Your Cheapest Ideas

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

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b0rsuk

Manhunter pack

* allow mixed manhunter packs (2-3 types)
* allow unique manhunter packs (monkey, elephant, yorkie, alphabeaver, occasional thrumbo, cobra, squirrel, turtle, ostrich, snowhare, ibex, lynx - no two animals from the same type)
* mix juvenile animals into manhunter packs. Why not ?
* you could add human organs to manhunter animals' inventory sometimes, so they drop when they're killed and it's extra creepy.

gratua

#4411
add a timer ability for electronic devices.  like the work schedule we have already, or like the teacher schedule available in the leadership mod.  let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.

let us access animal health from their tab.  and/or adjust their automatic medical level to 'just doctor.'  it's easy enough to change the parameters of your starting animals, but once you get a good tamer-pawn and/or any amount of livestock, you can find your medicine quickly depleted.  it's already hard enough to keep animals from eating your food, let's not bleed medicine on pets as well.

thanks!  =]

edit: and could we force-clothe prisoners, please?

SpaceDorf

Quote from: gratua on March 08, 2017, 03:59:11 PM

edit: and could we force-clothe prisoners, please?

Put a single tile stockpile for tribal wear in your prison. Set it to critical.
From there prisoners dress themselves, the mood is gone, but you can happily strip them.
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

Jovus

Make plasteel walls not burn.

mumblemumble

Make a strike on the colony by dropping in insane animals from raiders. Particularly at winter when low on food. Want to not starve? Fight for it.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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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.

b0rsuk

In the Animals tab, there's a column that shows animal pregnancies and hovering mouse over it shows displays progress (how many days it lasts for an animal, how many days passed).  There's also a maturity column, showing baby/juvenile/mature. But when you hover mouse, it doesn't show you when an animal matures.

RyanRim

Currently there is really few animals and i think animals are one of hotspots of this game, so I suggest to put more animals to game. Riding a wild horse, anyone?

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Lurmey

Quote from: Lav on March 08, 2017, 02:21:44 PM
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.
There's a mod called MinifyEverything on the workshop that does this, but the vanilla game could certainly use it.

Quote from: gratua on March 08, 2017, 03:59:11 PM
add a timer ability for electronic devices.  like the work schedule we have already, or like the teacher schedule available in the leadership mod.  let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
I would love to be able to build logic circuits akin to Minecraft's redstone and being able to automatically turn off bedroom lights at night time and disable the coolers during winter would also be really nice. I fear it should definitely be very end-game, though, as otherwise, it doesn't really fit in with the whole RimWorld vibe of a rag-tag band of survivors jerry rigging everything to just about survive on this hostile world.

b0rsuk

Small sculptures should be possible to place on dining tables. That way they would at least have a use. The only purpose of small sculptures seems to be currently to make them out of gold, jade and other precious materials. Also, why not standing lamps and torch lamps ?

When a colonist is selected, please display his war beasts that will come next to the Draft icon. Animal assignment changes dynamically, for example when new animals are born or you change their master, especially if it's a bonded animal. Or you have a habit of keeping baby animals away from combat but in combat once they're mature or juvenile. Or you had an animal not assigned to combat because it was badly injured after previous raid. If UI space is an issue you could display animals as tiny icons with numbers, similar to how Dungeon Keeper did it. It's not fun to go to the Animals tab just to make sure an animal WILL run away when your colonists are drafted. I often draft animal masters when there's an emergency.

When an animal is selected, please display its master on the UI. It would be useful to check who I need to draft to pull that particular camel or fox away from the dropping enemies or infestation zone.

mumblemumble

Make all starter animals start with obedience, make starter animals for rich explorers start 100% trained (I figure a rich person could afford an expertly trained dog)
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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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.

RyanRim

Quote from: mumblemumble on March 09, 2017, 05:50:03 PM
Make all starter animals start with obedience, make starter animals for rich explorers start 100% trained (I figure a rich person could afford an expertly trained dog)

My mod came with 2 dogs I trained them in 12 days to max. In an easy pushup mod it could be great, since wild animals take longer time later.

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b0rsuk

If you're generating plasteel on maps, you may as well generate it in form of plasteel walls to deconstruct. More generally, it would give a nice flavor if more of resources on map are not mined but have to be reclaimed from derelict structures and wreckage.

mumblemumble

#4422
Add speeds for caravan movement : Cautious, normal, Grueling, similar to oregon trail

Higher speed obviously gets you there faster, and makes food last a bit longer, however is a bit more stressful, harder on the body, and more likely to end up in bad situations

Cautious is slower, needs more food, but allows healing to happen easier, is less stressful, avoids nasty situations easier, and runs into good situations easier.

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Let camera zoom in closer, so you can see a person in 800 x 600 take up 1/5 of the screen.
Why to people worry about following their heart? Its lodged in your chest, you won't accidentally leave it behind.

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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.

Nordwolf

#4423
Add low priority pop-up(like the yellow ones?) when you run out of storage and still have possible hauling jobs. I have ran into a problem of pawns not hauling things until only later I realized I don't have enough space for storage.

Important for the pop-up to have a few conditions:
1. There is one or more storage spots configured for the specific item
2. The item is set to be hauled (not forbidden or set to haul for slags/chunks)
3. All the stockpiles that allow the item are filled up. (Of course does not apply to any other stockpiles that have the item forbidden.

The pop-up can look something like: "The storage for *insert storage type here* has run out!"
An example: "The storage for raw resources has run out!"
Or it can be more specific: "The storage for power armour has run out!"

Nordwolf

Quote from: gratua on March 08, 2017, 03:59:11 PM
add a timer ability for electronic devices.  like the work schedule we have already, or like the teacher schedule available in the leadership mod.  let us automate either individual components or, if that's too OP, then at least let switches be timed and leave it to the players to build complex wiring or not.
I second this, to expand on this suggestion:
Let us add "bills" to things like lamps, sun lamps and any other electrical devices. They essentially tell pawns when to switch them on and off.