Your Cheapest Ideas

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

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Kelian

Bookshelf.

Use art similar to the equipment rack for weapons.

1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.

Have a function similar to the beds where you may assign an individuals shelf or leave as common use.

Colonists would learn skill topic at .5 of normal speed of physically doing the task.

This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.

Cheers

Kanthos

Hey guys!

My suggestion is story-based, hope it´s ok. So the thing with Rimworld is, that the characters are stranded, but why can´t they just use the communication device and tell some merchants "hey dude, pick us up!". Also there´s "the endgame-problem".

So, my idea was that the characters WANT to be there, because they want to live their lifes like they want to and on other worlds it´s not possible. It´s quite like the first settlers of America, who wanted to live out their religion in a new world. Other reasons are various, for examples they are criminals, or cannibals, or... kommunists? :D

You see my point :)

By the way: Thanks for Rimworld, Tynan, it´s awesome!

Thorbane

Sappers could use some of the besieger code and set up a camp next to where they are mining in.  They could then rest and receive supply drops as sieges do, so that they don't inevitably turn on each other when they start starving and going berserk.

TheDirge

Colonists can commit suicide when broken (very small chance) chance of suicide increased with traits such as depressive.

Hemophilia, Some colonists can be hemophiliacs and will have higher bleed rates.

neuffs

Quote from: Havan_IronOak on July 09, 2015, 03:18:30 PM
Quote from: neuffs on July 09, 2015, 09:06:22 AM
Being able to set "Do until you have X"-isch for jobs were the game uses Butchery products.

E.g. to keep the colony producing slate block from slate chunks until they have 250 slate blocks (not counting other kinds of blocks).

There is a mod for that! Itchyflea put together a stonecutting tweak that allows you to set up do until you have bills for each type of stone. Here's a link to the original thread and I'm using the version that is in Ninefinger's Ultimate Mod Pack with version A11B
https://ludeon.com/forums/index.php?topic=7887.msg79278#msg79278
Thanks!

But it would be really helpful for not having to do those workarounds when handling other mods. For example the seeds mod; it'd be nice to not have like 20 different take "seed from fruit" recipes but only one that makes until X for each kind of product.

Mr.Cross

I'm unsure as to how easy this suggestion will be. But perhaps being able to build up instead of out would be nice. Also, some more terrain generators, like having your map be almost entirely a cave. That would be nice
Claims to know most things.

luxSolisPax

Quote from: Kelian on July 11, 2015, 01:35:28 PM
Bookshelf.

Use art similar to the equipment rack for weapons.

1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.

Have a function similar to the beds where you may assign an individuals shelf or leave as common use.

Colonists would learn skill topic at .5 of normal speed of physically doing the task.

This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.

Cheers

Requires Research Task and skill gain modifier tied to research score.

Necronomocoins

Quote from: Oga88 on July 10, 2015, 05:41:19 PM
For me a game changer would be not receiving any mood penalties for selling prisoners. It just makes no sense. Good way of making extra cash.
Good point, I've had some prisoner problems whilst playing, like prisoners having mental breaks and fighting even killing colonists and other prisoners. If I was a colonist in a colony which had violent prisoners that had even threatened to harm me, I would happy to see them go, even if I didn't get any silver in return.

Serviette Union

Quote from: luxSolisPax on July 13, 2015, 03:40:46 AM
Quote from: Kelian on July 11, 2015, 01:35:28 PM
Bookshelf.

Use art similar to the equipment rack for weapons.

1x2 tile, 50 wood to build. Bill "learn topic" would include every skill the colonists have. Bill "read novel" would be a joy activity.

Have a function similar to the beds where you may assign an individuals shelf or leave as common use.

Colonists would learn skill topic at .5 of normal speed of physically doing the task.

This idea came from my frustration of my level 18 surgeon's medicine skill ticking away because I hadn't had anyone sick or needing treatment in months. I wasn't prepared to shoot a healthy colonist so she could practice. Books while slower would at least add a way to maintain a upper level skill set.

Cheers

Requires Research Task and skill gain modifier tied to research score.

Buy books and manuals from traders, like cheap, slow versions of neurotrainers

Alistaire

"Jan 8: Changed gun names to refer to categories of weapon instead of specific models." (source: change log)

Rename vanilla's guns to be more specific:

"pistol" --> "M-1900 pistol"
"pump shotgun" --> "M-500 pump shotgun"
"survival rifle" --> "M-1 bolt-action rifle"
"assault rifle" --> "M-16 assault rifle"
"sniper rifle" --> "M-24 sniper rifle"
"PDW" --> "M-10 SMG" or "MAC-10 PDW"
"heavy SMG" --> "TEC SMG" or "TEC-9 PDW"
"incendiary launcher" --> "T-9 incendiary launcher" (wasn't describing any model to begin with)
"LMG" --> "L-15 LMG" (not sure what gun it's supposed to be)
"charge rifle" --> "R-4 charge rifle" or "R-4 plasma rifle" (the lore describes charge weaponry as plasma weaponry but never says that's what it is)
"minigun" --> "M-134 minigun"

The mechanoid heavy charge blaster could be a heavy plasma blaster too, unless you really want to push the "charge" thing instead of
"plasma" which it obviously is.




Why? The problem lies in modding in new weaponry - adding a new sniper rifle and calling it "Sniper rifle" is annoying, because traders will
show up with two things with the same name, stockpiles have the same name twice and with each new sniper rifle called "Sniper rifle" this
becomes more and more annoying. This really points out how terribly generic the vanilla names are, even though the graphics for the
weapons are very obviously an M16, M24, a TEC-9 etcetera.

My latest post on my mod explains the problem a bit more.




I don't know under what circumstances you changed the gun names to "refer to categories of weapon instead of specific models", and if
it's because you thought you'd get sued in some way or the other (I'm not sure companies can sue you for using a combination of three
alphanumerical characters), at least differentiating between Assault rifle (with an obvious M-16 icon) and Assault rifle (with an obvious
AK-47 icon) in some way through the label would be really, really useful for weapon collections.

(And it's certainly an under 1 hour job)

sjin123

this should also have reproduction

Songleaves

Quote from: MrWiggles on July 11, 2015, 04:16:38 AM
And event that stops/greatly reduces all corpse rotting

This actually happens when it gets cold enough.

JesterBlue

Fire have a range 1 heat zone with stackable temperature. This may help to have fire place outdoor for cold maps.

Fire place is a one time build item but consume resource periodically, like a dispenser hopper.

Feeding a sick colonist should increase joy - I have seen many bed ridden pawn go crazy in these past few games.

Radio item, give joy to everyone in the same room. Just like heat. Some time bad news give penalty

Quote from: MrWiggles on June 30, 2015, 09:51:16 PM
I suspect that'll never happen due to the value of the organs and the plentiful nature of corpses.

Organ have low hp, can spoil and degrade quickly even indoor. No more hoarding kidneys.

Visible darkness.

Mushroom... just because, we already have genetically engineered Devilstrand, howabout natural ones one that can havest to make traps

Smooth wall; just like smooth floor but with natural stone wall to remove that -2 penalties.

Songleaves

Remove the -15 beauty from the wind turbines. None of the other power structures have negative beauty, and the aesthetic properties of wind turbines have been hotly debated for years now with people's views of them ranging from kinetic sculpture to hideous machines imposing upon the natural landscape. Something with many wide-ranging opinions should be left neutral.

kapatha

Hey,  cheap idea probably...

- Water collector/reclaimer
can be a basic net that collect moisture in the air or complex like a generator near a water source that pulls the water and disinfect/cleans it

- Rain water collector
good old wooden barrel, fills up and used by settlers and maybe used with cooking

- Toilets
- Waste pools
using water causes pollution, waste pools to collect it (even could turn to bad water, disease for colony or toxic water ect...

Thanks and great game, enjoying it !
You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here
Jayne
Firefly