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Messages - zeebo76

Ideas / Re: Zeebo's ideas
December 27, 2020, 12:00:15 AM

1:  Training animals to be pack/caravan animals.

Though not every animal would be able to be trained this way, I think that needing to actively train your animals for them to be able to carry weight on a caravan would add yet more depth to animal training in the game.  Ideally, this ability would be trained AFTER the "Haul" ability for any given animal, so for some animals it would be easier for them to be pack animals since they don't have a "Haul" ability anyway.  You'd just go straight from some earlier skill, to the "Caravan" training skill.

For instance, if I tamed a muffalo, I wouldn't be able to immediately use it as a pack animal like I currently can.  There would need to be prep work, just like there's prep work to ensure an elephant can defend its owner or haul goods around the map.  BUT, training a muffalo to be a caravan animal would likely be much easier than training an elephant to be a pack animal, since it has less prerequisite training requirements.

2:  Pawns/animals that are picked up and carried by another pawn should show up in that pawn's "gear" tab.

I've noticed that I occasionally want to see what the stats of a certain creature or human are while they're being rescued, but there's literally no way to do that.  With the fact that they're being carried by another pawn of some sort, it would make sense that they'd show up in the "gear" tab just like if a pawn is passively carrying a lance of some kind.  This would allow a player to check a rescued pawn's stats while they're being carried.
Ideas / Re: "Dirty" and "Clean" traits for Colonists
December 26, 2020, 11:47:12 PM
Ideas / Zeebo's ideas
December 26, 2020, 11:46:54 PM
I realize that the developers no longer actively use the "Ideas" forum as a utility for their game due to people being crappy and potentially filing stupid lawsuits.  HOWEVER, I ALSO realize that it's quite probable for a dev or two to occasionally peruse the Ideas forum just to see what's up.  Even though they can't officially take ideas from someone, the fact that someone's mentioned an idea doesn't mean that if it's implemented in the future it came directly from the player who suggested it - after Tynan posted what he did about not using this forum for that purpose anymore, said player wouldn't have any legal ground to stand on.

I enjoy playing the game as the developer intended it, and mods oftentimes add a facet to gameplay that alters that intention.  So while my suggestions can certainly be used by modders to create mods, somewhere deep down I really do hope the developers might find something useful in what I say, because I really love what they do and simply hope that I can offer something new for them to chew on in the future.  I like playing vanilla Rimworld - it's difficult, it's sometimes stupid, but modding the game to hell makes it feel...  I dunno - it can quite easily become a cakewalk, and plus with my garbage computer it can easily become unplayable.

With all that being said, I want to reiterate that I understand that the devs don't use this forum for drawing ideas anymore - not officially - it's just my hope that some nugget of what I post here sparks an idea in them that makes the game better.  :)

Edit:  This post will become my new repository for ideas!  Everything new I think of will be posted here in an edit, so if you like what I think of make sure to check back from time to time.  I realize that by making individual posts each time I have an idea it clutters the forum up a whole lot, so I do apologize, and I'll keep from doing that in the future!

SECOND EDIT:  All of my old posts will be added here as well, to provide a centralized reading location.
Ideas / Animals run away when shot at
December 26, 2020, 11:40:00 PM
Wild animals are normally extremely skittish - to have them simply wander around some more when they're barely being missed by a hail of gunfire doesn't make much sense.
Ideas / A "Caravan Gathering" spot
December 26, 2020, 02:09:17 AM
This is pretty simple as well.  It would be a simple piece of furniture, like a crafting spot or a wedding spot, that would set the location a visiting caravan would gather at when waiting at your colony.
As far as I can tell, the performance of the doomsday launcher versus a mortar-launched antigrain warhead is essentially the same.  Changing the name to "Antigrain Launcher" would give a player an easy way to determine the performance of one based off the performance of the other if they've never used the other kind before.

This one's just a personal preference.
Ideas / "Dirty" and "Clean" traits for Colonists
December 26, 2020, 01:50:15 AM
This is a simple suggestion.  A pair of traits that either increases or decreases the amount of dirt/trash a pawn leaves behind wherever they go, in addition altering how a given pawn feels about dirty/unsightly areas.  It wouldn't impact things much with only one or two dirty pawns, but with a LOT of dirty pawns a colony would quickly become very ugly for other pawns to look at.

A clean pawn would get increased debuffs from ugly environments (which mostly equates to how much trash is on the ground), and dirty pawns wouldn't care as much.
I think that colonists playing instruments should be able to give different levels of mood boost based upon their artistic/intellectual ability.  There wouldn't be a mood debuff possible, but if someone with significant artistic or intellectual ability happens to play an instrument, it would be nice to see even larger, and even potentially lasting, mood boosts based on that.
Ideas / Low rest should reduce consciousness
December 21, 2020, 02:20:04 AM
Having someone who could pass out at any second working just as hard and just as efficiently and with the same level of quality as someone who just woke up and is fully rested makes no sense!  Low rest should result in low consciousness, which would in turn result in slow work and shoddy results.

There could be a pair of traits to increase/decrease the effects of low rest.

This mechanic would serve to realistically increase the difficulty and promote quality treatment of pawns.
Ideas / Different materials for Vents
December 18, 2020, 03:47:45 AM
I'd like to be able to make stronger vents for temperature stabilization.  It's a useful thing to have, but with only 100 hp it can sometimes make for a huge weakspot in a structure.  Making plasteel doors doesn't really feel useful when there's a weak little vent just waiting to be busted through...

A potential solution is to allow for the creation of vents out of different materials - specifically, anything but stone.

It's a pretty simple idea, but being able to make plasteel vents for example would really fix some base design flaws inherent to the game.
Ideas / Refrigerator (Furniture)
December 18, 2020, 03:45:49 AM
I think a useful item to have would be a refrigerator.  It would be a simple 1x1 piece of furniture, able to take a single stack of items.  When connected to power it would either freeze (0 degrees C) or cool (5-9 degrees C) the stack of items designated to be stored within it, additionally keeping them from deteriorating.  Freezing and cooling would draw different wattages.

Essentially, it's 1/2 a shelf that draws power and keeps things cool or frozen.

This would be useful to keep meals in areas that would otherwise have difficulty in transporting meals to, or would be difficult to install a full walk-in freezer near.
Ideas / Mood buff for overcoming an addiction
December 17, 2020, 12:36:31 AM
In real life it's very triumphant to finally kick a terrible habit, and I'm absolutely sure colonists in Rimworld would feel the same.  Someone who has overcome an addiction (including the withdrawals) should reasonably have quite a mood buff for quite some time.  After all, they've spent the last few months suffering in one way or another...
Ideas / Adding a "raincoat" item
December 17, 2020, 12:24:26 AM
It would function like a Duster, but with less temperature buffs in exchange for completely removing the "wet"/"soaking wet" debuffs you get from rain.  Any colonists wearing a raincoat would never suffer a rain-related wetness debuff.
Ideas / Make a 1x3 marriage spot
December 15, 2020, 05:07:28 PM
Title says it all.  It's for those of us who like our odd-numbered widths in our rooms...

ALSO, show what side of the spot people will gather on when a marriage happens!  I had them all smash up against a wall rather than in the middle of my nice fancy throne room because I had accidentally turned the spot the wrong way, and there's no indication!
One of the things I dislike in vanilla Rimworld is how colonists will use ANY object available to them within a certain radius.

For instance, if I place a table and chair in a prisoner's room with the intent of giving the prisoner somewhere to eat, my own colonists will inevitably eat in that room at some point.  Apply this to any table/chair or joy/recreation object placed in any room, and you have a recipe for long treks to a centralized enjoyment location that can easily waste working time in your colonists' days.

I think a solution would be to add a specific permission, called "Room-occupied only" for usable items (think TV's, Game-of-Ur boards, chess boards) in any given room with a bed in it.

This permission would give the player the option to allow only the colonists who own the bed in the room these usable items reside in to use those items.

Say I have a colonist named Joe.  Joe has a bedroom with a single bed in it.  I give him a table and a chair to eat at, and a TV to watch in case he's hungry or wants to have a little solo recreation time.  Setting those objects to "room-occupied only" mode would limit their usage only to Joe, who has a claimed bed in his bedroom - the same space the chair and TV are in.  Anybody else would need to find somewhere else to eat/watch TV at - perhaps even their own rooms, with a "room-occupied only" permission for themselves.

This would also apply to colonists who share a double bed, or colonists who live in a barracks together.  ANY colonist with a claimed bed within the space these usable objects are in can use the objects that are set to "room-occupied only" in that same space.  Married couples could have their own chessboard, soldiers in a barracks could have a barracks TV and a barracks dinner table - all to themselves.  No colonist would decide to go watch TV all the way across the map anymore.

And perhaps most importantly...  You could put tables in prison cells so prisoners no longer get the "ate without table" debuff, and at the same time you can keep your centralized cafeteria for all your other colonists.  No more eating at random tables, and a quick and easy way to make breakfast for a starving colonist very fast (they just hop out of bed and eat at their own table), without the weirdness of anyone barging in and eating at their table at any time throughout the day.

Anyway, that's my idea.