Your Cheapest Ideas

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

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Alenerel

Hi tech research bench should work at same speed as normal research bench when its not powered, similar to the electric tailoring bench.

lc-soz

Quote from: Alenerel on October 18, 2016, 01:05:38 PM
Hi tech research bench should work at same speed as normal research bench when its not powered, similar to the electric tailoring bench.

Love this idea.

Alenerel

Change the pila's description in game since its very confusing for new players. I avoided using it for some time cause I thought that the pawn had to go to get it after each throw. The description says "single use".

crazybmanp

I think it might be cheap to make a firefoam gun (not entirely sure). just like a fire extinguisher to make late game fire extinguishing possibly faster, as long as you can grab the gun quick enough.

Trylobyte

Separate the 'headgear' option in the outfit planner into 'hats' and 'helmets' so my farmers don't grab the power armor helmet I just made.

Romantic rejection penalties from the same colonist should not stack.  What were you expecting trying again after you were just told no, anyway?

Combine the Deep Drilling and Ground-Penetrating Scanners research projects.  They're useless without each other anyway.

Plasmatic

#3770
I'm no programmer, but I feel like these changes are simple enough to implement in a couple hours.

Planning changes, I'd like to see planning tools akin to those found in Prison Architect, you could even have the planning tool button perform like the material choice for buildings.
Secondly, once a plan is put down, only the plan removal tool should be able to remove it. I don't like the fact that almost anything can remove plans, be it the cancel tool, or building on a plan, or mining out the rock.

Copy settings should apply to benches as well, aka, copy bills.

Alenerel

#3771
Quote from: Trylobyte on October 21, 2016, 06:35:42 AM
Separate the 'headgear' option in the outfit planner into 'hats' and 'helmets' so my farmers don't grab the power armor helmet I just made.

Romantic rejection penalties from the same colonist should not stack.  What were you expecting trying again after you were just told no, anyway?

Combine the Deep Drilling and Ground-Penetrating Scanners research projects.  They're useless without each other anyway.

Then it would be more worth to separate armor from clothes to make it click friendly.

BTW you can select single head gear if you expand the helmet list.

I totally agree about the rest.

nfwp

At first , I am not good at english,so I hope you'll understand.やSorry for my poor English.

Hello.I started to play Rim world recently.
I felt like something was missing on DrugLab.And then I have some suggestion like the followings.

・System
DrugLab can make Poison and narcotic drug.

・Item
Poison:
"With Bow",you can poison on enemy or animals.

Narcotic drug:
"With Bow",you can make enemy or animals into a coma.
And also can use for medical treatment.

cheer

Alenerel

Quote from: nfwp on October 22, 2016, 09:19:10 AM
At first , I am not good at english,so I hope you'll understand.やSorry for my poor English.

Hello.I started to play Rim world recently.
I felt like something was missing on DrugLab.And then I have some suggestion like the followings.

・System
DrugLab can make Poison and narcotic drug.

・Item
Poison:
"With Bow",you can poison on enemy or animals.

Narcotic drug:
"With Bow",you can make enemy or animals into a coma.
And also can use for medical treatment.

cheer

Hi, I like your ideas but this topic is not for those kind of suggestions. This topic is for very small cheap changes, you should make a new post for your suggestion.

Rock5

Can we have the zone size displayed when it's selected? Eg.

Stockpile zone 26
Size 30


or

Growing zone 23
Growing period: Year-round
Growing season here now.
Size 94
Rock5 [B18] Mods
- Butchers Can Count Meat
- Sun Lamp Planner
- JTZoneButtons
- RimSearch
- JTExport

Alenerel

Display who is a nudist in the outfit manager. Maybe heat/cold tolerant/lovers too.

SuperNovaShaun12

I have a suggestion that I would hope to be considered 'cheap'. An implementation of a simple stealth system for characters in which, they can sneak up behind animals (specifically herd animals such as deer) and kill them without initialising a frenzy of sorts. Perhaps you could use elements such as grass length (if there is any) to contribute to the characters overall stealth level. You could also rate it based upon the area's foliage density.  8)

Maybe if not this then another related suggestion is to apply a stealth rating to buildings owned by the player. This could be higher at night and lower in the day. For example: A pirate raid could (as a pose to rushing your base immediately) search for your base instead, giving the player more time to prepare.

Many thanks for reading this if you do.  ;D
~~ SuperNovaShaun12 (ง°ل͜°)ง ~~

Alenerel

Remember which ones are expanded when displaying resources in categorized mode.

Alpha393

Sterile walls, doormats, etc. hygiene improvements, basically. Sickness based on environmental exposure to open wounds and such.

MikeLemmer

Quote from: Alenerel on October 18, 2016, 08:12:06 AM
Starting animals shouldnt be bonded. Sometimes they are useful, sometimes they arent, I prefer to eat them if they arent.

I think that's on purpose, otherwise players would immediately kill and/or eat a good portion of their starting animals. It's meant to be a tradeoff for the cats & terriers: do you kill them and suffer the debuff, or try to avoid it by keeping them alive?