Your Cheapest Ideas

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

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Pax_Empyrean

It's not actually that hard to calculate DPS with inaccurate weapons; multiply the raw DPS by the chance to hit to get effective DPS at a given range. Burst weapons are a little more complicated, but not by much.

This is how you'd calculate raw DPS: (Damage per shot * Shots per burst)/((Warmup + Cooldown) + ((Shots per burst - 1) * Burst delay))
With less than 100% accuracy, you'd multiply that number by whatever your % chance to hit is. I banged out a spreadsheet to calculate DPS with various ranged weapons. if I knew how shooting skill affected accuracy, I could have thrown that in as well for even more gun theory goodness.

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Sola

#3421
Tribes have a very hard time getting started, due to the difficulty of researching the amplified costs of temperature controlling technologies, which causes heat waves to be lethal if they happen in the first years.  Ideas for low-tech temperature control follow.

Basin: 1x1 in ground storage facility for water.  You build it with 25 steel/stone, and put water in it in the cool months, then cover it up for later use.  During a heat wave, you can uncover it, and use the water kept cool by the insulation provided by the structure to cool off a colonist suffering from heatstroke. 

Extra blanket:  created at a tailor bench (or similar) using textiles.  When a colonist is in bed suffering from hypothermia, the extra blanket can be brought to help mitigate the effects of hypothermia while you wait for a fire to heat up the room.

Granted, the second one isn't as important, as heat generating technology is available at the base level, but forcing the research of a 3600 technology (electronics) and 1600 (air conditioning) drastically offsets the bonus provided by starting with two extra colonists.

--
EDIT:

"Eat this first" - Tired of my fridge getting packed with several different stacks of two meals.  allow a tag for settlers to go for certain meals first, such as the four stacks of one simple meal, instead of four going for the one stack of ten.

Smarter stacking - Six sets of logs.  75, 34, 2, 21, 75, 15.  Why do drones not fix this on their own?  Okay, reasons.  Can we have a "clean this up" button?  A hauler will go to the zone and stack up everything that can be stacked.
Two tiers of construction jobs.  One for expensive/quality items, and one for walls/floors/etc.

https://ludeon.com/forums/index.php?topic=28669.0

TrashMan

The wound system need re-balancing.
It's so insanely easy to blow off someone arm or leg..with a pistol!
Combines with the insane surgery system, this kills all my play enjoyment. How does one fuck up so badly?

Only big, strong cutting weapons (smaller ones won't "cut it") and explosives should be able to destroy a limb. Nothing short of a 20mm will blow off a limb.

CannibarRechter

>  How does one fuck up so badly?

Ah, the everlasting question of Rimworld...
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Lightzy

1) Integrate mods into the main game.

2) ask the community if it can help build the game, doing graphics and sound and music etc.

Moryseth

#3425
First great game, I just bought No Man's Sky and still RimWorld is the one that keeps me hooked up.

Here are a few suggestion, I had more but I tend to forget unless I note them.
- Larger work priority range, from 1 to 6 for example.
- Add a watchtower, character can shoot over wall from it and could and have sand bag equivalent protection. Could be a 1x1 square.
- A crafting ways that is "You Craft until X and never have less than X" so that maybe the cook can take a break once in a while still having the minimum required.
- A work task that is "Tend Needs" or something like that, so that we can prioritize the NPC to take of himself before working maybe it be playing, eating, sleeping etc.

kriegtiger

#3426
Electric wire hops, and wires that actually go straight or curve.

Right now if two power lines overlap or even run next to each other in parallel they join. This makes for really robust wiring systems but incredibly messy situations of sending colonists running around like crazy to switch off lights if you need to fire up a bunch of turrets.


  • don't have powerlines auto-join with everything nearby.

  • create power lines that are directional and only connect with actual end pieces - so you'd need one bent (existing, by graphic), one straight, X (joined), and X (hop).

  • create a power-line that skips another powerline on the same grid spot as mentioned in 2 (must be perpendicular path). This way you can setup completely separate wiring grids for comfort, lights, defense, etc. Combined with the existing main 'power switch' it will be much easier to manage large sets of electronics.

SpaceDorf

Quote from: kriegtiger on August 13, 2016, 10:58:18 AM
Electric wire hops, and wires that actually go straight or curve.

Right now if two power lines overlap or even run next to each other in parallel they join. This makes for really robust wiring systems but incredibly messy situations of sending colonists running around like crazy to switch off lights if you need to fire up a bunch of turrets.


  • don't have powerlines auto-join with everything nearby.

  • create power lines that are directional and only connect with actual end pieces - so you'd need one bent (existing, by graphic), one straight, X (joined), and X (hop).

  • create a power-line that skips another powerline on the same grid spot as mentioned in 2 (must be perpendicular path). This way you can setup completely separate wiring grids for comfort, lights, defense, etc. Combined with the existing main 'power switch' it will be much easier to manage large sets of electronics.

Great Idea, thought it through and condensed it.
You have to many special case scenarios.

Don't change the way Powerlines are built.
Create different Lines, thats enough. The Lines are treated like Zones and can co-exist in one Tile ( for balance sake, cap it at 5 or 10 )
The same should be true for Switches.
Powered Buildings need a Line Selection Button.
Lines can connect to the same Power Producing Buildings.

Done.

Bonus : A switchboard building that can splice / connect different lines.  ( think multisocket plugs )
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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kriegtiger

Quote from: SpaceDorf on August 13, 2016, 12:07:41 PM

Great Idea, thought it through and condensed it.
You have to many special case scenarios.

Don't change the way Powerlines are built.
Create different Lines, thats enough. The Lines are treated like Zones and can co-exist in one Tile ( for balance sake, cap it at 5 or 10 )
The same should be true for Switches.
Powered Buildings need a Line Selection Button.
Lines can connect to the same Power Producing Buildings.

Done.

Bonus : A switchboard building that can splice / connect different lines.  ( think multisocket plugs )

Having a couple different base objects seemed 'cheaper' to me than writing new logic for the existing ones, but yes having powerline 'zones' would also be functional.

Better yet just have the power line be the same as it is already and have things that plug into it use a zone/channel property (with default being none/main-power), and then you can program specific switches to specific channels. You'd have to tweak more items to make it work but the net result would be more simplicity.

SpaceDorf

Quote from: kriegtiger on August 13, 2016, 12:22:06 PM

Having a couple different base objects seemed 'cheaper' to me than writing new logic for the existing ones, but yes having powerline 'zones' would also be functional.

Better yet just have the power line be the same as it is already and have things that plug into it use a zone/channel property (with default being none/main-power), and then you can program specific switches to specific channels. You'd have to tweak more items to make it work but the net result would be more simplicity.

That is what I was aiming at.
Simplicity == Userfriendlieness == Playability == Fun :)
The Problem with the new Items would be, that they still had to implement a functionality that is not yet in the game. The Zone Logic allready is and the selection ability "just" needs to expand the class for buildings.
( also following the Zone logic, the phases can be named )

Also drawing powerlines is so easy it should not be changed :)
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

MeowRailroad

I guess when you place conduits you'd click on it and the menu drops down so you can pick a wire system, like a zone or building material for other things.
Quote from: Tynan on December 02, 2016, 05:24:06 PM
This is like being in a remote fishing town in Libera and asking, "Why can't I just pay one of the fishermen $10 to take me back to Los Angeles?"

TrashMan

There's far too many "incapable of" in backstories, and they make little sense. Only a few (like traumatized or physically/mentally disabled backstories) work, the others make no sense in the context of survival, where a pompous aristocrat would rather starve to death than pick an apple.

I'd suggest replacing most of them with "hates" (lower level) and  "despises" (higher level).

It would function similarly, but instead of disabling completely, it forces a work speed penalty and a mood penalty when doing X type of job. Also, learning speed of said skill is halved.


PilotBhav04

Anyway to resize the mods UI the arrows feel tiny to click on. I guess changing the resolution can fix this but rather just have it larger from the beginning :)

SpaceDorf

Quote from: PilotBhav04 on August 14, 2016, 08:57:27 AM
Anyway to resize the mods UI the arrows feel tiny to click on. I guess changing the resolution can fix this but rather just have it larger from the beginning :)
+1


Two other shorties from me :

Pawns should have oppinions about the weather when being outside ( mood effects )

Non-Alcoholic beverages for the Ascets and players under 21 :)
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

Mr.Bubbles

This is cheap and simple:
On structures where they can come in different quality (beds, tables, billiard table)
Give us a setting button to change the minimum skill allowed to construct something.
A button like stockpile zones or just make the info square a bit bigger so it can fit a slider
like the minimum clothes % setting
Bet you can copy the minimum handle setting from animals and let user change the variable with slider

just hate it when your making something recourse expensive and your Noob with construct priority 4 comes and makes it shoddy
damn you grump
(btw are nicknames connected to character personality? grump;pessimist, burns;incapable of firefighting)