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RimWorld => Mods => Topic started by: Tynan on May 19, 2015, 12:15:50 PM

Title: Nominate a mod to be included in RimWorld!
Post by: Tynan on May 19, 2015, 12:15:50 PM
EDIT - This is the old thread.  See the shiny new one here: https://ludeon.com/forums/index.php?topic=29505.0




So obviously you're welcome to many any mod you like; it's your work. However, if you have any desire to see your work integrated into the vanilla game, consider working on something in one of the below categories.

These are some kinds of mods which would be useful and relatively straightforward to integrate into vanilla. In each case, they're content additions to fill out the game without changing its core mechanics or breaking any fiction.

-New items. We have neurotrainers and artillery shells. You could add a special one-use item that does something cool, for the player to find in ancient tunnels or buy from traders?
-New GenSteps for map generation. Can you write a GenStep that generates a complex ancient temple underground? Or a devious pirate base?
-New incidents.
-New animals. I'd love to beef up the animal diversity in the existing biomes.
-New art description content. I wish there was more diversity in the writing there!

Other thoughts on content that could go in vanilla well:

Another important thing is: easy to maintain. If it depends only on stable systems I'm not planning on changing, it'll be easy to maintain. After all about 75% of my effort goes to maintenance, so even if a modder makes the whole mod perfectly I still have to do 75% of the work :p

Also I'd say it's good for things to be self-contained, well-fitting, distinct from existing features. Big content sets are generally too much. But a single cool building or incident can be great. Like Haplo's turbine. Or his ship part crash incident.

If a mod "wants" to be a much bigger system I'll generally not take it. I don't want half-done systems.
Title: Re: Mod requests for vanilla
Post by: Adamiks on May 19, 2015, 12:22:45 PM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
-New animals. I'd love to beef up the animal diversity in the existing biomes.

Maybe this (https://ludeon.com/forums/index.php?topic=13100.msg133035#msg133035) mod by me and Dustrats by Ykara (https://ludeon.com/forums/index.php?topic=10850.0). I think these animals are in vanilla-like style. Oh, and Biodiversity, maybe? There are some vanilla-like animals. And Miscellaneous mod by Haplo have a lot of good stuffs (like traders - if this is even "incident"?).
Title: Re: Mod requests for vanilla
Post by: Haplo on May 19, 2015, 03:07:27 PM
If you like anything in my Miscellaneous Mod (https://ludeon.com/forums/index.php?topic=3612.0), just tell me and it is yours ;)

Right now I have a new incident where you can investigate an anomaly that the sensors can find. This allows you to send a few colonists away to investigate it. They will be gone for a few days to travel there and may even find something neat..
But there is also the possibility that something/someone follows them home...
I just don't know if the building I use as the sensor station is ok for vanilla.
From my other stuff maybe only the weapon base, the key binding and the traders with their tents are usable for vanilla. Don't know.

But you know: If you see anything you're interested in, just tell me. ;D

Other than that, I would like working on the incidents, but have absolutely no idea of my own.
If someone has a good idea, I'm more than willing to try to create it (as long as my free time allows it.)
Or I can try myself on a GenStep. That is something I haven't done yet. But still there is the problem of the no ideas.. :'(
Title: Re: Mod requests for vanilla
Post by: HBKRKO619 on May 19, 2015, 05:47:56 PM
If their is one mod I really want to see in the vanilla game, it's the "TTM Custom Event" mod, it's actually dead since alpha 8 but it add a lot of really cool events and incidents.
Title: Re: Mod requests for vanilla
Post by: Shinzy on May 19, 2015, 06:01:07 PM
Quote from: Haplo on May 19, 2015, 03:07:27 PMOther than that, I would like working on the incidents, but have absolutely no idea of my own.
If someone has a good idea, I'm more than willing to try to create it (as long as my free time allows it.)
Or I can try myself on a GenStep. That is something I haven't done yet. But still there is the problem of the no ideas.. :'(

Haplo!
https://ludeon.com/forums/index.php?topic=9755.msg99874#msg99874
there mite be whole lot of ideas for you ;D just pointing it out!
Edit: linked kegenerererekereku's post because it had nice long list of different kinds, but there's lot of more ideas in the thread there
Title: Re: Mod requests for vanilla
Post by: Dr. Z on May 24, 2015, 07:22:35 PM
You may want to look at the Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060.0) mod by Kirid and the sadly outdated mod Rimrats (http://ludeon.com/forums/index.php?topic=3791.0) by Argain.
Title: Re: Mod requests for vanilla
Post by: Adamiks on May 25, 2015, 04:32:12 AM
Quote from: Dr. Z on May 24, 2015, 07:22:35 PM
You may want to look at the Alpha Muffalo (https://ludeon.com/forums/index.php?topic=3060.0) mod by Kirid and the sadly outdated mod Rimrats (http://ludeon.com/forums/index.php?topic=3791.0) by Argain.

Why not Dustrats by Ykara (updated Rimrats?)?
Title: Re: Mod requests for vanilla
Post by: Alistaire on May 26, 2015, 04:08:49 PM
26/5: I spent the evening adding some /TaleDefs/Tales_Misc.xml for mining and crafting.
The lines with an additional Tab were added by me.

27/5: I included some global rulepack defs into the sentences and added some for murder.

[attachment deleted due to age]
Title: Re: Mod requests for vanilla
Post by: blaze7736 on May 28, 2015, 09:15:45 PM
I have a simple incident in my game which allows for dropods to come full of animals from different areas, its cool since it adds divercity to the cloths and meat of the colony - if any ones interested i could post it.
ps sorry about the spelling
Title: Re: Mod requests for vanilla
Post by: Tynan on May 28, 2015, 11:00:48 PM
Quote from: Alistaire on May 26, 2015, 04:08:49 PM
26/5: I spent the evening adding some /TaleDefs/Tales_Misc.xml for mining and crafting.
The lines with an additional Tab were added by me.

27/5: I included some global rulepack defs into the sentences and added some for murder.

These are pretty awesome! Thanks for offering them!
Title: Re: Mod requests for vanilla
Post by: GamerGuy on June 01, 2015, 03:07:40 AM
I will edit in a link when I can but The mod that adds new hair styles would be nice also a tech tree. Will edit in links.

Edit: Hair styles https://ludeon.com/forums/index.php?topic=6585.0 by
Shinzy

Can't find the tech tree mod :(
Title: Re: Mod requests for vanilla
Post by: milon on June 01, 2015, 01:27:02 PM
I think the Longsleep Revival (https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub) doc would have some excellent ideas for willing modders.  (I have yet to learn RW modding, and likely won't have time after all.)

I know I'd love to see Boomfruit, Whip cacti, and Rocketrees!
Title: Re: Mod requests for vanilla
Post by: skullywag on June 13, 2015, 04:20:44 AM
Tynan im going on a bit of a stuff based overhaul of most things in the game, is it something youve thought about doing? Im currently doing some rather hardcoded things for some bits like power generators which I feel could be done better (and would love to learn how if its possible) but things like all the worktables being stuffed is well on its way. I would happily hand it all over to core if you find any of it useful when im done. Im doing it modular so would be easy to pick and choose.
Title: Re: Mod requests for vanilla
Post by: Tynan on June 13, 2015, 01:21:15 PM
skully - No overhaul mods, please. Overhauls I'll do myself; the requested mods are all content additions.

Bodog and others - This isn't a general ideas thread. I've split off some posts into a "Some ideas" thread in the suggestions forum. Please don't post general ideas here, this thread is only for discussing mod requests for vanilla.
Title: Re: Mod requests for vanilla
Post by: MsMeiriona on June 19, 2015, 03:15:46 AM
I'd love to see something like the haul priority designator (http://ludeon.com/forums/index.php?topic=9328.0) and the included unforbid designator, though Gaesatae doesn't seem to be around much. They did say "help yourself to the code" though.


Title: Re: Mod requests for vanilla
Post by: Humort on June 20, 2015, 05:15:25 PM
I consider that will be fair if the player himself decides that it is possible to put in equipment rack....

  <ThingDef ParentName="BuildingBase">
    <defName>EquipmentRack</defName>
    <label>equipment rack</label>
    <thingClass>Building_Storage</thingClass>
    <graphicData>
      <texPath>Things/Building/Furniture/EquipmentRack</texPath>
      <graphicClass>Graphic_Single</graphicClass>
      <drawSize>(4,3)</drawSize>
    </graphicData>
    <altitudeLayer>Waist</altitudeLayer>
    <passability>PassThroughOnly</passability>
    <fillPercent>0.4</fillPercent>
    <castEdgeShadows>true</castEdgeShadows>
    <stuffCategories>
      <li>Metallic</li>
      <li>Woody</li>
      <li>Stony</li>
    </stuffCategories>
    <costStuffCount>30</costStuffCount>
    <statBases>
      <MaxHitPoints>100</MaxHitPoints>
      <WorkToMake>700</WorkToMake>
      <Flammability>1.0</Flammability>
    </statBases>
    <description>Haulers carry equipment here for storage.</description>
    <size>(2,1)</size>
    <building>
      <preventDeterioration>true</preventDeterioration>
      <fixedStorageSettings>
        <filter>
          <categories>
<li>Root</li>
          </categories>
        </filter>
      </fixedStorageSettings>
      <defaultStorageSettings>
        <priority>Important</priority>
        <filter>
          <categories>
            <li>Weapons</li>
          </categories>
        </filter>
      </defaultStorageSettings>
    </building>
    <inspectorTabs>
      <li>ITab_Storage</li>
    </inspectorTabs>
    <designationCategory>Furniture</designationCategory>
    <staticSunShadowHeight>0.5</staticSunShadowHeight>
    <surfaceType>Item</surfaceType>
    <designationHotKey>I</designationHotKey>
  </ThingDef>


Also, very much I ask to rename steel into iron. As steel isn't fossil ore.
Title: Re: Mod requests for vanilla
Post by: Tynan on June 20, 2015, 08:51:59 PM
You can't dig usable iron out of the ground either. It has to be smelted.

The steel is there because it's actually the ruins of an old building or ship.
Title: Re: Mod requests for vanilla
Post by: Humort on June 20, 2015, 09:02:12 PM
Quote from: Tynan on June 20, 2015, 08:51:59 PM
You can't dig usable iron out of the ground either. It has to be smelted.

The steel is there because it's actually the ruins of an old building or ship.

Deposits are reminded more by mine..., especially if to compare to other ruins..., in principle - to solve to you.
Title: Re: Mod requests for vanilla
Post by: Loki88 on July 02, 2015, 02:25:12 AM
I'm more than willing to donate my LED Rope Lights (https://ludeon.com/forums/index.php?topic=14139.0/) mod if you would actually want to use it. It's a very simple mod, and it would flesh out the lighting category of things as a higher tier item. They use a lighting tab I made to de-congest the furniture tab but that's a simple change I can make.

If this isn't the kind of thing you're looking for in this thread then I apologize for my misunderstanding.

Cheers!

[attachment deleted due to age]
Title: Re: Mod requests for vanilla
Post by: carlgraves on July 02, 2015, 05:46:41 PM
Quote from: Tynan on June 20, 2015, 08:51:59 PM
...

The steel is there because it's actually the ruins of an old building or ship.

Wait wat? Is the Rimworld some kind of Prothean artifact? I'd just been assuming it was a normal planet this whole time.
Title: Re: Mod requests for vanilla
Post by: Shinzy on July 02, 2015, 06:47:13 PM
Quote from: carlgraves on July 02, 2015, 05:46:41 PM
Quote from: Tynan on June 20, 2015, 08:51:59 PM
...

The steel is there because it's actually the ruins of an old building or ship.

Wait wat? Is the Rimworld some kind of Prothean artifact? I'd just been assuming it was a normal planet this whole time.

what, you didn't know?

(http://i.imgur.com/LJTamOJ.jpg)
Title: Re: Mod requests for vanilla
Post by: skullywag on July 03, 2015, 02:47:48 AM
haha amazing. THIS is the response to anyone asking about iron/steel.
Title: Re: Mod requests for vanilla
Post by: Tynan on July 03, 2015, 02:50:26 AM
Hilarious!

But let's please get back on topic thanks.
Title: Re: Mod requests for vanilla
Post by: BBream on July 06, 2015, 01:30:00 AM
New items: Backpack

The mod that contains new item: https://ludeon.com/forums/index.php?topic=12282.msg123935#msg123935

What is 'Backpack'?
As you know, all pawn has own inventory. They usually have food, medicine and silver. But player cannot use this inventory.
Backpack give player way to use inventory; storing Item, changing weapon, apparel, using medicine, eating food...
But backpack doesn't provide additional hauling. I think its implementation make complicated.

What does 'Backpack' looks like in game?
(http://i.imgur.com/rQQoeo9.png)
[Pic 1] Backpack Texture
Backpack is apparel item. The colonist can equip this item in accessory slot like personal shield.
If the colonist equip backpack in accessory, then the colonist have additional gizmo. See picture 2.

(http://i.imgur.com/I4OvmlQ.png)
[Pic 2] Example of backpack gizmo.

'Put in' gizmo provide designator function for storing item into inventory.
'Item icon' gizmo provide function for using item and mini inventory panel. Clicking item icon interact items in inventory.
Title: Re: Mod requests for vanilla
Post by: milon on July 14, 2015, 07:57:14 AM
My art skills are virtually non-existent, but I can write and code and design.  What's this about GenSteps and where would I learn how to work with it? Same for art descriptions, where do I look and how do I learn it? I'd love to contribute where I can.
Title: Re: Mod requests for vanilla
Post by: skullywag on July 14, 2015, 08:05:02 AM
check the map generators xml def, youll see some dll referenced classes in there (for adding geysers etc) best use ilspy to see what the core ones do, but it can do anything you want really...add ruins...add resources...
Title: Re: Mod requests for vanilla
Post by: Lonely Rogue on July 15, 2015, 10:08:04 AM
I have a simple xml boomuffalo mod in the unfinished section of mods. Just look up 'exploding cows!' it just makes a variety of muffalo that explodes, called boomuffalo. I'm just glad it works. It makes the player have to be more careful while hunting, because they look EXACTLY the same. Their leather is the color of a boomrat's, but there isn't any special clothing, I think it just makes muffalo leather clothing, although I'm not sure...
Title: Re: Mod requests for vanilla
Post by: Tynan on July 26, 2015, 02:08:11 PM
Quote from: DDawgSierra on July 15, 2015, 10:08:04 AM
I have a simple xml boomuffalo mod in the unfinished section of mods. Just look up 'exploding cows!' it just makes a variety of muffalo that explodes, called boomuffalo. I'm just glad it works. It makes the player have to be more careful while hunting, because they look EXACTLY the same. Their leather is the color of a boomrat's, but there isn't any special clothing, I think it just makes muffalo leather clothing, although I'm not sure...

It's a great idea, I'll be doing a fuller version of that for A12. The boomalope.
Title: Re: Mod requests for vanilla
Post by: Vas on July 28, 2015, 02:22:14 AM
I do believe that Embrasures should be a part of the base game.  All it is, is a wall with a hole cut in it for shooting.  So it's not like it's complex or game breaking.  It's just a stronger version of the sand bags.  Personally though, I think it should give the people who shoot from behind it much greater defense, but anyway.

An embrasure is just a wall with a hole in it, no special tech is needed to build such, there's no reason it shouldn't be in the base game.  :P  I mean, if I knew I was gonna be attacked more than once, and was building defenses, I'd build walls with holes in them so I could shoot out from behind cover.  Technically, it doesn't even need to be a research item, cause all you do is not build a part of the wall to make it.

Just something for you to consider.

An advanced embrasure though, could also be nice. (An additional thought before posting)
Where you build it in such a way that you can get your weapon through, and still shoot the enemy within a certain range, but they can't shoot you, or only have a 0.5% chance of hitting you.
(https://dl.dropbox.com/u/30270697/tempimages/advancedembrasure.png)
Red dots are the hostiles, some are safe, some are not.  Green dot & lines, shooter 1 and his view area, yellow dot and lines is shooter 2 and his view area.  So instead of 360 view, they can only shoot forward and turn the gun a little.

So if you add embrasures to the default game, also consider this please.  :P  This is still very much a tower defense type game really, where the game only increases the enemy hordes over time and makes it so you require more and more fire power or better defenses, that's the only threat in the game other than random nuclear conduit explosions and solar flares that cause game ending starvation in the deepest of the darkest corners of super well protected mountains where solar flares can't get anyway.  :|

The addition of Embrasures to the base game, may get players to actually use colonists more for defense than just sticking up as many turrets as they can.

Quote from: Humort on June 20, 2015, 05:15:25 PMAlso, very much I ask to rename steel into iron. As steel isn't fossil ore.
I know how you feel.  As it stands, steel generates as a steel ore in the game.  Iron doesn't even exist on this planet.  It looks like it'll never change though even though Iron won popular vote.  You can discuss it here (clickable link!) (https://ludeon.com/forums/index.php?topic=10207.0) though, might help if more people keep bringing this up.
Title: Re: Mod requests for vanilla
Post by: skullywag on July 28, 2015, 03:14:03 AM
On embrasures, yes they are technically valid but if used the mod you already know that it makes certain events trivial, warg pack for example. Not sure Tynan wants somethimg that breaks a mechanic of the game. Which is why i reckon itll stay as a mod.
Title: Re: Mod requests for vanilla
Post by: Tynan on July 28, 2015, 02:23:58 PM
Please, don't go off topic with general ideas or advocacy posts about extant mods, thanks.

Still happy to hear from anyone who is specifically working to satisfy anything like the requests in the OP or is thinking of doing so. Or who just wants to discuss mod into vanilla integration specifically.
Title: Re: Mod requests for vanilla
Post by: mrofa on July 28, 2015, 05:06:18 PM
Quote from: Tynan on June 20, 2015, 08:51:59 PM
You can't dig usable iron out of the ground either. It has to be smelted.

The steel is there because it's actually the ruins of an old building or ship.

Maybe it would better to scavnage it from ruins first, before whole mining stuff, and before anyone tell me about the backgrounds, im pretty sure that while shinzy ends up as a space miner he didnt mine with his fits, unless he was just pressing big buttons :P

Anyways i would like to promote clutter for it but lets face it, it just dont fits as whole :p
But there are 2 things from it that works well with vanilia atleast for me. One is locker for that wierd stuff of changing cloths and the other is a bookshelf for all that stories that i cant get (lazy modders xD)
Title: Re: Mod requests for vanilla
Post by: Jaxxa on July 28, 2015, 07:31:17 PM
You are always welcome to implement anything from my mods and some similar things have been implemented in the past (Personal Shields, Mortars using Ammo). Most of my stuff wouldn't really fit in the vanilla game but two things that I think could are:

Powered Vents:
Vents that you are able to toggle on and off to stop or start equalising temperature. I am thinking of being able to give it more power to me able to equalise larger areas faster by having a UI setting that increases the power usage and adds a multiplier to the temperature rate. This trades needing a large number of vents for a large room with a single vent that is using power. (and stops working when you are out of power).

Reverse Cycle Coolers:
In my version it just rotates the building, swamping the cool and hot ends. A popper implementation that I am working on will have a toggle between Cooling/Heating/Both/Off, If heating is enables if the temperature drops too far bellow the target temperature instead of just shutting down heat is moved in the opposite direction of a normal cooler. This avoids needing a separate heater in the room, but with the added issue of making the hallway or wherever the other end is even colder.

Title: Re: Mod requests for vanilla
Post by: Haplo on July 30, 2015, 03:22:23 PM
Here is something simple I'm working on right now: An archery target (joy object)
It comes with it's own motethrower and arrow impact sound.


[attachment deleted due to age]
Title: Re: Mod requests for vanilla
Post by: Tynan on July 30, 2015, 03:23:30 PM
Quote from: Haplo on July 30, 2015, 03:22:23 PM
Here is something simple I'm working on right now: An archery target (joy object)
It comes with it's own motethrower and arrow impact sound.

Very cool. Does the player have to have arrows for it to work?
Title: Re: Mod requests for vanilla
Post by: Haplo on July 30, 2015, 03:24:57 PM
No, right now it works like similiar to the horseshoe pin.
I just have a building requirement of a shortbow integrated to reflect the need for a bow.
Other than that I've just made a changed MoteThrower, added my (bad) graphics and an impact sound and made it rotatable. ;D
As I said: a simple object 8)
Title: Re: Mod requests for vanilla
Post by: Instraat on August 01, 2015, 07:35:55 AM
I wish to have an workbench to repair weapons and clothes...
Title: Re: Mod requests for vanilla
Post by: Jamini on August 07, 2015, 01:21:12 PM
Embrasures would be very nice to see in Vanilla, perhaps with some tweaks from how most mods that feature them to make them less potent against pure melee raids? (Or simply a higher cost/time investment compared to a normal wall or sandbag?)
Title: Re: Mod requests for vanilla
Post by: jacob814 on August 18, 2015, 09:32:32 PM
Now ill put my mod up for topic. Glass&Lights (https://ludeon.com/forums/index.php?topic=14870.msg156052#msg156052)
Even though it has very little to do with gameplay, It does have a variation that I think is necessary for more of an asthetic rimworld.
Glass is something I have wanted in rimworld for quite some time as well as another type of light. Im not saying you need ceiling lights but another version of a light would be nice as well.

It would put me out of a "job" if this was added to the game but I would be thrilled.
Title: Re: Mod requests for vanilla
Post by: PotatoOnStick on August 23, 2015, 10:04:08 AM
Quote from: Instraat on August 01, 2015, 07:35:55 AM
I wish to have an workbench to repair weapons and clothes...

I think this should be possible but as a trade off you should have to pay some material of that weapon/clothing. On top of that i think that the Quality of the item should also go a bit lower if the skill is below a curtain point when repairing it extensively.
Title: Re: Mod requests for vanilla
Post by: Loki88 on August 23, 2015, 10:37:26 PM
I don't know why this only just dawned on me now but I noticed that out of all the biomes there isn't an open plains / grasslands biome. Is this intentional with one of the other biomes meant to replace it? I'm posting this here only because I feel the core game would stand to benefit from adding even more biome diversity and I would very much like to see it implemented in to vanilla.  I lack the skill set to do this myself otherwise I would have done it already.
Title: Re: Mod requests for vanilla
Post by: Jamini on September 10, 2015, 08:58:20 AM
Flat temperate and Flat Arid Shrublands tend to fill that biome I believe.
Title: Re: Mod requests for vanilla
Post by: Ectoplasm on September 15, 2015, 09:49:29 AM
Hello, I think ItchyFlea's stonecutting tweak mod should be in vanilla, it adds some basic, but needed, functionality to the stone cutter table! One of those small mods that's invaluable.

https://ludeon.com/forums/index.php?topic=10623.msg105054#msg105054

(http://i.imgur.com/uHh9Wnl.png)
Title: Re: Mod requests for vanilla
Post by: MAD GOD on September 17, 2015, 09:42:01 AM
i see, many people need Atheism

not this crap, like praying, in my world too
who want it - keep it
i want throw this crap away
Title: Re: Mod requests for vanilla
Post by: lyrica56 on September 17, 2015, 08:00:07 PM
Quote from: MAD GOD on September 17, 2015, 09:42:01 AM
i see, many people need Atheism

not this crap, like praying, in my world too
who want it - keep it
i want throw this crap away
Be tolerant.
As mod- whatever. But not in vanilla just because of you.
Title: Re: Mod requests for vanilla
Post by: jacob814 on September 17, 2015, 08:51:21 PM
Quote from: lyrica56 on September 17, 2015, 08:00:07 PM
Quote from: MAD GOD on September 17, 2015, 09:42:01 AM
i see, many people need Atheism

not this crap, like praying, in my world too
who want it - keep it
i want throw this crap away
Be tolerant.
As mod- whatever. But not in vanilla just because of you.

I agree. Be tolorant
Title: Re: Mod requests for vanilla
Post by: Hague on October 04, 2015, 02:53:05 AM
I'd like to see a separate slot for grenades and explosives. Units only carrying grenades and no other weapon is rather silly. Drafted pawns should be able to ground target an area with a context menu for explosives, giving the player more control over splash damage. This would allow a player to have guards with both conventional and immediate EMP ability in the case of mechanoid attacks.
Title: Re: Mod requests for vanilla
Post by: Alistaire on October 04, 2015, 03:25:19 AM
This thread is called "Mod requests for vanilla" because TYNAN asked for certain things to be modded in so they can be added to VANILLA without him having to make them.

It's not "Mod requests for vanilla" so you can request things to be added to vanilla, that's what the entire Suggestions forums is about.
Title: Re: Mod requests for vanilla
Post by: Haplo on October 04, 2015, 07:21:23 AM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
-New GenSteps for map generation. Can you write a GenStep that generates a complex ancient temple underground? Or a devious pirate base?
I've finished a GenStep that uses blueprints to build simple and complex structures.
Right now it builds labyrinths, wells, haciendas, various buildings,...
Because of the blueprint concept with 4 steps: structures, terrain, pawns, items, it is rather flexible and expandable.

Here are a few  examples  (https://ludeon.com/forums/index.php?topic=3612.msg173684#msg173684)
Title: Re: Mod requests for vanilla
Post by: Coenmcj on October 04, 2015, 08:57:33 PM
Quote from: Haplo on October 04, 2015, 07:21:23 AM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
-New GenSteps for map generation. Can you write a GenStep that generates a complex ancient temple underground? Or a devious pirate base?
I've finished a GenStep that uses blueprints to build simple and complex structures.
Right now it builds labyrinths, wells, haciendas, various buildings,...
Because of the blueprint concept with 4 steps: structures, terrain, pawns, items, it is rather flexible and expandable.

Here are a few  examples  (https://ludeon.com/forums/index.php?topic=3612.msg173684#msg173684)

Ooh, Think you might want to expect a few people asking to borrow that! I'm expecting someone's gonna expand on that to make some dungeons for their Party pawns to run through and loot.
Title: Re: Mod requests for vanilla
Post by: Haplo on October 05, 2015, 03:22:24 AM
I've written it for ease of use, so if you want to build some dungeons with it, feel free to do so..
If you want to use the code, that is also not a problem, as long as I get the due credit. (Which reminds me, I need to update my source link..) :)
I can also help as long as I have time (which often may be the biggest problem :( )
Title: auto bill
Post by: darkitten on November 19, 2015, 12:05:08 PM
i would like to create a mod and any help is appreciated in both terms of code and criticisms as i intend to only keep a few functions out of the suggested pile.. i would like the mod to function after being toggled via an auto bills tab..

a potential goal:
making all available bills that can be set to 'make until you have' able to be set to 100 and these bills to then be suspended so all you have to do is build a workstation and un-suspend things.

some possibilities:...

1: load saved preset or leave settings as default (on and ready to go), set all bills to: (suspended/un-spended/removed/added/'make quantity'/'make amount')
2. set auto bill on/off.
3. tweak auto bill quantity.
4. set auto bill ordering priority
5. toggle auto de-suspend of bills when an active bill requires a suspended bills producible resource or when it is required in construction
6. revisit the auto bill tab and save a preset of all un-suspended/ suspended 'make untill you have' bills that are applied to current workstations and save averages of duplicate bills as a loadable default template for table creation.

some questions:
1. is a default pre-suspended bill system possible?
2. is this possible as a generalized dynamic mod that applies itself to all unknown mod content utilizing the bill system. so that unknown added bills are modified?

3. toggle ordering the priority of bills based on:   default workstation ordering as it appears when normally looking at the available bills list.
4. toggle ordering the priority of bills based on:   created resource market value if sell-able.
5. toggle ordering the priority of bills based on:   required resources market value if sell-able.
6. toggle ordering the priority of bills based on:   the total quantity of manufactured ingredients of a bill. ie. power armor requires 20 uranium and 20 steel .. the steel can be manufactured using the bill system and thus gives the bill for the power armor a score of 20.

7. global bill list to copy chosen bill across to all  owned workstations of valid type.

please add suggestions i need to sleep ill be back tomorrow and edit the page to make this neat and begin collecting info and setting up GitHub
Title: Re: Mod requests for vanilla
Post by: Fluffy (l2032) on November 19, 2015, 12:49:46 PM
@darkitten, certainly possible, but perhaps you should look at my manager mod?
It does quite a few things similar to what you described; https://ludeon.com/forums/index.php?topic=16888.0
Title: Re: Mod requests for vanilla
Post by: darkitten on November 19, 2015, 04:11:45 PM
after looking at your manager mod https://ludeon.com/forums/index.php?topic=16888.0 i see no need to do anything.. i love you and i want your baby
Title: Re: Mod requests for vanilla
Post by: darkitten on November 26, 2015, 12:05:11 PM
since this mod 'manager mod ~ fluffy' is already done i might start on another mod idea i had.. multiplayer

trade storage
~ purchase resources at base value from trade storage of other colonies even other players using the coms console once a trade agreement has been purchased

diplomacy table
~ order hits, send mail, pay silver to form trade agreements, alliances and demand silver in threat of war (unpaid results in send-able raids)

supply storage
~ call resource drop of selected items .. ie trade screen inventory of all allied supply storage's but cost of items is the distance from colony and is always available to allies and new colonies (from diplomacy table)

tunnel entrance
~ troops that enter are frozen, (cryo), until an attack is sent from the coms console at that point a raid will spawn or be qued to spawn attacking the faction you designated when the date of attack sent aligns with the date of the colony or when the date of attack is overdue.. they will spawn as AI with same gear.. extra options are available at a cost ie. standard siege gear.. tunneling.. night raid.. drop pods
.. attack immediately.. priority capture and flee.. blow power conduit.. spawn with mercinaries.. ect.. if possible those that do not die can be returned along with captured enemies.

new colony
~ clicking on world map allows you to choose new location to set up a colony within 10 squares of the existing colony.. the new colony  will spawn with the occupants of the 'tunnel entrance' the current map is saved and a new map generated by a chosen name at the set location.. then the tunnel kills the stored colonists as-if they have traveled. these colonists can build a supply storage for like 10 chunks =P .. and bingo a new colony.. switching between the colonies is also done via the world map with automated loading/saving on switch.. enemy (including other human players show on this map)

i know how i can do it np its just allot of time to learn how to do all this but ill get started as i have 2 years of free time =).. it will involve a sync client that communicates inventories, statistics, mail, the mods list, difficulty and ai settings, colony locations, armies..ect and all events will be delayed by a day's travel so should be no lag..

to win you must out score the combined enemy nations have gone to space, have 10 colonies with 10 people in each

a score based on: consistent ai storyteller (time spent as original selection) > number of reloads (earlier game auto/main saves loaded of any particular colony when in mp game) > difficulty level (time spent as original selection) > number of enemy colonies destroyed > .. colonies that have gone to space > colonists in space > number of colonies with 10 people > age of a colony all these contribute to score displayed on the history graph and in turn declare the winner of the map.
Title: Re: Mod requests for vanilla
Post by: milon on November 26, 2015, 12:14:34 PM
^ You should have a look at Enhanced Development:
https://ludeon.com/forums/index.php?topic=15606.0
Check out the other mods in the Releases subforum. There's been quite a lot done.

Also, let's try to get back on topic. This thread is for nominating existing mods to be included in vanilla.
Title: Re: Mod requests for vanilla
Post by: zekevalentine on November 29, 2015, 03:38:32 PM
A mod to make it so you can expand your colony out from the crash site would be great. It bugs me that a whole world is generated but you can only colonize a single cell of it.

Another mod that would be great; An endless mode. Although you would need the mod I had suggested above to do it since you'd run out of resources; which brings me to the next mod which would also fix that problem.

A mod to dig under-ground, Then you'd have more of an unlimited supply of resources. Also it would allow the use of caves (which could be used to spawn mobs)

Also fishing and beaches would be nice.

Being able to take the people you sent to space and reuse them in a new game ( must be on a new world ) would be pretty cool, so then all your work doesn't feel wasted when you beat the game ( if you don't like the idea of an endless mode )
Title: Re: Mod requests for vanilla
Post by: Toggle on November 29, 2015, 08:59:03 PM
Quote from: zekevalentine on November 29, 2015, 03:38:32 PM
A mod to make it so you can expand your colony out from the crash site would be great. It bugs me that a whole world is generated but you can only colonize a single cell of it.

The post before this is literally the moderater saying this thread is for nominating mods other people made to be included in base game based off what Tynan gave as guidelines. Please, seriously, post only if it's actually relevant. Don't suggest ideas.
Title: Re: Mod requests for vanilla
Post by: Shinzy on November 30, 2015, 08:04:48 AM
Quote from: Z0MBIE2 on November 29, 2015, 08:59:03 PM
Quote from: zekevalentine on November 29, 2015, 03:38:32 PM
A mod to make it so you can expand your colony out from the crash site would be great. It bugs me that a whole world is generated but you can only colonize a single cell of it.

The post before this is literally the moderater saying this thread is for nominating mods other people made to be included in base game based off what Tynan gave as guidelines. Please, seriously, post only if it's actually relevant. Don't suggest ideas.

You know people don't read anything besides the title most of the time
and the title on this is very misleading without any context
Title: Re: Mod requests for vanilla
Post by: Eleazar on December 22, 2015, 10:42:34 AM
There was a very simply mod that colors the lower portion of the pawn the color of the pants.

https://ludeon.com/forums/index.php?topic=10691.msg108161#msg108161

It is extremely useful to be able to tell naked from shirtless pawns on sight.  I find the aesthetics much preferable.


And If I can nominate my own, Individual Appearance takes existing graphics and gives different pawns noticably different faces. (not updated to v12, but it is just a graphics replacement).

https://ludeon.com/forums/index.php?topic=9505.0
Title: Re: Mod requests for vanilla
Post by: JKTD1919 on January 10, 2016, 01:14:32 PM
This is something I'd really like to see done in vanilla, or in a mod. No idea how to code this myself, so I'm putting it here. I also put it in suggestions.

If a colonist is preparing to walk a long way (for instance, from the fields to the base at night, or back in the morning) could you have them look around a bit for anything that could be hauled in that direction while they're at it? I find myself harvesting a lot of corn, just for it to sit there, because hauling rarely reaches the top of my colonists' priorities. This would at least make it so SOME of it reaches the refrigerator, and so debris and steel from mines actually make it to stockpiles instead of sitting around in my mountain base until used.


The best way I could see doing this is by adding a restriction; in addition to "Anything," "Work," "Joy," and "Sleep," add "Haul," which prioritizes hauling over other work/joy/rest activities. You could set hauling to happen the first hour and the last hour a colonist is awake.

There are probably better ways than that, though! I challenge you!
Title: Re: Mod requests for vanilla
Post by: Sir Luther on January 22, 2016, 11:04:16 AM
maybe you should put mount animal option into the game i find the colonist movement rather slow when outside,it takes time to haul resource from cargo pod
Title: Re: Mod requests for vanilla
Post by: Toggle on January 22, 2016, 12:19:42 PM
Once again, this is a thread to

integrate mods into vanilla

not suggest stuff.
Title: Re: Mod requests for vanilla
Post by: Faythe on January 26, 2016, 10:24:35 AM
I would like to see a mod that would restrict what animals eat.  I hate it when I make fine meals and find that my husky eat them when hauling things through the freezer. So if I could restrict the animals to eat either hay or raw meat instead of the meals (or in the case of having the garden mod up animal chow).
Title: Re: Mod requests for vanilla
Post by: A Friend on January 26, 2016, 11:24:22 AM
Man, the title for this one needs to change to: Existing mods that could be integrated for Vanilla
Title: Re: Mod requests for vanilla
Post by: Toggle on January 26, 2016, 12:25:58 PM
Quote from: A Friend on January 26, 2016, 11:24:22 AM
Man, the title for this one needs to change to: Existing mods that could be integrated for Vanilla

Doubt it could do much good. I literally said it in large, bright, yellow text, and then someone does the same thing.

Don't post mod suggestions here.
Post EXISTING MODS to integrate into vanilla.
Title: Re: Mod requests for vanilla
Post by: catter on January 29, 2016, 11:34:04 PM
How about laser weapons? This is a future game and I created a mod like that. I must warn you though if you do want it, you must re-code it to your latest version! Here it is: https://www.dropbox.com/s/irw2slq3n70kajw/Laser%20Tech.zip?dl=0 (https://www.dropbox.com/s/irw2slq3n70kajw/Laser%20Tech.zip?dl=0)

Hope you like it!  ;D
Title: Re: Mod requests for vanilla
Post by: lude on February 05, 2016, 08:30:09 AM
Designate Priority Haul A9
currently being worked on to be A12 (not by me) attributed license is "Modders feel free to use the code as you like"
it was from before when licenses were mandatory.

Will edit thread when there is an update.

VeinMiner

Tool for the haul. (Backpacks and carts, carts are mountable on big animals like Muffalos but also any colonist.



Rimworld Manager (integrated perhaps with a VIP system where the colony decrees/funds it's own set of laws/rules, needing a major, militia captain and somesuch, perhaps removing the need for more than one orbital relay for trade by making a VIP that gets an extra job to count stuff for trade)

Animal Manager (one tab of it + rw manager)

Apparellos and Clutter, tho these kind of mods may make the game too big

Seeds please, tho overkill as well
Title: Re: Mod requests for vanilla
Post by: AllenWL on February 24, 2016, 03:32:06 AM
I think ichyflea's stonecutting tweak will be a great mod to add to vanilla.
It allows setting separate bills for stonecutting such as 'make granite bricks'
It might not seem like much, but this means you can actually have colonists make mixed types stone bricks with precise amounts, unlike the previous bill 'make stone bricks' where you had to more or less remove all ingredients other then one type of stone brick, then constantly hope you don't get random bricks messing up your bill.

It's very small and simple, very useful, and it hasn't been changed a bit since it came out. I mean, the A9 version still works for A12 just fine.

I think it'll be simple to add, but enhance gameplay a lot.
Title: Re: Mod requests for vanilla
Post by: Toggle on February 24, 2016, 09:28:22 AM
Quote from: AllenWL on February 24, 2016, 03:32:06 AM
I think ichyflea's stonecutting tweak will be a great mod to add to vanilla.
It allows setting separate bills for stonecutting such as 'make granite bricks'
It might not seem like much, but this means you can actually have colonists make mixed types stone bricks with precise amounts, unlike the previous bill 'make stone bricks' where you had to more or less remove all ingredients other then one type of stone brick, then constantly hope you don't get random bricks messing up your bill.

It's very small and simple, very useful, and it hasn't been changed a bit since it came out. I mean, the A9 version still works for A12 just fine.

I think it'll be simple to add, but enhance gameplay a lot.
I'm pretty sure how it works currently in vanilla is a bug/unintended, so this is a very good idea.
Title: Re: Mod requests for vanilla
Post by: mrofa on March 11, 2016, 09:33:03 AM
(http://i.giphy.com/3o7abDvn0xY329cwwg.gif)
Dat would be nice in vanilia, coded by someone that know what he is doing :D
Currently example resides in clutter structure module
Title: Re: Mod requests for vanilla
Post by: AllenWL on March 11, 2016, 06:58:28 PM
uh... what's the image supposed to be?
Title: Re: Mod requests for vanilla
Post by: Toggle on March 11, 2016, 09:41:32 PM
Yeah I'm not sure either. I'm guessing the little dents in the wall by the door so it looks like the door is entering the wall instead of disappearing?
Title: Re: Mod requests for vanilla
Post by: forumaccount on March 11, 2016, 10:12:02 PM
Quote from: Alistaire on May 26, 2015, 04:08:49 PM
26/5: I spent the evening adding some /TaleDefs/Tales_Misc.xml for mining and crafting.
The lines with an additional Tab were added by me.

27/5: I included some global rulepack defs into the sentences and added some for murder.

         <li>circumstance_phrase->in a traiterous rage</li>

Traitorous! These are very cool though. Poetic really!
Title: Re: Mod requests for vanilla
Post by: mrofa on March 11, 2016, 11:01:55 PM
Quote from: AllenWL on March 11, 2016, 06:58:28 PM
uh... what's the image supposed to be?

2,5 side doors with 2 diffrent set of textures for each side
Title: Re: Mod requests for vanilla
Post by: skullywag on March 12, 2016, 06:27:41 AM
yeah guys go look at your doors you place sideways youll notice they are just rotated doors, the above is full 2.5d doors, which is a small but great improvement if it can be added.
Title: Re: Mod requests for vanilla
Post by: Toggle on March 12, 2016, 08:25:30 AM
Nice
Title: Re: Mod requests for vanilla
Post by: zetathix on April 15, 2016, 04:19:55 AM
I would like to request more options to manage animals in farm, some like 'select male/female only'.
And restriction for feeding which choose between feed with raw only or feed everything you have. I know someone already said about this, so I supported that idea too. I really don't want to feed chickens with fine and lavish meals, simple meal is a little more acceptable.
Title: Re: Mod requests for vanilla
Post by: Aarkreinsil on April 16, 2016, 04:28:49 AM
How about the fuse box mod? Sans the magnetic shield, perhaps.

https://ludeon.com/forums/index.php?topic=11272.0

Electrical explosions can get out of hand really quickly later on, especially if you live in a biome that makes you use tons of energy and batteries for sun lamps and heating/cooling. It just gets frustrating when you can do absolutely nothing about them.


Also, a mod like EPOE (Enhanced Prosthetics and Organ Engineering) is almost mandatory with all the eye scars from social fighting and blown off body parts.

https://ludeon.com/forums/index.php?topic=10571.0


Quote from: zetathix on April 15, 2016, 04:19:55 AM
And restriction for feeding which choose between feed with raw only or feed everything you have. I know someone already said about this, so I supported that idea too. I really don't want to feed chickens with fine and lavish meals, simple meal is a little more acceptable.

How about you just create an area for your animals, restrict them to the area and put a stockpile with kibble in there?
Title: Re: Mod requests for vanilla
Post by: Mathenaut on April 16, 2016, 05:16:15 PM
Less incident trolling is something that I play with often. Keeps the challenge, dumps the pointless stress.

A toned down version of EPOE would be handy. An easier solution would be to let Glitterworld medicine fill in the present gaps in the medical system (brain/back/organ damage).

Target range and medical training on corpses is also a great addition.

Having the ability to move more structures would be very convenient. Especially with new bottlenecks limiting what we can build, being able to restructure/reorganize will allow us to make more use of what we have. Sadly, I'm not sure if there is an actual mod for this yet.
Title: Re: Mod requests for vanilla
Post by: AllenWL on April 16, 2016, 06:51:05 PM
Quote from: Aarkreinsil on April 16, 2016, 04:28:49 AM
How about the fuse box mod? Sans the magnetic shield, perhaps.

https://ludeon.com/forums/index.php?topic=11272.0

Electrical explosions can get out of hand really quickly later on, especially if you live in a biome that makes you use tons of energy and batteries for sun lamps and heating/cooling. It just gets frustrating when you can do absolutely nothing about them.
Technically, now you can do something about them.
Installing a few firefoam poppers will let you deal with exploded conduits a lot more easily, and all you'll need to do is maybe manually trigger the popper, and just repair whatever broke after.

Though, I agree than having fuses in the game will be very nice.

And I said this before, but I really think stonecutting tweak should be part of the game.
Title: Re: Mod requests for vanilla
Post by: zetathix on April 18, 2016, 12:51:19 AM
Quote from: Aarkreinsil on April 16, 2016, 04:28:49 AM
How about you just create an area for your animals, restrict them to the area and put a stockpile with kibble in there?

I already try this method but it doesn't work well. I even create hay field in animal area and stockpile just like you said. Somehow I think maybe Dev want to keep micromanagement's aspect.
Title: Re: Mod requests for vanilla
Post by: SantaSam5436 on April 23, 2016, 03:56:03 PM
It would be amazing to have some sort of repair system for clothes/weapons/armor integrated into the main game. Thx
Title: Re: Mod requests for vanilla
Post by: Toggle on April 23, 2016, 04:55:59 PM
Quote from: SantaSam5436 on April 23, 2016, 03:56:03 PM
It would be amazing to have some sort of repair system for clothes/weapons/armor integrated into the main game. Thx

this isn't a suggestions thread.

i will scream
Title: Re: Mod requests for vanilla
Post by: panofduluth on April 25, 2016, 11:42:13 PM
Not sure if fluffy wants his mods in vanilla... but i think the way he did the animal tab is perfection!
Title: Re: Mod requests for vanilla
Post by: Mithrawndo on April 26, 2016, 11:18:30 AM
I really think this thread needs a new title. Perhaps something like "Which mods would you like to see in the vanilla game?" The name is a little ambiguous at present...
Title: Re: Mod requests for vanilla
Post by: Toggle on April 26, 2016, 04:00:05 PM
Indeed mith. But tynan does not hear our screams.
Title: Re: Mod requests for vanilla
Post by: rawr161 on April 27, 2016, 11:57:50 PM
I haven't been playing for quite some time however when I was I think it was like alpha 4 era, I was working on a complete drug mod. It would have added every drug imaginable with ways to craft and manufacture. For example you would plant weed in the hyrdo basin, then trim and harvest. Finish it off by either packaging or crafting into joints. I had gotten all the main drugs made, had them working in game and was only trying to figure out how to add the psycological effects the drugs would have on the colonists. It was originally meant to provide solutions to the settlers going crazy and having mental breakdowns. For example after smoking marijuana they would be pleasantly happy and have lets say a 10% less chance of having a mental breakdown. After that I went more in depth liek adding speed to aid in the many sleepless nights or to increase productivity. Heroin for injuries, Psychedelics for fixing mental breaks. Had alchohol in. I made a universal chemistry workbench for the drug crafting. There was weed, ephedra, poppy, coco, and a few other plantable and harvestable. I was near complete with the mod but lost all my files after a HDD crashed. However now that alchohol is in thew vanilla game and its much simpler to work out the psycology aspects I plan to redo the mod.
Title: Re: Mod requests for vanilla
Post by: Rock5 on April 28, 2016, 12:04:59 PM
Definitely No More Cleaning should be part of vanilla. Cleaning areas should be separate to fire defense and repair area.

Pawn State Icons shows these white dot for very colonists destination. That helps so much. I actually thought it was a new vanilla feature in A13 until I started a game without PSI and noticed the white dot were missing. I think those white dots would suite vanilla but even Pawn State Icons other features are worthy.

I find that HaulPriority is a must and it's a struggle to play without it for both the hauling priority and the unforbidding tool.

StorageSearch which was never updated for A13.

How about even EdbModOrder. Surely the game should be able to handle ordering the mods without having to use a mod.

Although probably not vital, it seems a logical addition to be able to do operations on your pets. So I would recommend ADogSaid mod. I wouldn't be surprised though if pet operations wasn't already planned.

Of the mods I use these are the ones that stand out as being vanilla worthy.

Title: Re: Mod requests for vanilla
Post by: silverswann on May 02, 2016, 01:00:29 PM
Quote from: Rock5 on April 28, 2016, 12:04:59 PM
Definitely No More Cleaning should be part of vanilla. Cleaning areas should be separate to fire defense and repair area.

Pawn State Icons shows these white dot for very colonists destination. That helps so much. I actually thought it was a new vanilla feature in A13 until I started a game without PSI and noticed the white dot were missing. I think those white dots would suite vanilla but even Pawn State Icons other features are worthy.

i too think that no more cleaning should be a part of vanilla :-)
I find that HaulPriority is a must and it's a struggle to play without it for both the hauling priority and the unforbidding tool.

StorageSearch which was never updated for A13.

How about even EdbModOrder. Surely the game should be able to handle ordering the mods without having to use a mod.

Although probably not vital, it seems a logical addition to be able to do operations on your pets. So I would recommend ADogSaid mod. I wouldn't be surprised though if pet operations wasn't already planned.

Of the mods I use these are the ones that stand out as being vanilla worthy.
Title: Re: Mod requests for vanilla
Post by: Rock5 on May 02, 2016, 11:05:22 PM
For a second there I thought you quoted me without leaving your own comment. Only because I re-read my comment did I see you added a comment. Maybe you should edit your post and either move your comment after my quote or color your comment so it stands out.
Title: Re: Mod requests for vanilla
Post by: daanrex on May 08, 2016, 04:01:19 PM
A mod that removes the skill decay would be good!
Title: Re: Mod requests for vanilla
Post by: Toggle on May 10, 2016, 07:00:37 PM
Quote from: daanrex on May 08, 2016, 04:01:19 PM
A mod that removes the skill decay would be good!

Bro. You are suggesting currently existing mods. Not mod ideas. Not vanilla suggestions. Currently existing mods. This is a function in base game that is intended, so there's no point in adding a mod to /remove/ something.
Title: Re: Mod requests for vanilla
Post by: nytetears on May 23, 2016, 11:00:42 AM
I have kind of a strange request and I don't know if its doable but I will ask. I would like the ability to click/highlight a person without jumping to them. Often I find an item I want to be hauled or whatever. I click the person I want to do the job and promptly loss then item/place i want the work done. I still want the option to jump to the person but i would like both option
Title: Re: Mod requests for vanilla
Post by: milon on May 26, 2016, 10:07:24 AM
You missed the content of the 1st post AND the post right before yours?  Oi.

This is not a requests thread.  It is to nominate your own already existing mod to be included into regular un-modded RimWorld.

The mod you want already exists, by the way.  You want the EdB Colonist Bar (https://ludeon.com/forums/index.php?topic=5258.0).
Title: Re: Mod requests for vanilla
Post by: nytetears on May 26, 2016, 10:49:17 AM
Not a big deal I miss understood the posts use. It happens it's life people make mistakes. Topic: Mod requests for vanilla  It is easy to see how I and others obviously miss understood. Maybe a title change to something like 'requests to add your mod to vanilla'


Count this as a vote for the mod that is out there.

As for the mod that is already out there. 1) it is out of date 2) it should be default in the game.


oh and the post above made no sense at all to me I am sure the person that typed it had an idea they just didn't get it across as intended.
Title: Re: Mod requests for vanilla
Post by: Em on June 01, 2016, 10:38:15 AM
Is there a mod that disables Mech Raids? I really don't like Mech raids, they are completely inbalanced in this game. =(

If I go to the def Factions.xml and set the raidCommonality of the Mechanoids faction to 0, does that mean that they will never attack me?
Title: Re: Mod requests for vanilla
Post by: Mossy piglet on June 12, 2016, 04:55:56 PM
Quote from: Em on June 01, 2016, 10:38:15 AM
Is there a mod that disables Mech Raids? I really don't like Mech raids, they are completely inbalanced in this game. =(

If I go to the def Factions.xml and set the raidCommonality of the Mechanoids faction to 0, does that mean that they will never attack me?

This yopic is not to request mods! It is to request that your mod is added to the vanilla game!
Title: Re: Mod requests for vanilla
Post by: cuproPanda on June 17, 2016, 11:02:49 AM
How about we just rename the topic: Mods to Integrate into Vanilla

Maybe add a parenthetical saying this isn't for new ideas
Title: Re: Mod requests for vanilla
Post by: Draconicrose on June 24, 2016, 08:11:03 PM
If I had to put two mods into vanilla they would be the colonist bar and the allow tool.
Title: Re: Mod requests for vanilla
Post by: Ashiver on July 02, 2016, 08:17:50 PM
I'd like to be able to designate my hospitals higher priority for cleaning duties.  I don't care about the mess around the sandbags after the raiders attacked.  I care about the hospital full of blood being clean so we don't get infections or can fight them off if we do.  I care about the prison being clean for the same reason if I just captured anyone. 

There are work arounds right now, but they require significant micromanagement.  I always wind up recruiting someone, locking them in the room I want priority cleaned, relieving them of duty, and then unforbidding the doors once they finish. 
Title: Re: Mod requests for vanilla
Post by: kivey on July 09, 2016, 12:59:33 PM
I myself dont have a mod, however due to the toxic fallout, not sure if thats a mod or not, it would be interesting to see a radiated or mutated animal appear with it that have increased aggression. my inspiration for this idea would be taken from metro 2033, the mutated animals in there are terrifying and very aggressive.
Title: Re: Mod requests for vanilla
Post by: PiwahnahKitteh on July 16, 2016, 10:41:09 PM
I'd love to see a mod (or, if Tynan favors the suggestion) that implements tranquilizer guns to offer some non-lethal alternatives to Manhunter packs, beserking colonists and even raids.

I don't think it would completely neutralize any of the threats entirely, as you'd still have to shoot the manhunters, you'd still risk getting shot/injured by your beserker while trying to peacefully put them down, and it could even add a new informal role for those colonists who can't haul/clean/have no special skill set. They just wander around the base with a tranquilizer pistol and Sheriff the area. As for raiders, same as manhunters but with the addition of shields and being out-ranged by enemy snipers.

You could even vary the quality/potency of the shots depending on whether you used herbal medicine, medicine or Glitterworld medicine. Assuming you craft it with medicine or whatever else. I don't know, just a thought. I hate having to kill packs of 100 muffalos when I have a full fridge :( I'd rather just tranq 'em and let them wander off when they wake up
Title: Re: Mod requests for vanilla
Post by: 123nick on July 22, 2016, 09:09:08 AM
Quote from: PiwahnahKitteh on July 16, 2016, 10:41:09 PM
I'd love to see a mod (or, if Tynan favors the suggestion) that implements tranquilizer guns to offer some non-lethal alternatives to Manhunter packs, beserking colonists and even raids.

I don't think it would completely neutralize any of the threats entirely, as you'd still have to shoot the manhunters, you'd still risk getting shot/injured by your beserker while trying to peacefully put them down, and it could even add a new informal role for those colonists who can't haul/clean/have no special skill set. They just wander around the base with a tranquilizer pistol and Sheriff the area. As for raiders, same as manhunters but with the addition of shields and being out-ranged by enemy snipers.

You could even vary the quality/potency of the shots depending on whether you used herbal medicine, medicine or Glitterworld medicine. Assuming you craft it with medicine or whatever else. I don't know, just a thought. I hate having to kill packs of 100 muffalos when I have a full fridge :( I'd rather just tranq 'em and let them wander off when they wake up

i think he said he wouldnt like this on the AMA. they would be OP because you could non-lethally knock out an entire invading force and have them all join your colony, or something? im exaggerating a bit, but still.
Title: Re: Mod requests for vanilla
Post by: Ohdear on July 25, 2016, 05:53:42 AM
I dont know if there is a mod for this already but I would like to be able to arrest/kill/knock unconious etc any colonist or enemy at any time. For example when someone is in a daze state i'd like to arrest them and contain them in a cell untill they are normal again. Also do this on enemies that are escaping. I dont like to be so restricted. Realisticaly I should be able to shot/punch/arrest whenever I want. Any ideas or thoughts about this?
Title: Re: Nominate a mod to be included in RimWorld!
Post by: milon on July 28, 2016, 03:08:15 PM
Suggestions go in the Suggestions forum.  ;)

I edited the subject to make it more clear for people who don't read the content of the actual post.
Title: Crash Landing
Post by: Lap on August 01, 2016, 01:22:38 AM
Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0)

This was a scenario I preferred over all other starts. The new modules are varied, fun, and really make each new planetfall more unique. There's probably too much happening in the start of the scenario for new players, but I think that the randomized pod dropping portion would be ideal to merge into the base scenario. Some would even work well as random events in almost any scenario, such as having a "prison ship crash," which would spawn the prison block crash. Trying to deal with a dropped prison block or a radioactive core is challenging and can be quite rewarding.

Possible merges and new events aside, it would be nice to have it as an included scenario option.
Title: Re: Crash Landing
Post by: SpaceDorf on August 02, 2016, 04:02:32 AM
Quote from: Lap on August 01, 2016, 01:22:38 AM
Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0)

This was a scenario I preferred over all other starts. The new modules are varied, fun, and really make each new planetfall more unique. There's probably too much happening in the start of the scenario for new players, but I think that randomized pod dropping portion would be ideal to merge into the base scenario. Some would even work well as random events in almost any scenario, such as having a "prison ship crash," which would spawn the prison block crash Trying to deal with a dropped prison block or a radioactive core is challenging and can be quite rewarding.

Possible merges and new events aside, it would be nice to have it as an included scenario option.

I support this.

And personally I would like Skullywags Extended Storage Mod to grace Vanilla.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Facepunch on August 03, 2016, 01:19:33 AM
Dunno if anyones suggested this yet, but Prepare Carefully. Maybe with the points system, so as to maintain some balance.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: notfood on August 03, 2016, 10:00:12 AM
Quote from: Killface on July 28, 2016, 04:55:46 PM
I also suggest StorageSearch https://ludeon.com/forums/index.php?topic=20771.msg228260#msg228260 to be added to vanilla.
Also, when editing an outfit, adding a search box there for quick apparel search would be great, especially for mods like Apparello.

StorageSearch is such a must have QOL mod. It really needs to be in vanilla.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: TOWC on August 06, 2016, 10:50:06 PM
Too many good mods so it's hard to pick just a single one. However, I would like to propose such modes as "Miniaturisation Overloaded"(in vanilla Rimworld it's a pretty annoying fact that you can't, for example, move your solar battery to another place. Holy crap, why should I destroy it if I can simply dismantle its roots and move another place, hm?), obvious EPOE which would extend current bionics variety(and it integrates with core mechanics pretty well, you can't really see much difference from the vanilla) and "Hospitality"(you know, that mod, that lets other factions' members to visit you so you can improve your reputation and even recruit some of them if you're persuasive enough).
Those 3 come in my mind instantly. However, there're many other good modes that need some attention.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Havan_IronOak on August 09, 2016, 09:28:12 PM
By all means THE most important mods to make part of the base game are the the TAB mods.
Medical Tab, Animals Tab, Work Tab, Relations Tab - all make the user interface a bit more elegant.

Other UI related mods that should be part of the base game are:
Numbers
Storage Search

None of these affect game balance but just make for a more user-friendly game.

If Colony Manager could be included as well, that would further remove some of the micro-management and make the gaming experience better.

Finally, the Follow Me! mod is fun to use and doesn't unbalance the game in any way.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Lightzy on August 11, 2016, 07:18:01 AM
I nominate the ammunition part of that realistic combat mod.

The mod I dislike, it craps the balance of the game. But the ammunition idea is very important in order to give melee some kind of role, early game especially, instead of the "best way to get killed easily" role.


Either that or make the game a bit bigger scaled so that losing 2 guys in a melee isn't game over
Title: Re: Nominate a mod to be included in RimWorld!
Post by: sefin_88 on August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: twoski on August 11, 2016, 11:40:08 PM
i shamelessly nominate my own mod, because it's something that should have been done long ago: https://ludeon.com/forums/index.php?topic=23275.0
Title: Re: Nominate a mod to be included in RimWorld!
Post by: UberWaffe on August 12, 2016, 03:32:02 AM
Quote from: sefin_88 on August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
+1
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Lemml on August 13, 2016, 01:39:40 PM
Quote from: UberWaffe on August 12, 2016, 03:32:02 AM
Quote from: sefin_88 on August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
+1
+1
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SpaceDorf on August 13, 2016, 02:07:21 PM
I want EDBs Mod Menu in the game :)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: zandadoum on August 13, 2016, 02:36:59 PM
You already improved the animals tab in a14 but I would like you to improve it further with stuff from fluffys animal tabs like the filtering of animals or being able to apply several thing to a whole column of animals with one single click.

You already mentioned the complexity of "edb prepare carefully" in your AMA but I really think this should be implemented into vanilla (the customising colonist part)

Also, some sort of new game plus, which I think would be easy to implement with parts of the code of "edb prepare carefully" to export colonists who left a planet on a ship and load them into a new game.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Pax_Empyrean on August 14, 2016, 04:37:06 AM
Quote from: zandadoum on August 13, 2016, 02:36:59 PMYou already mentioned the complexity of "edb prepare carefully" in your AMA but I really think this should be implemented into vanilla (the customising colonist part)

Also, some sort of new game plus, which I think would be easy to implement with parts of the code of "edb prepare carefully" to export colonists who left a planet on a ship and load them into a new game.
Seconding this. Prepare Carefully would be a big project, but it's a huge payoff. I would love to be able to export my colonists from a planet I've left to a new one.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: lance789 on August 14, 2016, 01:59:00 PM
Power Switch
FISH INDUSTRY!!!!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Topper on August 16, 2016, 03:28:16 PM
Rikki's Caveworld Flora
Mipen's Droids (or Haplo's Robots)
Fluffy's Cats!
** Ichyflea's Extended Woodworking **
IchyFlea's Right tool for the Job
Marnador's More vanilla Turrets
Skullywag's (or Telkir's) Extend Fabric/Reclaim Fabric


Title: Re: Nominate a mod to be included in RimWorld!
Post by: BlueWinds on August 16, 2016, 05:41:46 PM
I'd like to nominate AllowTool (https://ludeon.com/forums/index.php?topic=17218.0). So simple, so useful.

Quote from: Topper on August 16, 2016, 03:28:16 PM
Mipen's Droids (or Haplo's Robots)
** Ichyflea's Extended Woodworking **
IchyFlea's Right tool for the Job
Marnador's More vanilla Turrets

These are the sorts of things I don't want to see in vanilla - they add so many items that things start to feel cluttered. They're great mods for people that like them, but I'd prefer to see them stay as mods (even though I use several of them myself!).
Title: Re: Nominate a mod to be included in RimWorld!
Post by: teser on August 16, 2016, 11:51:20 PM
I know the op say's to nominate content mods but I've really been enjoying Achtung! (https://ludeon.com/forums/index.php?topic=22130.0).  It makes controlling your colonist in combat so much simpler and intuitive I can't imagine playing without it now.  It also adds a couple other really nice much needed features like right clicking a room to clean it or fully roof it.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Topper on August 17, 2016, 05:01:52 AM
Quote from: BlueWinds on August 16, 2016, 05:41:46 PM
I'd like to nominate AllowTool (https://ludeon.com/forums/index.php?topic=17218.0). So simple, so useful.

Quote from: Topper on August 16, 2016, 03:28:16 PM
Mipen's Droids (or Haplo's Robots)
** Ichyflea's Extended Woodworking **
IchyFlea's Right tool for the Job
Marnador's More vanilla Turrets

These are the sorts of things I don't want to see in vanilla - they add so many items that things start to feel cluttered. They're great mods for people that like them, but I'd prefer to see them stay as mods (even though I use several of them myself!).

Woodworking just makes trees have different colors of wood like chunks do. It should have been added to the game like in alpha4.. I guess the others have multiple items but I cant imagine playing without cleaning/hauling bots and the military grade double turret. These are like an "endgame" for rimworld..
Title: Re: Nominate a mod to be included in RimWorld!
Post by: PartyCowboy on August 17, 2016, 05:28:11 AM
Maybe you can include the mod that has the most subs on steam?
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SpaceDorf on August 17, 2016, 09:21:48 AM
Quote from: PartyCowboy on August 17, 2016, 05:28:11 AM
Maybe you can include the mod that has the most subs on steam?

Bad user .. don't use the S-Word.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Topper on August 18, 2016, 02:25:23 AM
Quote from: PartyCowboy on August 17, 2016, 05:28:11 AM
Maybe you can include the mod that has the most subs on steam?
No that will be like the "Pawns with realistic gentiles" mod
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SpaceDorf on August 18, 2016, 06:06:36 AM
Quote from: Topper on August 18, 2016, 02:25:23 AM
Quote from: PartyCowboy on August 17, 2016, 05:28:11 AM
Maybe you can include the mod that has the most subs on steam?
No that will be like the "Pawns with realistic gentiles" mod

Well, considering that the pawns have no legs .. i would like to see that one too :)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: JaxelT on August 18, 2016, 10:43:09 AM
Extended Storage. Makes stockpiles look so much nicer and hold more. Also Hospitality and the Work/Medical/etc. Tab mods.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Zalzany on August 18, 2016, 11:55:12 PM
Quote from: PartyCowboy on August 17, 2016, 05:28:11 AM
Maybe you can include the mod that has the most subs on steam?

Just say you want the Expanded Prosthetic and Organ Harvesting mod, that is the most popular on steam. I vote for a lessor of that, bionics should be imported just don't have the resources, or equipment to even begin building high end bionics while in a wild frontier colony. But making you craft your peg legs, as well as introducing wooden foot, hook hands and what not isn't a bad idea, or even the generic weak prosthetic limbs after you research more. I mean making my own bionics seems a bit much but idea of crafting my own hook hand, and generic low grade prosthetic isn't bad. I mean these days you got the cash for a 3d printer you can make your own modern day prosthetic.

Also the surgery increase isn't bad at all reusing some one elses legs and arms not realistic, but stealing an eyeball in world where I can fit a 14 year old girl's lung in a 60 year old man with no problems if the doc doesn't mess up, why not their eyeballs? Sure the eye color doesn't exactly match up and vision may not be 20/20 but its no more awkard then one hawkeye bionic eye, and other one half blind.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Igabod on August 22, 2016, 02:30:01 AM
Crafting Hysteresis makes bills pause until a low stock value is met and then resumes them. It is here: https://ludeon.com/forums/index.php?topic=24806.0 (https://ludeon.com/forums/index.php?topic=24806.0)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Haze2 on August 28, 2016, 06:09:04 AM
Without such simple thing as a DOORMAT I can't imagine playnig Rimworld comfortably:
https://ludeon.com/forums/index.php?topic=11171.msg111223#msg111223

Another mods for fixing bones, scars, internal organs etc. are also important/necessary, but doormats are simple and definitely a must.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: kasnavada on August 29, 2016, 05:32:38 AM
I'd nominate any mod where you can harvest noses & ears. But only the part that actually harvest those. The rest of the mod can be left as a mod IMO.

Another mod however which I deem completely necessary : petfollow.

Title: Re: Nominate a mod to be included in RimWorld!
Post by: Coercion on August 29, 2016, 07:38:28 PM
While not what you asked for, I think this should be vanilla:

https://steamcommunity.com/sharedfiles/filedetails/?id=753277204&searchtext=sandbag

Title: Re: Nominate a mod to be included in RimWorld!
Post by: Gyropilot on August 30, 2016, 12:27:22 AM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
-New art description content. I wish there was more diversity in the writing there!
I love to write. I'm not the best with programing, but I think I may fit some stories in the scrips with a little explanation. A lot of stories.
Also, I can translate stuff to portuguese, as I'm brazilian.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: securitycop on August 30, 2016, 09:23:31 PM
redis heat mod i love the idea of the air ducts used with further advanced colonies
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Mudder on August 31, 2016, 09:27:42 PM
Quote from: securitycop on August 30, 2016, 09:23:31 PM
redis heat mod i love the idea of the air ducts used with further advanced colonies

This and all Fluffy's UI mods are must have. Should be core.

Am I doing this thread right?
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Mackinz on September 06, 2016, 04:25:54 AM
Some mods I think should be in vanilla:

Trading Spot (http://steamcommunity.com/sharedfiles/filedetails/?id=757603224): Prevents unwanted friendly fire on traders during Raids. Forum Link (https://ludeon.com/forums/index.php?topic=25579.0)
Mending (http://steamcommunity.com/sharedfiles/filedetails/?id=735241897): Allows repair of damaged clothing which would otherwise be discarded or sold.
ReclaimFabric (http://steamcommunity.com/sharedfiles/filedetails/?id=731735894): Allows the salvage of fabric from clothes, rather than discarding or selling them - especially useful for rare materials.
Miniaturisation (http://steamcommunity.com/sharedfiles/filedetails/?id=751295960): Allows the ability to easily reorganize a base and/or workshop, rather than wasting resources by deconstructing and constructing things. Forum Link (https://ludeon.com/forums/index.php?topic=22763.0)

Primarily Steam links since I joined the community through Steam.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Krajca on September 09, 2016, 01:55:39 PM
Hardcore SK (https://ludeon.com/forums/index.php?topic=12996.0) modpack has some good mods to add, like:

Combat Realism (//http://) (Makes game's combat more realistic and more tactical and engaging.) updated by skyarkhangel
Turret Collection (//http://)  (Full rework + combat realism.) by eatKenny
Hospitality  (https://ludeon.com/forums/index.php?topic=11444.0) (Allows your colonists to convince visitors to join your faction!) by Orion
EPOE (https://ludeon.com/forums/index.php?topic=10571.0) (Expanded Prosthetics and Organ Engineering gives you the ability to craft your own prostheses and artificial organs.) by Ykara
Edb Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0)  (Customize your RimWorld colonists.) by EdB
Fish Industry (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445) (Adds a aquaponics.) by Rikiki
Caveworld Flora (https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445)  (In the caves are now growing mushrooms. Added new recipes for cooking food with mushrooms, as well as the ability to make a tincture on mushrooms!) by Rikiki

Title: Re: Nominate a mod to be included in RimWorld!
Post by: DariusWolfe on September 09, 2016, 02:07:13 PM
I think it's safe to say that we're never going to see Prepare Carefully, or any sort of repair/mending mod added into Vanilla, because these mods are designed to completely reverse purposeful design decisions. That's the beauty of mods; Sometimes you disagree with the designer as to what's important, and mods allow you to create the game you want to play. But random colonists is a purposeful design decision, as is the economy of replacing worn out equipment and clothing.

I'm not saying Tynan might not change his mind, but I think it'd take a pretty strong argument to make him think it worth the trouble.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Krajca on September 09, 2016, 02:34:14 PM
Quote from: DariusWolfe on September 09, 2016, 02:07:13 PM
I think it's safe to say that we're never going to see Prepare Carefully, or any sort of repair/mending mod added into Vanilla, because these mods are designed to completely reverse purposeful design decisions. That's the beauty of mods; Sometimes you disagree with the designer as to what's important, and mods allow you to create the game you want to play. But random colonists is a purposeful design decision, as is the economy of replacing worn out equipment and clothing.

I'm not saying Tynan might not change his mind, but I think it'd take a pretty strong argument to make him think it worth the trouble.
For me Prepare Carefully is already partially added through scenario editor and I don't see why not to add full colonist editor to it. It adds one more way to play the game as with storytellers - you can play safe and nice or choose Randy Random.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Helpful Bot on September 09, 2016, 07:56:53 PM
Please Tynan look at:
"Pawn State Icons" by killface https://ludeon.com/forums/index.php?topic=19941.0;topicseen
Brings basic information to the screen that would help both new and experienced players a great deal.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Serenity on September 10, 2016, 12:31:31 PM
Crafting Hysteresis is a must have. I have absolutely no idea why such a simple thing isn't in the base game.

And especially now with the drug system and more and more crafting jobs, it's time to add another layer to the work priority system as an option. Like Fluffy's Work Tab expose more of a the sub jobs to the user! All of them may be too confusing, but some of the jobs in medical, animal handling, constructing, cooking and crafting are absolutely essential.
Beginners can still use the check mark or simple numbers system
Title: Re: Nominate a mod to be included in RimWorld!
Post by: sulusdacor on September 13, 2016, 06:06:18 AM
since the thread seems still relevant, would love to see a bunch of ui/quality of life change mods included, like:

numbers
no cleaning please
allow tool
medical tab
storage search
work tab (haven played myself, but saw on stream and it looked super useful)
trading spot
feed the colonists
petfollow
quality builder
vein miner
Title: Re: Nominate a mod to be included in RimWorld!
Post by: A Friend on September 13, 2016, 09:38:22 AM
(http://i.imgur.com/sXbGWNt.png)
https://ludeon.com/forums/index.php?topic=25580.msg260000#msg260000
Title: Re: Nominate a mod to be included in RimWorld!
Post by: bikboy on September 17, 2016, 09:48:07 AM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
So obviously you're welcome to many any mod you like; it's your work. However, if you have any desire to see your work integrated into the vanilla game, consider working on something in one of the below categories.

These are some kinds of mods which would be useful and relatively straightforward to integrate into vanilla. In each case, they're content additions to fill out the game without changing its core mechanics or breaking any fiction.

-New items. We have neurotrainers and artillery shells. You could add a special one-use item that does something cool, for the player to find in ancient tunnels or buy from traders?
-New GenSteps for map generation. Can you write a GenStep that generates a complex ancient temple underground? Or a devious pirate base?
-New incidents.
-New animals. I'd love to beef up the animal diversity in the existing biomes.
-New art description content. I wish there was more diversity in the writing there!

Other thoughts on content that could go in vanilla well:

Another important thing is: easy to maintain. If it depends only on stable systems I'm not planning on changing, it'll be easy to maintain. After all about 75% of my effort goes to maintenance, so even if a modder makes the whole mod perfectly I still have to do 75% of the work :p

Also I'd say it's good for things to be self-contained, well-fitting, distinct from existing features. Big content sets are generally too much. But a single cool building or incident can be great. Like Haplo's turbine. Or his ship part crash incident.

If a mod "wants" to be a much bigger system I'll generally not take it. I don't want half-done systems.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SpaceDorf on September 19, 2016, 08:12:55 AM
I re-nominate
Rikikis Caveworld Flora, still the best immersion enhancing Mod arround :)
All of Fluffy's Work, everybody loves good UI's + PetFollow and Wildlife Tab worked in
With a special Mention to Fluffy's Breakdown Mod which gives a better, less costly feeling to the
breakdown Event and maintenance immersion
Trader's Spot from TheUbie - the ultimate "Keep Those Muffalos where I can see 'em"-Mod

And the ultimate Convinience Mod : The Unforbid Tool - sadly I don't know by whom right now.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: yawningrover on September 21, 2016, 12:05:25 AM
epoe
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Viewer on September 24, 2016, 02:55:36 AM
I think the "Medical Training (https://ludeon.com/forums/index.php?topic=10623.msg105056#msg105056%20Medical%20Training)" mod by ItchyFlea would be a good addition to the base game; it adds a medical bed which a pawn uses to increase medical skill...by chopping up human corpses. I can see this sort of thing only being available for purchase from Pirate slavers (land-based or orbital), and giving a sizable decrease to mood when used. Here's a flavor text description (feel free to use it if you want):

"Don't have access to the latest Surgeon Simulator holos? Can't find the time to read an anatomy chart? Our state-of-the-art MediBed(tm) has you covered! Simply flip the switch, and our patented E-Z-Vicerate(tm) system will lay everything out for easy viewing! Best of all, our system automatically cleans up all the messy bits, leaving you completely spotless!"

MediBed(tm) - it hungers for corpses
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Thirite on September 25, 2016, 11:26:06 PM
In terms of mods which build upon vanilla without diverging from its core, I would nominate:

Extended Prosthetics and Organ Engineering (without vancidium content)
Better Surgeries - Less Randomness in Failures
A Dog Said
Chemical Extraction and Neutroamine Crafting
Rim PhD- Pharmaceutical Drugs

Playing doctor is fun.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: cjthegod19 on October 02, 2016, 01:04:48 PM
Quote from: Tynan on May 19, 2015, 12:15:50 PM
So obviously you're welcome to many any mod you like; it's your work. However, if you have any desire to see your work integrated into the vanilla game, consider working on something in one of the below categories.

Tynan There is this really lovely mod that couldnt handle updating to your system but it was absolutley beautiful. I would say im a intermdiate maybe lower level modder as of right now i started a while ago. But Back to the beans and bacon the mod is called combat realism, but lets forget about the whole damage model i dont care for that your works just fine, but what needs to find its way back into the rimworld game play. is the simple idea of ammo. Maybe you had your own reasons for not implementing it, but after a long drawn out battle i feel like more needs to come into play. you dont have to keep it as complex as it is an ammo type for assault, sniper, smgs, shotguns and pistols could be simple enough.

I found the suppresion system to also be beautiful but it could use some work or aybe just a couple traits to make certain characters more hardened and any character a ceratin range from this hardened pawn would also gain a moral boost making them keep in the game a little longer.

I thought the simple book bags did really well dooing exactly what youd expect them to do allowing the player to carry more ammo weapon ect w.e was needed.

Your damage model is perfect and if any one wanted to change it up to make it more real its not to hard to just go in a change the script to guns and character health stats.

But if you could implement this permanently or as an add on too the game it would surely increase my play time on such a wonderous game.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: TrueDestroyer on October 02, 2016, 04:39:25 PM
I noticed this thread just now, and I want to thank you for not including mods that are not vanilla friendly, like ones that include tons of bionics and make them craftable, or ones that include tons of over powered nice graphics clutter or space-like stuff that's just unbalanced eye candy. Really:)

Also I'd like to thank you for including many fixes over different versions - I was wondering how you get to guess what the community wants to get improved and how:)

I nominate:
"P-music" - some of music there is really immersive and vanilla like
"Modular tables" - they've been around for more than a yer now, feel like a natural part of the game. Mixes two well working in game mechanics - being a furniture, and connecting like a wall.
"More Mental Breaks" - Meltdown, by twoski - simply adds more mental breaks that feel vanilla friendly and balanced, using stable in game mechanics bringing effects like - being unsocial (leaving home area), self-harm (daze + cut on wrists), insulting others (daze + negative talk chance), compulsive cleaning and more.
Parts of "NackbladIncRimhair" - more vanilla friendly hair, without beards etc, till helmet + beard mechanics are in place.
The main mechanic of "Tech advancing" mod - feels like a natural mechanic - advancing through tech level by complting different researches from given level.

Other's that are nice:
"Chemicals & Neutroamine" - just it's mechanic allowing boomalopes to be milked for something that can be crafted into neutroamine.
"Crafting Hysteresis" - puts a threshold on "do untill" - a mechanic similiar to this would be a game changer. Stops pawns from going cooking immediately, when meals drop by 1.
"kNumbers-0.5.2-A15" for some more statistics - appears to be stable and flexible.
Also: Trading spot, More Vanilla Turrets, BlackGold (Coal ore), Blueprints by Fluffy. Wonder why some version of Prepare Carefully has not been implemented ... Maybe the scenarios system is supposed to work like this:)
That's all, in my signature there are some vanilla fixes, like  for several animals minimum comfortable temperature, fix to steel sandbags making them cloth, or anything else.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Draegon on October 10, 2016, 09:13:31 PM
I nominate the Alpha Animals mod. It adds some really neat animals to the game and seems like it'll be epic.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: faltonico on October 14, 2016, 03:21:39 PM
CK - Animal & Plant Pack v1.2 (https://ludeon.com/forums/index.php?topic=26265.0) They could use a hand to finish that mod ;)
Reinforced Conduit (https://ludeon.com/forums/index.php?topic=19932.0) I mean, come on! Regular conduits are so flimsy.
Door Mat (https://ludeon.com/forums/index.php?topic=21718.0) Unless you think us wasting so much time doing cleaning is a game mechanic.
StorageSearch (https://ludeon.com/forums/index.php?topic=20771.msg228260#msg228260) ...I don't know how you missed this :p
Modular Tables (https://ludeon.com/forums/index.php?topic=10623.msg105051#msg105051)
Embrasures (https://ludeon.com/forums/index.php?topic=18995.msg207266#msg207266)
Allow Tool (https://ludeon.com/forums/index.php?topic=17218.msg186762#msg186762) For the lazy ones, like me.
Rimsenal Hair (Only the hair styles!) (https://ludeon.com/forums/index.php?topic=11160.msg111074#msg111074) not the weapons (for now ;) )
Facial stuff (https://ludeon.com/forums/index.php?topic=20771.msg228259#msg228259) to add more variety.

You should check out Rimushima (https://ludeon.com/forums/index.php?topic=25124.msg256905#msg256905) it doesn't fit the requirements needed to be in the previous list, but it is an absolutely amazing mod, extremely detailed, tremendously useful, and it does fit into a technologically advanced colony, it need some more tweaking to make it even more realistic, but it is fine as it is.

Thank you for your hard work!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Facepunch on October 14, 2016, 05:05:42 PM
"Better pathfinding" by Zhentar. Basically it simply refines the current pathfinding system, resulting in better performance and more logical pathfinding.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Alenerel on October 15, 2016, 06:57:36 AM
None of these affect gameplay or balance, just UI. In fact I dont like to use addons that affect the gameplay in any sensible way (adding weapons, animals, balancing, etc).
Refactored Work Priorities (http://steamcommunity.com/sharedfiles/filedetails/?id=774989162)
Hand Me That Brick (http://steamcommunity.com/sharedfiles/filedetails/?id=776679895) Haulers Deliver Resources for Construction
Animals Tab (http://steamcommunity.com/sharedfiles/filedetails/?id=712141500)
Crafting Hysteresis (http://steamcommunity.com/sharedfiles/filedetails/?id=750111404)
Allow Tool (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485)
Storage Search (http://steamcommunity.com/sharedfiles/filedetails/?id=726479594)
Colonist Bar KF (http://steamcommunity.com/sharedfiles/filedetails/?id=729908976)
Work Tab (http://steamcommunity.com/sharedfiles/filedetails/?id=725219116) The sorting and adding maybe add 5ft priority. I think that 9 are too many.
QualityBuilder (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870)
Medical Tab (http://steamcommunity.com/sharedfiles/filedetails/?id=715565817)
Relations Tab (http://steamcommunity.com/sharedfiles/filedetails/?id=709317151)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Jcewazhere on October 17, 2016, 03:53:00 AM
I would nominate "No Cleaning Please" mod  https://ludeon.com/forums/index.php?topic=21818.0  . It separates the home zone into two different areas: one for cleaning and one for maintenance though they can overlap. With this you can designate things that can be dirty but still need to be repaired, like geothermal plants and turrets, and you can limit your cleaners to areas that your colonists frequent.

I would also love to see Fluffy's Breakdowns in vanilla, but pretty much any change to how breakdowns work would be nice. Instead of just a time based dice roll how about a per use roll? Those oft used autodoors to your fridge would breakdown more often but a basic heater probably doesn't cycle that often so would breakdown less.

Title: Re: Nominate a mod to be included in RimWorld!
Post by: grinch on October 17, 2016, 06:36:28 AM
My favs are:
1.- Prepare carefully (love to use "points limit feature")
2.- defensive positions
3.- Rimhair
4.- more vanilla turrets
Title: Re: Nominate a mod to be included in RimWorld!
Post by: adtrl on October 17, 2016, 08:25:53 AM
If I can make my mod, would vats for growing colonists be a good mod to have in the game?
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Vendan on October 17, 2016, 05:31:23 PM
Heh, I made fridges...?  http://steamcommunity.com/sharedfiles/filedetails/?id=780996548

People seem to be saying "this should be in vanilla"
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Tammabanana on October 20, 2016, 07:06:18 AM
Quote from: Vendan on October 17, 2016, 05:31:23 PM
Heh, I made fridges...?  http://steamcommunity.com/sharedfiles/filedetails/?id=780996548

People seem to be saying "this should be in vanilla"

I'ma second the sentiment. I made a version of equipment racks that holds food instead, and like half the Steam comments were along the lines of "FRIDGE THIS PLZ". (Which I'm not good enough to do yet, so I'm looking forward to poking into your code, Vendan. Thanks!)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: jmababa on October 23, 2016, 06:40:14 AM
Yea that should be added too vanilla
rimfridge also add RT weapons so balanced it should be added to vanilla and lastly that should be added is Fish Industry you know why meat is scarce in rimworld a meat replacement thing and its balanced cause without enough water you cant fish right off the bat you need to research how to take care of fish
Title: Re: Nominate a mod to be included in RimWorld!
Post by: The MacChen on October 30, 2016, 10:13:42 AM
The fluffy UI mods have really made the game much better! The reason is they don't change practically any of the vanilla mechanics (except colony manager, which I don't use anyway), but rather enhance the vanilla mechanics. You should actually just hire this guy to help design the UI tabs.

https://ludeon.com/forums/index.php?topic=16120.0
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SteelRev on November 01, 2016, 12:17:42 AM
I also vote for Vendan's Rimfridge MOD.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SuperSuit12 on November 05, 2016, 09:25:59 AM
Realistic Darkness, EPOE, A Dog Said, and Improved Surgery.
Also, More Vanilla Turrets. I really like the gun complex, add something like that at least!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: captainradish on November 05, 2016, 05:18:52 PM
I'd go for the more fleshed out version of the Ocean biome mod and the fishing industry mod. I really want to be able to build a colony on pylons far out in the water and survive on fish.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Alpha393 on November 06, 2016, 08:30:53 PM
EPOE. Please. Maybe some of glitter tech too? Specifically the OCP.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: wheatbyproducts on November 14, 2016, 08:02:31 AM
Fish Industry adds several types of fish to the early game, as well as aquaculture to the late game. https://ludeon.com/forums/index.php?topic=13172.msg133445#msg133445.

These options make large water sources much more useful, and aquaculture + hydroponics in the late game also has tremendous synergy.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: samuk190 on November 17, 2016, 03:34:55 PM
I vote for rimfridge and miscellanium mods.
I also give a thumb up to redistheat and Phi multiplayer.

Please tynan read this...  Must have mods, everyone must have this mods '-'
Title: Re: Nominate a mod to be included in RimWorld!
Post by: samuk190 on November 17, 2016, 03:41:39 PM
https://ludeon.com/forums/index.php?topic=27288.0
obviously a must have mod.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: KevinHann on November 24, 2016, 11:16:11 AM
CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0

I am surprised there aren't more voices for this one. It literally transforms the game and adds a layer in visuals and gameplay. It is obviously WIP but my experience with it suggests if/when complete, it can truly diversify the biomes in a meaningful, in depth way.

It made me feel I am struggling against the jungle for real, it added immersion and variety in exactly the areas I think the vanilla game is lacking atm. I don't think I can revert to vanilla tropical rainforest now, it would just feel bland.

If you are looking for a mod that truly adds value on multiple levels, you simply must consider this one.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Rock5 on November 25, 2016, 12:32:05 AM
Quote from: KevinHann on November 24, 2016, 11:16:11 AM
CK - Animal & Plant Pack
https://ludeon.com/forums/index.php?topic=26265.0 (https://ludeon.com/forums/index.php?topic=26265.0)

I am surprised there aren't more voices for this one. It literally transforms the game and adds a layer in visuals and gameplay. It is obviously WIP but my experience with it suggests if/when complete, it can truly diversify the biomes in a meaningful, in depth way.

It made me feel I am struggling against the jungle for real, it added immersion and variety in exactly the areas I think the vanilla game is lacking atm. I don't think I can revert to vanilla tropical rainforest now, it would just feel bland.

If you are looking for a mod that truly adds value on multiple levels, you simply must consider this one.
Basically your mod just looks like more content. I think more content can be added later or a bit at a time which I guess is what Tynan has been doing.

That said, I really like that the rain forest doesn't just have a lot of trees but it seriously impairs movement. It's sort of the upper extreme where you have no trees on the icecaps and impenetrable trees on the other. Otherwise there is not much difference between Tropical Rain Forests and other forests.

So I vote for seriously thicker rain forests. :)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Thundercraft on November 27, 2016, 02:56:58 AM
I'm sure that I'm not the first, but I wish to nominate Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0) to be added to the base game.

Perhaps it would be controversial to add the whole thing, particularly the new turrets it adds. But, at the least, I would suggest that Tynan take a look at CR's health system rebalance and other modifications it makes to combat mechanics. The Achtung system is handy, too.

After trying it a while and uninstalling, I really miss it. And I really hesitate to start a new game without it.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Iluvatar on December 01, 2016, 10:05:18 PM
Hello, a simple mod that add a other option for prisoner is PrisonerRansom.
I can not find it on this forum but its on steam workshop. I found that mod a good midkarma option between evilishly sell them to a slaver or harvest their organ and let them free like a hippie.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: cainiao on December 06, 2016, 07:07:43 PM
I think most dllmod that improve QOL and reduce micro should add into core, included but not limit to:

Allow tool
Better path finding
Extended crafting
JTExport
JTZonebutton
JTMoreArea
Medical Tab
Wildlife Tab
Numbers
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Sola on December 06, 2016, 08:03:50 PM
"Look at me, I'm the worker now".

Replaces "reserved by" status if you want to prioritize, and allows non-doctors to treat patients without the need to go through the hoops of drafting, enabling doctoring, prioritizing, then un-doctoring.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Rock5 on December 06, 2016, 11:55:40 PM
Quote from: Sola on December 06, 2016, 08:03:50 PM
"Look at me, I'm the worker now".

Replaces "reserved by" status if you want to prioritize, and allows non-doctors to treat patients without the need to go through the hoops of drafting, enabling doctoring, prioritizing, then un-doctoring.
I agree. The work tab settings should only apply to what the colonist does automatically. If you manually tell them to do something it should override their assigned tasks. You shouldn't need to change their assigned tasks to manually get them to do a job.

Foreman: "Jack, I need someone to move this food into the freezer. Could you just stop what you're doing at the moment and move them?"

Jack: "Sorry, but I've been assigned Research only."

Foreman: "For crying out loud, all right then I'm assigning you to hauling. Now haul this food."

Jack: "You got it boss."

Foreman: "Good..... Now where are you going?"

Jack: "Do some more hauling."

Foreman: "Stop. I assign you back to Research. Get to it."

Jack: "Sure boss."
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Trblz42 on December 07, 2016, 01:36:42 PM
I've used a bunch of mods but some are OP others are not worth mentioning. Here are my candidates for Vanilla

UI enhancements
Title: Re: Nominate a mod to be included in RimWorld!
Post by: bentobox on December 07, 2016, 11:15:24 PM
I think, EPOE , A Dog Said are a must..
Along with all the convenience mods to fix the current UI that is lacking some polish,{ Animals Tab, Wildlife Tab , Quality Builder, Blue Prints, Stonecutting Tweak, Allow Tool... }

One that has not been mentioned is https://steamcommunity.com/sharedfiles/filedetails/?id=739305991
I find this mod, very nice tweak to the current view of the pawns.
It just needs some more information, like bleeding, freezing,overheating,tired.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Hieronymous Alloy on December 12, 2016, 10:13:55 PM
Quality Builder, Prepare Carefully, Defensive Positions.

Oh, and most of all, the Blueprints mod, so you can save templates. Except expand it so you can save "planning tool" outlines.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: sirgzu on December 14, 2016, 09:55:46 AM
My top pick goes for Combat Realism (https://ludeon.com/forums/index.php?topic=27374.0) if only for the reworked ballistics.
Actually CR makes ranged weapons and defenses too imbalanced. Somewhere in the middle would be nice. This is especially annoying while trying to hunt small game. Shooting a rabbit should be somewhat easier considering the smaller takeway, yet takes much longer because the aim is so bad...

All of Fluffy's mods (and other UI mods in general EDIT => this  (https://ludeon.com/forums/index.php?topic=16558.0), Moody and the outdated inventory mod was handy as well)

All QoL mods (AllowTool, Enhanced Crafting, Hauling Hysteresis, Quality Builder etc...)

P-Music
Title: Re: Nominate a mod to be included in RimWorld!
Post by: ChJees on December 14, 2016, 05:20:02 PM
Freezers mod.
It is so useful :D. Maybe have a microwave to go with heating up the frozen food too, lol.

https://ludeon.com/forums/index.php?topic=26893.0
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SilentP on December 19, 2016, 06:51:29 PM
Prepare Carefully, mending, vanilla turrets
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Raccoon on December 20, 2016, 09:02:17 AM
 Combat Realism + EPOE
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Ninjakitty66 on December 20, 2016, 04:10:14 PM
I have to agree combat realism is a great mod, even if you don't like the ammo crafting. I think it should be added with the option with or without ammo crafting. The reloading time, spraying from LMGs/Miniguns, these are a few good features with a few more added.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: killerx243 on December 21, 2016, 02:18:38 AM
Hospitality.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Hieronymous Alloy on December 21, 2016, 09:38:15 PM
"I Can Fix It". Automatically orders colonists to rebuild destroyed things.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Daguest on December 22, 2016, 03:54:40 AM
-The "animals" part of Colony manager. Would allow to automatically tame, train and slaughter animals, so you'll avoid chicken explosion, and the micromanaging chore farm animal can be. I don't use farm animal that reproduce quickly without it.
http://steamcommunity.com/sharedfiles/filedetails/?id=715565262

The "mod that would be a massive QoL" :
-Haul priority, the first mod I looked for, and downloaded. I have a hard time without it.
http://steamcommunity.com/sharedfiles/filedetails/?id=725714675
-Vein miner (allow you to mine a entire vein at once, also several brushes for mining)

The "big mod that I can't play without" :
-Power switch. So I can shutdown my growing area at night automatically, my turrets when no enemies are around, my prison when there is no prisoners, my hospital when nobody is injured and so on.
http://steamcommunity.com/sharedfiles/filedetails/?id=717632155
-Colony manager, mentioned earlier for the animal tab, but otherwise a very useful mod that will drastically reduce micromanagement.
http://steamcommunity.com/sharedfiles/filedetails/?id=715565262

The "very small mods that makes a huge difference" :
-Work tab (expand the work tab). The ability to have more than 4 priority order would be good enough though.
http://steamcommunity.com/sharedfiles/filedetails/?id=725219116
-Quality builder (allow to only have the highest construction colonist to build furniture). No more construction 2 building your royal bed (shoddy), when your construction 19 is idle.
http://steamcommunity.com/sharedfiles/filedetails/?id=754637870
-Silent door. As an option or something. Because having the constant "shh shh" by mid-late game on a mid sized colony is seriously annoying.
http://steamcommunity.com/sharedfiles/filedetails/?id=726951285

The not so easy, but would be great :
-Prepare carefully (I think that one is by far the most popular, and for good reasons)
-Extended storage (allow to build containers to stack more stuff). Otherwise my colonies ends up looking like a giant warehouse, with a few bedrooms in the middle.
http://steamcommunity.com/sharedfiles/filedetails/?id=731732064
-RT fuse. Because Zzzzttt is annoying, random, and not realistic. It doesn't remove it entirely, I find it balanced.
http://steamcommunity.com/sharedfiles/filedetails/?id=728314182
Title: Re: Nominate a mod to be included in RimWorld!
Post by: porcupine on December 22, 2016, 01:11:32 PM
Without the slightest doubt: COMBAT REALISM. 

It's by far the best mod, it provides considerably more "meat" to Rimworld, vastly increases replay-ability, and contains a slew of features/attributes/etc. which should have been in vanilla (IE: Ammo, weight consideration, equipment control, carrying rations, reloading, etc.).

I stopped playing Rimworld with Alpha 13, after the last update to Combat Realism.  It wasn't incidental, it was because new Alpha's came out, and I didn't see updates to CR (whose core author stopped updating, specifically because he had issues with how Tynan was handling updates/changes/etc., forcing a ton of re-work with every new alpha).
Title: Re: Nominate a mod to be included in RimWorld!
Post by: etoire on December 23, 2016, 04:33:24 PM
Wildlife Tab.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: ☢FLAY☢ on December 23, 2016, 04:59:23 PM
Hospitality, Expanded Prosthetics & Organ Engineering and Prepare Carefully, a dog said
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Thorbane on December 23, 2016, 08:59:02 PM
The Achtung mod.  https://ludeon.com/forums/index.php?topic=22130.0
It allows:
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Apex on December 23, 2016, 10:09:15 PM
I like Orions hospitality and feel it would fit into the game easily and adds an awful lot of playability.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Hechtic on December 24, 2016, 10:31:13 PM
Zorba's Crafting Hysteresis would be a great mod to add to the base game. The ability to make bills pause on completion and restart after the stockpile gets down to a certain number, instead of the stockpile being 98% full but yet they hop to refill would be great.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Thundercraft on December 25, 2016, 03:00:39 AM
Quote from: Hechtic on December 24, 2016, 10:31:13 PM
Zorba's Crafting Hysteresis would be a great mod to add to the base game.

AC-Enhanced Crafting (http://steamcommunity.com/sharedfiles/filedetails/?id=817697107) includes the same functionality, plus much more. Just saying...  ;D

Title: Re: Nominate a mod to be included in RimWorld!
Post by: uly on December 25, 2016, 09:05:48 AM
Haven't looked through this thread, but I'm sure
EdB Prepare Carefully (https://ludeon.com/forums/index.php?topic=6261.0) must has been mentioned hundreds of times. It's probably the most "should have been in core" mod ever.

I also think the custom BackstoriesCore (https://ludeon.com/forums/index.php?topic=11730.0) mod should have been core long time ago. In fact it strikes me as quite strange that the backstories isn't easily moddable out of the box.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: SF4iQue on December 27, 2016, 09:26:25 AM
Absolutely necessary (can't play without):

Would be nice (can play without)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Thyme on December 27, 2016, 11:59:14 AM
I want to nominate Bring back Megatheriums! (https://ludeon.com/forums/index.php?topic=28650.0). It renames Megasloth to the much more awesome Megatherium.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: ☢FLAY☢ on December 30, 2016, 02:45:01 PM
Quote from: SF4iQue on December 27, 2016, 09:26:25 AM
Absolutely necessary (can't play without):

  • Refugee Stats (http://steamcommunity.com/sharedfiles/filedetails/?id=824759276) Can i ask that refugee is he a pyromaniac or not at least!? especially f >:( k those fat ugly abrasive gay people
  • AC-Enhanced Crafting (http://steamcommunity.com/sharedfiles/filedetails/?id=817697107) Most loved feature allows your chef to take a god damn break for a sec and do other business instead of runing between kitchen and freezer like a boomalope on her estrous cycle.

    someone doesn't hold back  :o
  • I Can Fix It! (http://steamcommunity.com/sharedfiles/filedetails/?id=817231829) "Destroyed buildings will now leave behind a construction ghost, meaning that your builders will automatically rebuild things once they get a chance" I mean... why it's not in the game yet, man?
  • QualityBuilder (http://steamcommunity.com/sharedfiles/filedetails/?id=754637870) Anyone else tired of this minigame in which you need to rebuild a crappy peace of furniture over and over to get some acceptable quality? I am. This mod has simple, yet beautiful solution.
  • Defensive Positions (http://steamcommunity.com/sharedfiles/filedetails/?id=761219125) I cried in russian when i saw this mod for the first time... "Allows your colonists to remember their position during base defense"
  • Allow Tool (http://steamcommunity.com/sharedfiles/filedetails/?id=761421485) SUDDENLY Allows you to Allow shit things much more faster after a raid for example.
  • DeadMansClothing (http://steamcommunity.com/sharedfiles/filedetails/?id=817902482) You've added "Wearing dead man's clothes" debuff in game, but you haven't added freaking policy to prohibit wearing it. Thats just brutal man. Okay it's obvioulsy a joke about adding this modification, but we (randy random extreme permadeath players) sincerely concerned about that particular thing.

Would be nice (can play without)

  • Hand Me That Brick (http://steamcommunity.com/sharedfiles/filedetails/?id=776679895) Haulers can haul resources to the construction site. LIKE THEY PROBABLY SHOULD FFS.
  • Medical Tab (http://steamcommunity.com/sharedfiles/filedetails/?id=715565817) Well, it allows you to have much more visual contol of all health/medicine related stuff.
  • Look At Me, I'm The Worker Now (http://steamcommunity.com/sharedfiles/filedetails/?id=810339752) "If another colonist is already doing the job, it'll now interrupt them and assign the job to the desired colonist. If the desired colonist doesn't have the right job assigned, that's OK, they'll go do the job anyway".
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Torres on January 03, 2017, 08:23:25 PM
I'd like to nominate RIMFRIDGE
http://steamcommunity.com/sharedfiles/filedetails/?id=780996548

Can't live without it, instead of huge freezer rooms this option is more practical and useful since you can plant one in the dinner room and let your pawns just eat without taking long walks :D
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Hydromancerx on January 05, 2017, 08:32:45 AM
(http://i.imgur.com/MZhonPA.gif)

Tools for Haul (https://ludeon.com/forums/index.php?topic=12282.0)
Having saddles for animals, animal drawn carts and gas vehicles are some of the most requested things. Why is this not in the main game yet?
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Peterowsky on January 07, 2017, 12:34:08 PM
I would like to nominate Hospitality mod by Orion.

It really makes visitor visits much more important in shaping friendly relations, or in amassing a bigger colony at a cost of relationship. Including it in the game will enhance it for people who do not use mods, and you and Orion can join hands in making it even better :D!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Jstank on January 09, 2017, 12:21:28 AM
-New GenSteps for map generation.

Because you said underground and underground is one step closer to Z levels!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: udAL on January 09, 2017, 06:37:42 AM
I would like to nominee Camping Stuff and Set-Up Camp.

Camping Stuff
https://ludeon.com/forums/index.php?topic=29145.0
(http://i.imgur.com/8VMAbLJ.png)
Now that we have caravans and the ability to wander the world without a proper base this mod is a must!
Adds:
- Three sizes of tents made of cloth/hide that can be deployed to provide a fast and lightweight living space.
- Sleeping bags (lightweight and reasonably comfy)
- A butchering spot (easy to set up, slower to butcher)
- Stove to heat/cook with chemfuel.

I love to start as a glitterworld expeditionary in the tundra with this camping equipment and see how far I can get by hunting and trading.

Set-Up Camp
https://ludeon.com/forums/index.php?topic=29054.0
(http://i.imgur.com/UBbVYLy.png)
Allows you to make a fast stop anywhere with a caravan. Sometimes while traveling you need to make a fast stop to treat wounded, equip warm clothes... This mod creates a encounter map so you can zoom in, do stuff, and keep going
Title: Re: Nominate a mod to be included in RimWorld!
Post by: RemingtonRyder on January 10, 2017, 08:18:13 PM
CaravanSpot is one that obviously is new from A16 onwards. It gives you control over where your own caravans muster, and as such it's a good thing to have in vanilla unless much smarter caravan formation AI is added.

Similarly, Trading Spot gives you control over where traders will muster. Yes, there is potential for abuse, but I find it improves my immersion when I plop this down near to an area with fancy tile patterns and an outdoor table and chairs. Also visiting caravans will not dash inside to use my dining room. :P

The next mod I would nominate is Clear The Stockpiles. Yes, it's one of my own. It allows haulers to remove items from stockpiles which do not accept them. Stuff which can't immediately be hauled to a nearby stockpile which does accept it, is dumped somewhere nearby clear of any doors. It uses a variation of the HaulAside function which is used to clear the worktop of worktables.

The only concern I have about Clear The Stockpiles is that, well, it's yet another thing that haulers have to do. However, when some stockpiles are blocked by items, it can lead to things like hunters not dragging their kills back home, which means that haulers drag them in when the stockpile is (eventually) cleared. So I think the benefits outweigh or are balanced by the drawbacks.

Another mod that I worked on recently and would like to nominate is Screw The Rules - Have Food. The particular feature that I like is changing the possible outcome of an existing event to something else by chance, especially if the storyteller is Randy. In this example, crop blight can be replaced randomly by a drop of resource pods containing food.
Title: Re: Nominate a mod to be included in RimWorld!
Post by: notfood on January 10, 2017, 08:41:26 PM
Another vote for Clear the Stockpiles!
Title: Re: Nominate a mod to be included in RimWorld!
Post by: Azzarrel on January 13, 2017, 06:47:48 AM
Since there is a steam workshop for this game now, i would suggest just implementing one of the 'most subscribed' mods in there - as clearly the most people want to have this mod in their game.

(Sure not all mods are on the workshop and not all ´players use the workshop, but a popular mod on the workshop is most likely to be popular in the forums, too.)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: rmconde98 on January 13, 2017, 09:56:08 AM
redisheat! please! i love that mod, and is very handy! (It`s not mine)
Title: Re: Nominate a mod to be included in RimWorld!
Post by: milon on January 13, 2017, 11:17:19 AM
I don't really want to lock this thread, but this is the old (broken!) thread.

See the newer, shinier thread here:
https://ludeon.com/forums/index.php?topic=29505.0

(Authors only please!)