Your Cheapest Ideas

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

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ShadowDragon8685

Slowing down people who are dragging others is not a bad idea, as long as the person doing the dragging is able to stabilize the other (IE, have their condition not deteriorate) for as long as they're being dragged.
Raiders must die!

Mystic

A pair of new possible character traits:

Energetic: shorter sleep times, and as a result is able to work more hours of each day
Listless: longer sleep times, and as a result must work less hours of each day

Commander Beanbag

In case this thread is still being checked, here's an idea!
Add an xml flag to either 1. body defs 2. possibly a medical recipe - that allows a prosthetic, implant, etc. to not replace or disallow implants on child parts.

BinaryBlackhole

Mechanoid hive a variation on the crashed ship part slowly spawns mechanoids for forever but no effect on morale long term the mechanoids will slowly expand this is more of a time based one also hive starts with 4 centipedes and 4 scythers emp weapons will reset the hives mechanoid production rate.

DDcall

First I have to say: This game is so awesome!

It's really fun in fight, especially fight with giant robot Centipede!
then Idea just come out. I wonder if these feature will happen in future:

-Body Part : more robot part maybe?
-Build Robot (need RESEARCH first) : that can allows colonist to build robots (with new Table?),  which have different types. Like MinerRobot or
                                                        GuardRobot.
-New Race -Dwarf : They will rob your silver and gold. They can join your colony if you capture them.

SimpleLogician

I would highly recommend making the trading screen a little more obvious as to what you drag to buy or sell. I would also like to see a "Buy all" or "Sell all" option. Possibly the ability to type in the amount I want to sell. If I've got 2000+ cloth to sell I don't want to wait for forever selecting them to be sold.

ZephyrSly

#1236
A 1x1 table would be cool, maybe for ultra-small prison cells or for other uses.
SHOOGER, LOTS OF SHOOGER. AND BLUE MALK.

Grey_Mako

The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.

Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died

/game

You can image how much this made me want to play again! :)

SimpleLogician

Quote from: Mystic on October 18, 2014, 06:08:36 PM
A pair of new possible character traits:

Energetic: shorter sleep times, and as a result is able to work more hours of each day
Listless: longer sleep times, and as a result must work less hours of each day
Energetic should be called insomniac, and it might increase the MBT with Listless decreasing it.

Matthiasagreen

Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.

Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died

/game

You can image how much this made me want to play again! :)

obviously needs to be fixed, but for now, just turn off medical long enough for them to take care of themselves.
Hi, my name is Matthias and I am a Rimworld Addict. It has been five seconds since my last fix...

Cimanyd

Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.

Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died

/game

You can image how much this made me want to play again! :)
That doesn't sound right. Doctors will feed patients before eating (as said above, you can get around that by unchecking "doctor" just long enough for them to go eat) but that doesn't happen with constructing or repairing. It sounds more like your doctors fed the last of the available food to the patients, and then had no food to eat. What cooked meals are you talking about? If the dead attackers dropped meals, they'll be forbidden (have a little red x on them) and colonists won't touch forbidden things at all, you should select them all and unforbid them. Did the colonists try to eat the crops they harvested?
Some sort of psychic wave has swept over the landscape. Your colonists are okay, but...
It seems many of the scythers in the area have been driven insane.

Grey_Mako

#1241
Quote from: Cimanyd on October 24, 2014, 02:58:40 PM
Quote from: Grey_Mako on October 24, 2014, 01:46:43 PM
The game is desperately in need of a re-balance in terms of the colonists priorities. Having just fought off a pirate attack, with three colonists in medical beds, and two running around playing doctor, the couple of idiots did just about every other thing they could think of if it meant not eating the cooked meals that were just casually sat there.

Honestly, they must have fed their patients to bursting point, built some nice new floors, ran outside to fix the walls, and even harvested a few crops. But no, no they wouldn't eat. So instead they went mental, ran away, and the critical patients then died

/game

You can image how much this made me want to play again! :)
That doesn't sound right. Doctors will feed patients before eating (as said above, you can get around that by unchecking "doctor" just long enough for them to go eat) but that doesn't happen with constructing or repairing. It sounds more like your doctors fed the last of the available food to the patients, and then had no food to eat. What cooked meals are you talking about? If the dead attackers dropped meals, they'll be forbidden (have a little red x on them) and colonists won't touch forbidden things at all, you should select them all and unforbid them. Did the colonists try to eat the crops they harvested?

They fed the meals that were left (in my base) to the patients, then when they harvested the crops, they fed them those too.

They started doing other tasks like constructing etc once they'd ran out of food. But my issue there is that they should have been more inclined to harvest the crops to eat (you'd think).

The ones dropped by pirates we're also fed to patients once I'd 'F'd them :)

Just seems like a very important no brainer to me, that you'd prioritise keeping yourself alive if your long term goal was to save a patient ;)

Invoultion

On the 'Work' tab in the 'Overview', put numbers next to the colonist names so we can count how many we have!

tomtomtech

I have a few ideas...

Make it so when you kill a mech you can create a assembly table to recreate it. it would also be cool if you could buy them of traders but would be really expensive.
They would act exactly like colonists but would not require food and can't suffer mental difficulties but would have to enter a charging station to charge like a colonist sleeps. there would be different types...

-Cleaner (cheapest) just cleans any dirt extremely fast
-Cook (quite pricey) just cooks extremely fast
-Guard (Really expensive) Guards the colony and will use its built in machine gun on anything aggressive
-Medic(Quite pricey) Heals extremely well

Also the charging stations do require power and so if the electric is out then they can become useless and will be frozen in place.

Leaders-
Normal-
Make colonists 10% work faster and when under attack defenders will protect him and he can make them get the high morale trait which when under attack if they're near him which makes them be more effective with weapons.
Monarch-
Same as normal but requires a royal bed, Throne and a crown
Gives them the pride trait making them 25% happier and 20% Faster. If he dies there will be a mourning disadvantage which means all colonists are 50% more unhappy.

Fight back(huge)
you probably wont do this as i expect it will be really hard but basically you can enter new land owned by others and will be able to loot,kill,kidnap and burn they're colony. This makes them much weaker and so there are 50% less attacks from them.

thats all ;)
hope you at least add the mech one as i think it would be easiest and its my favorite
BTW i love people like you that use the community's ideas and implement them into the game.

-tom


Torus2112

I've noticed that if you select a site on the world map with two or more sides facing ocean you still only get ocean on one of the sides of the map when it generates. Would it be pretty simple to change that? If so I think it would be cool to do, if only so that you could have island maps.