18 Alphas and still Rimworld has minor annoyances in gameplay that existing mods fix. But these mods should be implemented into vanilla to improve the gameplay experience and not change it. Tynan please consider these as they are probably used by majority as must have mods in their every gameplay. Set fixing the gameplay experience to better as a priority.
- Mod-E https://ludeon.com/forums/index.php?topic=34063.0 (https://ludeon.com/forums/index.php?topic=34063.0)
ModSwitch https://ludeon.com/forums/index.php?topic=35719.0 (https://ludeon.com/forums/index.php?topic=35719.0)
Crafting Hysteresis https://ludeon.com/forums/index.php?topic=26623.msg269329#msg269329 (https://ludeon.com/forums/index.php?topic=26623.msg269329#msg269329)
Better Pathfinding https://ludeon.com/forums/index.php?topic=26563.0 (https://ludeon.com/forums/index.php?topic=26563.0)
Stack Merger https://steamcommunity.com/sharedfiles/filedetails/?id=857164561 (https://steamcommunity.com/sharedfiles/filedetails/?id=857164561)
JTReplaceWalls https://ludeon.com/forums/index.php?topic=26210.0 (https://ludeon.com/forums/index.php?topic=26210.0)
Don't Shave Your Head https://ludeon.com/forums/index.php?topic=30920.0 (https://ludeon.com/forums/index.php?topic=30920.0)
IdleFix https://ludeon.com/forums/index.php?topic=31646.0 (https://ludeon.com/forums/index.php?topic=31646.0)
Power Conduit Deconstruction https://ludeon.com/forums/index.php?topic=29320.0 (https://ludeon.com/forums/index.php?topic=29320.0)
Allow Tool https://ludeon.com/forums/index.php?topic=17218.0 (https://ludeon.com/forums/index.php?topic=17218.0)
Cleaning Area https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090 (https://ludeon.com/forums/index.php?topic=28678.msg289090#msg289090)
Smarter Food Selection https://ludeon.com/forums/index.php?topic=30708.0 (https://ludeon.com/forums/index.php?topic=30708.0)
Comment below what do you think is essential to be implemented in vanilla to improve the gameplay not change it
To be honest these are all fine mods but the most annoying thing about vanilla is the fact with the stockpiles...
So for me it is Stack Merger what 100% needs to find its way into vanilla!
I hope Ludeon has time to integrate more mods into rimworld..I assume legal/monetary issues are the white whale there..that said I play with like ~30 odd mods and none of them are the ones you are suggesting. I think a few of these like crafting hysterics are already implemented in the game.
Quote from: Topper on November 01, 2017, 12:16:19 AM
I hope Ludeon has time to integrate more mods into rimworld..I assume legal/monetary issues are the white whale there..that said I play with like ~30 odd mods and none of them are the ones you are suggesting. I think a few of these like crafting hysterics are already implemented in the game.
I doubt anyone of modders would mind Tynan implementing their mods into the game to take legal actions
After all this game made it possible for them to mod it
Quote from: Topper on November 01, 2017, 12:16:19 AM
I hope Ludeon has time to integrate more mods into rimworld..I assume legal/monetary issues are the white whale there..that said I play with like ~30 odd mods and none of them are the ones you are suggesting. I think a few of these like crafting hysterics are already implemented in the game.
*cough* "Hysteresis". NOT the same thing.
https://en.wikipedia.org/wiki/Hysteresis
Important note: Yes, MANY modders
damn well will mind the theft of their work, especially without permission and/or attribution. You don't get to give permission for them, although I also am certain most will be willing, once asked, if not all.
There is a topic in this forum, that serves the purpose of implementing mods into the vanilla game:
https://ludeon.com/forums/index.php?topic=29505.0
Of course, it has to be the author who submits his mod there but if you know some of the modders, you would like to see the work of implemented, write them a message :-)
Hopefully, Tynan and his team will implement the ones that are fitting their vision and bug-free.
Any typing errors are of course features ;-)
Tynan implements someones mod
They take legal action against him
Tynan shuts down the development of this game because of financial downfall
Now the modder screwed himself as he can't mod anymore this game
lol ;D
Quote from: NemesisN on November 01, 2017, 07:20:18 AM
Tynan implements someones mod
They take legal action against him
Tynan shuts down the development of this game because of financial downfall
Now the modder screwed himself as he can't mod anymore this game
lol ;D
There is a proper process to allow this without future legal risk, or at least not significant/credible legal risk.
Quote from: NemesisN on November 01, 2017, 12:19:02 AM
Quote from: Topper on November 01, 2017, 12:16:19 AM
[...]
I doubt anyone of modders would mind Tynan implementing their mods into the game to take legal actions
After all this game made it possible for them to mod it
Quote from: NemesisN on November 01, 2017, 07:20:18 AM
Tynan implements someones mod
They take legal action against him
Tynan shuts down the development of this game because of financial downfall
Now the modder screwed himself as he can't mod anymore this game
lol ;D
By that logic Bill Gates could give away any Software, that runs on Windows, for free. I don't want to derail the topic. I'm just pointing out that what you say makes absolutely no sense.
On Topic:
#Set fixing the gameplay experience to better as a priority.
Fully disagree. The game is not feature complete. I don't want the Devs to waste time on "optimization" they will likely break in the next patch
#18 Alphas and still Rimworld has minor annoyances in gameplay
The key word is alpha. Alpha is for bringing out new features. Beta is where you start fixing minor annoyances.
#Tynan please consider these as they are probably used by majority as must have mods in their every gameplay.
How do you want to know how many people use which mods?
#Comment below what do you think is essential [..]
None. I have several hundred hours in RimWorld and I see no Mod essential.
As far as I know the game license says (more or less) that you can mod whatever you want but Ludeon is allowed to use any ideas or systems from any mod in the game without attribution or compensation to the modder who did it first.
I don't know how that stands legally, but I'm quite sure I read it in the game license.
The terms are here https://ludeon.com/rimworld/EULA.txt (https://ludeon.com/rimworld/EULA.txt) but I don't have time right now to re-read and confirm exactly what it says.
Quote from: asanbr on November 01, 2017, 03:56:52 PM
As far as I know the game license says (more or less) that you can mod whatever you want but Ludeon is allowed to use any ideas or systems from any mod in the game without attribution or compensation to the modder who did it first.
I don't know how that stands legally, but I'm quite sure I read it in the game license.
The terms are here https://ludeon.com/rimworld/EULA.txt (https://ludeon.com/rimworld/EULA.txt) but I don't have time right now to re-read and confirm exactly what it says.
I thought so as well, but I also didn't want to go looking for it! :)
Quote from: Berownie on November 01, 2017, 11:10:14 AM
By that logic Bill Gates could give away any Software, that runs on Windows, for free. I don't want to derail the topic. I'm just pointing out that what you say makes absolutely no sense.
Ever hard of a joke ?
Quote from: Berownie on November 01, 2017, 11:10:14 AM
Fully disagree. The game is not feature complete. I don't want the Devs to waste time on "optimization" they will likely break in the next patch
You have mods for features
Quote from: Berownie on November 01, 2017, 11:10:14 AM
The key word is alpha. Alpha is for bringing out new features. Beta is where you start fixing minor annoyances.
I am not the type of person that gives "Alpha" as an excuse
Quote from: Berownie on November 01, 2017, 11:10:14 AM
How do you want to know how many people use which mods?
Reading forums, reddit, and other Rimworld community groups
Quote from: asanbr on November 01, 2017, 03:56:52 PM
As far as I know the game license says (more or less) that you can mod whatever you want but Ludeon is allowed to use any ideas or systems from any mod in the game without attribution or compensation to the modder who did it first.
I don't know how that stands legally, but I'm quite sure I read it in the game license.
The terms are here https://ludeon.com/rimworld/EULA.txt (https://ludeon.com/rimworld/EULA.txt) but I don't have time right now to re-read and confirm exactly what it says.
This is just logic, sounds right
Tynan/a given EULA cannot abrogate copyright law, that simple, no matter what it says. Now, if you post in the thread that *specifically states* those mods may be used in the "vanilla" game, that's rather different. That doesn't, however, make the general mod copyright situation any more clear.
Look at it this way: At what point does Tynan suddenly own all rights to a given mod? When it's on your own PC, being written? That certainly makes no sense. So when does that happen? And I mean the *exact moment*.
The full legal framework here is unclear, but a EULA will NOT be able to enforce a given reinterpretation of the relevant law, unless (as mentioned above) some other agreement between devs and mod creators is explicitly in effect. In fact, EULAs themselves are on quite shaky legal ground.
Last, stealing mod authors' work may ultimately succeed, but nothing could damage the game more than pissing off the entire mod community.
https://en.wikipedia.org/wiki/Mod_%28video_gaming%29
http://mttlr.org/2012/11/06/gaming-mods-and-copyright/
https://en.wikipedia.org/wiki/End-user_license_agreement
https://www.theregister.co.uk/2007/04/25/microsoft_eula/
Just to add to the list, JTZoneButtons is a small mod but saves a ton of clicking when making zones.
It would be nice if Tynan included in the vanilla an option that allowed non-human and non-insect meats to be stacked together. And it'd be awesome if leathers could be stacked too.
The problem is that when my colony has about 11 people and I rely on hunting as the source of about half of my food. Then I find my freezer full with all sorts of meat, and my stockpiles full with all types of leather. It's rather annoying to dedicate a whole tile to just 1 piece of squirrel leather.
It would be great also if a little pistol didn't take up a whole tile out of my stockpile.
How did you manage to leave off "Set Up Camp"
https://ludeon.com/forums/index.php?topic=29054.0
If i could only add one mod to vanilla it would be this one to avoid the seemingly barren desert like reality that exists between bases where food just cannot be collected or hunted unless you get an event while you're traveling.
Other than that I find wildlife tab very helpful too but Set Up Camp is indispensable.
I'm moving this to suggestions because that is what this thread basically is. A list of suggestions. Those suggestions are being packaged and presented in the form of a mod rather than as singular suggestions, but still fundamentally a suggestion.
Plus there is already a thread specifically for suggesting a mod that should be added to the game. With the condition that it must be the mod author themselves who suggests it. https://ludeon.com/forums/index.php?topic=29505.0 . So rather than pursuing this avenue to get mods incorporated into the vanilla game, you would likely be better off suggesting to the mod author to nominate their mod in the above linked thread.
Finally, at least one of those mods listed in the OP has already been incorporated into the game. Which even I know and I know next to nothing about the RimWorld modding community as I don't use mods myself. So if you are going to make requests like this then at the very least it would be a good idea to make sure your info is up to date first. From the better pathfinding thread.
Quote from: Zhentar on May 06, 2017, 10:19:49 PM
There's no need; it's already included in A17.