Your Cheapest Ideas

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

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Bakar

In rimworld losing an eye is part of your daily live and there are raids from pirates almost evry day,
so where are the eyepatches?
It could also help get rid of the disfigured debuff (they'll also look more badass)
Never interrupt your enemy when he is making a mistake.

Lowkey1987

Fermenting barrel progress bar:
Change there colour to green when the beer is finished (or something different from yellow).
A slithly lighter yellow didnt help when every nearly finished barrel has this colour.

gggamer

Visitor specific designated area or spot
Always Eat oldest or closest to expire allowed food
First
Allow Restrict food types for animals and people/ never eat x type food
Optional Set to haul after harvest or mine
Optional set to Haul or clean area  like finish until complete or temp  priority without reseting work tab

Melee- stun gun ,tazer, ranged-dart gun, drug tipped knife for knockouts and captures

1x1 and 1x2 eating tables
1x1 Bed side table electric lamp and wood fueled table lamp or biofuel table lamp
1× 3 wood fueled stone Fireplace for light and heat

NeverPire

Could you add a feature allowing to create a new allowed area for pawns or animals directly as a copy of an existing one ?

It will permit to easily create new areas with some modifications, for example crops removed for herbivores.
I will never do worse than what I do now.
It's what self-improvement means.

RadicalIon

My cheapest idea? Slot machines.
If you wanna do one better - a full deserted hidden area that's a casino.

EMBEAM


Vlad0mi3r

A no dead man apparel option when designating outfits. Don't know why but my colonists love to wear dead man amour vests would be nice to let them leave them alone.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

Names are for the Weak

The rebuffed mood debuff ought to disappear when the person in question agrees to become their lover.

mister_frostee

Geostationary trade satellites; they are always available to trade and have a huge product catalog.

SpaceDorf

Quote from: mister_frostee on August 01, 2017, 03:09:08 AM
Geostationary trade satellites; they are always available to trade and have a huge product catalog.

and where dues the stuff from those things go to ?

I would rather have the option to trade with industrials via transport pods ..
it would also make the concept more realistic and a bit more work intensive ..

Load, send, receive .. load, send, receive until the trade is finished ..
with the same procedure being used for Trade ships.

( there is a mod that allows the reuse of transport pods if you send them to another launcher which sounds fitting for the process. )

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

mister_frostee

I'm one of those people who like to get an industry going (usually drugs & organs). The geostationary trader would be a permanent source of income, as opposed to waiting for visitors, a caravan or an orbital trade ship. When your stockpile is full, beam up a batch and get silver instantly.

There should be some kind of system that lets you unlock item tiers in the trader's inventory over time. This would keep the challenge level sufficiently high, at least early in the game. Would be great if you could "buy" research too. :)

Quote from: SpaceDorf on August 01, 2017, 04:09:59 AM
Quote from: mister_frostee on August 01, 2017, 03:09:08 AM
Geostationary trade satellites; they are always available to trade and have a huge product catalog.
and where dues the stuff from those things go to ?

It would reduce the amount of crafting stations to be built and crafting itself. Also, it would also allow colonies of people with low intellectual abilities to expand business without having to do research.

SyberSmoke

A cart that I can make out of wood, steel, or plasteel.  It can be used in caravans to carry goods and can be pulled by people or animals if available.

VixenNation

#4842
How about a "Wanderlust" trait that gives a bonus to world map movespeed and a slight boost to social, but gives a large (-10 to -15) penalty for a pawn not having left a faction base in a few days.

Or an "Antisocial" trait that gives a stacking mood penalty (-2 per event, caps out at -12 or so) every time a colonist has a social interraction with someone that isn't their lover.

Maybe a "Luddite" trait to go along with the backstory that gives a debuff for using electronic equipment and a buff for using manual crafting stations.

A "Hypochondriac" trait would be pretty interesting, maybe something that gives a harsher mood penalty for being sick, and sometimes causes a mental break that has your colonist occupy the nearest medical bed for its duration, despite not being sick.

I personally enjoy the Night Owl trait, because it allows me to stagger the times my colonists are awake and keep something running at all times, but it doesn't make sense that that's the only reason someone is up at night. I'd advocate for a "Restless" trait that reduces the amount of sleep a colonist needs to be fully rested, but increases mental break threshold.

On the topic of sleep, maybe a "Heavy Sleeper" trait that removes the disturbed sleep mood debuff from people walking around them at night, but maintains the penalty for having them get out of bed during their rest period.

Pantalaimon

- Allow pawns to extinguish fires on other pawns regardless of whether they are in the home zone or not.

- On the caravan screen, specify goods as trade goods (mostly applies to foods) so that they are not used/consumed en route.

Solunar

Friendly trader caravans' AI are fine in the earlier stages of a colony, but on an advanced mega-colony and on higher difficulty they often tend to hang around stupid spots, such as outside of your fortifications, where they get butchered by mad animals or anything else honnestly. It would be awesome if you could set a '' trader chilling spot " where they would be safe ( and/or easy to butcher ;) ). Game is wonderful!