Your Cheapest Ideas

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

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NachoToast

Wanderers ask to join and they tell you their traits before joining!
-NachoToast

deshara218

Quote from: Slimey on April 10, 2017, 01:15:30 AM
Wanderers ask to join and they tell you their traits before joining!

or at the very least what they WONT do ):

AngleWyrm


Quote from: deshara218 on April 10, 2017, 11:44:37 AM
Quote from: Slimey on April 10, 2017, 01:15:30 AM
Wanderers ask to join and they tell you their traits before joining!
or at the very least what they WONT do ):

They do tell you that.
Job prerequisites and forbidden work are a part of their backstory.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

SpaceDorf

and you know all the backstories and their variations from the top of your head ?
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

deshara218

base burns down in winter, all that's left is houses and a single, distant generator still ticking away. I want to connect the generator to the houses so they won't all freeze to death, but the work priority to repair the hundreds of walls and furniture that are damaged from the fire is linked to the work priority to link the generator to the heaters in their rooms so they won't all die, and if I manually order them to do it they go all the way to where I told them to work, perform a single tick of work and then leave. And I've got, like, 80 tiles to stretch this power line across.
Could very easily make "repair" a separate work priority so if you need to re-build what's been lost before you can even begin to worry about fixing what's still standing, you could do that cause I see there being a lot of use-cases of this

AngleWyrm

#4505

Quote from: SpaceDorf on April 10, 2017, 12:04:06 PM
and you know all the backstories and their variations from the top of your head ?
I was hoping someone would think of that argument.

Here is a compiled list of the backstories, in easy to read format (attached). Double click the file and you'll have a searchable database in your favorite browser to augment your memory of what those backstories entail. Easy to alt-tab out to when an unfamiliar story pops up.

It's still possible for the untold childhood backstories to make adjustments of what is expected and what is forbidden, but then that's not really a discussion people have at their first meeting, is it?

[attachment deleted by admin due to age]
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Britnoth

Quote from: deshara218 on April 10, 2017, 12:30:20 PM
base burns down in winter, all that's left is houses and a single, distant generator still ticking away. I want to connect the generator to the houses so they won't all freeze to death, but the work priority to repair the hundreds of walls and furniture that are damaged from the fire is linked to the work priority to link the generator to the heaters in their rooms so they won't all die, and if I manually order them to do it they go all the way to where I told them to work, perform a single tick of work and then leave. And I've got, like, 80 tiles to stretch this power line across.
Could very easily make "repair" a separate work priority so if you need to re-build what's been lost before you can even begin to worry about fixing what's still standing, you could do that cause I see there being a lot of use-cases of this

Repair was its own work type in previous alphas. That it was combined with construction was quite mind boggling. Really needs putting back to how it was.

To solve your issue right now, you could either use Fluffys work tab mod to let you use manual priorities on each individual work subtype, or area restrictions including only the power line you wish them to construct.  :)

Demonlord091

Change the name of "Phoebe Chillax" back to "Phoebe Friendly". I've always thought Phoebe Friendly rolled off the tongue better and was a less irritating title. I was never able to figure out why it was changed in the first place.

Ruisuki

Let me tell my colonists to do joy activity if they are in the process of either forming a caravan or hauling masses amount of material into transport pods. Same with sleep. I have to hurt them just so theyll sleep in a bed instead of collapse

SpaceDorf

Grab a Beer or a roll of Smokeleaf
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

Blixx


Cacaudomal

It would be nice if butterflies appeard where there are lots of flowers, and fireflys at night.

cheaper ways of embelishing you base for exemple: little flags tieds in strings, like the ones from birthday parties, flowervines that could be grown in the walls ,a wilder variety of flowers, fences, bedside tables for putting your internal light source,ceiling or wall lamps etc...

More entreteriment for the pals such as balls and card decks.

klopkr

Hand fans. Make it out of textiles, etc. Hold it to reduce heat sensitivity at the cost of your weapon slot.

Weaker than fighting with your fists (although maybe a martial artist trait could buff it up for laughs).

white_altar

#4513
Speaking of bugs, I've mostly been working on my mod "MusicJoy"  (shameless plug), so I haven't had time to chime in.  Here goes:

- Cockroaches: pawns have to stamp them, A LOT, and they bring sickness and eat crops
- Venereal Diseases (probably been said)
- Children and birth defects (or)
- Unwanted pregnancies that always miscarry
- Plugged toilets
- Geological issues disrupting structures (earthquakes & Vulcanism)
- Porn addiction and stripping
- Stalking, rape & other more serious personal crimes (by using compounded needs)
- Acts of a God
- Cold wars
- Hacking attacks
- Paint for structures
- Thatched roofs
- Golf carts, riding animals, Apes (three wheeled Indian cars), rickshaws, carts etc.  (the wheel makes its debut)
- Golf, soccer, baseball etc.
- Bottled beverages other than beer
- Occasional tsunamis
- Destructive weather events (wind, tornadoes, hurricanes, typhoons, etc.)
- Alien visitors...seriously, a space game without aliens?
- UFO flybys
- Gambling, cons and greed in general (maybe in the form of hoarding...secret stashes)
- Mysteries to solve, like whodunit (weird stuff happening off-camera)
- Visitors who claim to be cops
- Simians acting like tribesmen
- Rubber and Plastic
- Rail transport (easy to implement
- Amusement park rides
- MORE NOTICEABLE PAWN FEAR
- Inter-pawn money
- Secondary items
- Termites

I realize a lot of these aren't cheap per se, but I can't really tell the difference.

deshara218

Another one; a separate notification on the right, distinct from the "colonist needs treatment" informing you of a colonist with pending "treat" job on them, informing you if any of your colonists are bleeding to death. Tired of having the occasional berserk rage and my doctors patching up bruises while one of my colonists is laying 2 feet away with her throat slashed open.
Would also be nice for sustained combat, to differentiate between an injury and a bleeding wound without having to pause & click each shot pawn and then click to the health tab to check if they've reached %100 b/d yet or not