Typical Tuesday Suggestions - 23/02/2021
Added 2021-02-23 21:25:55 +0000 UTC
Hello folks and welcome to another Typical Tuesday Suggestions thread.
I'd like to hear how you would like to populate this year with new mod ideas. What sort of things would you like to see us expand now knowing that even Vehicles are getting a mod soon!
The more details you give, the better!
Comments
BRO! Genius idea i just had! CREATE ATTACK ON TITAN TITANS!!! TITAN RAIDS MAN
2021-03-06 18:34:49 +0000 UTCIf the Royalty patch would add more requirements for tech prints for some of the higher-tech weaponry. Im not sure if its something thats intended or already implemented but not working on my end, but i think its a bit weird how, say, cataphract armor requires a techprint but not Siegebreaker armor added by Vanilla Armor Expanded, and it can break immersion a little bit. Likewise for Ultratech lasers, i heard they were supposed to be un-craftable but when royalty came out they were made craftable so they could would be on par with what royalty adds, but without a tech print requirement since that would force people too own royalty too use it. However, since the royalty patch is a dedicated patch only for royalty users, could it affect some of these researches too add techprint requirements when sensible?
123nick
2021-02-26 11:03:08 +0000 UTCHow about a garage system for vehicles? New flooring and items like jacks and tools that speed up vehicle construction and repair. Heavy and advanced transport can be built next to special cranes. This will add balance to the game and immersion (as I understand the transport - technically a structure, it can be repaired in the middle of the battle, which greatly abuses the game. My solution - make the transport more durable, but only repair in garages)
Sylant99
2021-02-26 07:50:27 +0000 UTCA "Meat Smoking" extension to Cooking Expanded would be great. -Smoked meats have been around since the Stone Age. -Smoked meats have antimicrobial properties -Barbeque sauce condiment with made with sugar and tomatoes It even works for different tech levels. Neolithic: Basic smoking pit. Takes quite a few days, made of wood and hay grass, uses wood as fuel. Industrial: Rotating Smoker. Made of steel and components. Uses wood or Chemfuel. Only takes 1- 2 days. Spacer: Smoke Infusion Machine. Uses electricity. Takes an hour or two.
Choppytehbear
2021-02-24 19:57:50 +0000 UTCAh, very good and fair point!
2021-02-24 16:49:58 +0000 UTCA mini expansion to the upcoming social interactions mod but focused on animals. Animals in Rimworld feel very lacklustre. They are either a small mood buff/debuff , a resource or for your enemies to shoot at. For example, it would be nice if a pawn that had a pet dog would play fetch with it, go on walks, clean it and even talk to it. Also, it would be interesting to have an opinion meter for the animal of its owner. So if it’s neglected, it might bite, refuse to do trained activates or lose its bond etc. A bonded animal could have a mechanic where if its owner has a mental break it has a chance to calm them down. Animals that are production based like muffalos could provide slightly more resources depending on its mood and owner opinion. Animals just feel very meh in vanilla Rimworld, it would cool to get attached to some of your colony pets just as much as you do with some of your pawns.
2021-02-24 14:06:05 +0000 UTCVME - Vanilla Medicine Expanded? I'd love to see your guys take on improved medicines for sickness and stuff that uses all the cool furniture and production stuff you've made.
2021-02-24 08:35:48 +0000 UTCInteresting. Let’s see what I can do.
Oskar Potocki
2021-02-24 08:19:33 +0000 UTCI’m only worried something like that is a lot of coding work for little benefit - it’s rare people settle on the coast. Limiting a mechanic to a specific tile, especially such a cool and complex mechanic, sounds kind of like a waste.
Oskar Potocki
2021-02-24 08:19:07 +0000 UTCPlease no.
Oskar Potocki
2021-02-24 08:17:53 +0000 UTCAmazing idea. Will check on feasibility of it.
Oskar Potocki
2021-02-24 08:17:38 +0000 UTCI would like to see 3 things: VE - Magic adding magic to Rimworld and allowing us to recruit/train magicians. VFE - Medieval Expansion Pack 1 adding more weapon and armour varieties. VE - Religion to add religion mechanics with VFE support (i.e. special medieval armour for religious factions)
2021-02-24 06:16:22 +0000 UTCA new raid type that comes from the coast - an 'amphibious assault' of sorts. Perhaps you get a little bit of heads up before it happens (1 hour?) so you can take cover along the beachhead in your fortifications. Then a landing craft show up and raiders pop out a la 'Saving Private Ryan'. Because you have the tactical advantage, the raid difficulty would be fairly high. If you don't beat them back fast enough they may even hit you with some artillery! Seems like the raid mechanism would synergize with your vehicles mod pretty nicely.
2021-02-24 05:29:19 +0000 UTCI like the idea of 3D people rework the people give them limbs make them look like they are interacting with items
2021-02-24 03:47:17 +0000 UTCHmm, there's something I've been sitting on for a while now some kind of "uniform" mod... let me explain I've always wanted to have it so colonists always try and maintain some kind of unifying clothing scheme with dyeable clothing being dyed on a bench before being worn and armor being replaced should be damaged, perhaps even having colonists repair their own armor should they need to. So here is my idea, to begin with, this IS seperate from the assignment tab, instead this is unique to each colonist similar to the "health" or "social" tabs. Think of this in layers, Layer 1 is the bare pawn, naked. Layer 2 is the Assigned clothing like a T-shirt and pants. Layer 3 is the outfit itself, where you are capable of selecting colors and all. Lets skip the assignment stuff, and head right for the outfits, how do you make an outfit? Well, in this "Outfits" tab you are capable of, for lack of a better term, 'dressing up' your colonist, selecting what you want and what color you want it to be in, there should be some kind of "Show only what we have" filter so you can build logical outfits for your colony's curret situation. The colors are dealt similarly to how Vanilla Hair Expanded treats its hair color. Now you have your perfect... gardener's outfit, sure lets go with that, and you want to save it for later, or give it to other colonists, well some kind of a save and load function would help with that! Now of course you can only equip what you own, so outfits will only work with what you have. But what about colors? The way I see it is a colonist assign to Tailoring will take a piece of apparel to a Tailoring bench and color it should it be needed. Overall this is just my idea for an automated way to maintain an outfit/style I have set up and wish to keep for the remainder of my gameplay, or to acheive a similar effect to factions with their matching colored tabards, instead of having to use 5 different mods and a heap of manual effort to acheive the same effect.
Cr0ssley
2021-02-24 01:24:40 +0000 UTC