Your Cheapest Ideas

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

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5thHorseman

Quote from: Kangoshi on September 19, 2018, 01:44:27 PM
"Only allowed ingredients" option in "do until you have x" for butchering. (disnof had a problem last stream with insect meat. Couldn't make kibble, because didn't have any vegetables, and couldn't cook any meals, because all the meat was from ants.)

While I agree with the proposal, if you have enough insect meat to fully pack your freezer you will likely never make enough kibble with it.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

vzoxz0

A high work-task of removing stones from stony soil.

It annoys me that we are unable to perform the most basic of agricultural tasks. They're time consuming but they are definitely doable. Should be almost no work to implement.

Swarx

COLD BEER SHOULD GIVE A BETTER MOOD BOOST THAN HOT BEER

Maverik

Make Inspirations related to the speciality of the pawn.

I have a pawn with good crafting and Im always triying to boost his happiness to get him inspired and make legendary stuff, but its really discouraging when he gets the "surgery inspiration" with his 3 medicine skills..so you need to wait 8 days until the inspiration expire and next time pray to RNGjesus

Kangoshi

If you don't have free bed for a colonist, but there's unoccupied beds in the infirmary, then why sleep on the ground? I mean, really.

B@R5uk

Here I come!

— For areas please make somewhere representation of how many cells it occupies. It's especially relevant for growing zones, when I cover entire field of fertile soil with one zone and have trouble counting its size because of its intricate shape.

— For growing zone please add button to forbid colonists harvest ripe crop (I don't know if "Hide" button was intended for this but not implemented). Very often I want my ripe corn to stay to reap it slowly but am urgently in need to sow some healroot or psychoid. The only way to do it now is to delete zone with ripe crop than redraw it later.

— It would be very good if there was numbers to show how many items is placed on stockpile zones in the "Storage" window like it was done for "details..." window for bills in various workbenches. Rarely I'm straggling counting my corn supplies in different places because of 80-cells limitations for double-click selection and other reasons.

— In the description of electric devices there should be specified how much power they require or produce. It really inconvenient when you don't know exact number before you construct of install apparatus.

— In the "Work" tab please separate work with drag labs from other unintellectual "craft". As smithing and tailoring require "Crafting" skill and sculpturing requires "Artistic" skill, drug refining also requires "Intellectual" skill. Whereas stuff like stone cutting, tainted apparel burning and fuel refining requires nothing but global work speed perks and archotech hands replacements.

— There was added construction buttons for workbenches and beds recently. For former you could easily build tool cabinets and for latter it's end table and dresser. It would be really nice to have similar button for pod launchers, which would allow building transport pod.

— In the information window for various materials there is a missing line for structure hit points multiplier. Like 65% for wood, 100% for steel and 170% for granite. Is it on purpose or just forgotten?

— It would be really wonderful if there was color distinction for prostheses based on their functionality. Like archotech is violet, bionics is dark blue as it is, mechanic is green and wooden legs are dirty orange or something. It's somewhat strange to see the same color for disability facilitation and true transhumanist enhancement.

— Don't know if it makes a hit on balance, but it does not make sense that armchairs do not have wood or something other firm for materials. Like butcher table requires wood even if it's made of steel or gold, armchairs should also require wood, not only soft textiles. Also it would be interesting, if various textile materials give "comfort" stat a bonus or a debuff, like it is for beds and stone blocks.

— Also I want to complain because of armchairs. As I understand armchairs is for comfort and dining chairs is for beauty. The only way to achieve 100% comfort is to make masterwork furniture irrelative of is it armchair or dining chair. Excellent armchair is just a little bit not enough, it's 0.99, whereas masterwork dining char is just enough (1.02). In my opinion it should be the other way around.

That's all for now, thanks for beautiful game. And sorry for my bad English, it's not my native language.

vzoxz0

B@r5uk has a lot of good points. Also he's a badger. He will badger you until you get this done Tynan.

Kangoshi

#5632
Moisture pumps must be at least moveable, but it should take a cycle to dry a tile underneath it. Because now we can just build a bridge, a pump on top of it, deconstruct all of it and vuala - the tile is dry. This is a "cheap" solution. More logical would be to dry the soil radially by the tile. Or better yet - allow us to decide what tiles to do and in what order. Like queued tasks, just for the pumps.
Also, add and option "Send help anyway, I'll wait for you, guys.", when requesting military aid from tribal. Poison ship can wait. And now when you need them - you can't get them. Why do you need them as allies then?
Also also, more people for more goodwill points. Because late game it's useless.

Randall_Randoom

Here are some ideas that I had in mind while playing rimworld:
1) Generators should have small built-in batteries, which would be extremely useful for early game as batteries are not researched yet.
2) Walls should give 100% cover unless the person in cover is actually shooting at you.
3) Lakes. Lakes are almost useless, and it would be great if bases next to lakes could have beaches with chest-deep water.

Oszilgath

My favourite part in Rimworld is building epic bases and designing the area. So i´d love to have a tool that creates a time lapse video or single bitmaps like in "Prison Architect". It takes one picture per ingame day (maybe adjustable to choose shorter intervalls) and saves it in a choosable folder. So after you finished the game, you can watch how you influenced the area and how your base grew.

Aszh

Quote from: Oszilgath on September 22, 2018, 01:31:05 PM
My favourite part in Rimworld is building epic bases and designing the area. So i´d love to have a tool that creates a time lapse video or single bitmaps like in "Prison Architect". It takes one picture per ingame day (maybe adjustable to choose shorter intervalls) and saves it in a choosable folder. So after you finished the game, you can watch how you influenced the area and how your base grew.

I love this idea.  I play the same way.

vzoxz0

One of the easiest things that would increase "quality of life" for RimWorld players would be to have "forbid" be split into "forbid using" and "forbid hauling" -- or at least have some way of enabling hauling of forbidden items.

It's extremely annoying that I can't set aside Pemmican or Packaged meals for Fallout, a long journey or a long siege.

5thHorseman

Quote from: vzoxz0 on September 22, 2018, 06:46:20 PM
It's extremely annoying that I can't set aside Pemmican or Packaged meals for Fallout, a long journey or a long siege.
There is a slightly hacky way to do this and it only works for food. Put your pemmican/pakaged meal store room separate from other food and put a bed in there. Make it a prisoner bed. All the food put in that room will be prisoner food and nobody will touch it ever.
Toolboxifier - Soil Clarifier
I never got how pawns in the game could have such insanely bad reactions to such mundane things.
Then I came to the forums.

B@R5uk

#5638
Quote from: 5thHorseman on September 22, 2018, 07:29:16 PM...and nobody will touch it ever.
Dogs will do. I don't know if it's a bug or a feature, but my dogs always steal food from prisoners. They either eat it or just haul away back to the fridge if prisoner has not been quick enough to pick it up first.

And as I choose to respond here is a couple of my other suggestions:

— Transhumanists should gain mood boost as well as social appreciation only from bionics or archotech prostheses, which truely improve human abilities, not from peg legs and simple mechanic prostheses. Despite peg leg would not bleed when you got a shot in it, it cannot count as enhancement.

— It does not make sense that plasteel bionics as well as wooden legs and steel mechanics, while been shoot or damages in melee, require medical treatment and heal with time by itself. It would be normal for bionics if it was made from organic materials, but it's not: it is produced from iron and alloys on fabrication bench. In this case such prostheses should be repaired by construction specialists or smith engineers while patient lies in bed or just should not be treated at all and need to be replaced when their functionality is lost.

— When you look through messages in history tab this tab as well as message window should be closed if you choose jump to location. In most such cases history tab is no longer needed and is just a hindrance been opened. But if you choose to close message, most likely it was not the one you looked for, so in this case history tab should stay opened.

— It would be great if colonists could do automatic cleaning of the room they are working in or resting in. It does not make sense that you trying to cook, do research or going to sleep in the middle of pool of filth. The same goes for mining as there is a lot of debris generated in the process. I don't know how exactly it can be realized as there should be threshold for starting actions (except pre bed cleaning) and player should have option to disable such cleaning. May be this is not a cheapest idea at all.

— As I do a lot of micromanagement, I have noticed that dirt in door cells counts to the cleanliness of the room (actually to the both of the rooms it connects). But I cannot easily detect such dirt by toggling beauty display as there is no beauty for the door cells. The only way to detect such dirt is to select pawn and right-click on the door. It would be great if it was changed somehow. It may be by adding beauty stat to the doors or better giving players entire new toggle display for dirtiness.

— It would be nice if there was alarm clock which you could set on specified date and time of in-game time. I always miss to harvest last (not fully grown) crop from ambrosia bushes before they expires. And I really miss minutes and seconds for in game clock, accuracy of hours for me is not enough.

— There is line with leather type specification in the information window for live animals but there is not for their corpses. Well, all of similar problems could be solved once and for all if there was extensive in-game Rimwopedia like it is in Civilization, where you can find all you could only think of and even more. But this is really huge project. In return when there are balance changes in game they would be automatically displayed in pedia because the pedia as well as the game would read the same constant value memory location.


BryceIsTubing

How about making a windowed or borderless window setting.
I do livestreams and having a game in a borderless window setting would allow streamers  like myself to use stream overlays without having to tab out.