Your Cheapest Ideas

Started by Tynan, October 09, 2013, 12:17:07 AM

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HelpzTePoopies

Batteries give a projected time till depletion, so that you know when you need more generators.

HelpzTePoopies

Also put ETC's on work projects in progress for things like smithing.

isRyan

Wine that gets better with time, giving a better mood but the more aged the wine is.
Other spirits like rice wine, potato vodka, and corn whiskey would be great too.

seriously how am I supposed to make a western saloon without a stock of whiskey in back?

Bagelblues

Cooking Animals On Campfires with items such as cooked rabbit. ;)

duien

I would love to be able to build some sort of walkway that crosses mud or shallow water. Maybe something like elevated stepping stones or an old-west style sidewalk made of boards. Seems like it could be a special case of floors.

My most recent colony is built in a valley around a series of small lakes. It makes for a pretty map an a fun building constraint, but the mud slows down movement too much and I want to avoid draining the lakes while drying it.

hector212121

A notification when a power grid doesn't have enough production to meet consumption, perhaps? At least with stable power like geothermal and solar; wind is probably too random to account for.

MuffaloSoldier

I know I can use comma and point on the keyboard (,.) to select the prev and next colonist, but for mouse only users this would be an obvious and easy option to cycle through colonists:




SpaceDorf

Well this previous post is perfect for my Idea.

In addition to change the Nickname of the Pawn.
Please let us change his job description or add a new one.
And/or let it change over time depending on the developed skills of the pawn.

In the previous example. All I can change is the Name "Blitz" but he will always show up as engineer ( especially in the work overview ) even if he is the dedicated cook or artisan of the colony.

Not only would it be great for the story.

Once he was John "Blitz" Doe, a lowly Spaceship Engineer.
But on the Rim he became John "ThrumboBlitz" Doe, renowned Inventor and Thrumbo Hunter !

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Grimwind

We have an operation button on pets that allow only euthanasia.
How about a more common operation: castration for male and sterilization for female animals (well, why not humans as well?)
This will enable another option of making sure how many animals you actually get.

If you list in in the health tab instead of part of the name, you can get a sterilized animal from shady traders at random. Nice story option for the AI.

b0rsuk

The tooltip for "Night owl" trait should say what hours they like and dislike.

It is possible to take a weapon from equipment rack and deposit a weapon in equipment rack. But you can't priorotize to exchange a weapon with one on equipment rack.

Supert

#3265
Turns out that old good Mood system and new good Relationships become pile of crap if mixed together. Berserking Sappy, Defector just killed his single son by bare hands. Why? Because his wife and his mother attacked my colony last time. Family business, I guess. I would like to capture them alive, but war is a war. So his life now is pretty simple: beat someone, get beaten, heal up, repeat. I simply have no way to break this cirle caused by total -39 mood modifier. All I can do is wait 1 season 9 days to pass.

So, I think any of these would be good way to fix the problem:

1) Non-crippling weapon. Tazers/stun batons/shockers. Has some chance to knock target unconscious/stacks health condition with each hit until target is uncoscious.
2) New 0-mood conditions. "Attempt to suicide" - colonist walks away from colony, makes himself bleed and incapable to walk. "Vandal" - attacks objects instead of colonists. Both of these don't threat other colonists, but make player's life tough. Just in other way.
3) Does age rating of the game allow drugs? Some tranqs/sedatives could be handy. They could grant neutral mood (like during mental breaks), affect consiousness and manipulation and cause addiction.

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dirkleton

Choose the throw direction for horshoe pins. I'd like to see my pawns play vs on the horshoe field I set up.

Selvek

"Intimidated" mood buff - after I've knocked out my colonist for the 12th time after they break, maybe they're scared enough of getting surrounded by 5 guys with clubs to avoid going on a violent rampage again?

(I mean, ok, I get you're upset the guy refused your marriage proposal, but seriously, 12 violent breakdowns in a row?)

Selvek

"Compact florescent" research which allows lower power lightbulbs.  Also, ceiling lamps (act EXACTLY like standing lamps, but doesn't offend perfectionists when placed in the middle of a 1-wide hall.)

Wooden vent (possibly stone as well).

Animals with masters will not follow the master outside the allowed animal area.

"Prioritize nearby jobs" or "prioritize jobs in area".  So that you can prioritize building the whole wall in one go, rather than manually prioritizing every section one at a time.  This one might be a little complicated for this thread, not sure.

Supert

I guess this is more of bug report rather than actual suggestion but constructors should check tiles before step on them. See screenshot below, poor James had 5 safe tiles to build from, but he said "who need safety rules" and then things happened.

Since pathfinding works just fine, I guess you have separate method to determine tile to build from. My guess you just take first/closest walkable tile here but you should check tile path weight instead.

Actually, after a second look I think he got trapped when he tried to cut down a tree.

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