Your Cheapest Ideas

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

Previous topic - Next topic

Hans Lemurson

New Trait:  Easily Bored
  • 2x joy depletion
  • 2x tolerance accumulation for joy activities
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

giannikampa

Quote from: SpaceDorf on March 06, 2017, 01:16:21 PM
Quote from: giannikampa on March 06, 2017, 04:21:40 AM
give EACH leather slightly different values

I think you mistook this for the Bad suggestions Thread :-D

sorry for arguing in this tread, my point is there is no reason to have different leathers if they all have same values (i mean most of them): at this point you just drop generic leather when you butcher an animal, but it is not like this so give the player some reason to care what he has in stockpile and what to use for his tailorings
And as always.. sorry for my bad english

SpaceDorf

Quote from: giannikampa on March 07, 2017, 03:12:07 AM
sorry for arguing in this tread, my point is there is no reason to have different leathers if they all have same values (i mean most of them): at this point you just drop generic leather when you butcher an animal, but it is not like this so give the player some reason to care what he has in stockpile and what to use for his tailorings

And thats the truth of it ..
But I think giving every type of leather different values just adds to the problem.
You are still confused of which leather would be best, but the list becomes even longer.
I would prefer to condense the leathers to a few types with similiar abilities and some different colors.
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

b0rsuk

Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.

If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.

I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.

PetWolverine

Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.

AngleWyrm

Quote from: PetWolverine on March 07, 2017, 06:19:59 PM
Make drafted pawns not run around at random when on fire, but just stay in place and beat the fire out. I can see it when it's a civilian and they panic, but when my battle-hardened sniper gets hit by the splash from an inferno cannon and responds by running out from behind the wall, across the sandbags and directly toward the mob of mechanoids that are trying to kill her it really strains credulity. For balance, you shouldn't be able to draft an already-burning colonist to stop the panic, and a burning draftee still shouldn't respond to orders until the fire is extinguished.

Stop, Drop and Roll
That sounds like a trained skill pertaining to firefighting. Does firefighting have any skill dependencies? If not then maybe some medical skill for first aid could be counted.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

pauldog7

 Order animals to go into cryptosleep chambers. I know nothing about programing but you can order colonists so why not animals?
I have just finished my first complete game and even built 5 extra cryptosleep chambers thinking to take a ship's cat and four of my fave animals with me. I couldn't believe I couldn't take any animals with me. There absolutely should be a way to take your animals with you - maybe not a boomrat though ; )

Lurmey

Quote from: b0rsuk on March 07, 2017, 04:34:33 PM
Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.

If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.

I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.

I agree with merging meats, but leathers have different colours. Perhaps combine the different leathers of different animal types by stats, but keep them separated for crafting. Then labrador hide and Yorkie skin would be functionally the same but have differing colour. Rhino hide, bearskin, thrumbo leather etc would all be tougher than others, while rat skin, hare leather and other small critters would be weaker but lighter. etc

I also disagree with merging stone types. I dislike that Minecraft did this from the start. Different stone has different properties; slate is brittle, granite is hard, limestone weathers easily and marble is very soft. This means the stone types you have from the start actually affects your playstyle of that colony. If you don't start with marble, you can't as easily make a living from art sculptures. If you don't start with granite, you'll have weaker stone walls and be more susceptible to sapper attacks. If you don't start with slate, good luck finding something quite as nice as the black walls that slate offers.

The more unique resources (with their own uses) there are in the game, the better, imo. It would be even better if biomes had some resources specific to them, too. This encourages more specialisation in terms of playstyle and gives more incentive to spread out and settle other supply colonies to gather resources from nearby tiles. This all, of course, requires more uses for these resources, but I'm sure there are hundreds of things that could be readily added to the game that requires specific resources to use, build or research.

Lurmey

Quote from: Aerial on March 06, 2017, 01:31:45 PM
Quote from: Venge on March 06, 2017, 12:16:40 AM
This has also probably been said but smart stacking items. I'm sitting here looking at my stockpile with 1 silver taking up a spot, 33 silver in another, and so on. And there's no way to re-haul that to move it together unless you want to make another stockpile with higher priority and move between, which is just a waste.

I'm not sure this counts as a cheap idea since I think it would take more than an hour of work to complete, but we wantsss this, preciousss.

I've started referring to it as inventory defragmentation.  I'd like a new work type of "organize inventory" that can have bills assigning priority to specific stockpiles.  Then the pawns go and consolidate and organize the items in that stockpile as best they can.

There are two different mods on the workshop that do this in slightly different ways, I'm sure Tynan could implement this in under an hour with ease.

Lurmey

#4404
Third post in a row! *Ahem*

The ability to define the size of the map to create when settling a new colony with a caravan would be nice.

Oh also, this was mentioned a long while ago but the ability to place stockpiles on top of tables (and thus modded tables like the counters from More Funiture) would be great! I'd like to be able to have a counter in my kitchen filled with vegetables and freshly butchered meat to speed up cooking. I know there's a mod that can do this, and you can do it with just stockpiles on the ground, but who really puts raw food on a kitchen floor?!

b0rsuk

Display wildness and minimum handling skill in the training tab on animals.

Ruisuki


Aerial

Quote from: Lurmey on March 08, 2017, 02:30:21 AM
Quote from: b0rsuk on March 07, 2017, 04:34:33 PM
Different leather names vs merged leather types appeal to different people. People who are excited by new functionality and new possibilities (like me) prefer to only have types of leather that actually differ. On the other hand, some people are excited by leathers with different names and different colors. But it does lead to awfully large stockpiles and inability to craft pants if you have 49 raccoon leather and 1 mufallo leather. People who worship names and colors love to download mods that add 20 new plant types that are virtually indistinguishable.

If it was up to me, I would merge meat types too. Because functionally there are 3 meat types: animal, insect, human.

I would merge stone types, and add new craftable resource: paint. You would build walls out of generic stone then apply desired paint on it.

I agree with merging meats, but leathers have different colours. Perhaps combine the different leathers of different animal types by stats, but keep them separated for crafting. Then labrador hide and Yorkie skin would be functionally the same but have differing colour. Rhino hide, bearskin, thrumbo leather etc would all be tougher than others, while rat skin, hare leather and other small critters would be weaker but lighter. etc

I also disagree with merging stone types. I dislike that Minecraft did this from the start. Different stone has different properties; slate is brittle, granite is hard, limestone weathers easily and marble is very soft. This means the stone types you have from the start actually affects your playstyle of that colony. If you don't start with marble, you can't as easily make a living from art sculptures. If you don't start with granite, you'll have weaker stone walls and be more susceptible to sapper attacks. If you don't start with slate, good luck finding something quite as nice as the black walls that slate offers.

The more unique resources (with their own uses) there are in the game, the better, imo. It would be even better if biomes had some resources specific to them, too. This encourages more specialisation in terms of playstyle and gives more incentive to spread out and settle other supply colonies to gather resources from nearby tiles. This all, of course, requires more uses for these resources, but I'm sure there are hundreds of things that could be readily added to the game that requires specific resources to use, build or research.

+1 to this.

I will say, however, that some of the leather types really should go away.  Not because there are "too many" but because rat leather should not be a thing.  Who in their right mind is going to skin three hundred rats in order to sew a pair of pants? 

Killing a rat should get you a small portion of meat and that's it.  Same with squirrels and any other very small animals.  Rabbits, raccoons, chinchillas should give small amounts of fur rather than leather, which can only be used for specific items.  Rabbit fur hat - awesome!  Rabbit fur t-shirt - not so much.

The same thing on the other end.  Elephant leather?  Might make a great couch, or at least a really durable one, but I'd think elephant leather pants would chafe and be highly undesirable.

The real problem with all of the different types of meat and leather is that they don't have different functionality and should.  As long as you can make any piece of clothing out of any leather with no real difference in the end product, there's no reason for different leather types.  Same with meats.  If it all goes into simple/fine meals, who needs to differentiate?

The problem there is that finding good uses for the variety of resources is a major source of enjoyment of the game.  Taking the variety away will lessen the gameplay for many people.  Instead, I think there should be better variation in clothing and cooking based on the wide variety of resources that have been  made available.

Lurmey

Quote from: Aerial on March 08, 2017, 09:02:14 AM
The problem there is that finding good uses for the variety of resources is a major source of enjoyment of the game.  Taking the variety away will lessen the gameplay for many people.  Instead, I think there should be better variation in clothing and cooking based on the wide variety of resources that have been  made available.
Good point, limiting the player's creativity is never a good idea. I agree that it'd be much better to add more uses for the resources available without sacrificing the ones already existing, but I do quite like the idea of having certain projects absolutely require a base resource. Like how cryptosleep chambers require uranium, multi-analysers require gold etc. More machinery and buildings of all kinds, just generally more content to use and mess around with.

Lav

#4409
Not sure if it was posted already, but: make more objects relocatable. Like workbenches, coolers, doors, hoppers, vents... There are plenty of objects in the game for which this would make sense. UPD: apparently this is in frequent suggestions, so please disregard this.
Good story is what happens when you failed your planning.