Your Cheapest Ideas

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

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colBoh

Picky Eater trait, one for tribals, and one for spacers: They get a mood debuff if they eat a meal made with meat they're not used to. For tribals, they would only want to eat Alphabeaver, Boomrat, Muffalo, etc. For the spacers, it would prefer traditional meats like Turkey, Pork, and Beef. It would also have about a (5%? 10%?) chance for any meal bought from traders.

b0rsuk

Please tone down ridiculous weapons on caravan traders. Caravan guards should carry more practical weapons, not handgrenades, incendiary launchers and other siege weapons. Molotov cocktails are tolerable as long as we buy into the 'rugged and poor rimworld' idea. I would be happier to see more pistols, shotguns, maces, spears, maybe even shivs. But not weapons that cause great chaos and will often kill caravan animals and companions, or set trade depot on fire.

SpaceDorf

Quote from: b0rsuk on February 24, 2017, 01:16:31 PM
Please tone down ridiculous weapons on caravan traders. Caravan guards should carry more practical weapons, not handgrenades, incendiary launchers and other siege weapons. Molotov cocktails are tolerable as long as we buy into the 'rugged and poor rimworld' idea. I would be happier to see more pistols, shotguns, maces, spears, maybe even shivs. But not weapons that cause great chaos and will often kill caravan animals and companions, or set trade depot on fire.

( +infinity ) .. I only say "shooting range mod" ...
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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groovetrain

Rebalance meal ingredients so that "vegetarian" societies can benefit from fine and lavish meals, too. Instead of requiring specific amounts of veggies and meat for fine and lavish meals, instead require simple, fine and lavish meals to be made from one, two or three different types of raw ingredients.

gendalf

#4369
suggestion for a mod or for vanila:
* Missions involving caravans:
- Send a caravan to rescue someone (with potential ambush). Given via comms console.

- Salvage items. Given via a visiting guest or a trader.

- Explore abandoned settlement (with a chance for meeting neutral people in it). Given via comms/trader/visitor.

- Send reinforcements to defend a settlement. Only available if you have a pod launcher. Award is based on the number of killed allied(not yours) pawns and total prosperity and tech level of the allies. Given via comms console.

- Destroy a rader base. Mission goal = kill the leader. Award is based on the quest giver type. Given via comms/trader/visitor.

- Trade mission. Deliver a certain amount of an item and get 100% worth of its price paid in X. Given via comms or a trader.

zztong

How about if we have a pawn selected and we right click on a bed, we could prioritize going to sleep or taking a nap?

Kotipizza2

can you make it so you can specify where a prisoner might be spending his time

like if i had a really cruel prison for pirates but for other prisoners that i want to recruit i could send them to a nicer prison

b0rsuk

#4372
On plant 'i' screen, please list tolerated temperature.

When you clear prioritized work on a colonist forced to rest in bed, he shouldn't immediately wake up, he should continue sleeping.

BadakShadow

Hi guys. I was just killing 12 raiders with my released wolfs and two of them died. So i had this idea, why not adding armors for animals? It would be craftable with the forge and would add more survivability to released animals. I think i'm not the first to think about this and i hope it will be possible one day in this awesome game !

b0rsuk

When you're trying to prioritize hauling an item, if it's already in a stockpile and other stockpiles are of equal or lower priority, right clicking on the item produces no message. No grayed out line of text. This makes hauling hard to debug, it appears unresponsive and several times I was scratching my head wondering why hauling is not even mentioned. Please add a grayed out option like "Can't haul Berries  x75 - already in best stockpile".

In the same vein, if you set skill requirements in worktable bills, it's possible that a colonist will advance in skill and escape the skill range. When he no longer qualifies for the task, right clicking on the table to prioritize produces no message. Again, this feels buggy and unresponsive.

I often right click on a job to investigate why a colonist isn't doing it. The grayed out options are for most part helpful. Please add the 2 above messages to make it complete.

MattiP

A quick search didn't show anything for this so...

* Energy tab
Just a page that shows the structures than gives and takes power,  and the total output. Extra function could be to right-click on a structure and choose to switch it on or off. Same info and functions you get on the structures, but on just one tab for a better overview.

Lav

Obesity and anorexy traits?

Though in Rimworld conditions, the first could be converted into latter... which means it's not a trait but a new character attribute. Might be not so cheap in the end.
Good story is what happens when you failed your planning.

b0rsuk

Combat Suppliers should trade in animals which have good DPS. Especially predators.

Psychic Soothe Pulser should instantly clear all Mental States on the map. Then it will be worth using and buying. You can also make it last twice as long.

Dandy (colonist trait)
Each piece of clothing worn by this person must be made of a different material or he suffers mood penalties. Cloth, devilstrand, leather, wool. Wool types and leather types count as separate materials. Maybe a harsher variant treats all wool and leather the same.


Jovus

Quote from: b0rsuk on March 03, 2017, 03:47:03 PM
Dandy (colonist trait)
Each piece of clothing worn by this person must be made of a different material or he suffers mood penalties. Cloth, devilstrand, leather, wool. Wool types and leather types count as separate materials. Maybe a harsher variant treats all wool and leather the same.

Probably already been suggested, but some way to define outfits based on material, as well. E.g. I only want my colonists wearing devilstrand and muffalo wool, or you're allowed to wear dusters, but only if they're made of human leather.

b0rsuk

Quote from: Jovus on March 03, 2017, 11:12:21 PM
Probably already been suggested, but some way to define outfits based on material, as well. E.g. I only want my colonists wearing devilstrand and muffalo wool, or you're allowed to wear dusters, but only if they're made of human leather.
Solution:

Forbid all apparel that is not made of mufallo wool or devilstrand, or isn't a human leather duster.