Ludeon Forums

Ludeon Forums

  • July 06, 2022, 02:37:09 PM
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 66 67 [68] 69 70 ... 400

Author Topic: Your Cheapest Ideas  (Read 1271909 times)

Shinzy

  • Battering ram
  • Global Moderator
  • Transcendent
  • ****
  • Posts: 3130
  • Ramming speeed!
    • View Profile
    • My mods, all of them!
Re: Your Cheapest Ideas
« Reply #1005 on: July 29, 2014, 05:55:23 PM »

Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

I'm about to rock your world mister!

Quote from: Rimworld Changelog
July 21
Hooked in some hats to spawn in-game.

I'm pretty sure they'll be overriding the hair layer
but there will be hats!

Grreat! If they were equippable, would be even better, but this is cool enough even if they work as hair.

oh no they are equippable for sure. Tynan wouldn't go for vanity items
*sudden chill goes through the spine* Uh.. Right?

I just meant you won't be seeing the hair from under the hats
unless the hats cut the hair sprite in half somehow, which I doubt
or even worse have pigtails sticking out from them =P
Logged

Mondkalb

  • Muffalo
  • *
  • Posts: 16
  • wandering in daze
    • View Profile
Re: Your Cheapest Ideas
« Reply #1006 on: July 29, 2014, 06:57:13 PM »

A hotkey, to temporarly swap back to english language.

This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)
Logged

StorymasterQ

  • Planetologist
  • ****
  • Posts: 2113
  • Muffalo Burger!
    • View Profile
    • StorymasterQ’s List of Dubious RimWorld Quotes
Re: Your Cheapest Ideas
« Reply #1007 on: July 29, 2014, 11:14:49 PM »

A hotkey, to temporarly swap back to english language.

This would make bug reporting much easier, if you are playing the game in a language other than english... In some cases it's very tricky to translate back... I just say: "Düngepumpe" ;)

Surely it's a contraption to...pumpe...dünge? :D
Logged
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

vagineer1

  • Colonist
  • ***
  • Posts: 704
  • Dark Souls 2 Survivor
    • View Profile
Re: Your Cheapest Ideas
« Reply #1008 on: July 30, 2014, 05:34:18 AM »

Hats. Seriously, it's half as fun to play a space cowboy without them.

A Space Cowboy Bounty Hunter?

Thinking Bebop or someone else?

Also, wanted to add that they could function as haircuts so that should be really easy to do. Just as long as they're there.

Another suggestion - knives. But I assume it's been mentioned already.

Cowboy Bebop, its the only thing I can think of that associates with the Space Cowboy Bounty Hunter thing I mentioned.
Logged
You see this tank?

This tank is the epitome of "I'm going to destroy you"


This tank can make Chuck norris cry.

All hail the Takemikazuchi.

TrashMan

  • Colonist
  • ***
  • Posts: 454
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1009 on: July 31, 2014, 04:05:16 AM »

Fridge (or as one mod added - serving table)
Keeps the food from spoiling (or slows down decay significantly)

Don't know how it would be possible, a place like equipment rack for meals is easy but how fast it spoils depends on the Def of the meal:

   <ThingDef ParentName="MealBase">
      <defName>MealFine</defName>
      <label>Fine meal</label>
      <description>A complex dish assembed with care from a wide selection of ingredients.</description>
      <texturePath>Things/Item/Meal/Fine</texturePath>
      <food>
         <quality>MealFine</quality>
         <nutrition>90</nutrition>
         <eatenDirectThought>AteFineMeal</eatenDirectThought>
         <eatEffect>EatVegetarian</eatEffect>
         <ticksBeforeSpoil>80000</ticksBeforeSpoil>          <<<it is the indicated
      <soundEat>Meal_Eat</soundEat>                                                 time before the
    </food>                                                                                          meal disappears.
   </ThingDef>

You can change this value if you wish, (Rimworld#/Mods/Core/Defs/ThingDefs/Items_Meals.xml)
but for another item to change the meal's value...

Maybe if the 'fridge' would destroy the item and create a similar with different a value...
I don't think it's the "cheapest" idea. ^^

It shouldn't be expensive either. We are talking about a change to a single variable, basically X = X*2 (or 3... or whatever)
I would require actual code change, but i would be minimal.
Logged

Nemeya

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1010 on: August 01, 2014, 01:40:53 PM »

Dont know if any of these suggestions have been made yet (its a long thread) but here we go:

1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.

2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea

3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.

Thats it for now, hope this ideas are easy enough :P 
Logged

Siegerolf

  • Muffalo
  • *
  • Posts: 3
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1011 on: August 02, 2014, 10:56:20 AM »

Hmm, I am not sure if anyone has perhaps mentioned but when you look at what you can do from a natural perspective the basic sciences come to mind, perhaps a system of chemistry or chemical enhancement could be introduced.

I picture a desk much like the research table that can be used to create things like boosts such as energy drinks and alcohol, that would be pretty fun. Watching them stumble around or creating a social atmosphere.

Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.

So many ideas... a stealth system would be cool but would need a lot of AI coding and not practical..

Still loving the game, watching closely  ;D
Logged

Włoczykij

  • Muffalo
  • *
  • Posts: 2
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1012 on: August 02, 2014, 05:34:40 PM »

Dont know if any of these suggestions have been made yet (its a long thread) but here we go:

1. A no-go zone. Simply put, a definable zone where your colonists cant go or pass through to prevent stupid suicide runs. Dont know how often I had to stop people from hauling this one single Item in the middle of 40 siege raiders and hundrets over hundrets of weapons, food and metal.

2. Visitor beds. It is already possible to set beds to be for prisoners or colonists. Add a 3rd option to set beds for allies, passing tribes people and all other neutrals and colour it light blue or aqua. This is also linked to my 3rd idea

3. Rescue strangers. As you know, whenever someone looses consciousness they can be caught and nursed back to health and later be recruited.... or simply die slowly. Colonists can be saved and brought back to their beds.
Now it sometimes happend that visitors or passerbys got shot down or had other accidents and all I could do was capture them and piss of their families or let them die... :( You could add an option to save those people and nurse them back to health. After they are healed you can add a little event: They either thank you and go back home, giving you bonus points with their faction or they decide to stay and join you without angering anyone.

Thats it for now, hope this ideas are easy enough :P

Join the proposals as are the basic problems in the game, especially the wounded guests.
There is also no additional option of prisoners namely "Release"(allows them to free prisoners to their homes) giving small + for a faction.
« Last Edit: August 02, 2014, 05:41:31 PM by Włoczykij »
Logged

Leemster

  • Muffalo
  • *
  • Posts: 4
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1013 on: August 02, 2014, 09:27:01 PM »

Another zone that prohibits colonists from entering the zoned area.
Logged

putsam

  • Drifter
  • **
  • Posts: 88
  • Baller
    • View Profile
Re: Your Cheapest Ideas
« Reply #1014 on: August 03, 2014, 10:52:09 AM »

Could also create a glass making addition to the incinerator convert it to a furnace and introduce a glass making statistic for the colonists.
Instead of a separate glass making you could make that part of crafting skill
Logged

putsam

  • Drifter
  • **
  • Posts: 88
  • Baller
    • View Profile
Re: Your Cheapest Ideas
« Reply #1015 on: August 03, 2014, 10:58:43 AM »

Also a not so cheap but prob not to expensivo(i dont know cause i cant code)

A 2x2 or 3x3 or 4x4 mortar cannon that has a minimum unusable range, is quarter speed of turret and very in accurate. takes 2 people to use and uses there combined shooting skill to function

I know kinda expensive but will add lots of tatical depth
Logged

ZestyLemons

  • Colonist
  • ***
  • Posts: 421
  • Wiki Master
    • View Profile
    • Steam Profile
Re: Your Cheapest Ideas
« Reply #1016 on: August 03, 2014, 02:21:18 PM »

Two ideas:

A grenade launcher. It launches grenades.
A flamethrower. It throws flames.


That is all.
Logged
Help out with the wiki!

Steam: http://steamcommunity.com/id/Divaya/
Wiki: http://rimworldwiki.com/wiki/User:Zesty

Feel free to contact me about wiki questions or wiki admin stuff.

Xealyth

  • Muffalo
  • *
  • Posts: 10
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1017 on: August 04, 2014, 12:21:07 AM »

Probably REALLY cheap, a portable force field! :)

It would be some type of clothing that you can wear that deflects 1 projectile and would be reset every 15-30 seconds? I have been in plenty of moments where my colonists get downed / die because of 1 shot that they couldn't escape. I think it would fit the overall atmosphere well.
Logged

Godfish22

  • Muffalo
  • *
  • Posts: 1
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1018 on: August 04, 2014, 11:03:12 AM »

Double the price of power lines that can then go under or over walls.
Weapons racks allow 6 items on a drop down because metal cost means stockpile wins.
Mufflo farming, enclosed space, open roof with door and hay trough.
Logged

christhekiller

  • Tester
  • Colonist
  • **
  • Posts: 463
  • Refugee
    • View Profile
Re: Your Cheapest Ideas
« Reply #1019 on: August 06, 2014, 07:25:01 AM »

When stone chunks are moved out of the way for building the order to move haul them gets canceled.

Yeah, keep the order to haul them even if they get moved for construction.
Logged
Pages: 1 ... 66 67 [68] 69 70 ... 400