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Author Topic: Your Cheapest Ideas  (Read 1251254 times)

Roundsquare

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Re: Your Cheapest Ideas
« Reply #1020 on: August 06, 2014, 05:19:06 PM »

I assume most of these can be done by tweaking the properties of already existing assets:


Traps and elements to build large traps out of such as:

Wood-bags: look and behave like sandbags except hey are filled with wood-chips and a little something making them really flammable.

Boom-bags: bags filled with crude plastic explosives, as flammable as wood-bags with an added explosiveness

Tar-floor: a wooden floor covered with tar (looks like rough stone floor), highly flammable

Remote Power-doors: open them to lure them in, close them to keep them there

Dumb-bomb: buried explosive or incendiary charge, set off remotely (if connected to grid?) or by fire/explosions

Snare: crafing/other skill used on empty square to place hidden (no art) snare that has a chance to immobilize small animals (and perhaps slow humans/ large animals) disappears after effect is applied, does not differentiate friend and foe, so careless colonists can be affected too, but since no damage is done, it should not present a problem.

Battery safety override: make a battery explode on purpose

Battery forced overload: force a battery to 150% charge for a more memorable blast

Electrified floor: metal/carpet floor tile that uses large amounts of power to damage over time with chance to stun (opens possibility to capture mechanoids for reprogramming but that might be more expensive.. although the stunned mechanoid could just remain offline while a colonist uses the research skill for reprogramming via the same mechanism the social skill is used for recruitment, or the same mechanism used for research, with the amount of tasks a mechanoid can be reprogrammed to do depending on research done in mechanoid reprogramming... but again this may  not be the cheapest idea)


Short walls:

Log wall-> mushroom rack - grows mushrooms in the dark, limited lifespan (mushrooms could be a vegetarian alternative to meat in lavish meals)

Wood wall-> cheap weak fence - to keep animals out of crops.

Metal wall-> conveyor belt (this one might not be cheap :(... )

Stone wall-> battlement (placeholder name) basically a low wall for shoting over with crenelations for extra cover, a kind of upgraded sandbag

Hollow wall-> wall that colonists can enter and wait in to ambush assailants at close range


Other:
Stinkweed, thorn bush- invasive plants for making besiegers less comfortable while sitting outside the colony (by lowering mood), at the cost of being invasive weeds.

Fruit tree: a tree that gives fruit, basically a combination of the tree model and the berry bush code (i think...)

Meat tree: researchable tree that grows meatfruit

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Shinzy

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Re: Your Cheapest Ideas
« Reply #1021 on: August 06, 2014, 05:52:15 PM »

Too long to quote ;D
You really might want to have a look at Superpirson's trap mod
http://ludeon.com/forums/index.php?topic=3997.0

Just a wild guess but I feel like you like traps =P
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Roundsquare

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Re: Your Cheapest Ideas
« Reply #1022 on: August 06, 2014, 06:39:33 PM »

Somehow missed that one, seems good.

Will keep searching for new ideas to propose.
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Viceroy

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Re: Your Cheapest Ideas
« Reply #1023 on: August 06, 2014, 06:55:35 PM »

When my builders haul rocks out of the way for construction, just haul it to the designated zone if it already had a haul order.
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putsam

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Re: Your Cheapest Ideas
« Reply #1024 on: August 06, 2014, 09:14:11 PM »

(((Cheapest Idea)))

Add back old features:
-rule colony by fear
-beating options for prisoners (only if u add the first one)
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ZestyLemons

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Re: Your Cheapest Ideas
« Reply #1025 on: August 06, 2014, 09:20:03 PM »

Don't know if its been suggested, pretty simple stuff:

- A wooden fence. Requires one/two wood, is not passible, doesn't provide cover, doesn't generate a roof. Useful for keeping animals out of your crops

- Chainlink fence. Same as above, but made with metal and a little stronger.
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LeoTiger1986

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Re: Your Cheapest Ideas
« Reply #1026 on: August 06, 2014, 09:21:37 PM »

I don't know if these have been mentioned, but a few cheap ideas I have are:

A moral boost from armor vest (+3) and power armor (+7).
Also maybe from having a bad ass weapon, minigun (+3), R-4 (+3), L-15 (+2), M16 (+2), M24 (+3), uzi (+1), shotgun(+1) and whatever else you feel is reasonable.
I mention these because it is almost impossible to get moral up to 80% so I think something like this would be a good improvement.

Also stacking guns somewhat maybe at least to 4 would be nice.

I would personally love to see solar panels reduced to 3x3, that's almost half the space.

Raiders should attempt to loot valuable items metal, silver, med kits, shells, missiles.

Donating med kits, shells, missiles at a better rate than selling for silver to other factions for goodwill.

Saving base plan layouts and loading them in new games, placement and rotating.

Automatic on/off for lights of occupied rooms, and unused electronics except for sunlamp/coms console should always need those on.

Code Green button colonists have full access to map.  Also turns turrets off automatically.

Code Yellew button colonist have access to anything 100+ tiles away from an enemy and route around radius, turrets off automatically.

Code Red button colonist stay and work only in home region.  Also turns turrets on automatically.

Red envelop auto pauses the game, and activates Code Red, could even start using the awesome alert siren noises you had in one of the videos, when they enter the home region.

Turrets could maybe use some research to double their health for like 20,000 research points or more, and the ability to upgrade the turret after research for 40 more metal, upgraded guns could also drop the, what is is half the metal, so 20 more metal than a regular turret.

I'm gonna create a regular post of this too in case you stopped reading this thread.
« Last Edit: August 06, 2014, 09:27:37 PM by LeoTiger1986 »
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UrbanBourbon

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Re: Your Cheapest Ideas
« Reply #1027 on: August 07, 2014, 07:01:35 AM »

Solar flares should take R-4 Charge Rifles offline as well.
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Snownova

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Re: Your Cheapest Ideas
« Reply #1028 on: August 07, 2014, 07:57:46 AM »

Also stacking guns somewhat maybe at least to 4 would be nice.

It would be really nice if storage racks did this for guns.
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TrashMan

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Re: Your Cheapest Ideas
« Reply #1029 on: August 07, 2014, 02:48:32 PM »

Make the minigun more accurate (becasue in RL, it is more accurate than any HMG).
Limit it to power-armor.
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thornbob2

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Re: Your Cheapest Ideas
« Reply #1030 on: August 07, 2014, 09:16:31 PM »

A way to sell stone bricks would be nice.  I am thinking through the industrial trader.  I usually build my bases by mining into mountains, but it produces so much rubble.  I always turn the rubble into stone bricks and metal with the slag furnace and stoneworking bench, but since there is no place to sell stone bricks (and they have very little use) I usually end up with a stupid amount of stone bricks.  Currently I have 17000+, and it is kind of ridiculous.  Takes up way too much storage space, and I can't figure out how to get rid of it.  I would suggest making them really cheap to sell though, like 1 silver apiece
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PookyJM

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Re: Your Cheapest Ideas
« Reply #1031 on: August 10, 2014, 07:54:47 AM »

An activable power node :
Like a power conduit, but we can activate/desactivate the electricity transmision.
That would be a great and simple way to control electricity for whole sector or make emergencie battery that can be linked to your powergrid when needed. "Scott, convert the auxiliary power of the life support to the armement, we need that firepower !"
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Somz

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Re: Your Cheapest Ideas
« Reply #1032 on: August 10, 2014, 09:29:33 AM »

Don't know if it was mentioned before but consider this:
Toggle "sticky plans".
Building an underground base with the plans constantly disappearing due to the mining can be...slightly annoying. ^^
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dalanmiller

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Re: Your Cheapest Ideas
« Reply #1033 on: August 10, 2014, 02:14:59 PM »

Maybe now posted already since this thread is now massive.

What about fox holes to fight from?
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Manslay

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Re: Your Cheapest Ideas
« Reply #1034 on: August 11, 2014, 02:42:44 AM »

Hello.

I think the following would be cheap to implement and is quite crucial to the gameзlay comfort.

1. Queued orders.
You shift-click the colonist to do something one after another, and he does the job in that order, possibly interrupting that to fulfil his needs (sleep, eat, whatever).
The order list could be seen (okay, that's not so cheap maybe) and edited (by removing some of the jobs).

2. Personal beds.
The ability to bind a certain bed to a certain colonist is a must. It's so frustrating when you build a royal room and your noble prefers to sleep somewhere else.

3. Designating auto-reconstruction zones.
That is, when you mark a reconstruction zone, any buildings destroyed there are going to be rebuilt without your attention.

4. Ability to mark the object action from that object.
That is, when I select a rock, I would like to be able to mark it for dumping right away, rather then going to menus and marking areas.

5. Ablility to see the items on a corpse.
Sometimes I would like to undress the corpse if it has some decent armor on, but how can I tell it does?

6. Ability to burn the trash.
By thrash I mean unused clothes, which are quite annoying sometimes in later stages.
Also it would be a nice option to melt weapons to metal (why not?).

OK, enough for now, tell me please if this is good or not.
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