Your Cheapest Ideas

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

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b0rsuk

Older colonists, especially from more violent* backgrounds, could sometimes come with a simple prosthetic arm/leg instead of another affliction.

* "violent" backgrounds can be approximated by checking their combat skills.

SpaceDorf

Quote from: thuban on July 24, 2016, 03:34:27 PM
A "funny" trait, to help thoes poor ugly guys not to be rejected.

How about a Emphatic trait as counterpart to abbrasive ?

The Pawn says nice things to others that make them feel better.
Also Wardens should be able to do the Cheer-Up Work like Doctors, but not only on Patients but also on soft-breakdowns and
other bad mood condition, act as the Colonies Therapist.
I mean if the guy can talk a lunatic murdering hobo into joining the colony ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

woogiewoogie

#3302
It would be convenient if you could cycle through pawns in the stats/records screen  (using < & >).

When I was about to launch and finish my game I looked through all their records for fun, but you have to manually leave the window, click a new pawn, and go info then records.  Not too bad, but made it hard for a quick comparison between my favorite colonists.

mumblemumble

#3303
Damage to the head of someone having a very strong chance to knock someone out cold. Higher, or gaurenteed chance if blunt, and very strong / gaurenteed chance to pass out if head health drops under a certain amount.

Perhaps add the same to torso, so tons of body shots from blunt items don't kill, but just leave someone in a painful mess.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

-----

Its bad because reasons, and if you don't know the reasons, you are horrible. You cannot ask what the reasons are or else you doubt it. But the reasons are irrefutable. Logic.

Mendel

Quote from: SpaceDorf on July 24, 2016, 02:20:28 PM
Some of your concerns can be adressed by setting the job to drop the ressources on the floor instead of bringing them to the optimal stockpile.
This is possible to do? How? (sorry Im still new to this game, just started 5 days ago)

Quote from: SpaceDorf on July 24, 2016, 02:20:28 PM
Especially in food production its optimal to set up the butchers and stoves next to each other in a cooled and enclosed area
with the stockpiles directly next to them.

If I place the butcher and stove table inside my freezer area then the worker complains about cold :)
I can place them on the next adjacent room of course but they still do a lot of traveling around that isnt really needed. hmm...


This now gives me an idea though, maybe I can place a single cell preferred stockpile right next to the butcher table... that should do!


Jonofwrath

If you're dropping stuff on the floor be aware that these items do not count to your inventoried total - ie if you have a bill set to maintain 50 Kibble and you have 150 kibble dropped on the floor around you because no-one has hauled them to an appropriate store then your cook / butcher will just keep on making kibble.

AHappyMuffalo

Comedy Trait: Funny colonists boost the moods of others around them with their jokes and tricks. Solemn colonists hate comedy and rarely get positive moods from comedic colonists.

Solemn Trait: A serious colonist. They are effective wardens but can often bring down the mood at parties or when socialising with other colonists for too long. They work more than others and their Joy need decreases slower.

Vegetarian Trait: Doesn't eat meat. Can boost growing skill or even give the colonist a passion for growing.

9ofSpades

Add bullet casings as a left over graphic on the ground after a fight. It could be cleaned up just like vomit, blood, dirt, ect.
It would add a cool effect to demonstrate the fierceness of the fight and just add a bit more realism to the combat.

Lightzy

Mostly for "exported" scenarios for others to play, kinda redundant otherwise:

"force *biome* start", so to force that a scenario is played out on an ice sheet, for example.


skinicism

Is there an ability to have a lost tribe witch doctor appeal to steel and

other items that can be mined to prevent rock slides? Could certain steel

and other minerals have an appeal value assigned initially for witch

doctors to reduce by uttering chants?

SpaceDorf

Quote from: bechtoldj on July 25, 2016, 02:48:19 PM
Add bullet casings as a left over graphic on the ground after a fight. It could be cleaned up just like vomit, blood, dirt, ect.
It would add a cool effect to demonstrate the fierceness of the fight and just add a bit more realism to the combat.

+1 I like this one :)
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

ToXeye

The fallow option actually has a contendor in "allow sowing" which can be turned off. My bad. But if there's funny behaviours with it, it would probably end up in the bugs department
Features everywhere!
e_  O:
/|   /|\

SpaceDorf

Make it possible to set the numbers of factions in the scenario editor.

More pirates, less tribals, all tribals, no friends ..

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

SpaceDorf

In addition to my last suggestion.

An overview of factions in the landingsite selection window. Searching and accounting the whole planet is so annoying.

Just put the dots next to the planet names or above the "mode" button so I can see .. 3 pirates, 2 tribes 1 outlander ..
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Vad

#3314
Obedient pets - "Stay" /  "Follow" button.

The problem I have with my pets is that they always wander into the middle of a gun fight because they are guarding a drafted owner (or attacking). They ignore area restrictions when the owner is drafted so I have no way to keep them out of combat.

My Suggestion: When you draft a pet owner. If their pets are obedient then a "PetFollow" button should appear (similar to the 'release animals' button). PetFollow starts off enabled when you draft someone, but you can choose to disable it which will make your pets return to their normal non-combat behavior while the owner is still drafted.

Hopefully this should be a simple matter of adding one more boolean flag to check when toggling the pet behaviour from peaceful -> combat mode.