Your Cheapest Ideas

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

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Primal Lord

How about the ability to remove parts from fresh dead pawns? I always thought it was such a waste that if you have someone missing a body part, possibly incapacitated because of it, that your only options are to hope a trader has the part you need, or you have to lop it off another colonist / prisoner, when little timmy's body is sitting over there fresh with 100 / 100 durability. A lot of donors in real life are the freshly deceased who signed a donor card so they can save lives if they die.

Thunder Rahja

Turn fertilized eggs into unfertilized eggs after they have been frozen or overheated. This will prevent traders from selling dead eggs and keep players from exploiting the higher sell price of fertilized eggs after intentionally ruining them.

Thyme

@Mike: My boomrats miscarry all the time. It got better with food stockpiles everywhere, but still happens and I don't know why.

@Lord: With "freshly deceased" you mean braindead, right? Because organs from a dead person (and be it a few minutes) would likely kill the recipient. I personally think we should be able to harvest prosthetics from the dead though. It always bugs me when I lose a bionic limb because that raider scum dies. btw, are bionic limb living tissue or electromechanical? Why can't we harvest scyther arms? (not the blades)

@Thunder: I think it would be a start to actually pause the fertilising prozess when the egg is frozen. I read that you can freeze fert. eggs to prevent hatching. Well, I was surprised that didn't happen.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

burga34

I am not sure if this idea is cheap enough, because maybe this has more to do with steam than with the game itself. I'll suggest anyway:

Cross-Platform Cloud Sync

I have to admit, this feature will not really be noticed by a lot of people. For me it would be very nice though.
I play on a Macbook but also have Windows running on it. Sometimes I play on OSX, sometimes on Windows. However, the Steam Cloud Sync saves the savegames separately. So I can not continue to play a game on Windows if I started it on OSX and vice versa. I would have to copy and paste the savegames manually every time.

shaddowlight

We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?

SilentP

What about changing compacted steel to iron ore so you have to smelt it?  This could open up a whole new step in developing items.

After all, you can't mine steel, it's smelted iron ore + carbon.  If we wanted to go even deeper, we could make various alloys by introducing molybdenum, chrome, lead, etc.

Nightmyre

Would be super cool if the pawns would eat the food that is closest to expiring, or at least to have that be an important criteria

Xolotle

#4042
I know that these have been suggested before, so I'd like to throw a +1 behind them.

Mostly military ideas

Barbed Wire.
Embrasures(or bunkers i guess), similar to alot of mods, with the exception that you cannot pass through them.
Trenches/ditches.
Trou De Loups
Abatis

Thundercraft

#4043
Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?

This! The debuff for wearing clothes from dead people is quite annoying. Some players just use the DeadMansClothing mod to circumvent that, anyway (myself included).

Quote from: SilentP on December 27, 2016, 03:14:16 PM
What about changing compacted steel to iron ore so you have to smelt it?  This could open up a whole new step in developing items.

After all, you can't mine steel, it's smelted iron ore + carbon.  If we wanted to go even deeper, we could make various alloys by introducing molybdenum, chrome, lead, etc.

Personally, I think mining steel is mostly okay. The way I look at it: Most rimworlds have been inhabited by humans for a long time. But the world's economy is **** and they're constantly fighting (pirates, etc). As a consequence, most of their surface iron has already been mined and smelted. (The story goes that this the year 5000 and something, right?) When we dig into the side of a mountain to find compacted machinery or steel, we're uncovering the remnants of an old settlement or civilization.

I suppose it would be nice if we could mine iron to be smelted into steel. But I'd much rather see other resources to mine, like copper, aluminum, titanium, lead, etc.

Nightmyre

Another thing which would be super cool is if beds don't get automatically unassigned if you put people on a convoy. Annoying to have to re-assign them, especially for couples

Thyme

Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
hilariously simple solution. i like it
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

joyfulrogue

1. Food owned is displayed in days, but travel time in seasons and years. It's unnecceserily confusing and incongruent: http://puu.sh/t0O4h/db7296790a.png

2. When caravan is forced to leave the 24H combat area, it should take me to the equip-caravan screen where I get to pick what to take with me. Instead it auto-packs me up, leaving food behind! If i was playing ironman, it'd be the stupidest way to lose the game EVER!

3. Travelling has too much downtime, you need a 4th, faster game speed for travelling when you abandoned your home and there's no home base process going on.

May wanna do some optimization first, or PCs will not handle that faster speed.

3. What's the point of these mental breaks? http://puu.sh/t0OCq/3aaaafa47d.jpg

Nothing I can do to stop them on caravan screen and nothing is affected by them. What's the point?

Thank you for making the game soooo much better :) Keep up the good work!

Vesterex

Quote from: Thyme on December 28, 2016, 03:56:18 AM
Quote from: shaddowlight on December 27, 2016, 02:52:30 PM
We need a way to get rid of the new mood debuff for wearing clothes that someone else died while wearing them. Maybe a washing machine?
hilariously simple solution. i like it
Same. Though if that were to happen, it makes me think that there would be a game mechanic implemented eventually wherein people are happier in clean clothes but super depressed in dirty ones.

At that point, it doesn't seem like it would be outside the realm of possibility that showers/baths would be introduced.

That could be neat, actually. Turn natural ponds into public bathing areas. Maybe those are easier to do, but not as effective as personal bathrooms.

On an unrelated note to dead man's clothing, is would be nice if we could actually talk to visitors. I don't know if this has already been suggested, though I suspect it has.

So far as I know, we can only trap visitors and let them die, later collecting the loot. Having the ability to communicate, like our colonists do among themselves, could allow newly arrived settlers to build up good relations before making caravan. You could even have visiting areas and have your high charisma colonist(s) greet them. Maybe offer lodging/food for an extra reputation bonus. And then, if it was especially enjoyable, they could sometimes gift you with items/weapons/etc. as a token of goodwill.

AseaHeru

 Also, a toggle in the clothing settings bit for "allow deadmans clothing".

Sola

#4049
If a cook needs 5 berries to make a fine meal.  Why does he run all the way out to the berry farm, grab 5 of the berries on the ground, and run all the way back to cook a fine meal?  Especially if he's going to run right back out to the farm and grab 5 more?

If the cook is out there anyways, why not grab 75 berries, put 'em in the larder, THEN use 5 berries to cook a fine meal?

EDIT:  In retrospect, it probably makes just as much sense to set the bills "Ingredient gather radius" to something just large enough to include the freezer, so if there's nothing in it, they move to another non-cooking job.
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