Your Cheapest Ideas

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

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SpaceDorf

Autosave dependent on real time, not ingame time.
Two hours of paused planning go out of the window after releasing pause ...
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.
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SpaceDorf

I repeat this one :

Please move the infos from the bottem left to somewhere they can be read when another info screen is opened.
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

Franklin

Quote from: Dreams_Of_Cheese on August 03, 2016, 09:18:36 PM
Quote from: StormySunrise on August 03, 2016, 08:14:45 PMNot sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
I second this. It's a bit annoying to have a prisoner for over an ingame year who just won't join. I guess he's just cashing in on the free food and housing. Maybe instead of a random chance to just join, it should become easier to recruit (or for some harder, depending on a trait maybe?) your prisoners the longer they've been in prison.

How many prisoners of war are willing to switch sides after a stint in prison you think? I would doubt you'll find too many. They're going to want to be released and leave, not take up arms with you.

StormySunrise

Quote from: Franklin on August 04, 2016, 10:58:21 AM
Quote from: Dreams_Of_Cheese on August 03, 2016, 09:18:36 PM
Quote from: StormySunrise on August 03, 2016, 08:14:45 PMNot sure if this was already mentioned but, Stockholm Syndrome as a random chance to happen to prisoners kept captive after a week. then they auto join the colony if you accept.
I second this. It's a bit annoying to have a prisoner for over an ingame year who just won't join. I guess he's just cashing in on the free food and housing. Maybe instead of a random chance to just join, it should become easier to recruit (or for some harder, depending on a trait maybe?) your prisoners the longer they've been in prison.

How many prisoners of war are willing to switch sides after a stint in prison you think? I would doubt you'll find too many. They're going to want to be released and leave, not take up arms with you.

Um here is whats wrong with your point

1. You are a colony not an army there are clear differences between a POW camp and a town prison
2. The way the prisons work in Rimworld are to make the best impression of the colony in order to keep your prisoners from breaking
3. Your colonists have to have a high social skill to recruit, have you ever met a very charismatic person in real life? They can be very convincing and could easily get you to do things you would rather not. (unless you are an introvert/anti-social type which would decrease the chances of this happening)
4. POW's are usually tortured for information (unless you are talking about more modern-day POW conditions) and as stated in point 1 you are a colony not a POW camp.
5.You do not know the pawns themselves, therefore there could be any reason for them to join that can be listed
6. sometimes the lack of stimuli and/ or isolation can make a person do things out of character.
7. Id like to think the pawns are smart enough to realize that they are not going anywhere anytime soon, and that the imprisoned pawns surely know they are not just gonna let them go without good reason (hence the relationship boost when sometimes releasing a  prisoner)

ToXeye

This is one of my current problems with breeding:

1) Splitting stacks of hay. In order to feed the hens and roosters, they need equal stacks of food. This requires some amount of micromanagement. But there is no way to split the stacks equally.

2) Renaming chicks to roosters/hens. A quick button to rename each animal to a new more fitting name, just click it and instead of chick 20 it will be called Rooster 10 or Hen 10
Features everywhere!
e_  O:
/|   /|\

RickDeckerSpiegel

Quote from: SpaceDorf on August 04, 2016, 10:49:20 AM
I repeat this one :

Please move the infos from the bottem left to somewhere they can be read when another info screen is opened.

I would really appreciate that as well.

CoolCat213

Some sort or bar/restaurant idea, where visitors as well as pawns can use it for joy, but you'll need beer or other alcohol. For the grittier side you could include gambling and prostitution.

caninmyham

Personal tables! 1x1 or mergins tables for prisoner cells or colonist rooms. Better fitting in custom table craft too.

Havan_IronOak

Quote from: CoolCat213 on August 04, 2016, 04:43:50 PM
Some sort or bar/restaurant idea, where visitors as well as pawns can use it for joy, but you'll need beer or other alcohol. For the grittier side you could include gambling and prostitution.

The game already features beer and visitors generally do congregate in your most opulent room or one with a meeting spot.  So building a bar is something you might be able to simulate with no changes.

There is also a hospitality mod that adds a whole other level to this.

As to 1x1 tables... there is a mod for that. The table is listed as modular and can be set up against a wall like a counter. Come to think of it that would make a pretty convincing bar substitute.

SpaceDorf

Please don't hate me for this one :)

Falling Snow and Dust in Deserts could cover Solar Generators completely.
Solar Panels could collect dirt over time and lose performance generating the need to clean them.
Wind Generators should collect Ice when the Temperature sinks bellow a certain level.

Added research could give the Generators the ability to self clean by heating or fan which would use up energy.

The Ideas are actually real live concerns :
http://green.blogs.nytimes.com/2008/12/09/ice-tossing-turbines-myth-or-hazard/?_r=0
http://www.solar-facts-and-advice.com/solar-panel-cleaning.html
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

Yet another one :

Owned Animals should abide to Zone Restrictions.
Even more so if they are trained, based on that their owner send them there !

Additional, untrained animals could ignore Zone from time to time and wander of, giving more meaning to training.

To slow down bonding with walking meat, the animals base intelligence should reflect the chance of bonding ( high with intelligent animals, low to none with others )

Again one Idea evolved into three.
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

kragnfroll

some new traits :
-shopping queen : mood more affected by cloth qualities and hp.
-perfectionnist : tend to be unhappy when crafting / building low quality stuff
-weakling : get downed as soon as hit
-viking's blood : never downed ! fight until death
-careless : raise the durability lost per day ratio of his stuff
-sloth : need more rest each day
-mule : increased hauling capacity.

SpaceDorf

Quote from: kragnfroll on August 05, 2016, 11:37:37 AM
some new traits :
-shopping queen : mood more affected by cloth qualities and hp.
-perfectionnist : tend to be unhappy when crafting / building low quality stuff
-weakling : get downed as soon as hit
-viking's blood : never downed ! fight until death
-careless : raise the durability lost per day ratio of his stuff
-sloth : need more rest each day
-mule : increased hauling capacity.

-redshirt : always gets shot first :)
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

#3388
Man Rimworld makes me creative today

This one concerns farming :

Let Farmers Pick up the crops when harvesting, once they cant carry anymore or are done with one field they bring the crops to a stockpile.

--- Edit ---

Another one to the evergrowing Wishlist :

Add a "Allow Non-Rotten"-Option to Stockpiles

It is annoying when fresh kills land in the junkyard.
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

Illusion Distort

More apparell with boosts. Workclothes for stonecutting and sterile white coats for doctors and scientist.