Your Cheapest Ideas

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

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Illusion Distort

Quote from: 123nick on August 05, 2016, 11:57:23 PM
Quote from: Illusion Distort on August 05, 2016, 05:34:23 PM
More apparell with boosts. Workclothes for stonecutting and sterile white coats for doctors and scientist.

theres a mod that does this, sorta. aparrello 2 , by shinzy.

Yes, but I think it should be in the core game, cant se any reason why they cant make resonable clothing including larger coats.

SpaceDorf

A simple one :

Wool Animals should start out with 100% wool growth instead of zero.
All Balance issues aside, the logic hurts my head why a 8 year old muffalo has no wool and suddenly starts growing wool after Tamer McPawn feed him some hay.
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

Another thing I noticed.

Roofed Outside Areas are considered dark, even at noon with a 100% Lit tile right next to it .. this is quite unrealistic,
outside light should have a radius like lamps and light up roofed areas.
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

Havan_IronOak

#3409
Simple Cheap idea for getting people out of underground complexes and back into the light.

A new incident called Earthquake.
Causes a "rain" of rock chunks to fall, possibly injuring colonists that are struck by them. Plus the debris will need to be removed to facilitate passage.

A more elaborate event might include the following features:
The debris would NOT be uniform or ubiquitous. In some places none in others some random rock chunks, in especially heavy spots a "wall of rock" may seal colonist that survive inside. 

But "Every cloud has it's silver lining."

Some of the falling debris might be iron ore or even silver or gold or components. And the "wall of rock" might just be compacted machinery or a vein of some ore.

Of course some surface damage is to be expected as well... Perhaps in the way of a few hit points to random spots of wall.

This came to me as I was playing through an extended period of "Toxic Fallout."  Not sure which release that was added in but I guess driving people out of their caves wasn't all that important at the time ;-)

boates

I was thinking that the warden could help break up fights and have more authority than just dealing with prisoners and social interactions. Based on the social rating of the warden and if he gets there in time, he could possibly calm down colony in fighting or help quell mental conditions, like daze and hide in room. Also linking peaceful arrests of colonists to social skills might be a good idea if it isn't already in the game.

twoski

Synthetic meat - can be researched after hydroponics, costs 400.

You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!

Havan_IronOak

Quote from: twoski on August 09, 2016, 04:31:56 PM
Synthetic meat - can be researched after hydroponics, costs 400.

You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!

There's an app for that!   Well, kinda there's a mod that adds a crop that serves as a meat substitute. I think it's called Quorn or some such.  I don't use it since I like tailoring in leathers. If you try it an like it be sure and nominate it in the Topic "Nominate a mod to be included in RimWorld!"

mumblemumble

Mental break to the effect of panic attack or numbing out - ending with the person passing out, being incapacitated for a small amount of time. No dazed walking, no other effects, just collapse on the spot.
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.

CannibarRechter

Has this been said? It's a very long thread at this point. Anyway:

Shoes.

I feel like this is a survival game, and good shoes are a top 10 piece of survival gear.
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Pax_Empyrean

Quote from: CannibarRechter on August 10, 2016, 11:50:36 AM
Has this been said? It's a very long thread at this point. Anyway:

Shoes.

I feel like this is a survival game, and good shoes are a top 10 piece of survival gear.
Could do for some gloves, too. Tired of guys having their fingers explode in fistfights.

delor

  My cheapest idea?  Scale recruitment difficulty with the size of your colony.

  As a quick and dirty example: Say the AI profile says the soft min is 3 and the soft max is 15.  Modify the recruitment difficulty by +(5*population)-45.  At 3 people you'll get a -30 modifier, enough to render a moderate difficulty prisoner into an easy one to convert.  At 15, you'll get +30, enough to render a moderate difficult prisoner into a very hard one.

  This will help keep colony populations somewhere in the desired range, even when bad luck and unfortunate narrator combinations otherwise might hose a player and end a game prematurely.

b0rsuk

Quote from: Havan_IronOak on August 09, 2016, 07:27:02 PM
Quote from: twoski on August 09, 2016, 04:31:56 PM
Synthetic meat - can be researched after hydroponics, costs 400.

You can grow it in hydroponics basins. It grows slowly like corn and does not yield as much as corn. It can be combined with vegetables for the purpose of creating fine/lavish meals. An alternative source of meat!

There's an app for that!   Well, kinda there's a mod that adds a crop that serves as a meat substitute. I think it's called Quorn or some such.  I don't use it since I like tailoring in leathers. If you try it an like it be sure and nominate it in the Topic "Nominate a mod to be included in RimWorld!"
Vanilla already has a way: keep chickens!

delor

One more cheap idea: Show weapon DPS.

Next to each accuracy column, show a number that's (damage * acc /  cooldown time).  As it is, figuring out which weapons are more damaging than others is a big pain.  This number won't fully capture what a weapon is, but it'll be much more useful than what you're presenting now.

ToXeye

Quote from: delor on August 11, 2016, 01:46:28 AM
One more cheap idea: Show weapon DPS.

Next to each accuracy column, show a number that's (damage * acc /  cooldown time).  As it is, figuring out which weapons are more damaging than others is a big pain.  This number won't fully capture what a weapon is, but it'll be much more useful than what you're presenting now.

If this is implemented, it would require the game to be much more reliable. Right now, for example, the DPS is always much lower than 100% firepower. Sniper rifles may miss their only shot, and charge rifles may miss 2 of 3 shots even with a 15pt shooter with passion for it. If you mean damage per shot rather than damage per second, it would make much more sense.
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