugs. Here’s hoping it will be back.<br />
<br />
Also hoping the food distribution can be expanded beyond the current one, which basically is just dumping the cooked meals onto the stock piles where the...<br />
<br />
<a href="https://community.gaslampgames.com/threads/sitting-down-for-breakfast.18572/" target="_blank" class="externalLink" rel="nofollow">Sitting Down for Breakfast</a>]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
    <item>
      <title>Go to the next XX</title>
      <pubDate>Sun, 13 Nov 2016 17:53:23 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/go-to-the-next-xx.18608/</link>
      <guid>https://community.gaslampgames.com/threads/go-to-the-next-xx.18608/</guid>
      <author>invalid@example.com (Jonta)</author>
      <dc:creator>Jonta</dc:creator>
      <content:encoded><![CDATA[I would like to see a &quot;next&quot; bottom.<br />
Like if you have a Labour open - click nest, and to get to the next Labour ect.<br />
Overseer ..........................click next, and to get to the next<br />
Workshop..........................click next, and to get to the next<br />
House................................click next, and to get to the next]]></content:encoded>
      <slash:comments>3</slash:comments>
    </item>
    <item>
      <title>AutoPause on Ctrl-Esc</title>
      <pubDate>Sun, 13 Nov 2016 03:01:22 +0000</pubDate>
      <link>https://community.gaslampgames.com/threads/autopause-on-ctrl-esc.18606/</link>
      <guid>https://community.gaslampgames.com/threads/autopause-on-ctrl-esc.18606/</guid>
      <author>invalid@example.com (Exile)</author>
      <dc:creator>Exile</dc:creator>
      <content:encoded><![CDATA[If one was to forget to manually pause. before an ctrl-esc command an, :Auto pause would then occur.<br />
This should avoid loss of consumables during the period of time in which, the game was in fact, paused .<br />
It should then restored manually, to ensure that the pause had actually occurred<br />
This is done on at least one major Game :Anno 1404 Venice.<br />
Edit Major Correction!]]></content:encoded>
      <slash:comments>6</slash:comments>
    </item>
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