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oskarpotocki
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Typical Tuesday Suggestions - 05/01/2021

Hello hello hello everyone!

Welcome to the first Typical Tuesday Suggestions thread of 2021. I am slowly recovering from my break, firing on half the cylinders and cracking ahead with quite a few new mods!

Let me know what mods you would like to see most this year.

This TTS thread will be used from 05/01/2021 to 12/01/2021.

Comments

Just furthering on the idea, and I know the entire idea sounded DLC sized to begin with, you could possibly hop from shallow ocean biomes with the tech you acquire there to deeper and darker ocean biomes, while expanding on base that you bring with you "Save Your Ship Style". It would allow for many smaller defend your ship style events like the endgame ship to the stars, but act as a sort of final challenge bewteen deeper and deeper ocean biomes that become more rewarding. This hopping could be encouraged by having a resource scarcity so you would have to move from ocean to ocean to expand yourself even by the resources you consume, never mind the tech. Maybe throw in pollution too? Your current ocean becomes more hostile and uninhabitable depending on your choices, fauna might react and mutate, and throw in some crabby insectoids. You could take those ship parts you made for Mechanoids expanded and let the players build their seafaring bases with those too for maximum style and functionality, with a few tweaks to maybe fit whatever aesthetic you think is suitable. Those parts are seriously too good to pass up.

Rinklestein

Oceans Expanded, think Anno 2070's ocean platforms with / or underwater bases. The progression towards it could lean on something like a new tier of tech inbetween spacer and archotech, as an incentive to move towards the biome, maybe Subnautica inspired! The way it could work out is you get your spacer research (kind of like the escape to the stars ship) in a basic map or have a scenario, and are able to start moving into the ocean biome either with a basic underwater complex, or a platform on the ocean. You then work in the biome doing whatever to uncover some ancient research and expand for new resources.. You could have a hostile faction of something aquatic, something similar to insects or just some "neptunian / Atlantis spacers". Whatever content you think of involving oceans is more than enough for me, since there's no purpose to them currently in Rimworld yet they could contain ANYTHING especially in the sci-fi setting of Rimworld. Think Subnautica, think Anno 2070!

Rinklestein

Vanilla Bionics Expanded with perhaps alternatives to Enhancing Pawns other than Cybernetic Limbs, perhaps Biological ala Spartans in Halo or Astartes in Warhammer 40k.

Steel Raptor

What about new planet shapes :P Broken planets, donut planets, flat planets

James Antares

Something like Uniques from Fallout: New Vegas or Iconics from Cyberpunk 2077? Having legendary weapons that have unique effects could be fun, but they probably should also have different models to make them look cool or else it kinda just become Legendary Weapons from Fallout 4

clown

I posted a discussion thread and several comments on the steam workshop page and they seem to have been totally ignored. Some of the base defs used for a lot of the items added by the mod are...strange choices, to say the least. Uncooked soups, for example, are using the same base def as hay, and have the corresponding super low weight to match. Canned goods are using mealbase, and inheriting both that def's weight (so each can weighs as much as a full meal) and the consumption limit of 1, except for fish which overrides for 5 at a time. Fried goods are similarly overweight. While not a problem and more a personal wish, it'd also be nice to see canned goods spun out into their own category like cheese and condiments for easy filtering.

KitsuneKas

Isn't ReGrowth both affiliated and basically this? It was even on the roadmap with a new biome early this year, AFAIR.

Mod Zero

April fools mod idea: make a cutesy storyteller with rainbows/unicorns/puppies/kittens, etc. It'll remove many/all negative event types and replace a lot of the wild animals with cute ones. Then as colony wealth increases it will replace the cute animals with normal ones and start to give the player some negative events like diseases and bad weather (but no raids). Then as wealth further increases, start spawning horrific versions of the cute animals from before (in the style of r/imsorryjon) with manhunter events and raids almost constantly. At this stage the story teller should be brutal like Igor, or maybe even harder. But make no mention of the eldritch horrors in the mod description, only the cute/fun animals.

Vanilla Power tools! No more industrial and space age colonies using axes and pickaxes when we could be using chainsaws and jackhammers and on top of that, imagine psycho raiders showing up with modified chainsaws or chopping into a mechanoid with a chemfuel powered disk cutter!

Vanilla planet expanded, a change to how the game builds its world map would be great, maybe a few new biomes?

Nameless Guardsman

Maybe a constructible cart? Something that would allow you to carry more things if animals are unavailable/unusable for whatever reason, the offset being that it slows the character down by quite a bit.

James Antares

Vanilla Raids Expanded would be pretty cool, with some new approaches taken by the raiders to attack. For example a trade caravan that turns out to be hostile once it gets in, or raiders who specifically wait for a solar flare or night before attacking. For more advanced tactics, raiders sticking to cover of walls or mountains as they make their approach, maybe a human 'mech cluster' that builds walls and defences beyond a standard siege, or raiders having a chance for reinforcements instead of fleeing once broken. Another couple ideas are: Vanilla Moods Expanded (More in depth moods. Like, how can noone be sad if you kill a majestic Thrumbo, or feel relief when a raid is defeated. Maybe blood-lusters love when noone escapes and kind pawns feel bad when shooting thoes that are fleeing. Not to mention people going crazy if they eat the same thing for days on end) Vanilla Art expanded (More options for the art text generation!)

SpaceMoth

Could you elaborate on it? We are not aware of any issues in the Cooking mod.

Oskar Potocki

I'd like to see an update pass on Vanilla Cooking Expanded. It's got a number of issues with missing def values that lead to odd inherited behavior from the base defs.

KitsuneKas

Also Legendary weapons, especially if we stick to them being unique, as boring as gun mods are this would be a chance to make a damn good one. Both this and the belt mod should also take little to no code.

John White

I mentioned it in the discord, but I'm still hoping for Vanilla Accessories expanded, belts are now visible and horribly underutilized.

John White


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