Your Cheapest Ideas

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

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chino2468

I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)

Bruxy

Seems I depressed everyone with my contribution to the Stories forum so I figure I'd provide something a bit more constructive. It's been broadly mentioned previously but I think I can flesh it out a bit more:

Wheelchairs.

Added via surgery, though with no risk of injury. Shows as a purple augmentation to the body so it doesn't affect/overwrite existing conditions on other parts (particularly legs). Requires steel and cloth(50:20?) or some other suitable materials to build.

Can be removed like other prosthetics, so if you put someone in there because they lost both legs but you've just got a deal on a pair of bionics, you can switch them over easily.

Sets movement to POOR providing the pawn has use of both arms, regardless of previous movement value, so if you put a fully-fit pawn in one they still move slowly but if they have a broken spine or no legs at least they can go somewhere. However, the wheelchair is restricted to movement on manufactured floors (carpet, laid tiles or smoothed rock) since it isn't mobile enough for bumpy, soft ground. This would be set up as a game-controlled restricted zone, not modifiable by (but possibly visible to) players.

Manipulation is capped at WEAKENED to represent limited range of movement.

With research, wheelchairs can be upgraded to Powered Wheelchairs. These require additional materials to install (extra steel, possibly plasteel or uranium) but reduce the movement penalty to WEAKENED and can be operated one-handed if necessary.

Perhaps additional research could be performed on rugged wheels or similar, allowing further range of movement (e.g. to any tiles with a movement speed modifier greater than 80%). You'd still need to be careful with your pawn, though, as if they get caught outside in a snowstorm they may find the ground gets too bad for them to return, forcing a rescue (perhaps initiated by a new "Stranded" state that kicks in when the pawn cannot calculate a route back to bed).

Pawns in wheelchairs would still be fairly limited in terms of output, being almost completely unable to hunt, mine, handle or take part in planned combat excursions. However they could still make viable cooks, cleaners, wardens, researchers... even farmers with suitable provisions for walkways in your gardens! They could even get a boost to hauling capacity, though it'd be fairly slow and short-range.

Ultimately it brings back a bit of extra usefulness to pawns who would otherwise be, at best, consuming food and getting angry while on the long-term bionic part waiting list. At worst they could be permanently immobile and nothing more than organ farms.

Let's bring in some equality for the differently-abled!

StorymasterQ

Quote from: Bruxy on February 26, 2016, 06:44:48 AM
Wheelchairs.
This sounds like a cheap idea in terms of coding effort, up until the part about movement restrictions...
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Bruxy

Quote from: StorymasterQ on February 28, 2016, 07:43:56 PM
Quote from: Bruxy on February 26, 2016, 06:44:48 AM
Wheelchairs.
This sounds like a cheap idea in terms of coding effort, up until the part about movement restrictions...

I thought much the same and was going to include it only as an addendum, but then I considered the current approach to restricted areas and (admittedly, based on some broad assumptions) I figured there could actually be a fairly straightforward solution. The game is already capable of creating new areas based on certain actions, particularly construction. Would it be such a leap to generate a new one that appears on every newly-built floor tile?

SpaceMun

Hi Tynan!
Alright, I've got some ideas to shoot by you.
-A fishing rod; for colonists to fish.
-barricade; a wall made of stones (not stone blocks) that works the same way as sandbags.
-rare caves that form on the sides of mountains
-Spacesuits; usually used in space walks, they can instead be used like gas masks during a toxic fallout or other event. Maybe some enemies wear them.
thanks for the hard work

humblebundle

After watching some other games, i get some ideas for Rimworld and i would love to see them.

First, these robots have to be researched like the spaceship, each one.
But not only robots, why not some farming devices?
- Whats about a wooden or metal plow, that increase the farming speed?
- Or a scythe that increase the farming speed of the colonist who use it?

Robots:
- Cleaner robot, looks kinda likethis you have to research that robot, to build it, you need steel, after you have build it, you kinda can handle the cleaner like a animal, you can not train it, but you can give him areas he is allowed to clean, also he needs energy, so you have to put a recharge-station in the area he is, otherwise he will be disabled.
Oh and the cleaner can not clean boulders/debris/pebble, just things like vomit, blood and on.
The rechargestation ofc recharge, but also cost power while charge the robot(s)
- Farmbot, this works like the cleaner, but instead of cleaning it...you guessed it, it will farm the plants and on and move it to the storage. to build the farmbot you need steel ofc but also knifes, the better the knife, the better the farming results.
After a time, the robots knifes get damaged, so you can repair him, like a sentry which is shoot.
- minerbot, mine ore and works the same as the others bots, it needs steel and power.
- repairbot, repairs stuff and works the same as the others bots, it needs steel and power.



Now you may think, this is overpowered and on, but the robots need a lot of steel and need energy (at least farmbot and minerbot)

Quote from: chino2468 on February 25, 2016, 09:26:14 AM
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Levels would be awesome, at least 1 level up or down(basement? <3 )
english is not my main language, that should explain a lot...

LeoTessa

I agree with the cleaning robot, but more than that is just plain laziness

king komodo

Quote from: humblebundle on March 02, 2016, 03:30:54 AM
After watching some other games, i get some ideas for Rimworld and i would love to see them.

First, these robots have to be researched like the spaceship, each one.
But not only robots, why not some farming devices?
- Whats about a wooden or metal plow, that increase the farming speed?
- Or a scythe that increase the farming speed of the colonist who use it?

Robots:
- Cleaner robot, looks kinda likethis you have to research that robot, to build it, you need steel, after you have build it, you kinda can handle the cleaner like a animal, you can not train it, but you can give him areas he is allowed to clean, also he needs energy, so you have to put a recharge-station in the area he is, otherwise he will be disabled.
Oh and the cleaner can not clean boulders/debris/pebble, just things like vomit, blood and on.
The rechargestation ofc recharge, but also cost power while charge the robot(s)
- Farmbot, this works like the cleaner, but instead of cleaning it...you guessed it, it will farm the plants and on and move it to the storage. to build the farmbot you need steel ofc but also knifes, the better the knife, the better the farming results.
After a time, the robots knifes get damaged, so you can repair him, like a sentry which is shoot.
- minerbot, mine ore and works the same as the others bots, it needs steel and power.
- repairbot, repairs stuff and works the same as the others bots, it needs steel and power.



Now you may think, this is overpowered and on, but the robots need a lot of steel and need energy (at least farmbot and minerbot)

Quote from: chino2468 on February 25, 2016, 09:26:14 AM
I would love to see (at least a few) Z-levels, so one could build two-, three or X-story buildings, or perhaps have a basement? :)
Levels would be awesome, at least 1 level up or down(basement? <3 )

The plow/scythe should probably be more along the lines of the Pneumatic Picks we have for mining though they should reduce failure rate and increase harvested amount not reduce speed (farming is already pretty fast). The Roomba (Cleaner bot) isn't a bad idea. The Farming bot/Harvester while at least useful, isn't necessarily needed. The others I have no idea why we need them.

As for Z-levels I would be happy with a small guard tower with a bonus for shooters but adding actual Z-levels I think was shot down awhile ago, I will double check though.

Bruxy

I feel like cataracts are ridiculously common, incredibly debilitating and bloody expensive to rectify. I've lost count of the number of times I've had three or four pawns walking about almost totally blind, waiting months on end for an exotic trader to bring me one bionic eye (by which point two more cataracts have developed in the colony). Beyond pawns, most of my livestock tend to be blind as well. I'm fairly certain the condition isn't that common in the real world!

I propose a slightly shallower slope towards age-induced blindness, with levels of sight loss creeping in as pawns get older. Like infections, you could have minor, major and extreme levels of astygmatism (sp?) or whatever variation of eye problem you like, that gradually decreases sight rather than jumping straight to the bottom as you get with cataracts.

To "cure" the condition, glasses can be installed as an operation that consumes a level of resource (likely steel). Operation failures wouldn't harm the pawn but would assume you'd been given the wrong prescription and therefore no sight improvement is given (or indeed sight gets worse, particularly on a critical fail) until the operation is repeated, more steel is consumed and the doctor gets it right.

Glasses could be damaged in combat, reducing the pawn's sight back to base levels until they were fixed.

If you wanted to stretch it a bit, you could make it so a prescription only fixed sight for the level it was at when the operation was performed. If you get glasses to fix "Left eye: Astygmatism (minor)" but advanced to "Left eye: Astygmatism (major). Right eye: Astygmatism (minor).", you would no longer get the improvement from your existing glasses and would need to get a new pair made up.

Part of me thinks this should involve the machining bench or other production facility in some way, but maybe that's taking it a bit far - unless of course you could readily implement the following: The "operation" doesn't involve the patient jumping in bed and waiting for the doctor to stand beside them, resources in hand. Instead the pawn carries on as normal but the doctor disappears to the machining bench, crafts the appropriate glasses and takes them to the patient once they're done. I appreciate this is likely way outside the current implementation so won't qualify for "cheap", plus I don't see how much extra value it adds beyond the original suggestion, but I thought I'd throw it in there for consideration.

asanbr

Cannibals should prefer to eat raw human meat over simple meals.
I just noticed that my cannibal colonist went for a simple meal when there is fresh human meat in the freezer.

jzero

i know if i was a cannibal i would prefer a cooked meal over raw meat, human or otherwise. Of course, i'm not a cannibal.
Actual cannibal shia labeouf.

Kraehe

Camping Beds, so if colonists are on the other side of the map hauling or working stuff, they dont run half the day around the map. Just to install elsewhere on the map and usable for everyone (visitors, raiders etc). So it is  easier to make outposts without change the bed for each colonist.


marblemadnessjc

Could it be possible for colonists to maybe marry each other or have children?

Walking canes for the elderly colonists to improve walking speed.

Limdood

Quote from: Kraehe on March 04, 2016, 03:37:41 AM
Camping Beds, so if colonists are on the other side of the map hauling or working stuff, they dont run half the day around the map. Just to install elsewhere on the map and usable for everyone (visitors, raiders etc). So it is  easier to make outposts without change the bed for each colonist.

YES!  sleeping bags as a carryable item would be amazing.  Should still give a "slept outside" debuff, but not a "slept on the ground" debuff (or replace both with "slept in a sleeping bag debuff).  Should also possibly increase range of comfortable sleep temp.

Having distant colonists from the base has plenty of its own problems...being able to carry a bed and meal with them to be able to keep "going insane" from being one of those problems would be great (still don't want to get an "attack immediately" raid while they're 300 squares from the base!

asanbr

Training and taming should be two different jobs.

It happens that I want someone to train animals in the base but not run around the whole map wasting time taming animals.
There is also no simple quick way to cancel all animals marked for taming.