Your Cheapest Ideas

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

Previous topic - Next topic

Zombull

Skill Research

Two ways to go about it:

A) Give research benches a bills queue. Bills can be to research something from the tech tree or to research a specific skill.
B) Add a separate "Study Bench" with a bills queue.

Pawns set to perform a given skill will research it instead if the conditions are met: 1) there is no actual work for that skill available, 2) the pawn is capable of performing "Research" jobs,  3) an available station has a bill to research that skill, and 4) the pawns skill advancement isn't on cool down.

The "Research" job priority determines when the studying takes place.
Pawns incapable of "Intellectual" cannot advance skills in this way.
Higher "Research" skill speeds up studying progress.

Lightzy

Quote from: NeverPire on June 08, 2017, 12:54:46 PM
Quote from: Lightzy on June 08, 2017, 10:04:14 AM
Event: Pawn leaves.

Like on pilgrimage, or just tired of your bullshit etc. Leaves to join a hippie commune or whatever


In fact, this event already exist in the code, like the infiltrated agent one, but it has just not be implemented.
I imagine it's due to the frustration they create by removing a pawn you have trained all along.

It's fine now. You got world-map play.
You can go to where he went on pilgrimage to bring him back.
Or he can return on his own.
Or he can return on his own with upgraded stats (like a went on pilgrimage buff to morale etc)

SirScuttles

I think this has been suggested before but it really needs an event log. Dismissed events can no longer be read afterwards and dinding the event location after dismissal can take some time. Also it would be just nice to see a history of the colony.

glass zebra

Seems pawns rather eat raw human meat than raw rice when in caravans, often resulting in breakdowns. Maybe an option here would be nice, although that's very nichey since no one takes raw rice with them. Except when no cook is present and you just butchered some humans.

Erlembald

I do not know if this idea already came up, but I think pawns with high social skill should be able to intervene during mental breaks - maybe with a fail/success chance.

Another idea I would like to see, is some kind of ingame statistic in the main menu, showing how many colonies one already started, how many of them succeeded and how long they lived. Don't know, if this could be seen as a cheap idea, however.

faltonico

Make another kickstarter to make the game multithreaded and x64.

You alleged that it was not worth it because it was expensive, and not much of an upgrade. But i wouldn't mind spending a bit more if you let the game have it, and i bet many people wouldn't mind as well.

ancient182

I don't know how cheap it is to implement but I believe you should make it so you have check boxes for animal areas. That way if a raid comes you can check mark an area where you want all your animals go instead of having to manual drag and highlight the area for your animals to go. I know it is easy to do small scales wise but it get some what tedious if you have 20+ animals. You have to drag down the list, scroll and drag down until you highlighted all your animals. I believe a checkbox animal area / toggle will be easy to implement and also a good QoL change.

HelpzTePoopies

Bills to un-pause by a set time as well!
Using the pause when satisfied, you can set it so that your pawns pause a task when completed and restart the task when the stockpile of the product gets too small. This was a great addition, but with a simple addition it would become perfect for food. Set it so you can auto-un-pause the bill at a certain time, thus you can set a chef to make, say, 30 fine meals in the morning, then leave it for the rest of the day.

Roto2esdios

Here is my cheapest ever: making production tables (like butchering or cooking one) be able to reinstall in other places.

I don't know if this is done because of balance, but I love to be able to move things.

What about absorbing some mods to the core, like mod list backup I think it's very useful.


WolfsRain

Crates: Crates made of wood or other materials to store food, resources, dead bodies and everything. It can be placed anywhere as even furniture. Great for space management and trade (You pack things in and sell the lot)

It should be in Misc tab to place it on the floor and can be reinstalled.
Pros: Space management and better trade
Cons: Difficult to code?


asanbr

It should be possible to give custom names(labels) to crafting bills.

As an example, I have separate bills for cooking human meat meals or normal meals. It would be useful if I could easily tell which is which on the cooking tab, by name.

asanbr

It has been said before. Is there something in the code that makes this particularly difficult?

Scenario:

I have a stack of 9 simple meals (made of corn)

I make 1 simple meal with human meat

The cook puts the human meal in the same stack

I now have 10 simple meals contaminated with human meat.

This may or may not be desired, but most of the time, it is not desired. It is also not logical.

AngleWyrm

Quote from: asanbr on June 11, 2017, 07:54:07 PM
  • I have a stack of 9 simple meals (made of corn)
  • I make 1 simple meal with human meat
  • I now have 10 simple meals contaminated with human meat.

Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Limdood

Quote from: AngleWyrm on June 11, 2017, 08:24:42 PM
Quote from: asanbr on June 11, 2017, 07:54:07 PM
  • I have a stack of 9 simple meals (made of corn)
  • I make 1 simple meal with human meat
  • I now have 10 simple meals contaminated with human meat.

Are there ingredients that are beneficial to consume that can be replicated into stacks of food in a similar manner? Maybe some sort of meat that offers a mood boost?
Its a code and memory-saving technique....otherwise every individual item in a stack would have to be separately tracked, taking 10 to 75 times the amount of space. 

This also exists with other stacks with HP or spoil times. 
- 30 rice with 1 day left until they spoil.  30 rice with 29 days until spoiling are added, you now have 60 rice with 15 days until spoiling.
- 30 rice with 20/100 hp from being left out.  30 rice with 100/100 hp from being harvested and hauled immediately are added to the stack, you now have 60 rice with 60/100 hp.

Stacks of items do not track individual items, they track HP, spoilage, and contents as one entity...any item added has HP and spoilage averaged in, and contents added to the stack.  Any item removed from the stack retains the stack's information.

SpaceDorf

So 10 potatoes make my colony not cannibals .. awesome :)
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