Your Cheapest Ideas

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

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Stevlco

A new Story The Nomad story
Once a year (or every 2) during late spring or summer there is a chance that all of your settlers wil go in a mental nomad state (they got bored of living in the same hex).
This means the will pick up all the food and valueables in the stockpile (as mutch as they can carry) and form a caravan and forcing you to live in a new area.


frenchiveruti

Quote from: Stevlco on December 14, 2017, 06:26:15 PM
A new Story The Nomad story
Once a year (or every 2) during late spring or summer there is a chance that all of your settlers wil go in a mental nomad state (they got bored of living in the same hex).
This means the will pick up all the food and valueables in the stockpile (as mutch as they can carry) and form a caravan and forcing you to live in a new area.
what the hell do you understand on "cheap ideas"?

Dargaron

Not sure if cheap or not:

Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?

NeverPire

Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:

Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
They have already some food with them. But you are right, the have not enough food to come back to their base healthy.
I will never do worse than what I do now.
It's what self-improvement means.

NeverPire

A "nyctalope" trait, removing all penalty from lack of light but on the other hand bringing some pain to the pawn and reducing his view when on full light.
I will never do worse than what I do now.
It's what self-improvement means.

lancar

Trait: Piercing gaze
The colonist has a very intense presence and can more easily make other people submit to an arrest by simply staring them down.

Trait: Thick skin
This colonist will never start a social fight with another colonist, and loses only half the opinion points over negative interactions
+4% mental break threshold

jamaicancastle

Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:

Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
Very cheap; caravans already have defs and code workers to allow them to spawn with appropriate meals. They just aren't used by the raiders, probably because of clutter (and the way some people farm raiders, they don't need the encouragement of free food ::)).

Dargaron

Quote from: jamaicancastle on December 15, 2017, 03:01:59 AM
Quote from: Dargaron on December 15, 2017, 12:07:46 AM
Not sure if cheap or not:

Shouldn't there be a chance for raiders to have food on them? I mean, they can have drugs, medicine, silver, etc. but what do they eat on the way back to base?
Very cheap; caravans already have defs and code workers to allow them to spawn with appropriate meals. They just aren't used by the raiders, probably because of clutter (and the way some people farm raiders, they don't need the encouragement of free food ::)).

I... don't understand? I thought raiders were already free food :-).

I suppose they could have a second caravan off-screen with, like muffalos or something that's carrying their food, and that's why they never have it with them.

Cheap idea tax:
New trait: Insectivore. This character has no negative reaction from eating insect meat. In fact, he/she gets a slight mood boost.

SnackyZac

Quote from: Tynan on October 09, 2013, 12:17:07 AM
I love the ideas I see around here, but often they tend to be on the complex side. Often, assembling a lot of simple systems and letting them interact is better than designing a big complex system. I want to hear your ideas for full systems and modules, but I'd also really like to have the suggestion stream be balanced between big and small ideas.
An idea is cheap if a developer could sit down today and have the feature finished in four hours or less.

If your idea is at all complicated or uses game systems or AI behaviors that are not already in the game, it is not cheap and should be posted elsewhere.
Wine?

jamaicancastle

Quote from: SnackyZac on December 15, 2017, 02:28:28 PMWine?
Rimworld colonists do not drink... wine.

Seriously though - rather than a new crop that's basically the same as what we have, I'd rather we be able to create drinks from the ones we do: sake, potato vodka, corn whiskey(?), whatever it is you make out of berries.

Dargaron

I think berries would still technically be wine. Wine is just alcoholic beverage made primarily out of fruits, IIRC. Hence date-wine, grape-wine, elderberry-wine, etc...

BasileusMaximos

Start treating wargs as super-rare animals like thrumbos but with an emphasis on lethality. Currently wargs leave a lot to be desired based on their description as genetically crafted attack dogs. They are hard to feed, hard to train, and hit lighter than a camel. Wargs should be the be-all, end-all of attack animals and training and breeding them should be a long term goal, just like thrumbos.

Or at least make it so they don't eat exclusively raw meat.

AteAtTable

Water Power (water feature augmentation, but mainly water power)
I feel there is a lot of untapped potential surrounding coastal and river maps. right now these things primarily operate to restrict movement and construction. Perhaps if there was a structure like the geothermal generator, but had to be placed next to water, or halfway into water that would be an interesting mechanic. This would be very nearly a re-skin of the geothermal generator. Currently, water features don't feel too too different from non-water feature maps, and they have a lot of potential to create unique experiences. My main suggestion is water power, but other changes to water features could augment these maps as well. Water power is the cheap idea.

Ailithic

Cheap ideas :D I got cheap ideas lol.


  • Outposts (like extra colonies) that produce resources
  • Colonist Tax and Jobs like (bartender)
  • INSULATED WALLS (I think atm you need to search the room outline for what the walls are made out of using vectors)
  • A counseling feature that lets pawns have breakthroughs to change traits and passions
  • A tutoring teaching job
  • A defibrillator
  • A questing system
  • UNDERGROUND (doesn't even need to drop into another map level, just for insulation) AND MAYBE EVEN MULTI STORY BUILDINGS
  • A ground layering system instead of just ground emplacement so you can overlap wires etc without crossing them

Evelyn

I really don't think you know what a cheap idea is.