Your Cheapest Ideas

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

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asanbr

A button to reset manual priorities to the starting values would be nice.

After a few rounds they are completely messed up and it takes a lot of clicks to get them back to default.


asanbr

Make it possible to choose what type of food to train animals with. I save human meat to train dogs sometimes, and then my handler feeds them rice on a winter map where vegetables are hard to get by.  :'(

Same thing for prisoners. They don't need fine meals.

asanbr

For electric smelter, make it possible to choose what materials the item is made of.

I like to smelt silver things since they can give more money my smelting than selling, and I like to smelt uranium weapons from pirates since uranium is usually hard to find. Also, plasteel items. But not most other things.


Also, make it possible to specify subtypes of furniture in storage zones. I want to make a battery storage without micromanaging and without getting beds and stools mixed in.


asanbr

Make it possible to force-attack prisoners when not carrying a weapon. As it is now, with a weapon we can do it but without, we can't (key press B does nothing).


niceshoot

Hello.
I have idea to get fences in rimworld to save a plants (coton, potatoes...) from wild animals And explosives (tnt) what you can place to objects to destroy them. And sam trees like apple tree cherry tree.

Justas love

 - Fire extinguisher (freezing gloves, i dunno, just as long as it doesn't take the weapon spot), acts like punching a       fire, but only takes 1 hit to extinguish a huge fire.
- A bottle of drinking medicine, used for flu's and dieseases (it uses this item instead of medkits).
- Prisoner meals, it takes this meal to the prisoners instead of lavish meals.
- embrasures, acts like sandbags, but u can't go through it, u will have to destroy it.
- Traders stockpile, all of the traded goods land in this stockpile.
- Shield turret, acts like a personal shield only is on the ground and protects everything aroud it.
- Make sentry guns reaserchable, but u start off with a gattling gun that can be manable.
- Barrels, stores a huge amounts of beer ;)
- Reinforced power cables, has more hp than the vanilla cables so that basic explosions dont destroy them.
- Sharpeye bionic, gives x+ amounts in the shooting skill.
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.

blub01

Quote from: Justas love on February 20, 2016, 09:43:27 AM
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.

maybe also adds the thing about hit chances and being unhappy if carrying a melee weapon?
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.

Justas love

Quote from: blub01 on February 20, 2016, 04:43:26 PM
Quote from: Justas love on February 20, 2016, 09:43:27 AM
- Sharpye trait, acts like the brawler trait, but adds x+ shooting skill.

maybe also adds the thing about hit chances and being unhappy if carrying a melee weapon?
Yepp

Dspendragon

This is Rimworld people, Where cannibals ware pink helmets and nudest decide to go outside when its -59F, And where shit happens. Its anything but fare or balanced, Lady Luck rolls a 1000-sided dice and 80% of that dice says"Death"on it. Your job is keeping your people alive in bad rolls. Good Luck.

jzero

Actual cannibal shia labeouf.

JimmyAgnt007

More Important Things.

When you start a new colony and you are just building basic shelters you get New colony optimism to offset the other issues.  But its always felt a bit odd, not everyone is optimistic.  It would make more sense to have MIT as a buff that balances with whatever debuffs you get.  Who cares if you are sharing a bedroom when its the first night on a new planet after a crash?

Also later in the game, say your character has the plague, does it matter if they have cabin fever?  Or if they have low joy.  They should be entirely focused on the fact they are sick and not how big their bedroom is.

When you are under attack and pawns just wander off to eat.  Shouldnt they focus on the fact that raiders are about to stomp over their front lawn?

It just seems that priorities should shift based on threats being faced.  That people shouldnt care if they have the munchies when half the colony has died fighting off mechanoids. 

blub01

Quote from: JimmyAgnt007 on February 23, 2016, 09:59:03 AM
More Important Things.

When you start a new colony and you are just building basic shelters you get New colony optimism to offset the other issues.  But its always felt a bit odd, not everyone is optimistic.  It would make more sense to have MIT as a buff that balances with whatever debuffs you get.  Who cares if you are sharing a bedroom when its the first night on a new planet after a crash?

Also later in the game, say your character has the plague, does it matter if they have cabin fever?  Or if they have low joy.  They should be entirely focused on the fact they are sick and not how big their bedroom is.

When you are under attack and pawns just wander off to eat.  Shouldnt they focus on the fact that raiders are about to stomp over their front lawn?

It just seems that priorities should shift based on threats being faced.  That people shouldnt care if they have the munchies when half the colony has died fighting off mechanoids.

that's rather complex to implement tho, 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.

JimmyAgnt007

Maybe, Id handle it like an alert system.  Red alert means enemies are on the map and you should ignore everything but the critical.  Yellow alert means something bad is happening and you should prioritize the important stuff.  Green means all clear and you can complain about anything.  yellow alerts can be colony wide or just for individuals.

if (yellow)alert exists then ignore debufflist(yellow)
if (red)alert exists then ignore debufflist(yellow,red)

so debufflist(yellow) would contain debuffs related to what room you have, what you are wearing, first stage of hunger, stuff like that.

debufflist(red) would contain almost everything else except anything that might cause imminent death. 

someone fighting for their life isnt going to snap because their room isnt big enough.

Headrazor

Hello, Great game by the way..! Thanks..! One off the best i know.!
I wish do have Levels in Hight, like basements or a Tunnel, or Towers build off the ground or walkways on walls, and Ledders, Stairways, maybe trapdoors. The building system is great and should be used as befor only into the ground and up in the Air.
Im sorry for my english..!
Then when you finished the game and start an new one you should be able to take all colonist into the new colony.
And ammo must be crafted for each shoot even for the turrets, accept for laser turrets.
Craft more items like good weapons, pistols, Rifels, lasers, Maybe laser Turrets, drinking bottles(reusedable), dinning stuff, like a fork, and knifes, and many more.
some funny stuff like a treatmill for humans or animals to make eletrecity.
maybe if you finished the sector you can vitist the next with choosen colonist and leave in the direktion you settle next, and maybe later trade with each other.
somekind off water system: if its raining you should haul (snow)water in tanks maybe underground in rooms and pump into toliets, drinking maschines, and the dirt water can be used as fertilizer, or re used and cleaned or sell. maybe some kind of firefighter system with pipes in walls and maybe some kind off tsunami, or the oposit dry...
Comoflage if raiders come they can pass you unnotice, if you comoflage your entrance maybe they dont find you but they come back to search.
some kind off attacking system where you visist other colonys go out with a tank like vehicle with x amount off space to take loot or prisoners back home.

this was for now. Thank you for many good gaming experience with Rimworld.!

humblebundle

Hey there.
While playing there come some ideas in my mind, some are maybe to much work to program.
first i have to say, english is not my primary language so it could sound rubbish.
- more plants, i like the amount of plants, but i would like some more vegetables or beans, tomatos and beans would be great or some food with more nutrient
- guitar, [need:Silk+wood+maybe steel], can be placed and used like a 'Horseshoes Pin' it increase the joy in a special range, maybe the game music stops and the guitar is playing
- fence, works like a wall, but with the big difference it has no affect on temperatures, it does not change them, also light can go through
- childs or baby's would be very nice, to get more colonists beside slaves or random events.
- windows, kinda works like the ventilator but they let a bit light in if connected to "outside".
- Shooting Target [need:wood] would be great to let them practice shooting and melee
- Medicine Dummy [need:rubber tree+medicine ] and rubber tree
- if you make the A.i. a bit smarter later(?), it would be great if we could create some walls with holes, so the colonists can shoot through, instead of creating a wall for each material, you could use the door system and holes can be placed? [need:steel]
- a fridge, im not sure whats with the temperature system, but it is weird, it would be great to also have a fridge as a furniture, it could work like a coffin, you could place up to 3 stacks of food or something in it?
- selling with visitor, it would be great if you could trade with the visitor who meet you from time to time
for that you could maybe place a tradingstand?
thats all for now...not much and not very new, i guess a lot of people got these ideas.
english is not my main language, that should explain a lot...