Your Cheapest Ideas

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

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hyperkiller

Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.

Ark

Display the power requirement / generation in the bench / generator info window, so that we can see how much power it consumes / produces before it is built.

SirScuttles

I need a way to subdue berserking colonists. You already have the slaver mechanic, just make option for colonist to try and restrain/knockout colonist that berserk.  Maybe make them a prisoner. There's no way handle this

Edible mushrooms that grow in low light and colder temps. Slow growth. Not tasty by themselves, even when made into a meal

I'd like to be able to force feed dazed colonists or have them at least eat. The hunger/joy mood decrease when they get out of their daze tends to cause them to have another mental break shortly after.

Goldenpotatoes

An option to tell a colonist to wear a piece of apparel that still follows their associated outfit loadout.

I want to be able to tell a colonist to put on a piece of apparel without it being "put this one and NEVER take it off."

Thyme

Filters for outfit sets: Allow D; Allow non-D
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

Sola

Increased hauling efficiency:

Wheelbarrow - Allow a unit to carry 5x as much stuff, (5 stone chunks, 5 corpses, 2500 silver, 375 foods), but slowing movement rate by 10%/20%/30%/40%/50%, depending on how stuff is in there.  Further techs (or better craftmanship on the wheelbarrow?) can reduce this movement penalty.

Increased storage efficiency:
Shelves - will take up a tile, just like a workbench.  Moving over shelves will slow the pawn down.  However, the tile with the shelves on it will be able to store 3x the stuff (30 meals, 225 corn, 3 stone chunks).  Maybe include a feature that better crafted shelves can hold more stuff?

Refrigerator - Like an equipment rack for food.  An airtight box that keeps food fresh/frozen until ready to consume.  Maybe allow it to store more than 10 meals per tile?  Maybe a mood penalty for eating frozen food and/or a mood buff for eating fresh food?  This will also reduce the occurrences of "eating without a table", as you can put this item right next to a table.
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

NeverPire

#4221
Quote from: Sola on January 23, 2017, 09:08:15 AM
Increased hauling efficiency:

Wheelbarrow - Allow a unit to carry 5x as much stuff, (5 stone chunks, 5 corpses, 2500 silver, 375 foods), but slowing movement rate by 10%/20%/30%/40%/50%, depending on how stuff is in there.  Further techs (or better craftmanship on the wheelbarrow?) can reduce this movement penalty.

In my opinion, the wheelbarrow speed should depend greatly of the floor.
On ground, in a field for example, I propose 50 % speed, on wet ground, 20%, on rough rock, 70 % and of course on smooth floor 100%. All of these multipliers could be multiplied with the rate proposed by Sola and the own pawn speed.
I will never do worse than what I do now.
It's what self-improvement means.

Thyme

I think RimFridge is already suggested to be included in vanilla. It shouldn't have any debuffs for frozen food, as there's no debuff for taking meals out of the freezer. It gives a buff for beer taken from it though (Enjoyed a cold one!).

Storage shelves with capacity depending on quality (and prolly material) is a great idea. The current equipment racks are useless as they are, a pillar with roof is cheaper and does the same job.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

zztong

Hi, new member here. I used search to see if this was suggested and got nothing, but with a daunting 282 pages of suggestions I fear I might repeat somebody anyways. If so, sorry. Anyways...

One thing I'd find handy is it a workstation would list in its description which skill it uses AND which category it falls under in the work window. For instance, when making clothing its the CRAFT skill and you prioritize it with TAILOR. But there are other workstations where this isn't clear.

I find I'd like to prioritize somebody for cutting stone, but not making other stuff. I can usually sort it out searching the web, the wiki, etc.

I think all I'm suggesting is a change to the description that shows up when you want to select and place a new workstation, which sounds cheap.

A larger change might be that each workstation shows up on the work priority list.

This kind of thing would let me better allocate less-skilled crafters to workstations where only speed is a factor, not the quality of the output.

Thyme

Assigning every worktype (or bench) to a priority is how the game does it in background. However, the average RimWorld user will get overwhelmed by this. That's why they're bundled into 12ish work types. Fluffys WorkTab gives you the full spectrum. I recommend using that if you fancy your OCD that much, because it is unlikely to be implemented in the core game. Small mistakes in the assignment has the potential to ruin your colony. You have been warned. *Just kidding, wanted to use that phrase*

Btw, the descriptions of the work types in the priorities menu are already very good. It explains that the crafting work type is only for dumb labour e.g. Also you can restrict your bills with allowed skill levels. 90% of the thyme this will be enough.
I'm from Austria. If I offend you, it's usually inadvertently.
Snowmen army, Chemfuel Generator, Electric Stonecutting, Smelting Tweak

NeverPire

In the old alphae there was a priorize tool with which one you could priorize a construction, a work or an area but the game was so simpler at this time compared to now that I'm nos sure it would work so fine in an actual version.
I will never do worse than what I do now.
It's what self-improvement means.

OFWG

Quote from: NeverPire on January 23, 2017, 05:34:23 PM
In the old alphae there was a priorize tool with which one you could priorize a construction, a work or an area but the game was so simpler at this time compared to now that I'm nos sure it would work so fine in an actual version.

I was really wishing for a prioritize tool (like in Banished) in my last playthrough. I had about a kajillion tiles scheduled to be laid and then a mechanoid raid totally borked my power grid and it took days to get it back together. I Can Fix It! mod ftw :)
Quote from: sadpickle on August 01, 2018, 05:03:35 PM
I like how they saw the naked guy with no food and said, "what he needs is an SMG."

ChaosOverlord

Quote from: hyperkiller on January 22, 2017, 04:34:09 PM
Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.
Only Home Areas are cleaned, this is already implemented. Cleaning is a low priority task anyway so it doesn't interfere with others.

What could be done is indoors are cleaned before outdoor home areas, that should be easy to do.

Ace_livion

Quote from: ChaosOverlord on January 24, 2017, 09:18:00 AM
Quote from: hyperkiller on January 22, 2017, 04:34:09 PM
Maybe an option for people on cleaning duty to clean only indoors or maybe like a Cleaning zone.
Only Home Areas are cleaned, this is already implemented. Cleaning is a low priority task anyway so it doesn't interfere with others.

What could be done is indoors are cleaned before outdoor home areas, that should be easy to do.

its mostly just a luxury problem but Home is also about where they fire fight. so you like them to remove fire, but not clean up the out door roads. without constantly changing what is home zone

bdole92

Quote from: SirScuttles on January 22, 2017, 05:25:49 PM
I need a way to subdue berserking colonists. You already have the slaver mechanic, just make option for colonist to try and restrain/knockout colonist that berserk.  Maybe make them a prisoner. There's no way handle this


Maces sort of handle this. Maces and clubs are much less likely to kill outright because they won't chop limbs off or behead someone, and don't cause them to bleed out (less chance of infection too!). That being said, it is in no way a perfect solution, and a tranquilizer gun or taser would be cool