Your Cheapest Ideas

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

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kingtyris

Change 'Hops' to 'Grain'

Milk from cows + eggs from chicken + Grain = CAKE :D

ComradeKhan

Some more items or buildings for increasing skills would be nice. A books could be bought from traders or maybe even written by high-level colonists for less skilled ones to read. They would increase the skill gradually, rather than instantly like a neuro-trainer does. Books could also be read to increase joy, and maybe the skill increase could be a passive effect of reading the book.

Something like a training dummy or a shooting range could also be implemented to increase combat skills, seeing as they seem to be the hardest to increase naturally.

Highly skilled colonists could also teach amateurs a skill if they're doing the same thing at the same time and are close enough to socialise, but that might not be cheap enough.

Also, first post ever, woo!
Quote from: kingtyris on July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'

Milk from cows + eggs from chicken + Grain = CAKE :D
I actually like the idea of this. It opens up the way for making bread and animal feed too.

praguepride

Flywheel capaciters: Batteries that don't explode into fire.

Basically they would be a less efficient battery and would experience stored energy decay but the upside would be that they wouldn't cause fires when they explode from damage or power surges.

In addition more efficient flywheel storage could be a researchable option.

Necronomocoins

A swimming pool and resource cheaper but uglier water hole as a joy object that also cools pawns/animals and freezes at below zero Celsius temperatures, pawns could then ice skate, maybe?

Necronomocoins

Quote from: kingtyris on July 15, 2015, 11:33:29 PM
Change 'Hops' to 'Grain'

Milk from cows + eggs from chicken + Grain = CAKE :D
Cake + birthday = full joy?

b0rsuk

Double click on ore = select all explored ore tiles on the screen. This would be useful for mining.
Double click on wall = select all walls of that type on the screen. Useful for deconstructing ruins, and temporary constructions like wooden walls, steel walls (which you later replace with stone).

Feature: Put construction on hold.
A siege comes and my priorities change. I don't want to cancel those workshops, floors and doors. My priorities changed and I want the wall and turrets finished first.

Havan_IronOak

Quote from: b0rsuk on July 17, 2015, 11:10:37 AM

Feature: Put construction on hold.
A siege comes and my priorities change. I don't want to cancel those workshops, floors and doors. My priorities changed and I want the wall and turrets finished first.

I like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?

Mr.Cross

Quote from: Havan_IronOak on July 17, 2015, 04:57:26 PMI like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?

Yes, but if that does happen there would have to be a chance of something going wrong, like say less hp than a normally built turret/ wall. or the possibility to completely destroy the materials (this would be fairly rarely though)
Claims to know most things.

Thorbane

Quote from: Mr.Cross on July 17, 2015, 05:01:52 PM
Quote from: Havan_IronOak on July 17, 2015, 04:57:26 PMI like this idea a lot ++1
Perhaps having a "rush construction" task as something separate from construction?

Yes, but if that does happen there would have to be a chance of something going wrong, like say less hp than a normally built turret/ wall. or the possibility to completely destroy the materials (this would be fairly rarely though)

I thought he meant something along the lines of "I don't care if you're tired or hungry, get that heater built NOW, before everyone freezes to death.

Also a "allow only rotten" option to go with the "allow rotten" one in the stockpile or materials menu would be nice for crematoriums.

Zork

I would really love to see some sort of coliseum in which you can put prisoners to fight each other or a colonist, PLEAAAAASEEE :3

Mr.Cross

Tynan, Instead of insta-jumping when you click on a 'jump to event' perhaps you could have it scroll there instead? that way you know which direction they are from your base (as well as not having to go searching for said base)
Claims to know most things.

hairlessOrphan

On the world map, when you select a landing site, add some filters. Should be pretty cheap (if you don't worry about speed, which you shouldn't have to, since it's a one-time thing for players). Filter by stone type, min and max temperatures, growing season months.

Especially stone type. I love the granite and marble maps.

Mr.Cross

+1 for granite and marble!
Claims to know most things.

SirBuck

A colonist controlled minigun turret.
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Idea behind this is that it makes the minigun a more useful weapon whilst increasing certain attributes (accuracy, stability) and stopping mobility and decreasing aiming speed. Costs 1 minigun and some steel. All the code it would need would be adapted minigun code to a mortar style and a graphical enhancement of the minigun (I think).
I know little about coding but I would assume this is simple to do.

kahlzun

Don't know if this has been suggested before, but if you could make a tooltip for the "Incapable Of" Character tab to explain what the various things actually mean.
Some are more obvious than others, but it would help new players especially.
Look for me on the KSP forums!
Rimworld. The game where getting a cannibal psychopath with bloodlust is a good thing.