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Topics - Sion

#61
Ideas / Manned turrets
April 10, 2014, 02:21:01 PM
This suggestion might be a project for Project Armory?

It would be cool to build a kind of larger turret, but it doesn't fire automatically, you have to put 1 (or 2 ) drafted colonists in it for it to work, the main feature with this turret is that you can manually aim it, even at mad squirrels, but the main drawback is that you cant move it.

It would look like this:


Good: It would do a lot of damage, doesn't explode.
Both: Manual target, takes damage when shoot at but acts as cover for the colonist.
Bad: not movable, needs 1 colonist.

bursts? or more like a gigantic shotgun?


In the 2 people version of the turret the second person would act as a bullet feeder/loader.
I'm thinking of this type of gun:

It's hard to find good pictures when you don't know the name of what you are looking for...

Good: medium damage, movable, large bursts, large magazine, doesn't explode.
Both: Manual target, some cover but less than above, takes damage like above.
Bad: medium reload, medium aim, 2 people needed (1 person = 50% fire rate, or something).
#62
Ideas / Drop beacon storage area
April 10, 2014, 01:41:50 PM
Drop beacons have a now have a range to put stuff that you want to sell, I would like them to also place a storage area inside the range, all the way to the edges, so its easy to simply select what kind of stuff you wand to store and later sell.
#63
Ideas / Sun lamp grow radius.
April 09, 2014, 02:32:33 PM
Sun lamps should have the same range display thing that turrets have, but this should display the grow radius.
Possibly with a tiny green nuance.
#64
Ideas / Fast forward until colonists wake up again.
April 08, 2014, 01:42:26 PM
How about a new speed button that lets you fast forward the time until a colonist wakes up if all colonists are sleeping, because there usually isn't much to do when they sleep, except for some planning on what to do next day, but if that already is done, there is just nothing to do more than looking at the colonists in 3x sped while they are sleeping, (sounds kind of creepy  :-[  :P )

The time would go at something like 10x speed (or more if it is possible), until an event such as a message appears or a colonist wakes up, witch would pause the time or set it at 1x speed.
#65
Ideas / Dig down
April 07, 2014, 11:30:21 AM
Before you read this article you might want to read this post first to see how this idea ties into some other ideas:
http://ludeon.com/forums/index.php?topic=2826.0;viewresults

The idea is simple, be able to also dig up and down, not just sideways, this simple idea unlocks a huge amount of options to expand this game.

It's very hard for me to explain the full potential of this idea because the possibilities are so complex, so let me instead give you a few examples of what the possibility to dig down can unlock:

* Colonists could reach their bedrooms faster and have less of a chance to have a mental break on the way there.
* When water is added it would be possible to build moats that would slow down raiders.
* A lever + wire + trapdoor over a 100 meter deep hole = excellent raider trap.
* Collapsing caves could affect higher levels in a chain reaction, (this also have trap potential).
* Silicon crystals could be found at deeper levels, this could be used in computer chips.
* Mods like the Bones Mod could use it to add fossils and stuff in lower levels of the map.
* A mini map would need a height meter (a future idea to be posted).

* Deposits of uranium could be found at deeper levels of the map.
Which in turn unlocks:
** Need special equipment to survive the radiation from mining and handling the uranium.
** Need enrichment plants to enrich the uranium ore to be able to use it in nuclear power plants.
*** Nuclear bombs?

Only your imagination sets the boundaries now!


#66
Mods / Heads upp, I'm going to nuke this forum!
April 06, 2014, 03:44:20 PM
I have once again returned to my computer and I'm here to post... actually I'm going to nuke this forum with ideas and suggestions that I have thought about while I was in our summer house without electricity (that's why I haven't posted this weekend).

I would like to hear your suggestions and opinions about the upcoming ideas, and that's one of the reasons to why I'm making this post, so you easily can track the new posts from here as they are being created.
Another reason is that some ideas are kind of linked together and I can better display that here.
A third reason is that I have a huge amount of posts and only 4-5 hours/day to post them, therefore I would like you to vote here about what suggestion you think are looking most interesting so I can post those first.

Ps. I haven't yet tested the new snapshots so some things might already be implemented without me knowing it.

List of suggestions:
1. Sun lamp grow radius: http://ludeon.com/forums/index.php?topic=2862.new#new
2. Drop beacon storage area: http://ludeon.com/forums/index.php?topic=2879.new#new
3. Trade with visitors by right click: URL
4. Convince visitors to stay: URL
5. Lever + wire = traps: URL
6. Random weapons (mod?): URL
7. Manned turrets (1 & 2 ppl, Project Armory?): http://ludeon.com/forums/index.php?topic=2881.new#new
8. Mini map (with height meter, linked to: 9): URL

9. Dig down: http://ludeon.com/forums/index.php?topic=2835.new#new
10. Silicon crystals at lower lvls (linked to 9): URL
11. Cave ins affect higher lvls (linked to 9): URL
12. The Bones mod can add fossils  (linked to 9): URL

13. Mine Uranium at lower lvls (linked to 9): URL
14. special tools to mine survive (linked to 13): URL
15. Enrichment facilities to refine (linked to 13): URL

I think that was all that I have... for now.
I need to sleep now, I'm looking forward to see the result of the voting tomorrow at about 17:00 (GMT +1)

Ps. I feel that I need to post something now, but I don't have much time, so therefore I choose the sun lamps, its a small post.
#67
Ideas / Rain should wash away blood stains outside.
April 03, 2014, 01:17:14 PM
I think rain should slowly clear bloodstains off the map, because when you are approaching day 100+ it looks like a slaughterhouse wherever the fighting happens, and it really isn't practical to Home Zone the entire map just to clean it.
#68
Ideas / Prisson area
March 30, 2014, 12:49:27 PM
I would like to designate a field in the same way as you designate a growing area, the point of the field is that you can set how the prisoners should be treated by default, and don't have to remember to set each prisoner to eg: Try to recruit + Friendly chat, instead you set the field to that setting ans all prisoners get that by default.
#69
Ideas / Explosive food
March 29, 2014, 06:08:32 PM
Me and a friend were discussing the butchering in RimWorld and the food, and concluded that there shuld be a mod that makes it so a colonist that have eaten too much Boomrat meet should explode when the colonist dies, just like a boomrat.

Why you may ask?
Just for fun!
#70
Ideas / Record macros
March 29, 2014, 03:21:28 PM
This idea comes directly from Dwarf Fortress, there you can record and store several macros that can reproduce repetitive tasks, like designate mining to build bedrooms.
#71
Ideas / Rotating camera
March 29, 2014, 12:41:07 PM
I think it would be awesome to be able to rotate the camera, probably 90 degree, but if it could have other angles too it would be even cooler.
#72
Ideas / Better path finding
March 28, 2014, 03:11:37 PM
There is something weird about the path finding for the colonists, they don't like to take the optimal route to their destination, they prefer the long way, here are a example:
http://rimworldwiki.com/Defence_Tactics#The_Death_Room
I use this room as my entrance to my base and the shortest way is obviously a line straight up, but the colonist always go in a V-shape to the left or right depending on if their final destination is to the right or left of the room.
But when you draft a colonist the path finding works great.
#73
In the overview: http://rimworldwiki.com/Overview

Sometimes I would like to move the whole category for all colonists to a higher priority without having to change it individuality.
For example: Hauling usually have a very low priority, but after a raid I want to dispose of all the bodies as fast as possible and that's why this is so useful.

As it is now I only have 2 alternatives witch both involves a loot of clicking:
Alternative 1: use "Standard mode" (do/don't do) and deselect everything with higher priority than hauling.
Alternative 2: use "Manual mode" (1-4) and give hauling priority 1 or something.

This would allow me to use "Standard Mode" more frequently than I do now, because this problem gets exponentially more tedious the larger colony you have, and the ability to slide the categories sideways would help a lot.

Another useful thing to add would be to be able to mix "standard mode" and "Manual mode" so some colonists with simple functions can use the "standard mode" and some that require more complex management can use "manual mode".
#74
Ideas / The comms console needs a receiver dish.
March 28, 2014, 01:43:53 PM
What I find little unreal is that the communication console can communicate with spaceships, especially when the console is inside the middle of a mountain, sure it is in the future... but still.

I suggest that the console also needs a communication disc (size suggestions?) and the disc must be placed outside or at least without a roof over it, so it has "line of sight" to space.

This would make a communication console somewhat of a late game trading,
for early trading I suggest walking traders: http://ludeon.com/forums/index.php?topic=2704.0
#75
Ideas / Walking traders
March 28, 2014, 01:37:43 PM
Instead (or in addition to) the comms console (late game trading) there could be walking traders (early game trading) that visits your base (yes, I have played Dwarf Fortress), the Launch pad could serve as the trading area that the traders try to path find to and you trade as usual but selects the trading person instead of the comms console (this probably means "tiny amount of code to rewrite").

Some neat effects of this:
* Maybe it can be used in multiplayer?
** Like select one or more colonist and send them on a trading mission and they walk out of the screen, and eventually return.
* The trader AI need to haul the goods that they want to sell and buy, so they cant bring much.
* The traders could possibly use some sort of vehicle to increase hauling capacity.
* You can see how the traders look.
* The traders don't have to be human...
* The slave trader can have the slaves follow the trader in a chain or something, for added realism (with a chance to escape?).
* To receive slave traders a prison needs to be built in the trading area?
* The traders can be killed by raiders (penalty for this?).
#76
If I crashed on a remote planet because the ship I was traveling with had been destroyed somehow then I would probably want to go home again, and this is how I would have done it.

With the current Rimworld technology it is possible to build a communication console, and I would think: "Hey I can order stuff from here, then I can also send a SOS message to the trade ship and ask them to either bring me along or send rescue for me", in the worst case I could even sell myself to a slave ship, especially when like 90% of the colony are dead and a huge raid are coming.

If it is impossible to talk directly to the ship and you for some reason are restricted to only send and receive items, I would take one of the metal and use a sharp corner to carve "SOS Send rescue to: <coordinates>" in every potato I sell, and everything else like medicine boxes, but I probably don't know the exact coordinates, but I must know from where I started and probably where my final destination is, so then I would use those instead, or the ID number of the destroyed ship I was traveling with, I mean there must be a police somewhere that eats potatoes and would be little curious when he sees the message on his dinner and would start a investigation.