Your Cheapest Ideas

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

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ToXeye

Autodoors should be accessible through a security terminal, effectively creating a way to control enemies. A bit like the FTL door control room, but for the autodoors.
Features everywhere!
e_  O:
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skinicism

Boaratary (a hybrid between a boar, rat and canary) speculation gear to let more settlers sniff out gas pockets and cause high-impact collision vibrations in surrounding rock to better prevent cave-ins.

Shian

Tiny thing, but I noticed when colonists visit graves, they seem to just visit random ones. Wouldn't it make more sense if they visited their mate or friends? I know the game still tracks that stuff.

Pax_Empyrean

Make colonists (the easy change) and warm-blooded animals (little more work) a minor heat source when indoors. Now you've got players huddling their colonists together in smaller rooms if they need to keep warm.

Jonofwrath

Quote from: Pax_Empyrean on July 27, 2016, 06:40:58 AM
Make colonists (the easy change) and warm-blooded animals (little more work) a minor heat source when indoors. Now you've got players huddling their colonists together in smaller rooms if they need to keep warm.

"The human body generates more bio-electricity than a 120-volt battery and over 25,000 BTU's of body heat." - Morpheus.

9ofSpades

Animal Troughs so you can organize food for them without them eating your cooked meals or growing crops!

Bullet casings as a ground litter graphic, it would add a nice visual to combat.

Canondeath

i have two ideas:
First is to make a Zone that notify you when a carnivorous enters the zone.
That is something i wanted in the game for so long, i just hate losing animals and colonists to starving bears, etc cause i just didn't saw them!
If more time is invested it could be made into a animal detection Zone for chooseable animals, which would for example tell the player if any animals you want to tame wandered close to your colony and so on.

The second one is a performance inprovement for maps with lots of animals. When you start the biggest map i normaly play with around 30-35fps
in speed 3 mode, but when the night begins and all the animal start their sleeping animation the frames drop to around 12-18.
I am not sure if it is the animation itself or the ZZZ above the sleeping animal/colonist but there is no other thing that could cause the fps drop.
A way to change this is to slow down the animation/ZZZ or make a seperat animation for the different speeds(wich would be way more work).
This is a issue on smaller maps with lots of animals as well, but the difference is in fps is not as bad.

SpaceDorf

Make a visual overlay to show which areas are actually roofed.

Sometimes it is really hard to tell.
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.
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Foodle

The ability to bind extra mouse buttons, currently it seems limited to keyboard keys only.

Pax_Empyrean

I'd love an option to make a grid overlay over the screen.

Also, being able to lay out a farm plot covering only rich soil without having to go over every square and trim the edges would be good. Either that or just make it so the indicator that tells you what kind of soil you're dealing with is visible even while laying out planting zones.

buttflexspireling

I would like there to be more wedding(or funeral)-based mining operations
in Rimworld to allow companies of settlers to essentially risk nothing while on the hunt for resources.

SpaceDorf

I would like to have a overview over electric production and usage.
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

iskillzi

Flippin' Coolers!

It'd be nice if we could change the heat/cool direction to make coolers more like air conditioners thus removing the need for heaters, and by change the direction I mean literally an option to change the cool/heat directions. Or maybe just add an air conditioner as a cheap research option of 150-300 research points and potentially add a higher power consumption to offset the lower metal cost due to not needing to build both a heater and cooler.

b0rsuk

#3328
More room types
Currently room system recognizes 10 room types:
laboratory, barn, kitchen, workshop, hospital, bedroom, prison, dining room, barracks, rec room.

It could also recognize:
- food storage (has a stockpile with lots of food)
- freezer (like above, but low temperature due to coolers..not ambient temperature)
- greenhouse (has a sunlamp and a growing zone on soil)
- hydroponic garden (has a sunlamp and hydroponic tables)
- garden/farm (has a growing zone on soil and is unroofed)
- ?? (has hydroponic tables, no sunlamp and is unroofed - this works fine in deserts)
- storeroom/warehouse (has a stockpile with lots of wealth in items on the ground and doesn't fit any agove category)
- tomb (has a sarcofagus)

When pawns haul items to stockpiles, instead of saying things like "Hauling corn to stockpile 6" they could say "Hauling food to freezer". Alternatively, stockpiles could take their default names from the room's role.

By the way I still think the room system is a dud. You need way too much effort to make colonists notice. The bar is usually too high. Maybe requirements could depend on the room type ? A barn with a sculpture would be more impressive than a dining room with a sculpture ?

Quote from: SpaceDorf on July 27, 2016, 09:08:02 PM
I would like to have a overview over electric production and usage.
Click on a conduit or a battery. The first number is production. It only doesn't work if you have two separate conduits.

SpaceDorf

Quote from: SpaceDorf on July 27, 2016, 09:08:02 PM
I would like to have a overview over electric production and usage.
Click on a conduit or a battery. The first number is production. It only doesn't work if you have two separate conduits.
[/quote]

I know that. But this number is allready the combination of production and usage.
But it does not tell me how high my production actually is, nor how high my consumption is and how long my batteries can
supply energie in case of an emergency ..

So yeah :)
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