Your Cheapest Ideas

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

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Lonely Rogue

It would be cool if you added a 'what they don't know don't hurt 'em' to the mood debuffs. As it is now, pawns get debuffs for things they should have no idea happened, unless the others gossip more than old ladies, that is.
Rimworld: A game where you're kept as entertainment for thousand year old robots, and you just don't know it yet.
Any mod requests?

FlyingGekko

Being able to harvest organs from fresh corpses... Maybe not ALL of the organs, that'd be too much - but at least two, depending on how quick you start and how good your doctor is :)

MrWiggles

I suspect that'll never happen due to the value of the organs and the plentiful nature of corpses.

Jorlem

Being able to snag prosthetics from fresh corpses would be nice, though.

Axelios

#2239
Near as I can tell, breathing efficiency doesn't affect any stat.

Only thing I can think of that would be affected by breathing, would be stamina.

Missing Lung:
Lowered stamina.

What would stamina affect?
Movement speed and strenuous activity speed, and rest efficiency.

What activities are "strenuous"?
Plant Work
Mining
Construction
Butchery
Smoothing
Stonecutting

Edit: added rest efficiency.
I'm an Electrical and Electronic Engineering student in university in New Zealand.

I like games, but unfortunately they don't help me get a degree.. so I'm going to be inactive for awhile.
- 22 July 2015

nmid

I wish there was a way we knew what suggestions Tynan likes and is working on.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. StorymasterQ

Kegereneku

You can't know what he is planning without digging deep a diggy diggy hole in the forum. But you can know what he is working on with the changelog
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

akiceabear

Quote from: Kegereneku on July 01, 2015, 09:23:36 AM
You can't know what he is planning without digging deep a diggy diggy hole in the forum. But you can know what he is working on with the changelog

Following the blog also helps: http://ludeon.com/blog/2015/07/on-the-upcoming-steam-release/

MrWiggles

Tyran responded a few pages ago.

Jorlem

I have three interface suggestions:

First, I'd like a set of buttons on the Restrictions tab for the various allowed areas, to designate an allowed area for all my colonists at once.  If you have enough colonists that a scroll bar appears, you can't really click and drag.

Second, though I'm not sure how cheap this or the next is, I'd like to request that the "jump to colonist" function of the alerts cycle through the colonists, instead of just focusing on the first in the list.  For example, if I have three colonists that have a terrible mood, if I click on the alert, the interface will focus on the first character listed.  However, clicking on the alert line again does not focus on the second character, but instead focuses on the first character again.  If it cycled through them (perhaps by checking if a listed character has the focus, and moving to the next on the list if one does), it would be far easier to find all the characters that have some issue that needs addressing.

Third, I think it would make the Inventory screen rather more useful if it could be used to find specific instances of an item, and get basic information (quality and damage percentages) for each.  For example, let's say I want to give a new recruit a sniper rifle.  Looking at the Inventory screen, I can see from the sniper rifle tooltip that I have eight total, five equipped and three available.  Right clicking the sniper rifle icon brings up a list of colonist name, from which I select the recruit, and he is assigned a random sniper rifle.  I would like to suggest that instead, right clicking would bring up a list of all eight sniper rifles, from which I could choose one of the three available ones to give the new recruit.


On another note, some instructions in-game on how to use grenades would be useful.  I only figured out how to use them because I saw a LP on youtube in which they were used, prior to which I had always sold the things because my colonists never seemed to throw them.

Axelios

That second suggestions seems like one we need for release
I'm an Electrical and Electronic Engineering student in university in New Zealand.

I like games, but unfortunately they don't help me get a degree.. so I'm going to be inactive for awhile.
- 22 July 2015

Havan_IronOak

Quote from: A Friend on June 26, 2015, 11:57:32 PM
Quote from: Zerg HiveMind on June 26, 2015, 11:05:15 PM
I wanna be able to have a memorial service after one of my people die. Add it in like a time slot kinda thing where they can do it daily or weekly or some thing along those lines. Maybe a new tab to the overview thing. so you can choose when to morn for them. Its the small things :D

Make visiting graves of colonists as a joy activity.

++1 That's a double plus one! Seems pretty easy to implement and makes sense too.

MrWiggles

Is the information that the corpse was part of the colony preserved?

Zentek

A few suggestions for cheap events:
Bitten by a bug - Send a colonist to a bed for a day or two, and then have a random event (Feverish, Bursting with spiders (demoralizing!), Gained spider-like abilities, Nothing happens, one limb is infected, your colonist is under mindcontrol etc...) The whole thing is mostly a pop-up with effects. Nothing visual.
Scientific discoveries could offer a moral boost. At least for the scientist.
If a settler lied about their past, it could offer a background change, spontaneously. Happens only after a year in the colony.

The ability to trade with other groups of people on the planet would be nice.
Also, simply a better interface to interact with the neighboors. I'd love to offer them food or have them ask for ressources they lack. At random. The raiders could ask for slaves or organs!

TLHeart

Quote from: Jorlem on July 02, 2015, 01:03:05 AM



Third, I think it would make the Inventory screen rather more useful if it could be used to find specific instances of an item, and get basic information (quality and damage percentages) for each.  For example, let's say I want to give a new recruit a sniper rifle.  Looking at the Inventory screen, I can see from the sniper rifle tooltip that I have eight total, five equipped and three available.  Right clicking the sniper rifle icon brings up a list of colonist name, from which I select the recruit, and he is assigned a random sniper rifle.  I would like to suggest that instead, right clicking would bring up a list of all eight sniper rifles, from which I could choose one of the three available ones to give the new recruit.


there is no inventory screen in vanilla. That comes from the EdB interface mod.