Your Cheapest Ideas

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

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jamaicancastle

Quote from: Kirby23590 on June 02, 2018, 01:48:50 PM
Allow colonists and pawn to build & deconstruct packed dirt paths.

Sometimes i want to build dirt paths connecting to my colony and houses for it being to cheap make but takes a long while to build to balance it out.
Among a bazillion other (mostly terrain-related) things, Fertile Fields will let you do that.

Kirby23590

Quote from: jamaicancastle on June 02, 2018, 01:57:38 PM
Among a bazillion other (mostly terrain-related) things, Fertile Fields will let you do that.
While i know that mods like that exist. But i feel like building packed dirt paths needs to be in the vanilla game though.

One "happy family" in the rims...
Custom font made by Marnador.



Caleb1117

The ability to save a certain load order and selection of mods as a "profile" or something like that. Having all mods unloaded when a major error occurs can make re-ticking all those mods and tinkering to find the offending mod rather difficult if you use a lot of them.

TheWageMan

Please make it so you can rename bills you have queued
Sorting which ones I want active and want suspended is annoying as I have to look at their ingredients. Being able to label or rename them would make it loads easier.

Corbie

Hello :)

First of all, thanks for this great game. Tons o' joy!

There's but one issue that really bugs me:
Entering an encounter / item stash / refugee / ressources map and immediately catching mortar fire or being assaulted by enemies which happen to be close up, with no possibility to retreat out of range and sneak up. The caravan usually knows in advance that there is something and should not wander up too close to stay safe without a possibility to scout or at least to keep a safe distance without returning to the map.
This is a problem for me since I hate it already in e.g. RPGs when cutscenes let my characters walk up to the villain in a bulk, knowingly losing all advantage, no matter how present and well-known the danger is and how experienced the adventurers are supposed to be.
The small maps aren't that bad (and they provide the possible explanation of having not noticed in time), but it's still sorta annoying to lose the whole caravan to a missing gameplay possibility or having to re-load in a normal game if one doesn't want to lose the whole lot.

Best,
Corbie

Pizza Mode

Hey first time poster here and absolutely loving Rimworld! Now I have at least a couple cheap little ideas here, though they may have already been suggested (i imagine they've almost definitely been suggested):

1. E-Z slave© -- I've seen the options for what you can do with prisoners has changed over time. Well I have the definitive version right here: you add an option for prisoners which is slave labor. Essentially prisoners will become slaves when slave labor is checked under 'prisoner' tab & you can assign a duty to them & a zone for slave labor in the assign tab. Colonists may have negative or even positive feelings depending on their traits (for instance a psychopath would be happy about slave labor cuz it's less work for them, but most people might not feel so good about it). Perhaps assigning slaves to do hard labor will increase the chance of 'slave revolt' (essentially prison break but for assigned slaves), and giving them access to weaponry will also increase the likelihood of slave revolt.

2. Simple Water Travel -- I'd love to see boats and all sorts of aquatic things added to Rimworld, but that's not a cheap idea. My cheap idea is to simply allow caravan travel over water & maybe you have to assemble an actual boat furniture thing in order to do it (could be like drop-pods except muuuuuch slower travel & only works over water).

Thanks for all the hard work Tynan & everyone over at Ludeon

Epishade

The game seriously needs to warn you and pause the game when a pawn goes on a mental break/berserk.  Too many times have I had the game on fast speed and a pawn snaps and decides to slaughter my animals and I only couldn't prevent it because the game didn't pause for me to react in time.  Wtf is that shit.  I won't lie, I cheat and resurrect my animals when that happens because it's so stupid.

Lech

Graves for multiple people, like lovers or unwanted raiders.

JimmyAgnt007

Forbidding the use of things, but not hauling.  If I harvest ambrosia or get insect jelly, I want it moved but I want to control who eats it.  Having to micromanage it is annoying.  A colony-wide consumption rule might be better than a selection field tool.

ashaffee

A stealth belt. Makes melee colonist with melee have the ability to turn stealth on.  To close the distance. If they hit a target that isn't engaged in combat they gain double damage points. This could give melee characters some diversity in how they fight besides just being a shield belt or suicide runner.   

kraftwerkd

-  1x1 tables

- Charge blaster/SMG, closer range and higher rate of fire than the Charge Rifle

- Sandbags require cloth instead of steel, heavier sandbags require leather


IndustryStandard


Klomster

Scavenging materials.

These 12 sets of pants whose previous owners are now buried some distance away, along with the 2million other sets of apparel.
All in various stages of disrepair, along with a bunch of shitty weapons.

It would be nice to have the option.
"Tag for disassembly."
A tagged object, would be taken to a suitable work station. A sewing table for clothes and a machining table for guns.
Probably would be that you need to be able to craft it to be able to scavenge it. Or not.

Then it is destroyed and let's say... 10% of the material needed to make it is given as resources.
Realistically it would be more, but it would easily turn silly to have a metal farm where you kill loads of raiders if the refund would be higher.

If you lack the ability to scavenge it, one of those pop ups would tell you so.
"You lack a machining table to scavenge that." Or similar.

Also i second kraftwerkd.
Steel sandbags are very odd when one thinks about it.

Rulin

How about additional "diplomatic" missions like:

Send medical support:

Send one of you best medics to another tribe/colony and help out with
a baby delivery,
a mysterious sickness,
medical seminar (additional social and intellectual check)...

Higher skilllevel leads to a better endresult. (+relation or maybe even a small present as a symbol of gratitude)
There should also be a chance to fail, and then failure can end up hurting relations. Especially when you try to help a tribe and someone dies, this could lead to a loss of relations because of their superstitious nature.

In general I'd like to see more missions generated that have a stronger narrative.
If a tribe wants 21 t-shirts and trade a high tech reactor, it couldn't hurt to know why. ;)

cactusmeat

On the world generation map, can you make the factions button at the bottom also close the faction window, not just the close button in the faction window?