Taking a page out of Cataclysm DDA's book
Go ahead and post a terrible idea or bad suggestion!
Port RimWorld to mobile and make it F2P with microtransactions. Only 99c to get a new colonist or send a trade caravan to your colony! Buy 250 in game silver for $5, 500 for $7.50, or 1000 for $10 (best value!). Of course ask for all phone permissions the game would never actually need on install for all that wonderful data harvesting. Invite your friends to try RimWorld mobile edition and get a free colonist!
What Rimworld is really missing is a puzzle mini game
Quote from: Thirite on January 03, 2017, 01:38:33 PM
Port RimWorld to mobile and make it F2P with microtransactions. Only 99c to get a new colonist or send a trade caravan to your colony! Buy 250 in game silver for $5, 500 for $7.50, or 1000 for $10 (best value!). Of course ask for all phone permissions the game would never actually need on install for all that wonderful data harvesting. Invite your friends to try RimWorld mobile edition and get a free colonist!
Don't forget the option to speed up constructions for silver
And Daily Rewards: Log into Rinworld every day for a free reward!
Day 1: 100 wood
Day 2: 75 kibble
Day 3: 5 simple meals
Day 4: 100 cloth
Day 5: 10 simple meals
Day 6: 100 leather
Day 7: 50 silver
Stop developing the game, and just let modders come up with all of the future content.
Another one: Your colonists actually need to use the bathroom every now and then
Add an event in which you've somehow angered Zeus, causing staggered lighting strikes on all of your colonists.
Zombies.
Quote from: MikeLemmer on January 05, 2017, 01:22:49 AM
Zombies.
And sentient plants, which shoot peas at said zombies. Everybody knows bullets do nothing to zombies.
Quote from: O Negative on January 05, 2017, 01:30:29 AM
Quote from: MikeLemmer on January 05, 2017, 01:22:49 AM
Zombies.
And sentient plants, which shoot peas at said zombies. Everybody knows bullets do nothing to zombies.
I don't know, the sentient shooting plants actually sound like a great idea. Just as long as there's no zombies.
Another bad idea: have a random chance of the entire planet just blowing up each year.
We need QTEs everytime we cook a meal or try to build something.
Quote from: Eric on January 05, 2017, 12:43:19 AM
Another one: Your colonists actually need to use the bathroom every now and then
I actually think this is a good idea honestly
Make mining closer to real life: thus wait 1 day / 5 blocks of steel
Quote from: MikeLemmer on January 05, 2017, 01:36:41 AM
Another bad idea: have a random chance of the entire planet just blowing up each year.
Uh oh! Asteroid about to impact your colony! -20 debuff "Existential fear" to all colonists until the asteroid hits. Better make those last hours count.
Quote from: MikeLemmer on January 05, 2017, 01:22:49 AM
Zombies.
Late game tribe attacks are basically Zombies. An unceasing horde of individually weak melee pawns come up against your stacks of turrets... it's enough to make you cry a little.
Anyway, what this game really needs is an FPS mode.
Quote from: dv on January 05, 2017, 04:40:57 PM
Anyway, what this game really needs is an FPS mode.
I was thinking third-person, over-the-shoulder. That way, you can simulate the cover system in the game ;)
Quote from: O Negative on January 05, 2017, 12:41:51 AM
Stop developing the game, and just let modders come up with all of the future content.
Hey, trigger warning here - I pre-purchased Spacebase DF-9 and this is exactly what they did. :(
Growable banana crops, and every time a banana is eaten it yields a single Banana Peel item, which can then be set as a trap. Enemies who slip on the trap are permanently downed out of humiliation and all colonists who saw it happen get a mood boost
Quote from: Eric on January 05, 2017, 07:04:00 PM
Growable banana crops, and every time a banana is eaten it yields a single Banana Peel item, which can then be set as a trap. Enemies who slip on the trap are permanently downed out of humiliation and all colonists who saw it happen get a mood boost
Somebody make this happen.
Quote from: O Negative on January 05, 2017, 07:16:35 PM
Quote from: Eric on January 05, 2017, 07:04:00 PM
Growable banana crops, and every time a banana is eaten it yields a single Banana Peel item, which can then be set as a trap. Enemies who slip on the trap are permanently downed out of humiliation and all colonists who saw it happen get a mood boost
Somebody make this happen.
Banana peels are randomly dropped after eating a banana rather than set. Colonists can also slip on them, giving the slipper a negative mood buff while everyone who saw it gets a positive mood buff.
Extra idea: elderly colonists will randomly down themselves and need rescuing.
Quote from: MikeLemmer on January 05, 2017, 08:30:30 PM
Quote from: O Negative on January 05, 2017, 07:16:35 PM
Quote from: Eric on January 05, 2017, 07:04:00 PM
-snip-
-snip-
Banana peels are randomly dropped after eating a banana rather than set. Colonists can also slip on them, giving the slipper a negative mood buff while everyone who saw it gets a positive mood buff.
Extra idea: elderly colonists will randomly down themselves and need rescuing.
You don't get a notification (letter) unless the elderly person is wearing a life alert.
Bananas for life!
Quote from: Thirite on January 05, 2017, 11:20:54 AM
Quote from: MikeLemmer on January 05, 2017, 01:36:41 AM
Another bad idea: have a random chance of the entire planet just blowing up each year.
Uh oh! Asteroid about to impact your colony! -20 debuff "Existential fear" to all colonists until the asteroid hits. Better make those last hours count.
Just saying, but this, as a smaller scale event (like impacting a range of 6-9 world tiles), that forces a colony to pack up its stuff into a caravan and move in a hurry, actually sounds like a pretty cool idea.
or, maybe, make it so that the asteroid landing, if you don't move, crushes everything that isn't under an overhead mountain, and buries the entire Z level in rock. Then, if any colonists survive, they need to dig themselves out before they starve.
Diseases mutate or develop complications like in Plague Inc. Suddenly it's more fun to play as the disease and try to wipe out a rimworld. :P
Quote from: MarvinKosh on January 06, 2017, 04:12:45 AM
Diseases mutate or develop complications like in Plague Inc. Suddenly it's more fun to play as the disease and try to wipe out a rimworld. :P
And then colonists can mutate in response to the diseases and turn into entirely different creatures altogether.
Some other bad ideas :
- implement shoes ;
if your colonists wear bad ones, they can have strains.
if they don't wear shoes, after travelling a certain distance, they will have foot in blood.
- implement termites (I let you imagine consequences)
Quote from: NeverPire on January 07, 2017, 01:11:25 PM
- implement termites (I let you imagine consequences)
Implement stone-eating termites.
Quote from: schizmo on January 05, 2017, 09:43:43 AM
Quote from: Eric on January 05, 2017, 12:43:19 AM
Another one: Your colonists actually need to use the bathroom every now and then
I actually think this is a good idea honestly
Same here, then again I like simulationism over gamism so I'm biased.
it may be posted elsewhere, but I would like tynan to post his vision statement for the game and then ask for suggestions based on it. all of us want our own pet project details, but I doubt they strike to the heart of his vision for the game. this is important because there can only be a few core ideas that can be central to development at any given point in time. I suspect he's looking for suggestion that focus on story - not new gear, or tech trees, or minutia. the word story comes up again and again. what changes will generate the best story? the tech tree only matters to us few who've played roguelikes for years. and frankly that's a very narrow and for most, unenjoyable focus. the game has made its money by tasting like DF but not requiring knowledge of what could be called arcana to enjoy it. that spirit cannot be maintained by endless tech tree add-ons. its all about the colonists and the challenges they face. its also about reducing the devs workload. too much to work on and too little time. they need focus. and that focus isn't about tech, again its about story. with that in mind, think about the recent mod. they asked a basic question about their game - how do our player's win? and they've offered an alternative - explore...travel. I like it. I think we all do. how do you build on that? first, i'd say, making travelling worth it. I've posted elsewhere - crowdsource the colonies. use user data dumps from permadeath games on higher difficulties to populate random colonies. raiding such colonies will be worthwhile because those colonies will be functional for the biome which they exist...plus, an appropriate percentage of failed and thriving colonies will exist by biome...far more ghost towns in the ice sheets than in temperate forest. alter travelling to include hunting and foraging opportunities in fertile biomes...less food to pack when traveling across berry and deer farms near the equator of a given world. expand colonist interactions with foreigners...not just raids and sappers, but targeted assassins, prison breaks, slave raids, traders with bad intentions, etc. why buy faction good will when you could instead throw a party and have goodwill increase based on its quality. the possibilities are endless but none of the good ones are about equipment or tech. there only needs to be enough of that to facilitate what's really important. I still have colonists visiting two five year old grave sites...with this in mind. TYNAN - COLONISTS SHOULD BE ABLE TO HAVE CHILDREN! For a long term, multi-colony, story dynamic to work this is a MUST...along with many other things...but think of the gains this feature would bring...players would defend children tenaciously. they would not slaughter them like countless muffalo calfs. it would get personal fast - which I believe is the point. just trying to think of VERY high pay-off changes for the game. I've a million tech tree ideas that combined matter less than any one of the ones mentioned above. thank you for a great game...and now I just bothered to read the rest of the comments here and realize its all a joke...and a good one. i'm your sap, guys. well played...
First: Use paragraphs
Second: You should read what's been written here before replying.
Very rare special mystery events like anomalies mirroring the colony look on map
Timemachines to load a saved game with possible defects loading the wrong savegame. Replacing the standard Savegame system
A cool evil AI like Shodan who is making your pc crashing
Bones as ressource. Bonewalls
Random mods game mode where the game downloads random mods for you when starting new colony
A rare Blue Shell artifact which can be used to automatically kill anyone on the map in a fiery explosion. And it jumps over walls.
So basically the psychic shock lance with spontaneous combustion.
Quote from: MikeLemmer on January 08, 2017, 12:47:52 PM
So basically the psychic shock lance with spontaneous combustion.
Yep, except you watch the Blue Shell race around the map until it finds your best colonist and blows them into the next star system.
In order to prevent kiting tactics that is not fair against AI colonists should start feeling dizzy if they change their movement direction more often than 3 times per in-game hour.
Dizzyness reduces movement speed and shooting accuracy. It also stacks per each additional turn above limit, reducing Consciousness by 30%. When consciousness reaches zero, pawn collapses making it more possible to catch a pawn running in circles.
To reduce peaceful-life complications pathing AI should be adjusted to prefer straight lines even more.
Implications to cooking process will just make gameplay more funny and vivid, add challenge and incentive for more thought-through kitchen designs.
What RimWorld is really lacking is trigger warnings.
I think it would just be great if we could link Rimworld to our social media accounts & have buttons that appear so we can share all our fun rimworld activities and screenshots with our families and friends constantly and instantly. In fact, it would be pretty cool if it was this way by default just so no one has to go through the trouble of setting it up.
There should be a fumble mechanic where any colonist using a weapon has a % chance of hitting themselves with it.
Quote from: MikeLemmer on January 08, 2017, 08:29:00 PM
There should be a fumble mechanic where any colonist using a weapon has a % chance of hitting themselves with it.
"Colonist McFumbles has accidentally fumbled with his triple rocket launcher and has shot himself with all three rockets"
Quote from: Eric on January 08, 2017, 09:40:55 PM
Quote from: MikeLemmer on January 08, 2017, 08:29:00 PM
There should be a fumble mechanic where any colonist using a weapon has a % chance of hitting themselves with it.
"Colonist McFumbles has accidentally fumbled with his triple rocket launcher and has shot himself with all three rockets"
"Colonist McFumbles has severed his own spine with his gladius."
That gave me an idea.
Mental Break; pawn attempts suicide.
A mental break which causes the "incapable of ..." for different jobs is what this game really needs. Too many people are capable of "dumb labor" as it stands.
Instead of always starting a fight when enraged, some colonists prefer to kill the offender in his sleep. There will be no warning message.
Installing more than 2 bionic arms/legs/eyes.
Advantages are obvious.
Disadvantages:
Higher hunger rate.
High chance of surgery failure on installation increasing with each part above natural limit.
For economical reasons doctors should be able to extract bionic parts from corpses.
Squeaky beds when Pawns making love. Every bed quality should squek different and awful quality should sound awfull
Dogs need to be walked twice a day and take up the highest priority of any animal handler, and they go to the bathroom on everything. But cleaning is still one of the lowest priorities so the mess just stays there
Quote from: O Negative on January 09, 2017, 02:40:30 AM
A mental break which causes the "incapable of ..." for different jobs is what this game really needs. Too many people are capable of "dumb labor" as it stands.
Dumb Labor Unions. The only colonists who can Haul or Clean are dedicated Haulers/Cleaners. They can only work 6 hours a day max. Breaking these rules causes you to be fined or attacked by the Labor Union.
Quote from: MikeLemmer on January 08, 2017, 08:29:00 PM
There should be a fumble mechanic where any colonist using a weapon has a % chance of hitting themselves with it.
It's already implemented.
Yesterday, in my A16 no -mod game, un opponent during a siege fail to target my pawn with its triple rocket launcher, and launch two rockets on two of its allies and the last one on the stack of mortar shells near his feet.
My colonist have repelled a 10 pawns siege alone with a survival rifle.
Need a small addition.
The cannibal colony shouldn't need to kill and cook its prisonners.
Cannibals prefer fresh meat.
It sounds like the organ harvest but it's human flesh harvest.
You telling me Hannibal Lecter did it wrong?
*he preped meals as far as I remember
There should be loud chomping and slurping noises whenever colonists or animals eat. They should always be loud regardless of where the colonists/animals are in relation to the screen.
For a period of time after eating, Colonists should fart and burp loudly.
Quote from: schizmo on January 10, 2017, 12:22:25 AM
For a period of time after eating, Colonists should fart and burp loudly.
How about a "messy eater" trait that gives you the repulsive effect for one hour after eating?
Combine cannibal, repulsive, night owl, and a restricted area under a mountain and you had CHUDs.
Hmmm... Vampire trait? Combines cannibal, repulsive, nocturnal, and your pawn will die in daylight or if it doesn't eat meat? Negative mood rebuffs that get worse the longer you don't feed? Feeding weakens the other pawn, but makes it happy and it wants to sleep with the vampire..
Crap, this could actually be a cool mod...
Full mouth anatomy with potential wounds and possibilities for dental care.
Your colonists should have possibilities to have their right upper premolar chipped in battle or suffering from tooth decay.
Toothache and decreased eating effectiveness included.
we need more DLC packs \ o /
Better AI of pawns so that they realize they're not real. Making you feel more responsible for them cause they are real
Guests should randomly binge on your drugs and die of overdoses, causing the faction to blame you for their death.
Oh wait...
Reduce stack size limits. There's no way a spacer-tech freezer at 900 sq. feet should be able to hold 1,000 rations worth of food!
Give Dwarf Fortress levels of realism to the health system, complete with damageable fingernails and toenails, eyelids, tongues, and different layers of tissue
Port it to consoles, then make all future PC versions ports back from consoles.
Failed construction should have a chance of self-injury and death of a constructor. ("Larry made a fatal mistake while constructing a snowman")
Failed feeding ranging from minor (food spilled) to ridiculous (heavy head injury for the pawn that was fed).
And failed eating with results ranging from food spilling to fatal choking.
Also pawns should be able to hurt themselves with needles while tailoring, with knives while butchering and cooking, with substances while researching (If you research IEDs or drugs that's kind of dangerous research), have mortar shells randomly exploding in process of making and have a refinery setting itself on fire.
Dogs should have a random chance of humping your colonists' legs every so often
Insects should have giant "thinking" bugs that spawn when they get a few hives going. These thinking bugs make them actively wage war on your colony.
Every wall should just have a random chance of exploding for no reason.
Quote from: Eric on January 12, 2017, 01:26:07 PM
Every wall should just have a random chance of exploding for no reason.
Isn't that just the Zzzt! event?? ;)
Every colonist should just have a random chance of exploding for no reason.
Being able to install any bionic body part anywhere (eyes for hands, lega for eyes, etc.)
Real life shooting distances. Pirates would be able to snipe your pawns without entering the map.
*I admit that hasn't as much chilli in A16. I'm a bit behind =)
collateral horseshoe damage.
(for irony, i tend to put my horseshoe pins between research benches or next to dining tables)
Why not new diseases, not yet discovered and needing a special research project to be cured.
Areas & activities made for when pawns have mental breaks.
fire works, take some chem fuel and Craft some of these & when the pyromaniac needs his fire fix he can grab these babies and every one has a good time.
(there is some chance of starting a fire by letting these off but its no light hes going around torching stuff)
Spas, when a person is wandering around sad taking random gear off, they instead can go over to one of these converted steam vents remove their gear and just hang around the spa until they snap back to reality.
Dirty hole in the wall Bar area: some just wants to drown or smoke away their Rimworld worries. They don't care about beauty, or that much about cleanliness as they normally do, they just want a friend to imbibe with, when there is more than one Chemical interest pawn is present they will tend to have their binge events together goto the location and make a kind of party out of it.
Fight Club spot. masochist and Brawlers, and violent pawns some times just want to engage in some primal blood sport. once or twice a season they will forgo sleep and gather to beat the snot out of each other. their relationships are not negatively effected like normal insult driven fights and getting beaten to death is less likely as well. these events help curb their normal impulse to random fights and hones their melee skills
In my opinion, fireworks for pirymaniacs is a nice idea, you should propose it in the "Your cheapest suggestion" forum.
Playing chess has a random chance of making the pawn go crazy forever. (ok slightly obscure reference I guess)
Let the colonists looking carefully a roof through a telescope.
Oh, sorry, it's already the case. ::)
Quote from: NeverPire on January 13, 2017, 02:34:31 PM
Let the colonists looking carefully a roof through a telescope.
Oh, sorry, it's already the case. ::)
All your frozen food instantly thaws out if the temperature reaches above freezing
wait, that's already the case too.
RimWorld would be great if it had cutscenes. Unskippable cutscenes.
So we can truly appreciate them, in place of finished items being dropped or taken directly to a suitable stockpile, they should create a glowing icon above the workbench. Clicking the icon plays a 5 - 10 second "unboxing" animation, revealing the finished item (with ample god rays of course). No further items can be produced at the bench until the icon is clicked. Applies to everything from grand sculptures down to simple meals.
All teenage pawns have a 5% chance of being vampires. Vampires sparkle slightly when in 100% light conditions.
If you cut too many trees, let the chance to change some of the restant trees to manhunter Ents.
That you can only injure with fire.
Quote from: NeverPire on January 14, 2017, 09:12:59 AM
If you cut too many trees, let the chance to change some of the restant trees to manhunter Ents.
That you can only injure with fire.
Better yet, turn the tribal factions into Elves, who send their endless hordes against you if you cut too many trees or try to sell them wooden goods
Quote from: NeverPire on January 14, 2017, 09:12:59 AM
If you cut too many trees, let the chance to change some of the restant trees to manhunter Ents.
That you can only injure with fire.
Do the same thing with rocks, except instead of spawning Ents you get Golems. They can only be injured by mining damage, so you have to have a pickaxe equipped.
This will keep those pesky mountain bases from getting out of hand!
Worst idea I got :
add a fog of war in this game built around storytelling, a strong one that regenerate and where only pawn can see, and remove any sort of notification (like traders, raid or manhunting pack). You also never get to see the stats of non-pawn character, including prisoners.
Waw, it would turn the game so hard.
A natural disaster "Steam eruption" when all steam vents on the map erupt hot steam non-stop for several days.
So if you build atop of one, you're boiled.
Quote from: Houkime on January 14, 2017, 05:28:01 PM
A natural disaster "Steam eruption" when all steam vents on the map erupt hot steam non-stop for several days.
So if you build atop of one, you're boiled.
This isn't too bad of an idea tbh
New bad idea: Every time one of your colonists uses a smokeleaf joint, the entire screen turns black and orange, blaring electronic music plays, and the game starts throwing outdated memes in your face and explains to you why smoking is dangerous
Food poisoning causes projectile vomit that wounds a random colonist in range.
random chance of supernova
Quote from: MikeLemmer on January 14, 2017, 11:46:33 PM
Food poisoning causes projectile vomit that wounds a random colonist in range.
#1: "Why did you just shoot me?!"
#2: "I didn't shoot you. My gun just has food poisoning."
:)
Boomrat mode, where instead of colonists you control three crash landed boom rats on a world full of people who blow up when they die.
Quote from: Eric on January 15, 2017, 09:07:53 PM
Boomrat mode, where instead of colonists you control three crash landed boom rats on a world full of people who blow up when they die.
Nah, a never-ending stream of escaped boomrats. Against a wooden settlement. Victory condition: burn everything.
Infectonator. Boomrat mode
This topic is great for modders. Especially the weirdest one.
Make ammo micromanagament of Combat Realism mod part of the vanilla game. :P
As a step up from "Berserk" have pawns commit suicide.
Beautiful or vain pawns with physical deformities are more likely to do it. Also prosthophobes with prostheses.
Quote from: Thyme on January 16, 2017, 01:53:22 PM
Infectonator. Boomrat mode
What does that mean? Anything caught in a boomrat's explosion becomes explosive themselves?
Kind of. It's meant to be the name of the scenario, if this got implemented:
Quote from: Eric on January 15, 2017, 09:07:53 PM
Boomrat mode, where instead of colonists you control three crash landed boom rats on a world full of people who blow up when they die.
1. Add a magical race to the game that can teleport into your bedrooms and murder you as you sleep.
2. Allow wild animals to walk up to your colonists and murder them whilst your automated defences - that can tell the difference between hostile humans and neutral visitors look on. Watching your colonist being mauled to death. Because "animals are stealthy yo".
3. Make medicine as effective as spitting on your infected wound - because who doesn't like having half the colony die to plague even when you have an experienced surgeon with modern drugs looking after everyone?
4. Let human pawns eat raw corpses when they go 12 hours without eating. Micromanaging every colonist whilst on normal speed is the best way to play the game.
5. Why not have pawns with extremely high moods go on mental breaks regardless? That makes a good story right? Or maybe have them do crazy stuff like hiding in their rooms because they dislike their bedroom, or because they decided to eat a raw human corpse they go on a food binge and dig in for seconds.
6. Or just have pawns just randomly attack each other regardless, even when perfectly happy. We can call it personal fight or something. Let even pacifists do it, because why should being unable to fight not let them fight?
Hmmmmmm.
::)
Allow a chance for the Storyteller to be engaged in an argument with another Storyteller with the possibility of the original just walking away and the new one to continue the story.
Quote from: RolanDecoy on January 17, 2017, 02:28:33 AM
Allow a chance for the Storyteller to be engaged in an argument with another Storyteller with the possibility of the original just walking away and the new one to continue the story.
Already possible, in the option you can, during a game, change the storyteller.
1. Laundry and washing dishes.
2. "Research binge" when a pawn starts researching random technology till it drops.
3. "Bedroom construction break" when an upset pawn builds a bedroom for itself afar from main colony if it does not like its bedroom.
4. "Table construction break" when an upset pawn builds a table if it was eating without a table for more than a season.
5. Rebellion, when colony assigns a leader for itself and AI engages till the leader dies.
6. Running in circles arond base as a form of recreation.
7. Scheduled physical training early in the morning when all pawns make circles around base.
8. Oversleeping pawns.
9. "Discipline" parameter which affects chances of pawn prioritizing work and not slacking around.
10. Punishment system to raise that discipline. "Without a dinner today, Gregory"
11. TV, horseshoe pins and billiardis addictions.
Quote from: NeverPire on January 17, 2017, 01:10:03 PM
Already possible, in the option you can, during a game, change the storyteller.
As player, and as a setting, but what if the Storyteller changes without your consent?
Quote from: Britnoth on January 17, 2017, 02:26:25 AM
Or maybe have them do crazy stuff like hiding in their rooms because they dislike their bedroom, or because they decided to eat a raw human corpse they go on a food binge and dig in for seconds.
"You want me to live in THIS room? YOU WANT ME TO SLEEP IN A 2 sq. m. COFFIN? ...Fine! I WILL LIVE IN THIS FREAKING ROOM. OH WHAT IS THAT? A RAID? NO, I'M GOING TO LIVE IM MY 2 sq. m. ROOM AS YOU TOLD ME. GO KILL YOUSELF."
I do stuff like that when I have mental breakdowns.
Quote from: Al-Horesmi on January 17, 2017, 04:01:32 PM
Quote from: Britnoth on January 17, 2017, 02:26:25 AM
Or maybe have them do crazy stuff like hiding in their rooms because they dislike their bedroom, or because they decided to eat a raw human corpse they go on a food binge and dig in for seconds.
"You want me to live in THIS room? YOU WANT ME TO SLEEP IN A 2 sq. m. COFFIN? ...Fine! I WILL LIVE IN THIS FREAKING ROOM. OH WHAT IS THAT? A RAID? NO, I'M GOING TO LIVE IM MY 2 sq. m. ROOM AS YOU TOLD ME. GO KILL YOUSELF."
I do stuff like that when I have mental breakdowns.
To get a mental breakdown doesn't mean to be logic, it should evem more mean the opposite.
Whats the logic of staying in a coffin during a raid? Make a neat cleanup?
There is no reason for your people to give those raiders a hard time. They are just hard workers like everybody else. And sure, they may end up killing you, but from what I've seen some of my own people do a fine job of that just by themselves ;-p
A raid event that never ends. Instead of the "enemies are fleeing" you get "enemies have called in reinforcements."
The raid doesn't end until all of your colonists are dead.
Quote from: O Negative on January 18, 2017, 01:33:08 AM
A raid event that never ends. Instead of the "enemies are fleeing" you get "enemies have called in reinforcements."
The raid doesn't end until all of your colonists are dead.
This raid event always occurs when you are just one part away from completing your spaceship, forcing you to finish construction during nonstop fighting.
Have brawlers randomly want to wrestle with a bear or worse; and/or go naked into a "mental state: charging to battle" vs. raids / infestations / mechas.
An other one , the Tourette's syndrome a mental state which force your pawn to insult other pawns and induce a lot more mental states.
If one of your pawn is angry/miserable enough you will lose control of him and he try to convince other pawn of revolting, his success is based on his social stats and how unhappy are the others.
If you order his imprisonment or execution, others pawns gain a spontaneous chance of revolting as well.
I call that "Big Brother mode"
Quote from: MikeLemmer on January 18, 2017, 02:53:12 AM
Quote from: O Negative on January 18, 2017, 01:33:08 AM
A raid event that never ends. Instead of the "enemies are fleeing" you get "enemies have called in reinforcements."
The raid doesn't end until all of your colonists are dead.
This raid event always occurs when you are just one part away from completing your spaceship, forcing you to finish construction during nonstop fighting.
That actually sounds kickass. Would make for a hell of a "final boss".
And such a behavior would be realistical. Even for allies.
"Guys, I saw our allied New Arrivals have a ship! Who wants to get off this rock?"
*dead silence... People are looking at their plates of nutrient paste*
"But they have only 3 caskets..."
*People are looking at each other...*
"...and they are finishing construction and launching any hour"
*Sound of moving chairs, loading rifles and finally a thunder of footsteps. Occasional shots.
Room is empty, only two reside, liveless. The Trader and the Chief.*
Oh, and a bad idea, of course.
Other factions should have population number.
Once they reach zero they no longer can throw people at you so it is possible to outlive everybody.
Quote from: Houkime on January 18, 2017, 05:23:49 PM
Oh, and a bad idea, of course.
Other factions should have population number.
Once they reach zero they no longer can throw people at you so it is possible to outlive everybody.
With almost 50 colonies per faction in world map size 100% planet coverage, if we imagine they have relatively developped colonies, this number should turn around 500 pawns per faction.
I have the worst idea yet. Add in alien races that have instant star travel, so they are always there, judging you. (Nevermind that whole -no true aliens- in the design doc of tynans, thats just a phase )
Quote from: Barazen on January 18, 2017, 10:07:30 PM
I have the worst idea yet. Add in alien races that have instant star travel, so they are always there, judging you. (Nevermind that whole -no true aliens- in the design doc of tynans, thats just a phase )
Nah, put in advanced humans with FTL ships that say they
would evacuate your whole colony to the stars, but only if the colonists are morally worthy enough. Don't mention to the player they'll never be worthy enough.
Speaking of aliens, colonists should randomly get abducted every now and again. They come back with a "Probed" hediff, and won't shut up about being abducted for the rest of their simulated lives...
Quote from: O Negative on January 18, 2017, 11:55:11 PM
Speaking of aliens, colonists should randomly get abducted every now and again. They come back with a "Probed" hediff, and won't shut up about being abducted for the rest of their simulated lives...
Said colonists occasionally spawn chestbursters while eating.
Quote from: Barazen on January 18, 2017, 10:07:30 PM
I have the worst idea yet. Add in alien races that have instant star travel, so they are always there, judging you. (Nevermind that whole -no true aliens- in the design doc of tynans, thats just a phase )
You should read the book "Martians, Go Home" by Fredric Brown, it's exactly what you are saying.
An option to use non-steel materials for sandbags, allowing such things as wooden sandbags and uranium sandbags.
Add chocolate to the list of building materials.
Quote from: carbon on January 20, 2017, 01:31:21 PM
Add chocolate to the list of building materials.
Chocolate should be the main current currency of the game.
Quote from: O Negative on January 20, 2017, 04:19:14 PM
Quote from: carbon on January 20, 2017, 01:31:21 PM
Add chocolate to the list of building materials.
Chocolate should be the main current currency of the game.
I accept only if Tynan ask Belgian advice on how to make good chocolate ;)
Quote from: carbon on January 20, 2017, 01:31:21 PM
Add chocolate to the list of building materials.
YES
Why only chocolate?
I want walls from hay like in tales. ^_^
And from snow.
We also should be able to make soft armchair-like (and very insulating) walls out of human leather and such. Maybe even from ragged clothing.
Also build stuff from Chemfuel plastic tanks. Flammable.
There also was a suggestion to make stuff out of bones (which I highly appreciate).
And why the hell can't we build sandbags-like structures by piling up human corpses and ragged clothes?
My bad suggestion: Enable crafting of armor vests, personal shields and strapped bombs designed for animals.
Using an armored elephant as a cover or sending out an explosive snake is a nice thing. right?
Incorporate fart mechanics into the game: colonists occasionally fart, lowering a room's beauty. Make fart dissipation extremely slow; if it gets too high, colonists have to abandon the room entirely.
Quote from: Thirite on January 05, 2017, 11:20:54 AM
Quote from: MikeLemmer on January 05, 2017, 01:36:41 AM
Another bad idea: have a random chance of the entire planet just blowing up each year.
Uh oh! Asteroid about to impact your colony! -20 debuff "Existential fear" to all colonists until the asteroid hits. Better make those last hours count.
and people will still be like "is there really a point in building/finding the space ship? "
Pirate Trait !
get -7 mood for being "normal"
+4 for Peg Leg
+3 for missing hand. (+6 for Power claw)
+3 for Sword (-20 for wooden sword, +5 if golden)
+3 for missing eye (+5 for bionic eye)
-20 if wearing cowboy hat (Yehaaa Im out of Character)
+15 if renamed to Captain Power Claw
max Captain Power Claw set up is 2 bionic eye, 2 power claw holding a golden sword, and 2 peg legs
for a total of +50 happiness!
Bipolar trait.
gets +10 mood if mood is below 50.
gets -10 mood if mood is above 50.
Goth trait.
-15 happiness if outside in daylight.
+2 happiness for each item made of devil weave
-7 happiness if mom is part of colony
+2 happiness for each friend have died.
+5 happiness for visiting graveyard
+3 happiness if "in dark"
Add the 10 plagues from the book of Exodus as events in the game.
1. All water tiles on the map turn into blood pools. Traveling through these blood pools covers pawns in blood, and causes them to spread its filth everywhere.
2. Dozens upon dozens of frogs spawn on the map and annoy the player with relentlessly loud croaking noises.
3. Every human and animal on the map gets lice, accompanied by an "OH GOD, IT ITCHES SO MUCH. EVERYWHERE." thought.
4. A large pack of constantly hungry wargs spawns on the map, putting your animals and people in serious danger.
5. All of the animals on the map are quickly (but not instantly) killed via pestilence.
6. Every human on the map is covered in painful boils.
7. Fire rains from the sky. Flash storm on steroids.
8. Hundreds of "locusts" are spawned on the map. Near impossible to kill due to their speed and small size, they devour all vegetation on the map.
9. Near complete darkness for 3 days. Solar eclipse & solar flare on steroids.
10. The holy spirit spawns on the map, killing the first-born of your colonists (the eldest, I guess, since there aren't any rimkids yet).
"The Plagues" from Prince of Egypt plays throughout this whole fiasco.
I send my scourge! I send my sword! Thus saaaaaayeth the Looooord!
Rimworld isn't real enough so we need toilets and urinals and handwashing stations. When colonists dont' wash hands they spread diseases. When they eat a bad diet and get constipated they have major debuffs but a really good trip to the bathroom will give them a big buff for the whole day.
Quote from: MikeLemmer on January 20, 2017, 11:56:47 PM
Incorporate fart mechanics into the game: colonists occasionally fart, lowering a room's beauty. Make fart dissipation extremely slow; if it gets too high, colonists have to abandon the room entirely.
Incorporate a Food mechanic that influences the vileness of farts.
Also add wet farts and diarrhea to food poisoning and Ingestion Traits.
Quote from: SpaceDorf on January 22, 2017, 03:35:57 PM
Quote from: MikeLemmer on January 20, 2017, 11:56:47 PM
Incorporate fart mechanics into the game: colonists occasionally fart, lowering a room's beauty. Make fart dissipation extremely slow; if it gets too high, colonists have to abandon the room entirely.
Incorporate a Food mechanic that influences the vileness of farts.
Also add wet farts and diarrhea to food poisoning and Ingestion Traits.
Do not forget silent assassin farts.
another try at the worst of the worst suggestion :
Add Lesbian, Gay and Transsexual as disease in the game (yes even trans).
It's "healed" by having other pawn gang up and beating the contaminated then surgical butchering, there's a -10mood to anyone sharing room with one of the "infected".
There's 5% chance of a colonist accusing another of being a trans in hiding (even if false) and trying to "administer treatment".
(Only thing missing to that horrible suggestion is a Godwin or Trump)
replace homo- and transsexual with witch in the last post, still works
Add more genders, even though most of them are mere social constructs. RimWorld is limiting itself with its two genders. I want to see apaches (mainly) and all the millions of genders that feminazis come up with.
Quote from: GarettZriwin on January 22, 2017, 03:43:31 PM
Quote from: SpaceDorf on January 22, 2017, 03:35:57 PM
Quote from: MikeLemmer on January 20, 2017, 11:56:47 PM
Incorporate fart mechanics into the game: colonists occasionally fart, lowering a room's beauty. Make fart dissipation extremely slow; if it gets too high, colonists have to abandon the room entirely.
Incorporate a Food mechanic that influences the vileness of farts.
Also add wet farts and diarrhea to food poisoning and Ingestion Traits.
Do not forget silent assassin farts.
Of course ... Noisiness of the Fart is important to the "who did it " - thought
While going unnoticed gives a light buff to the fart ninja,
being discovered gives the "shamed" debuff and also removes social points.
With the concept of social debuffs : Some Pawns should Snore and disturb the sleep of others ..
Add kleptomaniac trait.
Said pawns will steal random shit they walk past and hide it in their room.
Add hoarder trait, stockpiled objects wont give them a beauty debuff in fact it gives a buff! However they will get a sad mood if someone takes from their stockpile, they wont remove anything from their stockpile for any reason either, not even rotten food.
Then make it a 70 percent chance to spawn a pawn with both traits if they already have one of them.
DF-style vampiricism. A random settler joining your colony will be a vampire, and before you know it half the colony is found dead and completely blood-drained
New traits
Trendsetter: "This person has a knack for original fashion ideas and causes others to follow their lead."
(Pawn who will occasionally cause others who they socialize with to try to match their outfit. Matching pawns who can't find the right apparel will simply refuse to wear anything else. Possibly weaponizable since you could get a nudist trendsetter to talk with vistors / raiders, but that's a double edged sword. Matching effect goes away after a season.)
Aspiring Architect: "This person loves to redesign interior spaces, maybe a little too much."
(Pawn who will occasionally knock out walls, move furniture and create small construction projects without player input.)
Party Pooper: "This person loves parties. Parties don't love them back."
(Any party this person attends will cause everyone else to get a -15 mood de-buff instead of the usual +15. The party pooper still gets +15 no matter who attends.)
add Nukes.
you simply build a nuke whit some Uranium and plate-steel + components then you chose a settlement you don't like and nuke it of the map.
you get a instant hostile -100 to that faction and all other faction become neutral 0. unless its the pirate nation then they all simply gain +20.
Quote from: carbon on January 22, 2017, 06:01:37 PM
Trendsetter: "This person has a knack for original fashion ideas and causes others to follow their lead."
(Pawn who will occasionally cause others who they socialize with to try to match their outfit. Matching pawns who can't find the right apparel will simply refuse to wear anything else. Possibly weaponizable since you could get a nudist trendsetter to talk with vistors / raiders, but that's a double edged sword. Matching effect goes away after a season.)
(snip)
Party Pooper: "This person loves parties. Parties don't love them back."
(Any party this person attends will cause everyone else to get a -15 mood de-buff instead of the usual +15. The party pooper still gets +15 no matter who attends.)
I think these are really good! You should add them to the easy suggestions thread.
Occasionally, a giant photograph of Tynan naked rampages across the landscape.
Apply football (BE) rules to combat:
+Each "match" last for 90 ingame minutes. Doesn't matter if it takes longer for either side to win, as you will be given additional five minutes untill the raid is over. This pops a letter every time.
+Any pawn that kills a member from the opposite team will get a red card, barring him from fighting for this battle and the next one.
+If a pawn is attacked and missed, he will be downed (no injury or pain inflicted) and the attacker will be given a yellow card (half a red card). The downed pawn will get up shortly afterwards, maybe with a small chance of healing an injury. Beware of rescue animals, as these will lock-on immediately any of your colonists and drag them to free (hospital) beds.
As you can see, this only helps the pirates because of their bigger manpower. Don't blame me for that, it's the football rules that are flawed!
Quote from: Thyme on January 23, 2017, 02:05:45 AM
Apply football (BE) rules to combat:
+Each "match" last for 90 ingame minutes. Doesn't matter if it takes longer for either side to win, as you will be given additional five minutes untill the raid is over. This pops a letter every time.
+Any pawn that kills a member from the opposite team will get a red card, barring him from fighting for this battle and the next one.
+If a pawn is attacked and missed, he will be downed (no injury or pain inflicted) and the attacker will be given a yellow card (half a red card). The downed pawn will get up shortly afterwards, maybe with a small chance of healing an injury. Beware of rescue animals, as these will lock-on immediately any of your colonists and drag them to free (hospital) beds.
As you can see, this only helps the pirates because of their bigger manpower. Don't blame me for that, it's the football rules that are flawed!
Nah,
these are actual football rules:
- Whenever a raid occurs, the colony must bring out its most expensive item and kick it to the raiders.
- The raiders must reach the edge of the map with it in hand.
- If the raider holding the item gets downed 3 times, the item is punted to the colonists, who must return it to their main stockpile to win the raid.
Val with the ai core! Smiles is right behind him! Oh a shot to the leg val is down! But the shaman picks it up! The shamans making it home! Oh but smiles on the recovery again! Arnie goes for the save thia is the buffalos last chance!
Well barry i dont have high hopes for the buffalos they have yet to win a single away game and this colony has won every home game to date!
Thats true Matthew, but look at arnie go! Hes almost there! Smiles is lining him up but OH SHE JUST CANT TOUCH HIM! HES NEARLY THERE! TOUCHDOWN!! BUFFALOS WIN THE ULTRA BOWL!! BUFFALOS WIN THE ULTRA BOWL!
Football (british english or BE) /= football (american english or AE)
Create a despot psychic ship event :
it will turn your psychic weakest pawns to its side to fight with its mechanoids against you.
When this pawn dies, the next in line will take his place.
A new option: No moodlet mode.
Quote from: Ace_livion on January 22, 2017, 06:44:07 PM
add Nukes.
you simply build a nuke whit some Uranium and plate-steel + components then you chose a settlement you don't like and nuke it of the map.
you get a instant hostile -100 to that faction and all other faction become neutral 0. unless its the pirate nation then they all simply gain +20.
If you fail in constructing the nuke, it immediately goes off and wipes your own colony off the map.
Quote from: NeverPire on January 23, 2017, 05:06:25 PM
Create a despot psychic ship event :
it will turn your psychic weakest pawns to its side to fight with its mechanoids against you.
make a Empty psychic / poison Ship event.
maybe this event is full of mechanoids... maybe its not.
Quote from: MikeLemmer on January 24, 2017, 04:11:19 AM
If you fail in constructing the nuke, it immediately goes off and wipes your own colony off the map.
Building shell and IED have a 10% chance of exploding in the face of the pawn
Quote from: Kegereneku on January 24, 2017, 01:15:44 PM
Building shell and IED have a 10% chance of exploding in the face of the pawn
You can surgically reattach severed bodyparts, but it requires
finding the bodypart first by pixel-hunting all nearby tiles.
Quote from: MikeLemmer on January 24, 2017, 07:01:34 PM
Quote from: Kegereneku on January 24, 2017, 01:15:44 PM
Building shell and IED have a 10% chance of exploding in the face of the pawn
You can surgically reattach severed bodyparts, but it requires finding the bodypart first by pixel-hunting all nearby tiles.
Actually it is a good and viable idea except for the pixel-hunting part.
In real life it is possible to reattach parts if it is not too late.
However special equipment is needed to reconnect vessels and nerves.
New joy item "pc" colonists use it above all else except food needs, they play edgeplanet and gain random mood buffs-debuffs while they play. Pcs also have a high chance of keeping pawns occupied when they should be working.
I propose to create the computer with a new leisure possibility.
When boring, pawns will now have the possibility to play Rimworld on the computer :-)
Youtuber pawns that randomly narrate the story around them, and occasisionally have over-the-top reactions to completely normal things
Colonists should get one-sided crushes on another ones and be constantly trying to propose to them and get a mood debuff whenever their crush rebuffs them, treats them poorly or dates someone else. 'Cause you know, real life is not so perfect and people don't get over their crushes so easily and unrequired love can happen to any of us and- YES THOMAS I'M TALKING TO YOU! WHY DO YOU KEEP IGNORING ME AND ACTING LIKE I DON'T LOVE YOU?!
*ejem* ...please ignore that last part.
Great thread :D
A civil war event, in which armed colonists turn against each other.
After the rebels have won they claim the colony, and the player won't have any control of them.
The player gets a phone call from an unknown number.
Voice on the phone says: "It's <insert name of the rebel leader pawn here>.
To complete our revolution, there's only one obstacle left.
You know who it is, don't you <insert your name here>?
Be seeing you soon..."
Phone call ends.
Make a new mental break state:
Restauration of Honor:
Pawns with low mood and who did something bad for the colony like killing a pawn will have a chance to have this mental break, which will get them to pick up something sharp and commit Harakiri / Senpuku to restore honor
Quote from: cotocobr on January 29, 2017, 06:22:01 AM
Make a new mental break state:
Restauration of Honor:
Pawns with low mood and who did something bad for the colony like killing a pawn will have a chance to have this mental break, which will get them to pick up something sharp and commit Harakiri / Senpuku to restore honor
Colonists will occasionally commit sudoku instead, where they sit in one place playing number puzzles for hours
Add incurable diseases which slowly and unavoidably kill anyone infected by them.
Treatment can only slow the progression, delaying the inevitable.
Quote from: O Negative on January 31, 2017, 04:33:01 AM
Add incurable diseases which slowly and unavoidably kill anyone infected by them.
Treatment can only slow the progression, delaying the inevitable.
Why not genetical diseases which appear when the pawn reachs an age limit and kill him some years later ?
A new mental break called Obsessive Mining, where colonists will ceaselessly mine out random bits of rock around the map
Colonists need the ability to have little accidents, like trip in cluttered areas, sprain an ankle, hit their heads when walking through a door, accidentally sow a hide to their finger whilst making a parka, hit their thumb when sculpting or processing rocks, get dizzy when admiring the windmill, drop a horseshoe on their toes, cut themselves whilst processing food, or choke when consuming.
Quote from: RolanDecoy on February 01, 2017, 08:11:30 PM
Colonists need the ability to have little accidents, like trip in cluttered areas, sprain an ankle, hit their heads when walking through a door, accidentally sow a hide to their finger whilst making a parka, hit their thumb when sculpting or processing rocks, get dizzy when admiring the windmill, drop a horseshoe on their toes, cut themselves whilst processing food, or choke when consuming.
Engie has hit her hand while cutting stone chunks:
Engie: Left thumb - destroyed
Left index finger - destroyed
Left middle finger - destroyed
Left pinky finger - destroyed
5 minutes later -
Engie has dropped a horseshoe on her foot.
Right foot - destroyed
Quote from: RolanDecoy on February 01, 2017, 08:11:30 PM
...
Victor has died from deep vein thrombosis from sitting down for too long.
Add Overwatch characters and abilities to the game.
Who needs to savescum when you have Mercy in your colony? :P
if a colonist don't like the other colonists, they simply just leave the colony.
like... nobody like me here? well i guess i just go live whit the raiders where you found me.
also cats should aromatically try and interrupts all who make any kind of research, for the realism.
Quote from: Ace_livion on February 03, 2017, 08:28:26 PM
also cats should aromatically try and interrupts all who make any kind of research, for the realism.
Cats should scratch and bite colonists from time to time, also
Quote from: O Negative on February 03, 2017, 08:33:14 PM
Cats should scratch and bite colonists from time to time, also
and be more of a night animal. who like to walk around their bonded human, to give them disturbed sleep.
Quote from: Ace_livion on February 03, 2017, 08:35:08 PM
Quote from: O Negative on February 03, 2017, 08:33:14 PM
Cats should scratch and bite colonists from time to time, also
and be more of a night animal. who like to walk around their bonded human, to give them disturbed sleep.
And they should scratch and destroy your couches and beds every once in a while.
Quote from: LaEsmeralda on February 04, 2017, 09:33:04 PM
Quote from: Ace_livion on February 03, 2017, 08:35:08 PM
Quote from: O Negative on February 03, 2017, 08:33:14 PM
Cats should scratch and bite colonists from time to time, also
and be more of a night animal. who like to walk around their bonded human, to give them disturbed sleep.
And they should scratch and destroy your couches and beds every once in a while.
Leave gifts and hairballs for their bonded human.
Quote from: SpaceDorf on February 05, 2017, 06:59:49 AM
Leave gifts and hairballs for their bonded human.
It would actually be really fun if cats could carry small animals they hunt (squirrel, rat etc.) and drop them on their bonded human's bed. You're zooming over the map and like "WTF, why did someone haul a dead rat into a bedroom and just leave it there?"
Quote from: cultist on February 05, 2017, 07:45:56 AM
Quote from: SpaceDorf on February 05, 2017, 06:59:49 AM
Leave gifts and hairballs for their bonded human.
It would actually be really fun if cats could carry small animals they hunt (squirrel, rat etc.) and drop them on their bonded human's bed. You're zooming over the map and like "WTF, why did someone haul a dead rat into a bedroom and just leave it there?"
Yes .. and leave blood trails through the colony.
I'm starting to think we need an entire mod, dedicated just to cat AI.
Quote from: cultist on February 06, 2017, 09:57:22 AM
I'm starting to think we need an entire mod, dedicated just to cat AI.
Riots in the streets if it doesn't get implemented into the core game in A17
Quote from: cultist on February 05, 2017, 07:45:56 AM
Quote from: SpaceDorf on February 05, 2017, 06:59:49 AM
Leave gifts and hairballs for their bonded human.
It would actually be really fun if cats could carry small animals they hunt (squirrel, rat etc.) and drop them on their bonded human's bed. You're zooming over the map and like "WTF, why did someone haul a dead rat into a bedroom and just leave it there?"
They should especially do that if the colonist is sick or recuperating from wounds. Cats bring dead animals because they figure out you're a lame cat who can't hunt on your own and needs help.
Quote from: cultist on February 05, 2017, 07:45:56 AM
Quote from: SpaceDorf on February 05, 2017, 06:59:49 AM
Leave gifts and hairballs for their bonded human.
It would actually be really fun if cats could carry small animals they hunt (squirrel, rat etc.) and drop them on their bonded human's bed. You're zooming over the map and like "WTF, why did someone haul a dead rat into a bedroom and just leave it there?"
Just saying : Cat don't bring prey as present, they bring prey because they think you can't hunt for shit and should learn from him.
Hopefully rimworlder cat will be impressed enough if you drop a Thrumbo corpse on him because you didn't see him.
Horrible suggestion : Your pawn can sometime step on their smalls pet (or the reverse if the pet is a bear or buffalo)
It's interesting how so many of the last posts have been about cats ... and they're all good!!
*a dog person
(by a small margin)
Quote from: Kegereneku on February 06, 2017, 01:06:18 PM
Horrible suggestion : Your pawn can sometime step on their smalls pet (or the reverse if the pet is a bear or buffalo)
Make sure the game plays the heart-breaking [animal] injured noise when this happens.
Surefire way to lower player moral :D
whenever a raid starts, the game should start playing some Heavy dubstep music.
to make it feel more intense... the music should of cause also be affected by the game speed.
Also make a Deep Fryer.
it works like the Nutrient paste dispenser
but make Simple / Fine meal and give people obesity as a long term effect.
if you have multiple colonists whit a alcohol addiction. they should be able to form a AA group.
A system in which you don't actually own any of the silver but it's placed in a Colony treasury, based on the taxes you acquire from various pawns which "sell" their products in stores to other pawns who need the products to create their resources which they trade with other pawns forming a complex but functioning economic system in which your colony operates subjected to the value of other factions economies and trade values thusly giving a general value to your currency.
You can tax your pawns all you want to their purchases, but one you get to high it creates a moodlet debuff which gets worse and worse as time goes one which eventually leads to a revolution between the loyalists and the separatists which culminates in the burning of everything otherwise. The raiders also just watch.
Fog of war: You don't see the whole map, only where your Colonists are - so no animals to hunt / tame, no enemys, minerals to mine
Actually on a second thought, if colonist can see like a screen wide and you can build watchtowers or so to see, that isn't that bad idea
Quote from: Pure on February 07, 2017, 09:40:16 AM
Fog of war: You don't see the whole map, only where your Colonists are - so no animals to hunt / tame, no enemys, minerals to mine
Actually on a second thought, if colonist can see like a screen wide and you can build watchtowers or so to see, that isn't that bad idea
There's an unfinished mod that does this, and it's great for immersion. You get notified as to where raids and mad animals are coming from, but you only have a general idea as to what the event involves. You don't know how big the raid is until they've reached your front door. Only problem is the constant updating of the visible tiles. It bugs my eyes a bit.
I have better (by that I mean worse) than Fog of War. I call it the Principle of Uncertainty
You can see everything to excruciating detail, except your colonist and around them.
Yes that's a reverse FoW.
You can still place structure, give order, draft. But your colonist are absolute unknown. You can't know their look, their stats or what they are wearing or if their are sick directly, the closer you get the less you know.
I'm a genius !
Have fun enjoying quantum physics when that gets implemented, it sounds a lot like Heisenberg's uncertainty principle.
By Tynans Lore the Rimworlds have bombed themselves back into the stonage again and again.
This is the argument for the steel, plaststeel and of course the component deposits
What such a war leaves also behind is lots and lots of Unexploded Ordonance and Toxic Waste of some kind.
Lets put those on the map. Hidden IEDs, Bombs in the Mountains to disarm, Storage Bunkers for Nuclear Waste and Pools of Toxic Water.
separate stacks for all possible meal contents and durations-until-spoiling
no more stacking meals unless they are somehow created in exactly the same tick using exactly the same ingredients.
Allow no deleting or editing of any posts in this thread so if any of these "Suggestions" show up in A17 we can come back and find out exactly who we have to thank for them...
(Grabs Plasteel spiked club)
Random pop-ups in game that ask you if you are having fun or not. If you select "No" the game will begin sending you passive aggressive notifications,
"Well if you're not having fun why don't you just stop playing?",
"Lots of other people like this game.",
"Maybe you should play something more to your speed, like Solitaire or Bejeweled instead."
Add a 10% chance each pawn gets a hidden Fourth trait.
Why does my Sanguine, Industrious, Jogger keep lighting my base on fire dammit???
allow pirates to spawn with psychic insanity and psychic shock lances.
Unavoidable instant berserk or downed + possible brain damage...in the interest of fairness of course, we can do it to them after all :p
Have it so there is a random chance when you recruit a raider they are really just a double agent that just pretended to join and proceeds to poison the colonies food and any one who eats the poisoned food suffers from a heart attack in the next day or two.
Lovin' spreads sexually transmitted infections.
Most notably, HIV/AIDs.
Should make dealing with diseases more interesting.
Add the ability to send one or more of your colonist off to some sort of space age reality TV show, If they win you get a prize, If not you get the option to shun them or stone them to death for bringing dishonor to your colony.
A small chance of a traveling exotic goods merchant actually being Billy Mays
Quote from: O Negative on February 10, 2017, 03:57:32 AM
Lovin' spreads sexually transmitted infections.
Most notably, HIV/AIDs.
Should make dealing with diseases more interesting.
Hahahaha I've actually been considering this for my Children&Pregnancy mod
"Coolness" skill in your colonists that allows them to do things such as dodge bullets, survive otherwise fatal explosions, shoot more bullets out of a gun than it actually holds (in combat realism mod) and huge boosts to social interaction.
Quote from: Eric on February 11, 2017, 11:25:21 PM
"Coolness" skill in your colonists that allows them to do things such as dodge bullets, survive otherwise fatal explosions, shoot more bullets out of a gun than it actually holds (in combat realism mod) and huge boosts to social interaction.
Don't forget reduced rebuff chance
Table Manners training for pets. I just spotted my one of my foxes carrying kibble through my dining room and thought he was going to eat there. It would be hilarious if pets could be trained to sit on chairs and eat kibble or insect meat at a table.
Four year lifespan. Some colonists are actually androids or genetically engineered people who start falling apart after a few years. Like in the movies M,_,_,_ and B,_,_,_,_ R_,_,_,_,_,_
Quote from: b0rsuk on February 13, 2017, 03:51:13 AM
Four year lifespan. Some colonists are actually androids or genetically engineered people who start falling apart after a few years. Like in the movies M,_,_,_ and B,_,_,_,_ R_,_,_,_,_,_
I don't recognize the first movie, and it's driving me insane :-D
A little hint please ?
I'm more surprised he came up with 3 movies featuring androids without mentioning Alien or Aliens.
It's 2 movies and the first movie was from 2009. I highly recommend it.
Maybe I should re-watch Aliens. Somehow it was never my favourite movie, although I admit there's a lot to like about it, such as the atmosphere and even details like iconography design.
Alcohol and drugs should give temporary boost to Art skill. Artists are arcoholics and drug users. Many famous writers are/were, too, including one of my favorites Philip K. Dick. I pity them. But then I'm weird enough sober.
If the first one is also an adaption of your favorite author I should be able to find it :)
Found it .. crap that knowledge is really a movie spoiler .. but Sam Rockwell .. need to watch this.
Thanks.
Also Terrible Suggestion :
Disable Mouse Support.
Sorry there was no way to use a movie as an example and not spoil it. But you were asking for it.
Let me redeem myself: Only ever watch the Director's Cut version of Dark City (1999). The theatrical version opens with a monologue that's a massive spoiler. If you must watch the theatrical version, fast forward until movie's title is displayed (skip about the first 3 minutes).
No Problem,
If I had googled the movie, I would have found the spoilers anyway :)
Idea : Colonist randomly talk about movie, and sometime tell spoiler out loud. Resulting in mood malus
Quote from: Kegereneku on February 14, 2017, 02:44:34 PM
Idea : Colonist randomly talk about movie, and sometime tell spoiler out loud. Resulting in mood malus
And even social fights ..
This could be enhanced by random mood modifiers of how much the pawns like or dislike the stuff they get on tv.
the girls get +5 for a romcom, while the brawler gets a -10 when they where watching at the same time.
Train bears to treat wounds. I'm going to play all-melee colony next, and I'd like bears to apply glitterworld medicine on my doctor after rescuing him.
People with the hippy trait should try talking to raiders during battle and be impossible to draft.
Quote from: JimmyAgnt007 on February 15, 2017, 01:23:02 PM
People with the hippy trait should try talking to raiders during battle and be impossible to draft.
Make them consume smokeleaf together. Or have sex instead of war. Then an empath, sex slave or other 'violence disabled' colonist may contribute to raid defense.
Wait, so that'll give convent child sheriffs a use?
Trigger happy now works like pyromaniac. The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.
Quote from: Limdood on February 16, 2017, 12:13:29 AM
Trigger happy now works like pyromaniac. The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.
Pyromaniacs should equip incendiary launchers (when possible) before starting their fire spree :D
Quote from: O Negative on February 16, 2017, 12:18:41 AM
Quote from: Limdood on February 16, 2017, 12:13:29 AM
Trigger happy now works like pyromaniac. The trigger happy pawn will now randomly get non-mood related mental breaks and start spraying bullets all over.
Pyromaniacs should equip incendiary launchers (when possible) before starting their fire spree :D
That actually happened with the Practice Target / Hospitality mod combo ..
a guest went to "shoot a few rounds" with a fucking incendiary launcher ..
the careful shooter and neurotic traits should combine to make the pawn repeatedly cancel and restart the aiming step on firing their weapon...you know...they have to make SURE it's perfect.
Quote from: Limdood on February 16, 2017, 10:02:48 AM
the careful shooter and neurotic traits should combine to make the pawn repeatedly cancel and restart the aiming step on firing their weapon...you know...they have to make SURE it's perfect.
but only if the target is moving, attacking, bleeding out, and so on. Once the target is dead they keep trying to get a headshot before they can go after another target.
The ADD and ADHD Traits ..
The pawns starts to do anything they may find interesting at the moment until they lose interest.
Completely Ignores Work and Restriction Settings.
Also they tend to confuse other colonists they talk to.
They differ in that the H type prefers physical labor type and moves a bit faster, while the nonH type prefers to be indoors and has a slightly longer attention span.
Tynan gets a text message every time the error log pops up.
is this a subjective thread about :
if i hate something and post it here, it's automatically a horrible idea, therefore anybody else who likes what i hate is poop.
hahaha.
Make dirt/blood splatter/vomit a haul-able item.
Cleaners just pick it up and put it in a pile at their feet. Haulers have to then come through and carry it away.
There is an extremely rare chance of a friendly mechanoid faction that will deploy on top of any raiders that dare cross your colony, and these friendly mechanoids will be pink, and have 99.367x more health and 1.447x more speed than ordinary mechanoids - for example:
One peg-legged drifter with a 22% awful marble club? There could well be a surprise consisting of a mix of 5 pink centipedes and 4 really bright pink scythers to absolutely make sure that the poor peg-legger gets absolutely obliterated.
Or if you're getting a massive infestation in your 12 year-old mountain base? It's all good, the friendly neighbourhood mechanoids will smash through the overhead mountain underneath which these nasty hives lurk, and they'll provide a complimentary exterminator service.
Additionally, it's impossible for colonists and friendlies to be friendly-fired by these friendly mechanoids, so your people and pets can walk straight into the hellfire that is 50 inferno cannon centipedes, and come out utterly unscathed. You can also give a friendly scyther some yayo, and there's a really good chance that it'll join your colony, and will act as a colonist. Even better, it has its health multiplied by 10, and only adds ONE silver to your colony's overall wealth!
Quote from: XeoNovaDan on February 16, 2017, 08:32:44 PM
There is an extremely rare chance of a friendly mechanoid faction that will deploy on top of any raiders that dare cross your colony, and these friendly mechanoids will be pink, and have 99.367x more health and 1.447x more speed than ordinary mechanoids - for example:
One peg-legged drifter with a 22% awful marble club? There could well be a surprise consisting of a mix of 5 pink centipedes and 4 really bright pink scythers to absolutely make sure that the poor peg-legger gets absolutely obliterated.
Or if you're getting a massive infestation in your 12 year-old mountain base? It's all good, the friendly neighbourhood mechanoids will smash through the overhead mountain underneath which these nasty hives lurk, and they'll provide a complimentary exterminator service.
Additionally, it's impossible for colonists and friendlies to be friendly-fired by these friendly mechanoids, so your people and pets can walk straight into the hellfire that is 50 inferno cannon centipedes, and come out utterly unscathed. You can also give a friendly scyther some yayo, and there's a really good chance that it'll join your colony, and will act as a colonist. Even better, it has its health multiplied by 10, and only adds ONE silver to your colony's overall wealth!
I like the overal balance of this one, but I would prefer if the centipedes where rainbow colored.
On higher difficulties, pausing the game only pauses your colonists- raiders will keep moving/attacking but at half speed. Conversely, speeding up the game only makes raiders go faster.
If any of your original colonists die, the map regenerates, and you have to start from scratch. Like living in an infinite time loop.
There's a chance that certain meals will do certain things...
Nutrient Paste Meals: There's a high chance that one of these will turn into a 'glop monster' which has very high stats and resistances, but poor movement. Anybody that sees it gets a strong negative moodlet (perhaps -25?) called 'observed awful monster', and that moodlet lasts for 2 seasons. Chances are just ridiculously high if you play with Cassandra Classic, highly fluctuative if you play with Randy Random, and non-existent if you play with Phoebe Chillax.
Simple Meals: Nothing will happen. Simple meals are just plain, dull, generic food items which your colonists may consume on a day-to-day basis - oh wait, Simple Meals have a chance of setting the joy need to 0% and putting all joy tolerances at 85%, with chances scaling with difficulty.
Pemmican: Pretty straightforward: there's a chance that a horde of any triballs will spawn whenever and wherever pemmican is consumed, and this raid will have three times the points of your ordinary raid. Minimum points that this raid can be set at is 8,000.
Fine Meals: There's a random chance that a fine meal will turn all fine meals in its radius into smokeleaf joints... but these aren't ordinary smokeleaf joints... I can't say any more than that, or I get the stick from Sylvester's Secret Stoned on Smokeleaf Department... k
Lavish Meals: Highly random chance that when a lavish meal is consumed, it'll transform into an unbelievably beautiful humanlike creature of both genders (yet taking on a strong appearance of a female), which'll go around randomly giving +50 thoughts to any colonists - and these thoughts last a year, 6 days, and 16 hours. Lavish meals also automatically grant their room the 'unbelievably impressive' impressiveness rank, but they'll become 'awful' once a lavish meal rots in that room too. Whenever a Lavish Meal is being cooked, a map condition called 'herbs and spices' can be created - especially on Randy Random and Phoebe Chillax - and this map condition will pacify any raiders (including insects and mechanoids) that enter the region in a 5-hex/pent radius on the globe, and give everybody a +20 moodlet. Also any psychic drone event will automatically become a psychic soothe, and trader prices will drop harder than that... lavish creature's drawers..?
other ideas
Butchering Creatures: So you've got your cook, casually hacking apart that muffalo you hunted last night... how would the rest of the muffalo feel? There's a chance that from butchering any creature; a mass insanity event will be triggered of that creature kind - shot and butchered that squirrel that looked at your external storage of berries with its bulging eyes? Prepare to be overrun by a horde of angry squirrels! Furthermore, this can be taken one step further, and a manhunter pack of 3x the ordinary size will carve a trail of destruction through your colony - wait, what's that? did you say 'squirrel-' AGHHH!!! *cut*
Harvesting Crops: In the garden, casually harvesting rice from that ludeoncrously lucrative patch of rich soil... wait, wait, wait: how do you think the crops feel as contaminated colonist hands rip them from the very earth which they've bonded with - without provocation or cause? There's a chance that all crops of that type will launch themselves at colonists (pretty much pack animal revenge on yayo and smokeleaf), inflicting mood debuffs for them - but bystanders will find this rather amusing, and herbivores will also be assaulting affected colonists... with their tongues!
(http://pedalpowergenerator.com/wp-content/uploads/2015/02/diy-pedal-power-generator-kit_small.jpg)
Pedal powered power generator, for those colonists who are effectively useless. No hauling, no cleaning - GET ON THE BIKE, YOU LAZY ASS!
How is that a horrible idea ?
I've actually considered making one of those for myself.
I agree with SpaceDorf, that idea is indeed not a horrible one ;)
Quote from: XeoNovaDan on February 18, 2017, 02:39:13 AM
Pemmican: Pretty straightforward: there's a chance that a horde of any triballs will spawn whenever and wherever pemmican is consumed, and this raid will have three times the points of your ordinary raid. Minimum points that this raid can be set at is 8,000.
Neat ideas, tho I have a question for Pemmican: Does that mean they'll drop pod land right on the spot where pemmican is consumed? Gotta build my dining room in a killbox ...
Quote from: Thyme on February 19, 2017, 03:41:49 AM
Does that mean they'll drop pod land right on the spot where pemmican is consumed?
Not even drop pod land, they'll just spawn right on the spot where it's consumed for as little reaction time as possible. Not to forget to mention there will be at least ~140-160 of them because 8,000 points minimum
Whenever a colonist goes on a binge, they can trigger other colonists to binge with them, starting with other addicts, then chemical interest- etc etc.
Better hope your smokeleaf and beer stockpiles are big enough
Any creature explodes when downed/killed. If downed, explosion is strong enough to kill the creature. Better get along with pyromaniac wanderers.
PS: ~140-160 tribals raids now self destruct more easily, possibly vaporising the nearby kitchen.
Quote from: Thyme on February 20, 2017, 09:39:25 AM
Any creature explodes when downed/killed. If downed, explosion is strong enough to kill the creature. Better get along with pyromaniac wanderers.
PS: ~140-160 tribals raids now self destruct more easily, possibly vaporising the nearby kitchen.
This is already a thing, actually. An option in the scenario editor to have pawns explode on death, even includes a modifier for how big the explosion will be.
And the worst thing, I knew that already :(
The idea to post that then, was the worst idea ye-
You brilliamt bastard.
- Pawns will now pee on their opponents if they won a social fight (so the other pawn's downed).
This will give the "winner" a +10 "showed dominance" buff whilst the loser gets a -20 "received golden shower" debuff.
- If a pawn kills another in a social fight, he will "teabag" him. Gives the winner a +10 "1337 skillz" boost and everyone who saw it a -10 debuff for "watching a total jerk".
- Pawns can have some sort of messaging system via comms console.
They can be assigned to "troll other colonies" which can, with every troll post, trigger a raid of that faction. Trolling other pawns will start immediate social fights.
Trigger-happy pawns have the option to enter "360-no-scope" mode, in which their chance-to-hit cannot go above 1%.
If they somehow manage to kill a raider via a headshot while in this mode, they get a +50 mood boost for a season.
Quote from: Brutetal on February 21, 2017, 12:50:39 PM
- Pawns will now pee on their opponents if they won a social fight (so the other pawn's downed).
This will give the "winner" a +10 "showed dominance" buff whilst the loser gets a -20 "received golden shower" debuff.
Unless the loser has the "Kinky" trait, in which case they get +20 and the winner gets a -10 "well... that was weird" debuff.
Quote- If a pawn kills another in a social fight, he will "teabag" him. Gives the winner a +10 "1337 skillz" boost and everyone who saw it a -10 debuff for "watching a total jerk".
If one of the other colonists has a parent relationship with the offending pawn, they automatically arrest the pawn, lock it in its room for 1 day, and get a -20 "My goddamn kid..." debuff.
Quote- Pawns can have some sort of messaging system via comms console.
They can be assigned to "troll other colonies" which can, with every troll post, trigger a raid of that faction. Trolling other pawns will start immediate social fights.
And when that pawn dies, everybody else gets a +20.
Getting raided by flying dragon riders. Since Rimworlders live in a 2-dimensional world, they're unable to lift their weapons to shoot upwards in a 3rd dimension, or build higher walls, and they get decimated by these god-like creatures who live in this mysterious and never-heard-of 3D world.
some bad suggestions: (there are some recicled sugestions from other users)
- Traitor event: A pawn change his mind during a raid and betray your faction or try to sabotage your colony anytime.
- Bestiality trait: This pawn like having sex with animals (after you say no think why not? i think can be funny).
- Multiple wanderer joins and multiple chased refugees: Makes sense because people tend to travel in groups (Ex: the family X (father,son) joins...) and can be a challenge, especially early game at harsh biomes.
- Rimworld kids: there is a mod for this but i love to see this included in vanilla.
- Bunker thing: a -1 level, stairs item. can lead to funny events like raiders digging a tunnel, susprise caves (deadly susprise caves!).
- Fish industry: Well fishing its an ancient food source (mod)
- Tilled soil: I find very unrealistic pawns can make charge rifles but dont know how to set up terrain for more efficient crops (mod but you know, its an OP mod ).
how about you can now overdose one ONE MARIJUANaaah hahaha, i mean, smokeleaf.
all overdoses are now fatal or turn pawns into crazed violent drug dealing psychos and make pawns sell their stuff for one more hit.
Quote from: Barazen on February 24, 2017, 04:08:26 AM
how about you can now overdose one ONE MARIJUANaaah hahaha, i mean, smokeleaf.
all overdoses are now fatal or turn pawns into crazed violent drug dealing psychos and make pawns sell their stuff for one more hit.
That would be the psychoid derivates .. but I agree.
SumAloa ( in reference to MaryJane ) should trigger the food binge mood ..
nearly as deadly as killing the others directly ..
Triangular sunlamps, so we can have triangular hydroponic rooms.
Quote from: b0rsuk on February 26, 2017, 03:03:20 PM
Triangular sunlamps, so we can have triangular hydroponic rooms.
I'd prefer pentagonal. Make sun lamp geometry a configurable option?
Keep 'pyromaniac' trait in the game.
have the game attempt to populate every pawn that comes into the map as family of existing colony pawns...even cousins and tons and tons of kids.
Enjoy your raids!
Add Steam Achievements!
add Fear of Clowns as a Trait.
Make Dogs dig up their dead bonded owners. for the added "Aww.... now im sad" feeling
Also make it work whit VR !
Makes STD's catchable during love making...
Turn it into an MMO with every settlement being another player.
Add allergies to the game.
Pollen, animals, food
Quote from: SpaceDorf on March 01, 2017, 04:27:09 AM
Add allergies to the game.
Pollen, animals, food
Make sure allergies are always severe, and never mild. Much in the way diseases work right now :D
And Invisible until they break out ..
Sorry Clyde .. we did not know you were allergic to potatoes ...
We would have grown something else ..
Female pawns are afraid of rats and whenever one come too close they'll jump up on a chair and scream.
Elephants do that too, but they'll have special elephant chairs that uses more wood.
Quote from: Hans Lemurson on March 01, 2017, 01:18:01 AM
Turn it into an MMO with every settlement being another player.
Make it a
TURN BASED MMO.
Quote from: dv on March 02, 2017, 06:00:37 PM
Quote from: Hans Lemurson on March 01, 2017, 01:18:01 AM
Turn it into an MMO with every settlement being another player.
Make it a TURN BASED MMO.
With
sequential turns for each player. Simultaneous execution has too many complications to be worthwhile.
A surprise "Spanish Inquisition" raid event that will happen when you least expect it.
Rebalance the entire Heat/Light/Electricity/Growing systems to obey the conservation of energy!
Tinfoil Hats: A special downgraded version of psychic foil helmets that don't actually do anything and give the wearer a "Paranoid about repitillian space aliens" mood debuff
Mental breaks never end. Once your mind is broken, there is no going back...
Quote from: Limdood on March 07, 2017, 11:22:57 AM
Mental breaks never end. Once your mind is broken, there is no going back...
This isn't vanilla? I guess I wouldn't know, becuase mentally broken colonists tend to get shot to death or starve to death, in my experiences :P
Give people the 'Deadman's Apparel' mood debuff for wearing stuff made of human leather.
Quote from: Jovus on March 07, 2017, 03:03:03 PM
Give people the 'Deadman's Apparel' mood debuff for wearing stuff made of human leather.
Wrong thread, dude. This is the *bad* ideas thread :P That's actually a good idea. Everyone but psychopaths/cannibals should get a debuff for wearing things made of human leather or sitting in chairs made of human leather.
Animals should mark their territory
Quote from: Aerial on March 07, 2017, 03:11:34 PM
Quote from: Jovus on March 07, 2017, 03:03:03 PM
Give people the 'Deadman's Apparel' mood debuff for wearing stuff made of human leather.
Wrong thread, dude. This is the *bad* ideas thread :P That's actually a good idea. Everyone but psychopaths/cannibals should get a debuff for wearing things made of human leather or sitting in chairs made of human leather.
I disagree. I want this game to be fun. Part of the fun in a game like this is playing with the traditions that have built up in the community. Destroying those traditions by changing the game is sometimes worth it, but it's not a trivial exercise. Even if those traditions revolve around 'abuse' or 'lack of realism'.
(Which isn't ultimately to say that it shouldn't be done, just that it's not obviously good. It would, in the short term, decrease enjoyment. I think.)
Quote from: Jovus on March 07, 2017, 06:28:49 PM
Quote from: Aerial on March 07, 2017, 03:11:34 PM
Quote from: Jovus on March 07, 2017, 03:03:03 PM
Give people the 'Deadman's Apparel' mood debuff for wearing stuff made of human leather.
Wrong thread, dude. This is the *bad* ideas thread :P That's actually a good idea. Everyone but psychopaths/cannibals should get a debuff for wearing things made of human leather or sitting in chairs made of human leather.
I disagree. I want this game to be fun. Part of the fun in a game like this is playing with the traditions that have built up in the community. Destroying those traditions by changing the game is sometimes worth it, but it's not a trivial exercise. Even if those traditions revolve around 'abuse' or 'lack of realism'.
(Which isn't ultimately to say that it shouldn't be done, just that it's not obviously good. It would, in the short term, decrease enjoyment. I think.)
It wouldn't decrease my enjoyment. I've run a base where I butchered raiders for kibble, and I wouldn't want to remove the "We butchered humanlike" thought or the negative opinion the other colonists had of my psychopathic butcher; those were interesting to play around and made the game seem more believable. It would make sense to extend this to the leather since wearing something made of human skin is creepy, and unless the debuff is huge I don't think it will stop people from playing this way.
True Gamification
Rimworld now harnesses the players mind and/or computer.
Make rimworld design engineering or AI solutions.
I still have some possibilities for weak implementation. They usually involve making very self contained systems (everyone loves a super fortified bunker) linked to the server or another on map colony the 2 share data. This one relies on humanly understandable mechanics which are embedded within structures, creatures, pawns, and maybe even items. The unhinged possibilities are many and deep, regardless of my current inability.
EVEN MORE UNHINGED: Gamify gamification! Design it to design more! Hypothetically......... you could............ nearly... almost... somehow... get it to... expand its game play along a 'rimworld-style-gameplay' algorithm thingy... ... ... to align to the real world task it will inevitably be doing.
---- Why do this instead of just gamifying a piece of it and calling it a day? High efficiency, high knowledge, high technology.
How: What... am i supposed to answer this... my mind just quit on me.
Basically: Imagine you start out, but rimworld only has 10 items and creature linked to algorithms. It will begin testing/harnessing the player evolutionary or intelligently directed. Which makes it grow into the other items and creatures each having unique algorithms from the 'real world problem'. A pig may be an oxygen atom (if we are doing nano/molecular engineering) or an AI trying to place that oxygen atom into a more potientially useful configuration. *Insert more examples here*... Of course, eventually the servers would have enough gamified experience to have a full rimworld experience (perhaps, too little or too much also) and into all/most of the necessary algorithms for whatever it is actually doing. Bla bla bla im not going to write any more.......
Notes; + Don't take any of the above to seriously. I am starting to the thing Gamifying gamification is irrelevant as an algorithm or coder would work much better, but there are always plenty of arcane tricks within causality.
+ True gamification will require some internet and some sort of server.
+ This may all be a thing for the super massive Tgamified MMO's of the future, but rimworld is still better for it than the vast majority of games for a number of reasons.
+ If we crack an AI advancing version then we could partner with OpenAI or GoodAI, etc..
+ This idea is bad in as much as it is ridiculously massive and absurdly hypothetical/difficult... but, yes, it is a good idea generally. Still ludicrous... probably better as a mod suggestion also... but it seems to ludicrous for that. I'll move it on preference, but there really isn't a place where this could be taken seriously, barring extremely skilled programming masters.
Reposition Rimworld so that future releases are designed as a high-precision poultry-farming simulation model with random forcing events. Then apply for a grant from the US Department of Agriculture for further development.
Recruit and hire a social justice division to rimworld, to make sure rimworld is fittingly "diverse"
The first demand of the social justice division is Ninjas.
There are plenty of Pirates but not a single Ninja so far.
Quote from: SpaceDorf on March 08, 2017, 06:30:02 PM
The first demand of the social justice division is Ninjas.
There are plenty of Pirates but not a single Ninja so far.
But ninjas cannot wear black, because its racist. They also cannot wear white, because thats also racist.
they must wear pink
pink ninjas.
Quote from: mumblemumble on March 08, 2017, 06:45:56 PM
Quote from: SpaceDorf on March 08, 2017, 06:30:02 PM
The first demand of the social justice division is Ninjas.
There are plenty of Pirates but not a single Ninja so far.
But ninjas cannot wear black, because its racist. They also cannot wear white, because thats also racist.
they must wear pink
pink ninjas.
Finally someone gave me an explanation for the power rangers.
That made me laugh ;D
also, reminds me of this...
https://www.youtube.com/watch?v=bUTc7z3J7xY
Open a new tier of support for Rimworld: you get a boxed set, which comes with a breathalyzer that will not allow you to play Rimworld if you have a BAC above the local legal limit for operating machinery.
Then open another, higher tier that ships with a breathalyzer and won't allow you to play Rimworld unless your BAC is above the local legal limit for operating machinery.
to be honest, this sounds like a funny lets play idea.
Shot on all red events, on joined colonists, ect.
Feed rats chemfuel to transform them into boomrats.
Pretty sure you would just end up with dead rats who are incredibly flammable :D
Quote from: b0rsuk on March 08, 2017, 08:23:02 PM
Feed rats chemfuel to transform them into boomrats.
Why limit to rats? Feed chemfuel to everything!
"Look upon my boomthrumbo, ye mighty, and despair!"
This sounds like a mod I would
definitely use, once.
Boom tribals....
/thread
Quote from: mumblemumble on March 08, 2017, 08:42:50 PM
Boom tribals....
/thread
You can add chemfuel to your nutrient paste dispensers (have two hoppers, one with rice) to create boomcolonists/boomprisoners.
Next time those pesky pirates raid you, let their comrades out of their confinement. Finally, a reason other than organ harvests to take pirate prisoners!
I want this now :)
UNLEASH THE GOAT !!!!
Read here for awesome reference ..
https://practicalguidetoevil.wordpress.com/2015/10/07/chapter-28-win-condition/ (https://practicalguidetoevil.wordpress.com/2015/10/07/chapter-28-win-condition/)
Or here to avoid spoilers of an awesome online novel.
https://practicalguidetoevil.wordpress.com/ (https://practicalguidetoevil.wordpress.com/)
Boom-Crabs.
And Necromancers .. Rimworld needs Necromancers ..
I noticed that I totally forgot how awesome skeletal carb and bone fragments can be :)
(http://oi68.tinypic.com/24cb3th.jpg)
HERESY ABOVE!!!! HERESY!
I instead say that walls may not join at any T junction leaving a small gap that leaks no temperature, but still allows my colonists to whack people!
So it has been said. So shall it be.
Boomallo. If you make a mistake milking it, it explodes.
all animals can now smell and hear humans and work to actively maintain a 50 tile distance between themselves and any humans...they will flee off the map.
Predators will not display this behavior, leading to predators near colonists being without food and needing to hunt colonists more.
Also, taking the direction of no warning on hunted colonists from wild animals, the game will no longer automatically slow down upon a colonist or colony pet being attacked by a hunting animal, and drafted pawns will no longer automatically recognize them as threats.
That is all. Have a nic- *CHOMP*
Surprise suicide squad
50+ tribal raid with no notification and no slow down. Half of them wear boomrats attached to them which will explode if the raider dies or they get in melee distance. They will not flee and try to kill everyone.
deadmans suicide vest.
Essentially turns whatever pawn is wearing it into a boomalope, except it goes off when downed too. Those crazy pirates!
I can't stop laughing.. if I had any graphical talents I would now post the picture out of my head .. some wild eyed, half naked dude running for you with a bunch of boom-rats tied around his chest and a grenade in his hands ..
Quote from: SpaceDorf on March 12, 2017, 08:34:33 PM
I can't stop laughing.. if I had any graphical talents I would now post the picture out of my head .. some wild eyed, half naked dude running for you with a bunch of boom-rats tied around his chest and a grenade in his hands ..
and add a caption like "observe Vladimir. When wearing vest of live boomrats, enemies do not shoot you for fear of detonating furry clusterbomb"
Equipment should have critical hits too. There should be a chance that the device generating personal shield is hit and destroyed in one hit. There should be a chance that weapon jams, and a chance that you have your weapon knocked out of your hands. Chance that improvised turret explodes after its first hit, has its motors destroyed and can't rotate, or rate of fire is permanently divided by 4 and you need a component to fix it.
All animals occasionally get projectile diarrhea when food poisoned. It sprays out a minigun like spray of fecal matter from the rear end of the animal, spraying everything it hits with filth and short circuiting stuff like chocolate rain, and does a mood hit to anyone sprayed. Also, boomrats / boomalopes have napalm poop.
Quote from: b0rsuk on March 13, 2017, 03:29:01 AMEquipment should have critical hits too. There should be a chance that the device generating personal shield is hit and destroyed in one hit. There should be a chance that weapon jams, and a chance that you have your weapon knocked out of your hands. Chance that improvised turret explodes after its first hit, has its motors destroyed and can't rotate, or rate of fire is permanently divided by 4 and you need a component to fix it.
That's a great idea, but unfinished. Everything should have a critical failure chance. Walls should have a small chance to crumble randomly, roofs may collapse, trees may fall on an unsuspecting colonist, harmless-looking grass may contains a sharp piece of rebar in it that will pierce colonist's foot and cripple him/her permanently. And even ground may have a long-forgotten but still covered pit trap with poisoned spikes. Mountains shouldn't be harmless either - there's always a chance of avalanche, or boulders randomly rolling down and crushing everything in their path.
Sink holes that destroy buildings, kill any pawns nearby, and render the ground permanently unusable.
These should be as common as solar eclipses.
Adding genitals to the health readout in vivid detail, including
for the male : Penis, glans, foreskin, shaft, left testicle, right testicle, prostate
for female : Clitoris, vulva, womb, ovaries, vaginal passage
any damage effects loving, or child bearing capacities, and a castrated male loses strength, while gaining strength over women normally, within limitations of a bellcurve.
----------
Animals have a chance to lash out when interacted with, even if "tamed". Risk diminishes as skill rises, but is always a very slim possibility.
Simulate human intercourse in detail, including progress bars for erection, refractory period, sludge generation. Add number of ejaculations / number of orgasms to character records. There should be a character page dedicated to sexual fetishes and turn-offs. New drugs - aphrodisiacs. Some require thrumbo horn to make. Add a recipe made of mufallo testicles. New apparel - bondage gear.
Inter-species sex, homosexual sex, necrophilia and rape should exist in animal world, because it exists on Earth.
Women should have a period each month where they're supper fussy and more prone to mental breaks. New craftable resource - tampons. On the other hand, they should be extra horny in their fertile days.
Colony dogs should hump a colonist leg when horny, giving a negative thought.
And the chances of random lovin' increases with the levels of intoxication of two colonists, regardless of gender and sexual alignment at higher levels. A new event where everybody gets together and just has one big 'party', with chances of this event being highest with Randy Random, moderate with Phoebe Chillax, and very low with Cassandra Classic
Quote from: XeoNovaDan on March 13, 2017, 12:35:03 PM
And the chances of random lovin' increases with the levels of intoxication of two colonists, regardless of gender and sexual alignment at higher levels. A new event where everybody gets together and just has one big 'party', with chances of this event being highest with Randy Random, moderate with Phoebe Chillax, and very low with Cassandra Classic
The mood effects should still be measured by the pawns preferences ..
like "what the hell did I do ? "
And why does nobody ever have a hangover ?
Quote from: b0rsuk on March 13, 2017, 07:53:08 AM
Simulate human intercourse in detail, including progress bars for erection, refractory period, sludge generation. Add number of ejaculations / number of orgasms to character records. There should be a character page dedicated to sexual fetishes and turn-offs. New drugs - aphrodisiacs. Some require thrumbo horn to make. Add a recipe made of mufallo testicles. New apparel - bondage gear.
Inter-species sex, homosexual sex, necrophilia and rape should exist in animal world, because it exists on Earth.
Women should have a period each month where they're supper fussy and more prone to mental breaks. New craftable resource - tampons. On the other hand, they should be extra horny in their fertile days.
Colony dogs should hump a colonist leg when horny, giving a negative thought.
:D
Actually, perhaps also have a means where things are associated as fetishes if they are in proximity to sexual activity in question.
For instance, if a person is horny, and gets humped by a dog, while in a submissive mindset, theres a chance they may get a dog fetish.
----------
Smoothie based meals, so people with no arms and legs can eat through a straw
-----------
Info bots. Bots sent down which try and sell you a products, and provided a mood debuff to anyone watching if you don't buy the product. Destroying it can end with a lawsuit.
Toilets. Because:
"Grub has a mental break. The final straw was: out of toilet paper".
New colonist background: spammer.
New adult backround : Stickman
Colonist was an advocate for free speech, and liberty, and took it upon himself to defend people protesting censorship. Seeing people getting assaulted for their beliefs, he did what any reasonable patriot would do, grabbing a stick and fending them off. He went down as a legend, for fighting tyranny.
melee +7
Research + 2
medicine + 1
Social - 4
Crafting + 1
Incabable of handling
Trait : Hates liberals
New trait: Vegan
A pawn with this trait will ONLY eat raw plants, no animal food. They get a -10 debuff if being forced to eat meat.
They will also get a -10 debuff if;
- you are having tamed animals (animal cruelty)
- they consume milk (diarrhea from lactose intolerance)
- animals are slaughtered (cruelty)
- animals are killed
- they wear clothes from animals
- somebidy else wear clothes from animals
- if they see furniture made off animals
And a new berserk mode;
YOLO
Triggers at any pawn younger than 30 if a colonist dies in combat. The pawn will instantly charge at the enemies and either blow himself up with a grenade or tries to fight with melee to death.
Quote from: b0rsuk on March 13, 2017, 05:11:50 PM
New colonist background: spammer.
Spammer would occupy your Comms Console to send unsolicited messages. For every 200 messages sent, a person would read one of them and buy a product. You would gain silver as a result.
A spammer in your colony would cause more raids.
Quote from: b0rsuk on March 14, 2017, 02:51:21 AM
Quote from: b0rsuk on March 13, 2017, 05:11:50 PM
New colonist background: spammer.
Spammer would occupy your Comms Console to send unsolicited messages. For every 200 messages sent, a person would read one of them and buy a product. You would gain silver as a result.
A spammer in your colony would cause more raids.
Yeah! Same as Shopping Addict!
And Abrasives will frequently insult the crew at the trade ships; worsening prices, relations to new 'hidden' factions, and they could come back in a pretty nasty raid... and Kind will do the opposite (minus the social fighting for kind words)
[clickbait]
"You won't believe the new HORRIBLE IDEA that Tynan is keeping away from you"
[/clickbait]
An unique, non-generated colonist. [sarcasm](very original ! and totally in Rimworld's spirit)[/sarcasm]
DISCLAIMER : This is a work of fiction, MADE FOR FUN. Any Resemblance to Actual Persons, Living or Dead, is Purely Coincidental and would be Unexpected. Debate over it are uncalled for and pointless.Description :This colonist doesn't just not-follow any of your task he'll usually "improve those" or even make his own task altogether. If you gave him for only job to clean, he might ignore cleaning altogether and randomly plant or haul stuff, even those that you forbid. He choose what he eat, what he wear...etc
Unlike normal character what his skill read and what they are are too different things, for example his social skill read "Visionary" despite the bar being stuck forever at "Heard of it".
His backstory :"Free men in a quest of knowledge"When he talk to someone crafting about his "opinion" about how said person should be crafting to do it right, say colonist
loose skills at a rate of -1000.
When this colonist "do science", he automatically create a new "Free Energy Generator" task which never end, his research will use Components.
As an "
extremely open-minded person he frequently will follow any gay/trans/lesbian (as they mind their own business), telling them about how they are mentally ill and should get cured, after inevitably triggering a fight his mood will read "I was attacked for no reason". (note: he cannot be arrested because he will not fight and claim to be the only victim)
His traits : "Dislike gay", "Dislike women-I-suspect-to-be-trans", "dislike trait".
Drafted :Drafting him only work half of the time, and he may take upon himself to fight back against TRADER OPPRESSION or any visitor who happen to have a backstory he doesn't like.
When in combat he will flee after receiving any hit and look for protection behind other colonist.
Unique mood of this character :"Why do the doors keep locking on me when it's party time ?"
"I was attacked for no reason ! I was only saying a TRUTH to help everybody, but 'they' suppress those"
"Those traders are engaging in economic war against us !"
"I'm being harassed by this person's private life !"
His unique events- You gain this colonist because he was running from pirate and declared himself "just like you".
- An event have him talk to YOU about how his opinion that the game suppress game-changing gameplay like "curing gays".
End gameIf this colonist die and you still have other colonist alive (for a few days), spaceship start landing carrying interesting colonists, plenty of resources and high-quality items/clothes/furniture while the End Credit song start playing.
Note : I couldn't find a name for this characters that didn't risk insulting someone somewhere.
Quote from: SpaceDorf on March 13, 2017, 03:29:12 PM
And why does nobody ever have a hangover ?
Oh, they do... I had a guy die from one. He was already detoxxing from psychoid and (I think) smokeleaf and went on a drinking binge. The hangover pushed him over the threshold.
Keg, its obvious that is at me ::)
But whatever, I can retort
DISCLAIMER : This is a work of fiction, MADE FOR FUN. Any Resemblance to Actual Persons, Living or Dead, is Purely Coincidental and would be Unexpected. Debate over it are uncalled for and pointless.
Description : A revolutionary for progress in society, tolerance, and truth (so long as its politically correct). Is very friendly to gay or trans people, but holds a harsher opinion of cis straight people. Higher social views of any non white race, while lower view of any white person, particularly if they pray, are a teetotaler, or are too smart.
Backstory : an otherwise normal boy, once entering the liberal atmosphere, he subscribed to many truths, because everyone telling them was very emotional and passionate in doing so, even though they could never sit down and debate without flipping out on differing opinions. He learned from the best, this tactic, and started on his campaign on spreading "progress".
DRAFTED :
Colonist is very anti violence.. ... When it comes to anyone not backed by the liberal ideology. Thugs, tribals, and pirates he is against violence of (and has unwritten "peace treaties" with) and will advocate to let them do whatever they want and hope for the best. However, missionaries, white people, and military forces of colonies, and towns he will be against for "suppressing poor tribals and pirates". Gets a -20 mood when confronted about the sheer double standard. However gets a +50 mood for killing off a white christian cop.
UNIQUE MOODS :
"This person doesn't like a minority group!!! IT THEY DIDNT DO ANYTHNING!" (please note, this still applies, even if the minority pawn in question is a murderer or thief)
"The truth is offensive!"
"Free speech stops when I get offended"
"Its ok if YOU get hurt, because you deserve it for being racist. Yes, being racist is worse than killing people, bigot"
Unique gameplay : Will try and prevent others from being armed, calling them racists psychopaths who have no hope in humanity, but at the same time will call others racist for calling out times where tribals or pirates killed, robbed, or burnt down part of the colony. Also pokes its nose into research, violently apposing research of topics which might go against their narrative. Will prioritize medicine of minority groups NO MATTER WHAT, even if a valuable pawn is bleeding to death. Will also actively resist the idea of anything despite any amount of proof or reason, if it is not accepted by the establishment. Can have a violent mental break if confronted
END GAME : Invariably when he gets killed due to the insanity of tribals or pirates, colonists get a universal +20 mood, and at a party in honor of the death, talk is made about what happened, and all the political correctness. A new research called "Advancement of morality" is made, establishing a culture shift, and better approach of law, as well as investigation of mental health. Its a long, previously hidden tech tree, starting with basics of removing things which end up with problems down the line, making cultural changes and encouraging colonists to change and become better people (chance each day to remove bad habits, and gain good habits). New pirate groups immerge who find your approach bigoted and attempt to kill you because you don't tolerate someone whos depressive, and want them to change, and even hate the depressive guy whos now a leader BECAUSE hes no longer depressive. Diplomatic talks are made with other factions, and theres a mass exodus / conversion to make mentally ill people think again. These people who are cast out get extremely violent, and attack anyone who is vulnerable, but are generally piss cowards and don't attack anything well armed. A global movement is made to stop the absolute lunacy, And a wealthy trade baron named Ronald Grump is elected president of the rimworld, much to the dismay of all of the SJW's (Skitzophrenic Justice Warriors, the new faction). Ronald promises to make rimworld great again, giving any pawns similar to this one a -100 mood for 3 months
EDIT : By the way, any mod reads this... hope you do disciplinary action here equal for me and KEG...
I want a new hat type. It'll look like a top hat except it's a bit shorter and instead of being a flat top it has a crevice along it. When colonists wear the hat they gain a permanent mood buff:
+5 Euphoric
which represents their mastery over logic.
New event: beauty contest
An ancient race of Creators or Progenitors arrives and announces a contest for the prettiest colony. They give you one season.
They evaluate using completely subjective algorithms, not 'room impressiveness' or beauty but other things like "I like blue", "I like flowers", "I like rooms with rounded corners", "I like nice lawns", "I like sandstone but not slate", "must have odd number of females and even number of males". Five ugliest coloniests are annihilated. You don't know beforehand which algorithms will be used.
When you're raided and the situation looks bad, there's a chance for an additional raid! By the faction: your colony.
A group of Colony pawns arrives to rescue you.
Grub - he is Sammy's father
Engie - she is Sarai's sister
Giggles - he is Sarai's grandfather
Ray - she is Grub's mother
Mie - she is Coyote's daughter.
and so on.
With Randy as a storyteller, there's a chance that some event may happen and he just won't tell you, or occasionally he'll lie, dropping an alert for one event when it's really another.
Chances for this behaviour are proportional to difficulty.
Remove the Bad Mood Modifier for butchering humans.
With a deep drill running, there should be a small chance per successful extraction tick for the drill to pierce into an eerie glowing pit (http://dwarffortresswiki.org/index.php/DF2014:Hell) and let the clowns (http://dwarffortresswiki.org/index.php/DF2014:Demon) out.
Quote from: Jovus on March 22, 2017, 06:22:54 PM
With a deep drill running, there should be a small chance per successful extraction tick for the drill to pierce into an eerie glowing pit (http://dwarffortresswiki.org/index.php/DF2014:Hell) and let the clowns (http://dwarffortresswiki.org/index.php/DF2014:Demon) out.
With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.
Quote from: b0rsuk on March 23, 2017, 06:46:41 AM
With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.
With deep drill running, there should be a small chance per successful extraction tick for the drill to give the pawn a beard and alcohol addiction with 100% effect reduction and a small chance to extract magma instead of ressources.
Quote from: SpaceDorf on March 23, 2017, 07:26:13 AM
Quote from: b0rsuk on March 23, 2017, 06:46:41 AM
With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.
And turn them into a smiley face.
With deep drill running, there should be a small chance per successful extraction tick for the drill to give the pawn a beard and alcohol addiction with 100% effect reduction and a small chance to extract magma instead of ressources.
While we're on the topic of DF: Add misdiagnoses, DF-style, so that not only do your doctors treat wounds in a random order and sometimes leave the worst bleeds for last, but sometimes the lower-skilled doctors will overlook a wound entirely. You won't be able to order them to treat the patient because the job is already done and they won't revisit a diagnosis. Once they develop an infection, there's a new diagnosis to do, and they might diagnose cirrhosis or something and treat for that instead.
Combine with a mental health mod and see bipolar disorder treated as depression. Or malaria treated as OCD.
Oh yeah, and all treatments are up to the doctor, not to the player, so you might find your penoxy stores depleted after a battle as your doctor thinks everyone with a cut has the plague, or someone might die from a stab wound because your doctor misdiagnosed sleeping sickness as carcinoma and then failed trying to excise the nonexistent tumor.
Meanwhile the accurate information is shown in the Health tab so the player knows exactly what their colonist is dying of and just can't do anything about it.
Whole body: Sleeping sickness (Diagnosis: Carcinoma - liver - major)
If your colony doesn't have any beer, any pawns with chemical fascination or alcohol addiction may try drinking chemfuel instead.
Some of the colonists portraits should NOT align with the others. Being either slightly to high or slightly too low. Maybe one being tilted a tiny bit. Same goes for other things such as walls. Every now and then a block should be slightly moved off center so it does not properly close off with the others but stands out. Rebuilding it should NOT fix it.
Same for a chair that is a tiny bit closer to the table or a tiny bit further back. A stack of wood logs that is slightly off center and thus does not fit in the wood logs around it etc.
Merge ALL mods into Core. Whenever any two mods are conflicting, make it an option.
Instead of Cartesian coordinates, rework Rimworld to be based on polar coordinates so that we have to start building circular bases.
A17 released! Since some of the recent changes were widely accepted with joy throughout the community, here are some more similar changes!
Change list:
Medical rebalance continued from A16:
- Glitterworld Medicine potency changed to 90%
- Medicine potency changed to 50%
- Herbal Medicine potency changed to 25%
- Rename Herbal Medicine -> Placebo
- Added ridiculously ridiculous failure as the 4th failure chance for operations. The patient will die as well as up to 2 other colonists in the same room. (http://io9.gizmodo.com/the-legend-of-the-surgery-with-the-300-mortality-rate-1684894531)
Megatherium phenomenon:
- Rename Elk -> Big Deer
- Rename Caribou -> Big Deer 2
- Rename Gazelle -> Arid Deer
- Rename Grizzly Bear -> Bear
- Rename Red Fox -> Fox
- Rename Fennec Fox -> Arid Fox
- Rename Emu -> Small Ostrich
- Rename Cassowary -> Small Ostrich 2
- Rename Chinchilla -> White Rat
- Rename Hare -> Rabbit
- Rename Snowhare -> White Rabbit
- Rename Timber Wolf -> Wolf
- Rename Turkey ->
Ottoman Big Chicken - Rename Iguana -> Lizard
- Rename Alphabeaver -> Beaver
- Rename Capybara -> Beaver 2
- Rename Cobra -> Snake
- Rename Ibex -> Wild Goat
- Rename Spelopede -> Big Ant
- Rename Cougar -> Big Cat
- Rename Panther -> Big Cat 2
- Rename Lynx -> Arctic Big Cat
- Rename Yorkshire Terrier -> Small Dog
- Rename Labrador Retriever -> Dog
- Rename Husky -> Dog 2
- Rename Dromedary -> Camel (textures unchanged)
Yes, I'm still salty about the Megatherium.
Quote from: XeoNovaDan on March 26, 2017, 01:02:39 PM
Quote from: Granitecosmos on March 26, 2017, 12:54:11 PM
- Rename Yorkshire Terrier -> Small Dog
Rat 2*
What a wonderful idea! We'll surely implement it in A18.
Stay tuned for A18 where we introduce the Goat as part of our collaboration with Goat Simulator!
Make all crops functionally the same as potatoes, and give potatoes when harvested, so that the only difference is the plant sprite (not the food sprite). Further, make potatoes have a 50% chance to be just rocks.
Add a new trait called 'Backwards' - that 1% of people in your colony which you won't regret 'forgetting' to build the table for. Randy Random has a higher chance of generating pawns with this trait.
Clue's somewhat in the name: Backwards people will get positive thoughts where others get negative, and vice-versa... examples?
A normal person: Got married to JohnDoe123 +50
A backwards person: Got married to JohnDoe123 -50
A normal person: Insulted -5
A backwards person: Insulted +5
A normal person: Alcohol withdrawal -35
A backwards person: Alcohol withdrawal +35
A normal person: Ate without table -3
A backwards person: Ate without table +3
and so on...
New Trait :
Messy
No mood debuffs for cramped or dirty inveronment.
Unable to clean or haul.
Creates dirt wherever the pawn walks.
Items in the posession of this pawns degrade two times faster
and Furniture degrades in Quality.
Randomly collects damaged Items and put them into his room.
Gets bad Mood if those are taken away, or someone cleans his room.
Quote from: SpaceDorf on March 28, 2017, 07:59:19 AM
New Trait :
Messy
...
And they can also have random mental breaks where they trash everything around them
Make Luciferium craftable from human meat.
(actually cannibal colony players would love it)
Make a release that automatically comes with random mods that are autochecked to **** with people :D
Also: Thought the thread title was a statement not a suggestion haha.
Quote from: XeoNovaDan on March 27, 2017, 12:37:42 PM
Add a new trait called 'Backwards' - that 1% of people in your colony which you won't regret 'forgetting' to build the table for. Randy Random has a higher chance of generating pawns with this trait.
Clue's somewhat in the name: Backwards people will get positive thoughts where others get negative, and vice-versa... examples?
A normal person: Got married to JohnDoe123 +50
A backwards person: Got married to JohnDoe123 -50
A normal person: Insulted -5
A backwards person: Insulted +5
A normal person: Alcohol withdrawal -35
A backwards person: Alcohol withdrawal +35
A normal person: Ate without table -3
A backwards person: Ate without table +3
and so on...
What if this and masochist is combined?
Does it kind of, make them normal?
Quote from: Icarus on March 28, 2017, 04:30:38 PM
What if this and masochist is combined?
Does it kind of, make them normal?
A backwards masochist would experience the same negative moodlet an that an ordinary person would. Same with backwards ascetics that live in pig-sties.
Bullshit research
Some people are so bad at research they actually research false, dead-end theories. 2500 into Charged Shot you discover your researcher had a fake degree and was making stuff up. You have to start researching that from scratch.
When your research bench is destroyed, you lose your notes and entire scientific progress.
Quote from: b0rsuk on March 28, 2017, 04:36:02 PM
Bullshit research
Some people are so bad at research they actually research false, dead-end theories. 2500 into Charged Shot you discover your researcher had a fake degree and was making stuff up. You have to start researching that from scratch.
When your research bench is destroyed, you lose your notes and entire scientific progress.
The first one could genuinely make it into the game as a trait. Unironically.
Quote from: b0rsuk on March 28, 2017, 04:36:02 PM
Some people are so bad at research they actually research false, dead-end theories.
Wait, Wikipedia on the Rim?
Semi-legit, but not serious enough for a thread: TROJAN CARAVANS!
In the same vein as mechanoid spy event: Any caravan or visitor, summoned or not, has a chance to instead turn rogue upon entering your base, using a steal and leave agenda with sapper ability. If it was a caravan and summoned, the actual legit caravan comes moments later.
Colonists with backgrounds like Courtesan, Sex Slave, Urbworld Pimp etc could be sent to another faction's base to earn money. The downside is that it periodically causes shitstorms in media, RPS and so on.
And of course a few weeks after when they get back....
(Letter spam)
Colonist infected with Herpes!
Quote from: b0rsuk on March 29, 2017, 12:34:47 PM
I would pay for special plant seeds. Imagine genetically engineered seeds that let me grow finite number of special plants - more potent herbal medicine, fancy decorative plants, bonsai, fruit trees, etc. Only they are terminator seeds. Genetically engineered to never produce offsprings and seeds, just fruit or adult specimen.
Rarely, instead of terminator seeds, you get dropped Terminator seeds because of a bookkeeping error, and the sees grow into Scythers and Centipedes that try to attack your colony.
(Not a comment on the quality of the original idea, which I think is pretty cool.)
Quote from: Ruisuki on March 30, 2017, 12:30:56 PM
notification sound when a colonist levels up
This .. but with additional music, sparkle effects and a qte to get more xp.
"Magician" background for colonists that allows them to pull rabbits out of hats, fake their own deaths, escape from near-death situations and end up safe at home, and more
Quote from: SpaceDorf on March 31, 2017, 12:17:34 PM
Quote from: Ruisuki on March 30, 2017, 12:30:56 PM
notification sound when a colonist levels up
This .. but with additional music, sparkle effects and a qte to get more xp.
Obligatory final fantasy 1 sound on level up xD
Quote from: Greep on March 31, 2017, 03:42:57 PM
Quote from: SpaceDorf on March 31, 2017, 12:17:34 PM
Quote from: Ruisuki on March 30, 2017, 12:30:56 PM
notification sound when a colonist levels up
This .. but with additional music, sparkle effects and a qte to get more xp.
Obligatory final fantasy 1 sound on level up xD
Victory Music after combat :)
Quote from: SpaceDorf on March 31, 2017, 05:46:43 PM
Victory Music after combat :)
*flashbacks to final fantasy 10*
If your colony has armchairs, a colonist should sometimes lose an item between the back of the armchair and the cushion on the seat. This would result in a great stress for the colonist, lasting for a few days, as well as a lost item.
Quote from: b0rsuk on April 01, 2017, 12:57:43 PM
If your colony has armchairs, a colonist should sometimes lose an item between the back of the armchair and the cushion on the seat. This would result in a great stress for the colonist, lasting for a few days, as well as a lost item.
On Deconstruction Armchairs drop their "inventory" in addition to a giant amount of dirt.
For increased realism, vomit should be made of randomly generated, multi-colored pixels.
A human should vomit more than a cat.
A mufallo would vomit more than a human.
An elephant would vomit more than a mufallo, but not as much as a thrumbo.
Quote from: Thirite on January 03, 2017, 01:38:33 PM
Port RimWorld to mobile and make it F2P with microtransactions. Only 99c to get a new colonist or send a trade caravan to your colony! Buy 250 in game silver for $5, 500 for $7.50, or 1000 for $10 (best value!). Of course ask for all phone permissions the game would never actually need on install for all that wonderful data harvesting. Invite your friends to try RimWorld mobile edition and get a free colonist!
Oh god, just thinking about this possibility makes me physically ill...
Giant insects reproduce at the rate of actual insects
Even Faster than chicken. ?
Plague of locusts incident.
A horde of flying insects descends on your colony, eating all your outdoor crops and every other food-bearing plant on the map. The incident ends in a couple days, leaving around a fair number of dead locusts around, which you can pick up and cook/eat (with the same mood debuffs as insect meat).
Not actually convinced this is a bad idea, now that I type it out.
Me neither, even dialed to eleven it still sounds awesome ..
why leave behind locusts ?
and why should the only eat plants ?
a swarm of locusts appears .. they will eat anything and through anything not made from stone or metal ..
Bionic body parts, because then we could have:
bionic manhunter wargs,
a thrumbo with a painstopper,
a chinchilla with power claws,
an elephant with scyther blades instead of tusks, and tusks sold to fund the operation,
a turtle with bionic legs,
a labrador with bionic eyes,
a husky with bionic arms, to chase down cats running up trees,
a mufallo with bionic humanly eyes, looking too adorable to be killed, except for colonists with Psychopath.
It goes without saying bionic parts should randomly appear in wild animals, just like with humans.
Replace the frag grenade's throwing sound with "FRAG OUT!!!"
Quote from: XeoNovaDan on April 05, 2017, 04:37:26 PM
Replace the frag grenade's throwing sound with "FRAG OUT!!!"
Replace all weapon sounds with Children making the sounds.
All hit and wound sounds should be replaced with painful cries from war movies.
Also the operation sound, and all wounded pawns should constantly make hurt sounds. Except when unconscious.
For added realism in Intense-and-higher difficulties, when performing surgeries the game should just drop you into a running instance of Surgeon Simulator 2013 (now bundled with and required for Rimworld to run). Doctor medical skill determines the sensitivity of the hands for tool manipulation.
Whenever a colonist fires a shot or a burst, he should yell "Reloading!" or "Can't you see I'm reloading ?" like in Killzone Killing Floor.
Quote from: b0rsuk on April 06, 2017, 02:24:00 AM
Whenever a colonist fires a shot or a burst, he should yell "Reloading!" or "Can't you see I'm reloading ?" like in Killzone.
Better yet, give them entire dialogues taken from different combat games.
When you select them they yell out "AWAITING ORDERS" or "STANDING BY"
Whenever you give a move order, they yell "MOVING" or "GO GO GO"
Whenever they get hit they yell "TAKING FIRE"
No. Killing Floor 1 is easily the most obnoxious.
This forum needs a "report min-maxer" button. After enough reports, people marked this way would have their savegames removed so they can repent and appreciate the delightful stories produced by Rimworld.
Make each colony playthrough divided into arbitrary Chapter I: subtitle 1, Chapter II: subtitle 2, Chapter III: subtitle 3 etc. Like in a Quentin Tarantino movie.
Make half of incoming colonists have black skin. Instant Academy Award (Oscar). Make half of them Jewish as well. Another Oscar.
Quote from: b0rsuk on April 10, 2017, 05:06:11 AM
Make each colony playthrough divided into arbitrary Chapter I: subtitle 1, Chapter II: subtitle 2, Chapter III: subtitle 3 etc. Like in a Quentin Tarantino movie.
Make half of incoming colonists have black skin. Instant Academy Award (Oscar). Make half of them Jewish as well. Another Oscar.
Chloe progresses Slowly in Numbers, Randy Jumps Randomy to Numbers ( just like some Tarantino Movies )
And Cassandra tells you when your Colony has reached the FINAL CHAPTER.
How would that Oscar be presented then ?
And Building a Space Ship aka. the Happy Ending should half the chance of winning said Oscar.
All colonists should have a "plumbob" over their heads which indicates their mood. The plumbob would be red when they are unhappy, such as when their bladder is full and they've not been able to watch TV. The plumbob would be green when they are happy, such as after a trip to see the Llama's play and making woohoo with another sim, err I mean colonist.
Replace the heads of everything in the game with the Internet Trollface.
Allow Dwarf Raiders to spawn from any overhead mountain tile.
You know because if people complain about how bad insect are the solution is to give them something else to complain about.
oh and follow up suggestion, introduce facial hair to the sprites
New research technology: make rivers flow uphill.
Tynan look we see your trying. But there's a much better idea than coming up with content. Have a child and make them do all the work.
Take the 5 posters who posted the most in this thread and put them in charge, adding their ideas to the game.
Require specialist tools for all jobs.
Want to mine? Need a pickaxe. Want to cook? Need at least a pan, with bonuses for pan, spatula, knife, etc.
Want to construct? Need a tape measure and at least one other tool dependent on the material and type of construction.
Hauling takes a dolly. Cleaning takes a broom and dustpan.
Growing takes a shovel and a hoe. And so forth.
Make the player manage the tools through the outfits menu. Or force-assign tools for every task. If a colonist doesn't have the right tool, he'll skip over any assignment for that job without alerting the player.
Bionic parts should stop functioning in solar flares. Like they should go to 0% capacity.
Quote from: minimurgle on April 12, 2017, 07:28:17 PM
Bionic parts should stop functioning in solar flares. Like they should go to 0% capacity.
Solar flares should be reworked. For most objects currently disabled by them, when a solar flare hits it should break, requiring the installation of new components to function again.
Quote from: Jovus on April 12, 2017, 10:00:49 PM
Quote from: minimurgle on April 12, 2017, 07:28:17 PM
Bionic parts should stop functioning in solar flares. Like they should go to 0% capacity.
Solar flares should be reworked. For most objects currently disabled by them, when a solar flare hits it should break, requiring the installation of new components to function again.
Why stop at needing a few components. It should explode like a broken turret.
To counter the rising popularity of fueled production benches, if the above suggestion passes :
every fueled building should have a chance to cause fires in neighbouring tiles and a higher chance at production and refueling failures.
Campfires, Torches, fueled Workbenches and the Fueled Reactor.
Give Randy access to permanent map conditions. Instead of some particularly bad incident, he should have a small chance to slap one of those down, instead.
Examples might include permanent toxic fallout, pawns exploding on death, planetkiller missiles, and the inability to grow.
for the people who hates surprises..
a new feature like minority report. it delays the activation of the event called by the storyteller and gives you a popup notification 3 hours before activating the event.
Quote from: keylocke on April 18, 2017, 02:04:13 PM
a new feature like minority report. it delays the activation of the event called by the storyteller and gives you a popup notification 3 hours before activating the event.
That is, 3 RL hours.
Quote from: Jovus on April 19, 2017, 06:56:08 PM
Quote from: keylocke on April 18, 2017, 02:04:13 PM
a new feature like minority report. it delays the activation of the event called by the storyteller and gives you a popup notification 3 hours before activating the event.
That is, 3 RL hours.
Are Game Pauses added to the calculation or not ?
pauses don't count coz time is paused. a notification popup appears and says :
"buckle up boyos, raiders spotted. eta 3 hours."
so if it says 5pm in-game time, then raiders will appear around 8pm on the same day.
so players can be like, i have a vision of teh futures!
and this applies to almost any random events that are unaffected by player actions. ie : cold snap, heat wave, manhunters, etc.. no more nasty surprises! *gasp!*
--------
i also have another suggestion.
it's called storyteller pro-advisory notification system.
the storytellers will diss you if you play poorly. by checking your progress and comparing it to game progress of other players that are playing in the same difficulty..
ie : haha. you've been playing for 3 hours (real time) and you're still too poor to afford a new slave. wtf have you been doing with your life? git gud. -love, randy random ;D
Quote from: keylocke on April 20, 2017, 11:19:07 AM
pauses don't count coz time is paused. a notification popup appears and says :
To bad .. it would really fit in well with the realtime anouncement :-)
Incoming Raiders 3hs realtime .. Incoming Hive 2hs realtime.
You paused 1 1/2 hours of that time to plan something and micromanage ?
Tough luck bucko.
Quote from: keylocke on April 20, 2017, 11:19:07 AM
it's called storyteller pro-advisory notification system.
the storytellers will diss you if you play poorly. by checking your progress and comparing it to game progress of other players that are playing in the same difficulty..
I think it should be a function of the learning helper, not the story teller.
"With this kind of progress you should switch to Phoebe Basebuilder ... "
Additional comments from the storytellers would be awesome too.
Phoebe "Are you bored yet ? .. "
Cassandra "only 5k wealth more .. "
Randy " I am bored. Let's have some fun. "
A RimCircus that arrives when you've dug out too many tiles under an overhead mountain, and subsequently spawns RimClowns
Quote from: Eric on April 21, 2017, 10:52:26 PM
A RimCircus that arrives when you've dug out too many tiles under an overhead mountain, and subsequently spawns RimClowns
DF-style? :P
Worse ..
Real Clowns :)
put kids on the game, so we would need wait 15 years on the game to control them
If pawns eat food that was cooked more than hour ago in-game they get a -5 "ate cold food" mood debuff.
Turn potatoes into plump helmets.
Allow expired food to rot, ferment, and possibly grow legs if left long enough
Pressing space freezes your pawns. Everything else still moves and their bars still go down.
Mexican Faction - random settlers keeping joining your colony, then after a while they leave with your resources, you like or not they will keep coming until you build the great wall.
Quote from: Rasec on April 22, 2017, 01:21:57 PM
put kids on the game, so we would need wait 15 years on the game to control them
Not a bad suggestion, because I really want this included
Dogs & cats have been mentioned through this post. Here's a few more terrible ideas & suggestions;
*Dogs drag their butts across the ground randomly. Only indoors though & preferably with a pawn present.
*Dogs eat cat/feline poo. Why not let pawns stockpile cat poo so the dogs/canines eat at will. Of course it will cause a horrible mood for any pawn that happens upon the dog chowing down on their kitty snack. Cat poo in stockpiles will cause poor moods.
*Vomit! The only thing dogs love more than cat poo! Anything pukes in an area animals are allowed & a horde of dogs will descend to clean up the mess. Can cause more puking ala Stand by Me.
*Genital & butt sniffing. There's not enough of that. Embarrassed moodlet.
* Dog farts that can clear a room & occasionally send a pawn to the hospital.
* Cats should be able to intermittently lay on pawns faces. When (& if) pawns wake up they should get a negative moodlet.
* Cats can sit & stare at a wall for hours. They'll sometimes hiss & scream at the imaginary object, other times they'll freak the hell out - arch their backs, jump in the air & run for their lives. Pawns who witness this too often will inevitably have a mental break. This may or may not include firing wildly at the offensive wall. Pawns should naturally be given access to 'religious' items like holy water, crystals, sage smudges. These items should have a special stockpile (in front of the offending wall) that grows increasingly more ridiculous & therefore set more pawns off as they have to pass it in their daily activities.
*Ever see the roomba cat video? Imagine an army of cats on hauler bots going into war.
* The Sims has a few great scenarios that would fit perfectly in Rimworld;
The ability to force prisoners to art & craft. If they refuse don't feed them, if they still refuse take one of every pair of organs, escalate til death.
When trading make sure to screw every female pawn there so that in 5 Rim years you'll get Visitors. About 500 of them looking for their fathers & no you can't kill them. They're your children! They'll just sit outside your base calling to their dads. If they die of starvation or injury while there you'll be getting a visit from mum!
Go from base to base on the map & screw all the other pawns to death until you've taken over the world & no one else is left alive.
* Allow for everything to be re-coloured in pastels & glitter. This game isn't nearly feminine enough & I say this as a woman. I want a pink mortar to fire my glitter shells dammit.
* The ability to create a public building like a pub or a wild west style saloon. They can drink, gamble, whore & deal drugs within this space. It can be used as a free standing guest house. They can also be robbed & gun battles can occur. It will be exempt from damage in Raids, etc therefore it can be placed outside the base. Pawns inside will still be subject to death by pub fighting, robbery, etc.
Rename the game to "The Rims"
Quote from: Eric on May 05, 2017, 09:50:37 PM
Rename the game to "The Rims"
Make sure to make all of the really cool/interesting content an expansion pack, and price them each at $40.
Quote from: O Negative on May 06, 2017, 05:03:16 AM
Quote from: Eric on May 05, 2017, 09:50:37 PM
Rename the game to "The Rims"
Make sure to make all of the really cool/interesting content an expansion pack, and price them each at $40.
First it needs to be made into a mobile game with tons of micro transactions
RimWorld: PS4/Xbox One Edition. No access to 2x or 3x speed, just like console versions of Cities: Skylines apparently lacks. Also cap to 30 FPS... UGHHH
Seizure inducing lightning strikes, for both pawns and players.
Quote from: JimmyAgnt007 on May 09, 2017, 02:53:04 PM
Seizure inducing lightning strikes, for both pawns and players.
New defensive building: Strobe Light
Sends anybody in its radius into a painful seizure; only when it's on of course :)
Quote from: O Negative on May 09, 2017, 04:50:20 PM
Quote from: JimmyAgnt007 on May 09, 2017, 02:53:04 PM
Seizure inducing lightning strikes, for both pawns and players.
New defensive building: Strobe Light
Sends anybody in its radius into a painful seizure; only when it's on of course :)
No see, this thread is for BAD and HORRIBLE suggestions... not awesome ones that we want to see.
Necrophile trait, loves wearing deadmans apparel (not what you thought at first!!!!)
Don't know if it was mentioned or not but,
Picky Eater Trait:
-Only eats meals made out of specific items
--8 to mood if not met
-+0 if met
Quote from: giannikampa on May 10, 2017, 01:36:01 PM
Necrophile trait, loves wearing deadmans apparel (not what you thought at first!!!!)
Then add a "Real necrophile" trait, which contains exactly what you thought at first
More focus on gender fluidity and sex-change operations. Also, let us have specific settings related to race, or what colour our colonists have, like what kind of food they can get, or what jobs they are allowed to do.
Chain Letters.
Pass this on to 2 other factions or something bad will happen.
Simplify the game until it's portable on a tablet, then sell access to critical item as DLC.
Change the game's name to Timworld and make every character's name Tim
Anytime you make a large purchase from an orbital trader, there's a 20% chance they just take your silver and run.
Cooks can make "special" meals by adding a unit of smokeleaf (or flake) as part of the ingredients.
Chemical fascination cooks will occasionally make a batch of "special" meals without the player's input or knowledge.
Quote from: carbon on June 11, 2017, 07:10:23 PM
Chemical fascination cooks will occasionally make a batch of "special" meals without the player's input or knowledge.
This is legitimately a great idea
Quote from: Thirite on June 12, 2017, 01:17:01 AM
Quote from: carbon on June 11, 2017, 07:10:23 PM
Chemical fascination cooks will occasionally make a batch of "special" meals without the player's input or knowledge.
This is legitimately a great idea
Vegetable Garden needs a brownie recipe :)
Quote from: SpaceDorf on June 12, 2017, 05:15:13 AM
Quote from: Thirite on June 12, 2017, 01:17:01 AM
Quote from: carbon on June 11, 2017, 07:10:23 PM
Chemical fascination cooks will occasionally make a batch of "special" meals without the player's input or knowledge.
This is legitimately a great idea
Vegetable Garden needs a brownie recipe :)
Chocolate + Flour + Smokeleaf = "Special" brownie
We need to divide Rimworld into two different games. They each cost 60 dollars, and you need both in order to play. People who already have Rimworld no longer have it in their games library. Also give one half of the game to Ubisoft, and the other to EA. Then, once the player finally gets to boot up the game, it turns out that Rimworld's now an asset flip game by Digital Homicide.
Honestly, with all these great ideas, Tynan should just make me in charge of Alpha 18.
Add kebab and option to remove kebab
Add human weight gestion.
If a pawn do manual labor, it will become slim and will need to eat more.
On the other side, researchers and crafters who don't move a lot will become fat, will walk slower and have more chance of heartattack.
Drawbridges !
Quote from: SpaceDorf on June 22, 2017, 09:00:31 AM
Drawbridges !
This is the bad ideas thread. Why are you suggesting something that could be a good addition?
Quote from: Armorpiercing125 on June 25, 2017, 05:46:46 AM
Quote from: SpaceDorf on June 22, 2017, 09:00:31 AM
Drawbridges !
This is the bad ideas thread. Why are you suggesting something that could be a good addition?
I can't help but feel that this is somehow related to how, in DF, you could obliterate things by opening drawbridges onto them...
Quote from: jamaicancastle on June 25, 2017, 12:23:39 PM
Quote from: Armorpiercing125 on June 25, 2017, 05:46:46 AM
Quote from: SpaceDorf on June 22, 2017, 09:00:31 AM
Drawbridges !
This is the bad ideas thread. Why are you suggesting something that could be a good addition?
I can't help but feel that this is somehow related to how, in DF, you could obliterate things by opening drawbridges onto them...
It's actually poking fun at the Mountain Colonies.
Drawbridges are the ultimate impassable doors. So shoot your invaders through embrasures without giving them a chance to ever get inside.
( invaders in DF learned flying, climbing and necromancy because of this )
New trait:
Amateur Archaeologist - "Wow! Can you believe how old this thing is!? I can't imagine ... *snaps* ... Oops!"
(Occasionally goes on 'Artifact Binges' where they will grab any artifact they can get their hands on and wave it around for a bit, eventually activating it with a randomized target)
Allow booking passage with any orbital trader to end the game.
there is a chance that at the beginning of an enemy raid they say "what a lovely place, we'll join this colony in mass instead of attacking it", and so it happens.
Rap Battles.
The loser catches on fire and burns to death in seconds. The winner gets a 2,000,000,000,000+ mood boost.
Also lawnmowers
Allow heavy base music. music causes hearing loss in colonists around it, but provides joy, particularly to chemical interest people.
Music increases chance of nearby machinery breaking down by 50%, due to the heavy vibrations rattling loose nuts and bolts.
also has a chance to make nearby animals go berserk.
Quote from: mumblemumble on June 28, 2017, 01:12:53 AM
Allow heavy base music. music causes hearing loss in colonists around it, but provides joy, particularly to chemical interest people.
Music increases chance of nearby machinery breaking down by 50%, due to the heavy vibrations rattling loose nuts and bolts.
also has a chance to make nearby animals go berserk.
And nearby teetollars or colonists above a certain age.
You know the Zzt event, where your batteries short circuit and burn everything? I think that it's too rare. I say that it should happen at least once a day, with no way to disable via scenario editor. Same goes for blight. Actually, now that I mention it, blight should also affect harvested crops, where you lose a majority of your potatoes, rice, etc. after a blight. While we're at it, it should also affect meals with plant matter in them as well. And electronics ought to break down immediately after you replace the components within. You know what, even non-electronic devices ought to break down. Yeah.
Your version of the blight is for the weak.
A true blight would target humans and make ~80% of your colonists blink out of existence without any warning.
Necromancers like in DF whom can ressurect fallen raiders and often come with their own zombie armies.
Quote from: Eric on July 09, 2017, 03:59:41 PM
Necromancers like in DF whom can ressurect fallen raiders every corpse and severed body part on your map and often come with their own zombie armies.
if you say like in DF ..
( and yes I mean the special loot stockpile next to the hospital. )
a jumping puzzle
Quote from: O Negative on January 05, 2017, 01:22:06 AM
Add an event in which you've somehow angered Zeus, causing staggered lighting strikes on all of your colonists.
This.... This is gold. please tell us more I like this, ANOTHER!
Doors work well. Lets change this!
Sometimes doors can get jammed and stay the way they are!
Want to go back in, because a manhunter pack comes in! Ohh the door didnt close?
Want to go into to the hospitel to help your wounded pawn (which fight off a manhunter pack). Darn, the door jammed!
Make a small notification "Please call the maintenance man".
Pawns should have the chance to suffer from PTSD (Post Traumatic Stress Disorder) after each fight/raid. No notification is given that the pawn has PTSD until drafted and a weapon is used within 200 tiles of their location.
Results could vary from attacking your other pawns to charging into hand to hand combat with the closest opponent to going to hide in room mental brake.
Someone says "We need Bones as material"
We already have corpses. Lets make walls out of them!
After they decay in summer...
Mine them for bones!
Quote from: Barazen on January 11, 2017, 06:02:24 PM
Insects should have giant "thinking" bugs that spawn when they get a few hives going. These thinking bugs make them actively wage war on your colony.
Dude that's actually kinda awesome.
The Movie Event :
The great Glitterworld Producer Mikael Fjord sets up a movieset on your map to make a blockbuster about 2 Mechanoid Tribes fighting each other on a world populated by humans.
Quote from: SpaceDorf on July 20, 2017, 07:44:49 AM
The Movie Event :
The great Glitterworld Producer Mikael Fjord sets up a movieset on your map to make a blockbuster about 2 Mechanoid Tribes fighting each other on a world populated by humans.
Directed by Steev'n Spele-Borg, or Qristyphor Noulyn.
Also, how about a mechanoid that transforms colonists into cyborgs with it's stare.
make the game multiplayer, drop any pretense of story or single player value and ignore the fact that lots of people are perfectly happy being antisocial and still enjoy playing games alone. (I'm looking at you, Conan Exiles. And the rest of you know who you are.)
Quote from: Penguinmanereikel on July 22, 2017, 07:37:05 PM
Quote from: SpaceDorf on July 20, 2017, 07:44:49 AM
The Movie Event :
The great Glitterworld Producer Mikael Fjord sets up a movieset on your map to make a blockbuster about 2 Mechanoid Tribes fighting each other on a world populated by humans.
Directed by Steev'n Spele-Borg, or Qristyphor Noulyn.
Also, how about a mechanoid that transforms colonists into cyborgs with it's stare.
Man Dressed Like a Bat.
Childhood : Orphan Child
Adult : Hero the Rim Deserves.
Traits :
NightOwl
Anti-Social
Brawler
Fast Learner
Lvl 20 Melee, Lvl. 12 in every other skill with passion
"HallAkb" belt:
- proper research needed
- other belts recipe plus chem fuel
- weared in the belt slot
- huge explosion on wearer death
(optional solution: can be triggered by player)
Jetpack-Belt!
Need also chem-fuel
The pawn can now "fly" above walls and mountains (we have no z-axe, but its like he can walk everywhere)
Bonus: He sets everything on fire behind him
how are those last two bad Ideas ?
Rimsenal Federation actually has a weapon like this belt
How about when you start with your space-ship you can travel to another Rimworld : IN REAL TIME !
And why only z-levels ?
What about alpha, omega and bajigazillion levels ?
The first n-dimensional game in history !
What will explode first, your processor or your brain ?
Q and Cthullhu not included.
The good idea part: Add computers and computer hacking into the game
The bad idea part: Colonists spend the entire day looking at cat pictures on said computers and nothing ever gets done
OOOHHH!!! Make it so a pack of housecats self tame! They are completely untrainable but if you give them smokeleaf they act SOOOOO CUTE!!
0,0001 % chance of getting a new beginning :
You have barely manage to avoid the accident, now your spaceship can continue its travel across the galaxy.
"Restart"
If enough research is done, your colonists will discover that they are actually trapped in a computer simulation where a secret organization is watching over them and studying their every moves
Or*y event, where colonists come together and *** together.
They all move their equipped gear to their inventory and then everyone tightly around the party spot, and everyone will be "Lovin'" and get an "Attended Or*y" Mood effect and a "Got some Lovin'" Mood effect for every time they did "Lovin'"
This doesn't violate the forum rules does it? I tried to keep it as SFW as possible by censoring inappropriate words.
Add all the vitamins as their own individual needs. Vitamin deficiencies caused by a lack of varied diet will lead to various diseases/illnesses; a great way to force the player to create a variety of food and prevent min/max farming gameplay where everyone is just using the same crops! Also, the vitamin D need should heavily rely on sun exposure :)
Building on the component bench idea somebody posted in an actual thread: different types of components. None of this "oh, you can mash together wires, motors, and circuit boards any old how and have it work". Nope, each individual type of component is tracked separately, and the types recovered from mining or breaking down items is random. (You can choose which ones to produce from the component bench, though. I'm not
that cruel. I'm also not cruel enough to suggest that you need, say, different gauges of wire or resistors... or am I?) Instead of being constructed, tools for your workbenches need to be smithed. Separately. Basic research benches require a supply of paper and glass...
Quote from: Penguinmanereikel on August 07, 2017, 05:02:55 PM
Or*y event, where colonists come together and *** together.
I'd be down for a mod that added a little geographical variety to Lovin'. Call it
Looking for Love in All the Wrong Places.
When you launch your spaceship, you have now 5 % chance to crash on the moon and to be forced to repair it in a moon map without oxygen.
[attachment deleted by admin: too old]
All mental breaks ought to be removed besides berserk and set fire. Also, abolish the pyromaniac trait and instead make everyone capable of setting fires during mental breaks.
Create the Rabies, a disease which can be transmit by close combat wounds and turn immediately any animal or human in a permanent berserk mode !
Quote from: NeverPire on August 09, 2017, 03:09:02 AM
Create the Rabies, a disease which can be transmit by close combat wounds and turn immediately any animal or human in a permanent berserk mode !
Create the Rabies, a disease which can be transmited
undetected by close combat wounds and turn
immediately any animal or human
with a few hours delay in a permanent berserk mode !
Manhunter Events carry this disease and wild animals randomly.
More fun when the berserkers show up inside your base.
And to be honest .. I want this in the game.
as soon as all the 7 needs bars are at max together, pawn insta dies for "too much happines"
Remove Rimworld from Steam.
Quote from: SpaceDorf on August 10, 2017, 04:32:56 PM
Remove Rimworld from Steam.
Why is it a bad idea ?
I have always play to the non-steam version and it is really faster to start than the steam one.
Because of the shitstorm that will happen ?
I would not mind either .. less stupid questions.
Awful idea : delete the double and triple speed and fix the normal speed as the quarter of the actual one.
I present to thee the ramblings of a sleep-deprived mind:
Add a new type of caravan, the Build-A-Bear caravan. This new caravan only carries highly expensive plush toys that act as sculptures. Colonists, seeking friendship, will buy one or two of these every time one of these caravans passes by. With colony money. After being bought, the colonist will then forms bond with the stuffed animal and sets it in his or her room. Because these toys are the "friends" of the colonists they will become unhappy if their "friends" can't fit in their room. When this occurs, colonists will try to expand their rooms. Violently, with explosives and squirrels.
Praise the Squirrel!
...if you end up with sufficient numbers or sufficiently dense enough concentration of bears there's a chance of a bear hive spawning. A great Build-A-Bear-Queen eventually comes out of the hive and takes control of her minions. She then leads them in an ever expanding and ever more aggressive campaign of hugs and conquest.
If not stopped, your colonists will inevitably die of broken ribs and suffocation.
Builder beware.
Add lootboxes into the game! Make sure to appeal to children that have stolen their parent's credit cards!
Quote from: Names are for the Weak on November 27, 2017, 01:30:50 AM
Add lootboxes into the game! Make sure to appeal to children that have stolen their parent's credit cards!
And make sure to put all quests, trade caravans, and all biomes except tundra behind paywalls! ;D
Customers
love to pay for features in a game they already bought. :) :)
Better yet, sell the game to EA. And get a movie deal, with Michael Bay as director and co-writer.
I haz got bettaur iydia... :'D
Wana seeee stauff liek dis gaem hav a gampleay liek fiesrt peurson shootar liek callll o duttie and survaval gaem were every1 isz playas that tryy 2 kill u n ur clan liek dosze gaems... cuz i liek shooty shooty gaems XD...
.....
OK that was somewhat unintelligible that came out of me. But i what i was trying to say this game to have a spin-off and have FPS style survival like in PUBG and Fortnite and fight out other players who can be wanderers or pirates ( AKA Raiders. ). I don't think that's really a good idea i have made and since i like FPS Shooters ( But mostly old-school ones. ) maybe this can really be a terrible idea i have really made! :)
Remove hands. Pawns can walk around. That's enough.
Quote from: Bolgfred on November 28, 2017, 04:06:47 AM
Remove hands. Pawns can walk around. That's enough.
Remove feet. Have pawns walk on their hands.
Quote from: jamaicancastle on November 28, 2017, 08:50:02 AM
Quote from: Bolgfred on November 28, 2017, 04:06:47 AM
Remove hands. Pawns can walk around. That's enough.
Remove feet. Have pawns walk on their hands.
I thought about that aswell but I think 'no hands' makes more sense as it makes less sense than no feet, okay.
See Hands Commercial (https://www.youtube.com/watch?v=-qMHNFOtjYk)
Ooh, I got one, when a tornado goes over fire it becomes a fire tornado and spreads fire everywhere it goes, a good way to destroy your entire map!
New joy source: add computer into the game. All colonists with no social skill will have a mental break and binge play Rimworld(TM) until their mood is at Happy.
Bonus: will not eat, sleep, or work until mood reaches Happy
Quote from: shaw357 on November 28, 2017, 03:59:21 PM
New joy source: add computer into the game. All colonists with no social skill will have a mental break and binge play Rimworld(TM) until their mood is at Happy.
Bonus: will not eat, sleep, or work until mood reaches Happy
Probably they play Rimworld the mmo, ande never go outside again.
Quote from: Bolgfred on November 29, 2017, 05:10:18 AM
Quote from: shaw357 on November 28, 2017, 03:59:21 PM
New joy source: add computer into the game. All colonists with no social skill will have a mental break and binge play Rimworld(TM) until their mood is at Happy.
Bonus: will not eat, sleep, or work until mood reaches Happy
Probably they play Rimworld the mmo, ande never go outside again.
Even better, make Rimworld a really grindy MMO. Be sure to implement tons of microtransactions, of course.
Available now! Get your favorite pawn's skills to level 20 instantly, just $59.99! Includes bonus muffallo armor, a $10 value!
I Really made a really fun thing.
In mental breaks. When a pawn is tantrum-ing or in a berserk rage.
They will immediately find a furniture. Like a chair or a stool and sometimes rarely a sculpture including grand sculptures.
They immediatly discard their main weapon unless it's a katana or a diamond sword. They will pick them up and use them as weapons. They will use it to beat your poor colonist's head with a (!!MASTERWORK!!) Marble Large sculpture. And also throw them dealing massive damage capable of blowing up a limb for no apparent reason or any logic, and it also damages the furniture that they used to beat someone with or when they thrown the furniture they used. :D
Best Fun Idea Evar!!!!
Have all the colonist need to go pee twice every 24 hours and add toilets in the game. Wood toilets rot, metal toilets are too cold. The ideal toilet is either marble, slate or any of those none metallic resources. Eventually late game you would have a sewer built in which your people could go into as a last resort place to hide when your defenses are breached.
Quote from: Tyrantissar on November 29, 2017, 03:02:27 PM
Have all the colonist need to go pee twice every 24 hours and add toilets in the game. Wood toilets rot, metal toilets are too cold. The ideal toilet is either marble, slate or any of those none metallic resources. Eventually late game you would have a sewer built in which your people could go into as a last resort place to hide when your defenses are breached.
In a mood one
dwarfcolonist built a legendary toilet out of devilstrand with corn as a decoration, having pictures of pistols and fire on it. All craftcolonistship is of the highest quality.
Now, enjoy your cotton toilet!
It's so soft ;D
Another vandalizing mental break : defacing art or place grafitties everywhere that lower the beauty value. Which then has to be cleaned.
Quote from: SpaceDorf on November 30, 2017, 05:30:53 AM
Another vandalizing mental break : defacing art or place grafitties everywhere that lower the beauty value. Which then has to be cleaned.
Which also triggers bad thoughts for having to see it and clean it leading to an endless spiral of mental breaks.
This game should really take some notes out of No Man's Sky's book. From before NMS had any updates of course... Wait - it DID receive updates right? Anyways, give us a massive playspace where everything looks the same and there is literally nothing to do but inventory manage so we can unlock more inventory space to help the unbearable inventory managment become more bearable as we come accross more crap to add to our inventory so we can struggle more to upgrade our inventory so that... *sigh* inventory managment and nothing to do.
Quote from: GARRthePIRATE on November 30, 2017, 10:10:27 PM
This game should really take some notes out of No Man's Sky's book. From before NMS had any updates of course... Wait - it DID receive updates right? Anyways, give us a massive playspace where everything looks the same and there is literally nothing to do but inventory manage so we can unlock more inventory space to help the unbearable inventory managment become more bearable as we come accross more crap to add to our inventory so we can struggle more to upgrade our inventory so that... *sigh* inventory managment and nothing to do.
You did just describe the stockpile system .. :o
rimworld needs quantum stockpile
... and unicorns
...and dancing mood
When a pawn is happy he starts dancing whilst doing whatever he does
...and disco fever
When getting sad, a pawn might start a furious dancing and cannot stop. With bad disco music, he annoys everbody around, and dances until he passes out. Or get shot. Shot by unicorn. With the horn. Which triggered a gun.
A new crop type - garlic.
And after it has been harvested all cooks will continuously keep going back to the stockpile to get more before they finish cooking their meal.
Because you can never have enough garlic!
Quote from: iota_x on December 01, 2017, 01:04:12 PM
A new crop type - garlic.
And after it has been harvested all cooks will continuously keep going back to the stockpile to get more before they finish cooking their meal.
Because you can never have enough garlic!
That would actually be cool if there were also Vampires.
Quote from: iota_x on December 01, 2017, 01:04:12 PM
A new crop type - garlic.
And after it has been harvested all cooks will continuously keep going back to the stockpile to get more before they finish cooking their meal.
Because you can never have enough garlic!
Oh! what about growing human crops?!
Make Rimworld only playable on trinary quantum computers
Add in fidget spinners 8)