Your Cheapest Ideas

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

Previous topic - Next topic

amber_jet

Hi

I'd just like a status icon like the Z for sleeping to be on cryofrozen colonist portrait's.
A snowflake would be ideal  :)

SuperNovaShaun12

I would like to make a useful suggestion. I find that when hovering over weapons and clothes etc. I have to keep tabbing between the item's gear tab and my character's (or item's) gear tab to compare the stats. I think a great addition to the game would be if you could create a hover window on relevant items in-game comparing them to characters. Perhaps the player should select a player before hand and then select the item to bring up a comparison window. I feel this would be a really useful system to add in the game and not very 'expensive' either.

Thanks for reading!
~~ SuperNovaShaun12 (ง°ل͜°)ง ~~

Alenerel

Get rid of the mood debuff disturbed sleep when two pawns are sharing the bed (lovers) and the second one disturbs the one sleeping.

Tammabanana

Quote from: Alenerel on October 24, 2016, 11:56:33 AM
Get rid of the mood debuff disturbed sleep when two pawns are sharing the bed (lovers) and the second one disturbs the one sleeping.

I find that quite realistic, actually.
Tam's tiny mods: forum thread: Kitchen Counters and other shelving *** Smoked meat *** Travel rations: MREs *** Pygmy Muffalo

mumblemumble

#3784
 A sort of "blacklist" for backstory characters, so a player can, if they want, list backstories to be BLOCKED, just like those they want to see, except guaranteed never to show up.

I would love this as a select few backstories completely ruin it for me...and would love to have them effectively removed from my gameplay
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.

mabor0shi

Quote from: mumblemumble on October 24, 2016, 04:52:18 PM
A sort of "blacklist" for backstory characters, so a player can, if they want, list backstories to be BLOCKED, just like those they want to see, except guaranteed never to show up.

I would love this as a select few backstories completely ruin it for me...and would love to have them effectively removed from my gameplay
Like Sherrif? I hate that one. Taster is weak, too. For such unique stories, they sure are common. I second this idea. Would it be in the "new game" setup, where u can block incidents and adjust values?
Cool Mod, Bro Everything in RimWorld doesn't have to be either brown or grey anymore: Now you can Pick a Color!

mumblemumble

#3786
I was mainly thinking candy, or whoever his name is.

rescuing someones wife only to discover its THAT is a low blow imo. One which forced me to remove him entirely from the colony just to continue on, and then drug up the man whom was married, to tolerate a 4 month grieving period.

Mainly, I don't suggest this for common people (thats its own problem) but rather backstories which are imo extremely controversial or unrealistic. SPECIFICALLY the player made backstories

EDIT : Creative reward backstories specifically, sorry for the confusion. But really, this would be very cheap imo, just alter the "appear in the game" names into "ban from game" list, and list what you dont want, using a blacklist effect instead of a boosted likelyhood.

"core world student" is the main one, but theres another, something of a mercenary.
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.

DariusWolfe

I heartily agree. There are specific characters, and then specific backstories, that I never, ever want to see in my games, either because they're completely useless, or they piss me off in some other fashion.

Alenerel

#3788
I think that they should be balanced somehow so that nobody is useless. Something like, for each inability to do a chore, give an interested flame to what they are able to do. That flame is random, and if two flames happen to go together (incapable of doing several things), then burning.

So the generation would go like this: first create a random guy like now, then add a flame to a random stat for each inability. If that ability has already one flame, then make it burning passion. If that ability has already two flames then bad luck, it stays like that.
If the tests gives too many overpowered people, then make that instead of a "sure" flame, to be a chance for each inability, for example 50% of having an extra flame for each inability.

Still I think that inability of hauling and cleaning should be way less common since its pretty much the only useful thing that an useless pawn can do.

DariusWolfe

#3789
They're not random, not really.

The backstories are pregenerated*, and give numeric bonuses/maluses, and flames, to specific skills, as well as disabling specific things.

You get either a semi-randomized mix of 2 backstories, or you get a named character with set backstories.

At some point in the process more points are added beyond those set by the backstories, but I'm not sure how this is done.

Names are also not really randomized. Even for those who aren't a complete package of name and backstories, the first/nick/last combinations are all set.

* A lot of the backstories are user-created, which is why we get a lot of repetitions in backstory names, grammar/gender problems, or just really ridiculous characters.

mabor0shi

Quote from: DariusWolfe on October 26, 2016, 03:51:59 PM
I heartily agree. There are specific characters, and then specific backstories, that I never, ever want to see in my games, either because they're completely useless, or they piss me off in some other fashion.
I heartily agree too. maybe pop idol, definitely sheriff.  I got sheriff one time; it described this fool's love of whiskey and women, but he's a gay teetotaler. Maybe he discovered his sexuality and joined Space Alcoholics Anonymous.
Cool Mod, Bro Everything in RimWorld doesn't have to be either brown or grey anymore: Now you can Pick a Color!

mumblemumble

#3791
Quote from: mabor0shi on October 26, 2016, 06:10:14 PM
Maybe he discovered his sexuality and joined Space Alcoholics Anonymous.
i KNOW this is incredibly off topic, but this is the best quote ive seen in a while.

Could beavers be programmed to gnaw off peg legs of incapped pawns, or attack / eat it if desperate enough?...that would be...interesting.
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.

Alpha393

Make some incapabilities go away with time. Cleaning, hauling, plant cutting, and violence mostly. Sure some people are stubborn and won't lift a finger until they die, but sheriffs need to be made useful somehow.

mumblemumble

#3793
Trait : Promiscuous

Pawn is very easy to flirt, and try to get with someone. Flirts much more often, and has almost no rejection debuff.  Also has a staggeringly higher chance to leave relationships for others, and chances to re-enter relationships... having a tendency to leave a trail of exes through the colony with broken hearts.
I think this could be very interesting, and could cause drama, harlots or players making everyone mad at them over time, while also possibly being slightly more attractive by default

Keep in mind raider combat ability for raid points : This is an issue which really hurts the giant raid aspect of the game, where they send dozens of people rather than 1 dozen SKILLED fighters. Thus, I think 2 things need to be done. 1, put raider ability with guns and melee as a factor (A starter raid might just have a novice with a knife, while later raids use the more serious soldiers) and second, give the right people the right gear. Often people with 0 shooting and 10 melee are given snipers, and vice versa for swords. Within reason, weapons should try to match the strongest skill, OR at least only use raiders with SOME training with the weapon. This would allow cuts in SIZE for raids, and also lessen the raider wealth problem (where raids give you tons of wealth) by increasing risk for raids while lowering possible loot. It would also enable more tenacious raids with a lower pawn count. I know this would be a bit time consuming to re-balance the numbers, but I feel it would be WELL worth it in the end.

option to make clothes with certain colors, if made of cotton. We do it with carpets, why not jackets?
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.

Alenerel

Add the Shiba Inu dog to the game.

Make possible that dogs can breed between species. The resulting one would be random. It could be all dogs between them, all dogs and wolves between them or dogs and wolves separately. (and foxes)

Maybe make possible that other animals can breed between species too if it makes sense. I dont know much about this... Like for example if a boar and a pig can have offspring.