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Messages - Suomynona

#1
Ideas / Doormat to stop dirt/sand going into your base
December 24, 2015, 10:43:49 AM
Having colonists unhappy is annoying, but what is even more annoying is dirt all over their bedroom making them unhappy.
Whenever a colonist steps on to a floor, he/she drops some dirt or sand on the floor depending on what they previously stood on. This can add up, and make a room "hideous" even though there is some nice looking furniture/walls in the room.

Now, you might say that colonists that have a cleaning duty can clean up all of the dirt/sand. But cleaning is not as important as something like construction and when you have a lot colonists there is so much dirt and sand going everywhere so quickly that your cleaners can't catch up.
So what if there was a new "doormat" that would stop this from happening. Basically if a colonist is carrying dirt and he or she steps on the doormat, the colonist would stop carrying the dirt. Obviously there should be some bad thing about it like slowing colonist movement speed and maybe it takes a small while for a colonist to wipe off the dirt/sand.

This might just be 100% unnecessary but I think that it would be nice to have.
#2
General Discussion / Removed Missile Item
June 13, 2015, 05:11:36 PM
There was a missile item that was in vanilla Rimworld. It was removed in alpha ~6. I don't think you could actually use the missile item but could someone please explain to me why was this item in the game and why was it removed?
                                   
#3
Ideas / Prisoners and visitors using doors
May 30, 2015, 12:32:30 PM
Maybe someone or some people have mentioned this before, but what if you could allow certain people to go thru a certain door. So you can have an option which allows only colonists thru a door so visitors cannot go inside and interfere with what your colonists are doing in that room (those pesky visitors! :P ). Also if this were implemented in the game, you could have a dining place only for visitors or have a prison where prisoners would open doors reserved for prisoners and go thru doors into there own rooms.
#4
Ideas / Backpacks! :D
May 27, 2015, 02:20:13 PM
This topic is similar to my previous post, but think of this one as an expansion of what I said earlier on.

Backpacks:
They allow your colonists or pawns to carry extra items, perhaps reduce damage from attacks done to the rear of a colonist or pawn and slows wearer down by X% and slows down wearer even more if backpack is full or has items in it. To use an item in a backpack, select the item from the inventory screen and drop it on the ground (only works with colonists, other non-colonist pawns may do this too). To equip an item select the item on the ground with a colonist and click on equip to backpack (other pawns will not do this because they will already have items in their inventory and other pawns that are not your colonists picking items from your stockpile will just be annoying).


These are different ideas that I came up with:

-Knapsack
Is craftable from 100 cloth
Takes 100 work to produce
Deteriorates 1hp per day
Comes in all colours and qualities  allowed by it's ingredients
Can be made by a tailor of any skill 0-20
Has 40 hp and 100% flammability
10% resistance to all types of damage and 12% damage resistance from attacks done to the rear
Medium commonality on visitors from outlander town
High commonality on travellers from outlander town
Low commonality on travellers from pirate faction and attacking enemies(except tribal)
0 commonality on tribals
Allows pawn to carry 2 extra inventory slots (reserved for items + weapons)
Can be bought from space trader (bulk and exotic goods)
Average price is 250 silver and sells for 125 silver
Slows wearer down by 3% (+ 1% for every item in backpack)
It is a cheap and all-round backpack for everyone!

-Fur Daypack
Is craftable from 75 of any animal skin or leather
Takes 110 work to produce
Deteriorates 1hp per day
Comes in all colours and qualities allowed by it's ingredients
Can be made by a tailor of any skill 3-20
Has 30 hp and 100% flammability
8% resistance to all types of damage and 10% damage resistance from attacks done to the rear
Low commonality on visitors from outlander town
Low commonality on travellers from outlander town
Very low commonality on travellers from pirate faction and attacking enemies(except tribal)
Medium commonality on tribals
Allows pawn to carry 2 extra inventory slots (reserved for items + weapons)
Cannot be bought from space trader
Cannot sell to space trader
Slows wearer down by 2% (+1% for every item in backpack)
A backpack made from animal fur.

-Travelpack
Is craftable from 175 cloth
Takes 150 work to produce
Deteriorates 1hp per day
Comes in all colours and qualities allowed by it's ingredients
Can be made by a tailor of any skill 0-20
Has 50 hp and 100% flammability
11% resistance to all types of damage and 13% damage resistance from attacks done to the rear
Very low commonality on visitors from outlander town
Low commonality on travellers from outlander town
Very low commonality on travellers from pirate faction and attacking enemies(except tribal)
0 commonality on tribals
Allows pawn to carry 4 extra inventory slots (reserved for anything that is not a weapon)
Can be bought from space trader(exotic or bulk goods)
Average price is 500 silver and sells for 250 silver
Slows wearer down by 5% (+1% for every item in backpack)
Large and heavy backpack used to carry lots of items.

-Weapons Backpack
Is craftable from 160 cloth
Takes 140 work to produce
Deteriorates 1hp per day
Comes in all colours and qualities allowed by it's ingredients
Can be made by a tailor of any skill 0-20
Has 35 hp and 100% flammability
7% resistance to all types of damage and 7% damage resistance from attacks done to the rear
Very low commonality on visitors from outlander town
Extremely low commonality on travellers from outlander town
Very low commonality on travellers from pirate faction and attacking enemies(except tribal)
0 commonality on tribals
Allows pawn to carry 3 extra inventory slots (reserved for weapons)
Can be bought from space trader(exotic, combat or bulk goods)
Average price is 450 silver and sells for 225 silver
Slows wearer down by 3% (+1% for every item in backpack)
Allows someone to carry up to 3 weapons.

-Synthread Backpack
Is craftable from 200 synthread
Takes 200 work to produce
Deteriorates 0.5hp per day
Comes in all colours and qualities allowed by it's ingredients
Can be made by a tailor of any skill 5-20
Has 60 hp and 90% flammability
13% resistance to all types of damage and 15% damage resistance from attacks done to the rear
Very low commonality on visitors from outlander town
Very low commonality on travellers from outlander town
Very low commonality on travellers from pirate faction and attacking enemies(except tribal)
0 commonality on tribals
Allows pawn to carry 3 extra inventory slots
Can be bought from space trader(exotic only)
Average price is 750 silver and sells for 375 silver
Slows wearer down by 2% (+1% for every item in backpack)
An expensive but very good backpack.

-Hyperweave Backpack
Is craftable from 125 hyperweave
Takes 210 work to produce
Deteriorates 0.25hp per day
Comes in all colours and qualities allowed by it's ingredients
Can be made by a tailor of any skill 5-20
Has 75 hp and 70% flammability
20% resistance to all types of damage and 27% damage resistance from attacks done to the rear
Extremely low commonality on visitors from outlander town
Extremely low commonality on travellers from outlander town
Extremely low commonality on travellers from pirate faction and attacking enemies(except tribal)
0 commonality on tribals
Allows pawn to carry 2 extra inventory slots(reserved for items + weapons)
Can be bought from space trader(exotic only)
Average price is 2000 silver and sells for 1000 silver
Slows wearer down by 7% (+2% for every item in backpack)
Is more useful at protecting someone than it is for carrying items.

These are my ideas so far, it it says a backpack is craftable it means you can create it in the tailors bench. I hope you enjoyed this read and I am looking forward to some feedback.

PLEASE READ: Please don't keep telling me in the comments if any of these ideas are in a mod or in another post, normally someone will post an idea someone else has posted.

[attachment deleted due to age]
#5
Thanks for the feedback!  ;)
Although these items/features can be implemented into the game with a mod, it will be awesome to have these in the actual game itself.
Because RimWorld is kinda like a survival game, I personally thought that scavenging would go with the whole theme.
#6
Hello guys, this is my first post so excuse me if something is wrong.

Ok, first topic:
I know that you can send one of your guys out collect stuff, but there is only a finite amount of non regenerating ( like granite) items on 1 map. So it would be cool if you could send one of your guys to go off the map and come back with some stuff (like real scavenging). You can also send a group of guys if you like. They would come back with some random stuff (like food, metal or even a gun). But they might not always survive. So even if you have mined and collected everything on 1 map, you still have another way of getting stuff. The longer you send a colonist scavenging, the more items he will find. The scavenging skill will be determined by their hunting skill, so you can send one of your nobles to do it (because they aren't that useful). I think that scavenging will be rather useful when you're in somewhere like the tundra. I always find myself running out of supplies like food and it will be nice if there were an alternate way of getting stuff.

Second topic:
Whenever you have visitors or pirates, they can carry items with them (like a fine meal, medicine or silver). It would be good if your colonists would do the same. So normally when you send a guy hunting, he always comes back really hungry and sleepy. But if you make him carry a simple meal, he can stay out there for longer periods of time. You can also send a colonist scavenging for a longer time so you can get more items by giving him more food. You will also be able to give him a sleeping bag, a portable sleeping spot that can be made via the tailor's bench. It would be made of cloth and although the colonist would feel exposed when he is sleeping in it, he wouldn't feel uncomfortable in it (because it's soft). You can give your hunter a meal and a sleeping bag, and he could be gone for days!

I would like it if you guys would give some feedback (support this idea, give constructive criticism etc.)  :)