Typical Tuesday Suggestions - 27/04/2021
Added 2021-04-27 20:58:48 +0000 UTC
Hello folks! In today's Typical Tuesday Suggestions, I'd like to ask you something about RimWorld itself:
What sort of mods from all the available mods would you like to see incorporated into the game itself and why?
Please, remember that I don't have the power to incorporate these mods into the RimWorld update, I'm just interested in seeing which mods you see as must-haves!
Comments
PrepareCarefully - to be able to craft my starting characters and story up front. Colour Coded Mood Bar - A simple yet effective QoL mod Heat Map - An essential QoL mod for monitoring temperature Hotseat - dynamically changes the storyteller, either based upon events occurring or the passage of time. Adds in a further emergent storytelling element to the gameplay
Highly Caffeinated Gamer UK
2021-07-12 11:22:09 +0000 UTCI'd say all the QoL mods and VE stuff.
2021-04-30 21:23:54 +0000 UTCI believe LWM's also adds the ability to customize other mods storage.
2021-04-29 20:36:55 +0000 UTCIf you use LWM's its adjustable what each container can hold (IIRC) how much. so it'd be mostly up to you.
2021-04-29 20:35:14 +0000 UTCSure, it's like leverage - if you're lucky you find a vanometric cell and a psychic emitter on day 15, but it's extremely engaging to take it out especially since you're still an enemy to most factions and don't have animals or weapons and then you'll have more difficult raids :) If you're unlucky - you lose some people/animals and run away with a loss. Since Rimworld is a story generator - I value the variety of stories that can be experienced - if all stories follow the basic hunt/farm/trade/research/bunker-up structure it quickly gets boring. Finally balance is something that can be worked on by the player via some settings, or the storyteller (?), or the team adding the functionality - I think the core idea is valuable.
2021-04-29 18:41:09 +0000 UTCI love all the QOL mods listed by others. I myself have a 300 mod modlist with a lot of QOL myself, so I'll refrain from adding to that... I'd like to see something like Prison Labor in Vanilla, it works so well with the game and works with the ingame lore.
Lee Harvey Lion's Handler's Fursona
2021-04-29 17:50:18 +0000 UTCIs deep storage easy to use or too OP?
Michael Cooper
2021-04-29 17:32:16 +0000 UTCI hope our upcoming Vehicle mod will fill that massive hole SRTS will leave as it most likely won't be updated by Smash Phil, who is in fact doing the new vehicles mod.
Oskar Potocki
2021-04-29 17:12:32 +0000 UTCAllow tool is definitely a must have!
Oskar Potocki
2021-04-29 17:11:35 +0000 UTCPeople would argue that Real Ruins is the most OP, broken mod out there. You can literally find a base where someone cheated in 50 legendary gold sculptures, skyrocketing your wealth and destroying you in the process. I'm not saying it's a bad mod - I quite like it. It's just a bit imbalanced.
Oskar Potocki
2021-04-29 17:11:10 +0000 UTCA bit late to this, but Replace Stuff, Quest Rewards Rebalance, and More Pawns Get Bionics. The first one is just general QoL and makes swapping over to stone walls later on not as painful. QRR lets me actually see some of the rarer rewards during a playthrough and shuffles general rewards to be more useful, and More Pawns Get Bionics makes it so pawns have more unique features and the AI gets parity.
2021-04-29 16:57:09 +0000 UTCThe simplest little mod that changed my life and made my bases beautiful: wall lights!
2021-04-29 11:16:29 +0000 UTCDeep Freaking Storage. I know, it's "part of the challenge" for you to have to dedicate a few dozen acres to warehouses where everything's tossed on the floor haphazardly. It's also hideous AF and pretty immersion-breaking.
Scott Dockery
2021-04-29 01:07:12 +0000 UTCHow could I forget replace stuff?
Michael Cooper
2021-04-28 23:28:11 +0000 UTCMy must-haves would be: 1) Vanilla Fishing Expanded - it feels not like a mod but like a missing piece of the game. If we have the animals on land, why don't we have fish in the ocean/rivers? Especially frustrating in extreme biomes :) 2) Vanilla Furniture Expanded - likewise, most pieces of furniture should logically belong to the original game (especially when it comes to 1x1 table and small shelf). 3) Vanilla Apparel Expanded - because a) different level of technologies and b) I'm Russian, this is culture, you must have a scarf, an ushanka hat and boots! 4) the basic ships from SRTS Expanded - it just somehow seems illogical that my colonists can build a real spaceship but can't build a local shuttle and must go everywhere by foot. It feels overpowered though, so a basic maintenance (like for turrets) would make sense. 5) JPT Soft Warm Beds - blankets really make sense :) 6) Realistic Rooms - self-explaining for those who live in apartments and regular-size houses :)
yarilla
2021-04-28 20:11:26 +0000 UTCFor me, I consider QOL mods to be essential, because they don't add things to the game - they make it easier to enjoy what's already there. In that spirit, must-haves in my mod list that I'd like to see part of the main game: * CM Colored Mood Bars * RimHUD * Jecs Allow Tool * Replace Stuff * Smarter Construction * Pick up and Haul (Continued) None of those actually change the game's balance (except for slightly better hauling efficiency from the last one). But all of them make the game a little less frustrating.
Pahanda
2021-04-28 12:16:27 +0000 UTC