Your Cheapest Ideas

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

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Valleo

Well, I ve got one or two little suggestions :
Maybe add an outfit, the cap.
Cowboy hats are cool, but they are, with tuques, the only craftable hats.

So a cap could be a good idea, to add diversity. It could be for moderate heat. (we already have the jacket for moderate cold)

Then, there is my second suggestion :
I have to say that I love the feature that now allows to easily manage outfits.
Now my colonists wear uniforms ^^ (with duster, pants, button-down shirts, and cowboy hat. They're so fancy !!)

But there is a little limitation that restrains me.
We can't chose the material of the weared outfits. (but I don't know if it is easy to implement, or not).
When I create an outfit, I can specify clothes types, qualities, damages, but not clothes materials.
And clothe material influences its color.

With this possibility, it would be easier to manage good looking outfits, with coherent colors (wich is very long to handle itself).

Well, that was my two little ideas. Hope it will help.
Anyway, you are doing a great job with this game. Congratulations.

Alistaire

In A12 RimWorld "Saves" files contain the entire <factionManager> from "Worlds" since World is saved for its WorldInfo but along with that the FactionManager is saved too. That's a 47 kB redundancy for each colony savefile in a world savefile.

Huntico

Padded walls for prisons to help keep prisoners from berserking
Straight jackets to keep them from fighting
Cattle prods
Chalkboards for quick cheap beatification art that can be erased

DoctorNick

Hmm... cheap ideas...


  • Elephants should also drop ivory, which can be traded or crafted.
  • Animals should usually flee fire.
  • Art shouldn't include events newer than the inception of the art piece.
Hi everybody!

Gredfe

My idea for a product drop off radius is detailed in https://ludeon.com/forums/index.php?topic=16897.0

I just thought I'd repost it here in case it gets missed.

asanbr

There should be a non-violent way of arresting or capturing berserking / dazed colonists.
I understand that for balance reasons, we may not want to allow capturing enemies alive too easily so that it becomes super easy to recruit more people.

But for those berserking, I find it really annoying that when I fight them just to make them stop berserking, they sometimes die by accident. My solution so far has been to lure them out of the base and to the other side of the map with another colonist, then run away from them and leave them there taking their rage out on squirrels until they stop.

Arrest using multiple people or incapacitate in a way that can't kill them, should be possible at least for colonists that are already part of the colony.




Quote from: DoctorNick on November 17, 2015, 12:48:56 AM
Hmm... cheap ideas...


  • Elephants should also drop ivory, which can be traded or crafted.

Elephants do drop elephant tusks which can be sold for a significant amount of cash. Can't be crafted though.


blub01

Quote from: Huntico on November 16, 2015, 09:56:42 PM
Padded walls for prisons to help keep prisoners from berserking
Straight jackets to keep them from fighting
Cattle prods
Chalkboards for quick cheap beatification art that can be erased

granted, that isn't quite cheap, but you could also teach colonists researching (maybe other stats too) using a chalkboard and a colonist that already has a higher level in research/the trained stat.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

DoctorNick

Quote from: asanbr on November 21, 2015, 05:54:10 AM
Elephants do drop elephant tusks which can be sold for a significant amount of cash. Can't be crafted though.

They do?  Must have missed that, haven't seen any elephants in my recent games...
Hi everybody!

Thunderclone

A Cheap Idea might be to introduce a few personality traits


Glutton - Loves to eat. (He/she consumes twice as much food)
Art Critic - Enjoys good art and despises poor work. (mood effect near bad or good art)
Multicultural - Is welcoming to newcomers (prisoners gain positive mood when they talk to this person)
Racist - Will upset newcomers (prisoners will have a negative mood effect when this person is their warden)
Animal whisperer - Trusted by animals (Animals never attack unprovoked or on a failed tame)
Old in Spirit - Takes less time to enjoy things (Joy requirement 1/2 the amount)
Young in Spirit - Wants to enjoy every minute (Joy requirement x1.75)
Scaredy Cat - Backs down from a fight (Undrafts themselves and Breaks/runs away in the face of minor wounds in battle)
Civil Servant - Likes doing mundane tasks that benefit the colonists (Tailoring, growing, building, and Doctoring all give a mood boost)
Glass Bones - Breaks bones easily
Warrior Race - Fights tooth and nail (deals extra damage movement x2 when drafted, dislikes Peaceful Race)
Peaceful Race - People feel his/her calming presence (Bonus to Warden Skill)
Merchant Race - Money is his/her game (Can sell things for more silver, dislikes Warrior Race)
Comedic - Funny and a quick wit (Social conversations give Colonists a Funny Joke mood effect)
Sexy/Handsome - Fetching to the eye (Social conversations give Attractive Person mood effect)

I would love to write up anything for you guys. Such as back ground stories and pitch more ideas. I wish i could program because I would be helping any way i can. Rimworld is Awesome.

blub01

Quote from: Thunderclone on November 24, 2015, 05:54:33 AM
A Cheap Idea might be to introduce a few personality traits


Glutton - Loves to eat. (He/she consumes twice as much food)
Art Critic - Enjoys good art and despises poor work. (mood effect near bad or good art)
Multicultural - Is welcoming to newcomers (prisoners gain positive mood when they talk to this person)
Racist - Will upset newcomers (prisoners will have a negative mood effect when this person is their warden)
Animal whisperer - Trusted by animals (Animals never attack unprovoked or on a failed tame)
Old in Spirit - Takes less time to enjoy things (Joy requirement 1/2 the amount)
Young in Spirit - Wants to enjoy every minute (Joy requirement x1.75)
Scaredy Cat - Backs down from a fight (Undrafts themselves and Breaks/runs away in the face of minor wounds in battle)
Civil Servant - Likes doing mundane tasks that benefit the colonists (Tailoring, growing, building, and Doctoring all give a mood boost)
Glass Bones - Breaks bones easily
Warrior Race - Fights tooth and nail (deals extra damage movement x2 when drafted, dislikes Peaceful Race)
Peaceful Race - People feel his/her calming presence (Bonus to Warden Skill)
Merchant Race - Money is his/her game (Can sell things for more silver, dislikes Warrior Race)
Comedic - Funny and a quick wit (Social conversations give Colonists a Funny Joke mood effect)
Sexy/Handsome - Fetching to the eye (Social conversations give Attractive Person mood effect)

I would love to write up anything for you guys. Such as back ground stories and pitch more ideas. I wish i could program because I would be helping any way i can. Rimworld is Awesome.

I'd do glass bones as a disease(which it is in RL, I think).
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

AseaHeru

Quote from: Huntico on November 16, 2015, 09:56:42 PM
Chalkboards for quick cheap beatification art that can be erased
If this goes in, teaching via them should also go in.

And perhaps an electronic variant from traders, working somewhat like a TV?

xuichinox

#2681
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.

2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.

3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?

4. a trade beacon which attracts more trade ships but also increases the chance of raids.


king komodo

Quote from: xuichinox on November 27, 2015, 03:40:35 AM
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.

2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.

3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?

4. a trade beacon which attracts more trade ships but also increases the chance of raids.

I like all of these though I think there has been one or 2 that were almost an outright no which was the guard tower and trenches because of Z-levels, but I think the trenches might be doable much like Deep water and would also make nice mass graves that you can light on fire like moats from castles of old if you could simply toss bodies or let plants grow in them.

blub01

Quote from: king komodo on November 27, 2015, 02:06:12 PM
Quote from: xuichinox on November 27, 2015, 03:40:35 AM
I know some of these ideas have probably been said before but having them said more than once will probably make them look more wanted :)
1. Impassable windows made out of the current building materials available ( sandstone granite etc...) which have 3/4 health of a normal wall but can be shot over like a sandbag and provides cover for anyone shooting out of it.

2. trenches that act like a wall which the enemy has to bring ( or construct) ladders to cross during a raid.

3. a 2x2 tile structure which acts as a guard tower, giving resistances to anyone posted on them and giving them an accuracy bonus when using ranged weapons and allowing colonists to fire over walls which have no roof. It could also make them more vulnerable to fire and explosives due to the structure breaking?

4. a trade beacon which attracts more trade ships but also increases the chance of raids.

I like all of these though I think there has been one or 2 that were almost an outright no which was the guard tower and trenches because of Z-levels, but I think the trenches might be doable much like Deep water and would also make nice mass graves that you can light on fire like moats from castles of old if you could simply toss bodies or let plants grow in them.

that was the point, guard tower and trenches were supposed to NOT use z-levels, as described in the post. the guard tower simply gives an accuracy bonus, and maybe explodes if it is destroyed to simulate it collapsing and crushing people. shooting over walls might be tougher, but I'm sure it's doable somehow. trenches are, as you said, possible by making them impassable until a ladder is built over them. they can then simply change to a passable tile with a similar skin. my point is, this has nothing to do with z-levels.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

giannikampa

Make selling arrow buttons to "one click-drag" instead of click each as it is for restricion section.
Late game will be so less frustrating
And as always.. sorry for my bad english