We make bad suggestions and come up with horrible ideas.

Started by Eric, January 03, 2017, 11:54:58 AM

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SpaceDorf

Remove the Bad Mood Modifier for butchering humans.
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

Jovus

With a deep drill running, there should be a small chance per successful extraction tick for the drill to pierce into an eerie glowing pit and let the clowns out.

b0rsuk

Quote from: Jovus on March 22, 2017, 06:22:54 PM
With a deep drill running, there should be a small chance per successful extraction tick for the drill to pierce into an eerie glowing pit and let the clowns out.

With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.

SpaceDorf

Quote from: b0rsuk on March 23, 2017, 06:46:41 AM

With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.

With deep drill running, there should be a small chance per successful extraction tick for the drill to give the pawn a beard and alcohol addiction with 100% effect reduction and a small chance to extract magma instead of ressources.


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

XeoNovaDan

Quote from: SpaceDorf on March 23, 2017, 07:26:13 AM
Quote from: b0rsuk on March 23, 2017, 06:46:41 AM

With deep drill running, there should be a small chance per successful extraction tick for the drill to exit to desktop and run Dwarf Fortress instead.

And turn them into a smiley face.

With deep drill running, there should be a small chance per successful extraction tick for the drill to give the pawn a beard and alcohol addiction with 100% effect reduction and a small chance to extract magma instead of ressources.




PetWolverine

While we're on the topic of DF: Add misdiagnoses, DF-style, so that not only do your doctors treat wounds in a random order and sometimes leave the worst bleeds for last, but sometimes the lower-skilled doctors will overlook a wound entirely. You won't be able to order them to treat the patient because the job is already done and they won't revisit a diagnosis. Once they develop an infection, there's a new diagnosis to do, and they might diagnose cirrhosis or something and treat for that instead.

Combine with a mental health mod and see bipolar disorder treated as depression. Or malaria treated as OCD.

Oh yeah, and all treatments are up to the doctor, not to the player, so you might find your penoxy stores depleted after a battle as your doctor thinks everyone with a cut has the plague, or someone might die from a stab wound because your doctor misdiagnosed sleeping sickness as carcinoma and then failed trying to excise the nonexistent tumor.

Meanwhile the accurate information is shown in the Health tab so the player knows exactly what their colonist is dying of and just can't do anything about it.

Whole body: Sleeping sickness (Diagnosis: Carcinoma - liver - major)

Jovus

If your colony doesn't have any beer, any pawns with chemical fascination or alcohol addiction may try drinking chemfuel instead.

Marauder

Some of the colonists portraits should NOT align with the others. Being either slightly to high or slightly too low. Maybe one being tilted a tiny bit. Same goes for other things such as walls. Every now and then a block should be slightly moved off center so it does not properly close off with the others but stands out. Rebuilding it should NOT fix it.

Same for a chair that is a tiny bit closer to the table or a tiny bit further back. A stack of wood logs that is slightly off center and thus does not fit in the wood logs around it etc.

b0rsuk

Merge ALL mods into Core. Whenever any two mods are conflicting, make it an option.

Jovus

Instead of Cartesian coordinates, rework Rimworld to be based on polar coordinates so that we have to start building circular bases.

Granitecosmos

A17 released! Since some of the recent changes were widely accepted with joy throughout the community, here are some more similar changes!
Change list:

Medical rebalance continued from A16:
Megatherium phenomenon:

  • Rename Elk -> Big Deer
  • Rename Caribou -> Big Deer 2
  • Rename Gazelle -> Arid Deer
  • Rename Grizzly Bear -> Bear
  • Rename Red Fox -> Fox
  • Rename Fennec Fox -> Arid Fox
  • Rename Emu -> Small Ostrich
  • Rename Cassowary -> Small Ostrich 2
  • Rename Chinchilla -> White Rat
  • Rename Hare -> Rabbit
  • Rename Snowhare -> White Rabbit
  • Rename Timber Wolf -> Wolf
  • Rename Turkey -> Ottoman Big Chicken
  • Rename Iguana -> Lizard
  • Rename Alphabeaver -> Beaver
  • Rename Capybara -> Beaver 2
  • Rename Cobra -> Snake
  • Rename Ibex -> Wild Goat
  • Rename Spelopede -> Big Ant
  • Rename Cougar -> Big Cat
  • Rename Panther -> Big Cat 2
  • Rename Lynx -> Arctic Big Cat
  • Rename Yorkshire Terrier -> Small Dog
  • Rename Labrador Retriever -> Dog
  • Rename Husky -> Dog 2
  • Rename Dromedary -> Camel (textures unchanged)
Yes, I'm still salty about the Megatherium.

XeoNovaDan


Granitecosmos

Quote from: XeoNovaDan on March 26, 2017, 01:02:39 PM
Quote from: Granitecosmos on March 26, 2017, 12:54:11 PM
  • Rename Yorkshire Terrier -> Small Dog

Rat 2*

What a wonderful idea! We'll surely implement it in A18.

Stay tuned for A18 where we introduce the Goat as part of our collaboration with Goat Simulator!

Jovus

Make all crops functionally the same as potatoes, and give potatoes when harvested, so that the only difference is the plant sprite (not the food sprite). Further, make potatoes have a 50% chance to be just rocks.

XeoNovaDan

#329
Add a new trait called 'Backwards' - that 1% of people in your colony which you won't regret 'forgetting' to build the table for. Randy Random has a higher chance of generating pawns with this trait.

Clue's somewhat in the name: Backwards people will get positive thoughts where others get negative, and vice-versa... examples?

A normal person: Got married to JohnDoe123 +50
A backwards person: Got married to JohnDoe123 -50

A normal person: Insulted -5
A backwards person: Insulted +5

A normal person: Alcohol withdrawal -35
A backwards person: Alcohol withdrawal +35

A normal person: Ate without table -3
A backwards person: Ate without table +3

and so on...