Hi folks. I'm new here and I have a small idea (that I didn't see posted yet).
Currently I'm using several mods to play Rimworld closer to what I want, but i'm not sure whether some things from other mods apply to objects created withing others. I'm going to copy-paste some stuff from different mods. In the end I'd really like to have a mod combining everything (thus a MegaMOD).
So, here goes nothing:
1. Superior crafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0). Basically, at the end of the first page is what
the mod brings, and I can say that everything is awesome.
+ Weapons Crafting by Brunayla (sorry I can't find the link; this mod was in Alpha7 i think).
2. Rimfire (https://ludeon.com/forums/index.php?topic=9536.0)
+ Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
+ Plasma Weapons (https://ludeon.com/forums/index.php?topic=12352.0)
+ Laser Weapons (https://ludeon.com/forums/index.php?topic=12369.0)
+ OmniWeapons(see below)
3. Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0)
+ More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0)
+ Turrets Pack by Kilroy232 (https://ludeon.com/forums/index.php?topic=6770.0)
+ manned turrets (sorry, can't remember the exact name)
4. Biodiversity (https://ludeon.com/forums/index.php?topic=9532.0)
Regarding this one, it's not compatible with alpha 10, and there are also some other mods that could add to it (e.g. adding more trees, different types of wood, alpha muffalos etc). I'm sorry I can't remember their names right now.
5. Skullywags OmniPack (https://ludeon.com/forums/index.php?topic=12203.0)
Here, i'll quote what I like mostly about this mod (in terms of weapons):
In other words, the possibility to create turrets by mounting weapons on a support frame, and a chance for each weapon to jam!
Everything this mod brings is awesome; the only gripe I have with it is that there are no more automatic turrets at the start, which makes it awkward and unnecessarily complicated in my opinion. This is what actually gave me the idea to request this mega-mod.
6. Enhanced Defense (https://ludeon.com/forums/index.php?topic=6636.0)
I'd like to use several features from this mod too, like reverse cooler, shields, embrasures, and probably omnigel (though this should be very far in the research tree).
7. Animal Hide (https://ludeon.com/forums/index.php?topic=2569.0)
8. Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0)
Note that the "Superior Crafting" mod also has stuff related to organs and prosthetics.
9. The Finer Things (https://ludeon.com/forums/index.php?topic=10865.0)
10. I don't remember the name of this mod, but in earlier alpha versions of the game you could create different types of furniture, like smaller tables, more types of beds, different chairs etc.
11. Any other mods that simply add things to the game! I'm sorry I don't know all of them to write them here.
------------------------------------
To sum up everything, there are basically lots of weapons, lots of turrets, lots of crafting items, (hopefully) lots of new animals and plants to harvest/hunt, and lots of general additions or upgrades to existing systems.
Combining it all, I would like to play with a mega mod that:
- first of all, adds all the items from these mods (hopefully with the possibility to remove any of them)
- secondly, applies the additions/upgrades from all the mods to these items
- thirdly, puts them within a nice research tree, providing some form of progression
- lastly, rebalances everything to better fit the idea of a "new mod" (in terms of crafting requirements, damage, range, sell price, etc)
Just as an example, I'd love to have all of the weapons, with the chance to jam from OmniWeapons, the crafting requirements from OmniCrafting (i think), everything put within a proper research tree (like in Superior Crafting), and adding to everything a proper progression and rebalance! Same for everything else - a redo of their "place in the world", to call it so
I'd also like to have a way to defend at the start (and not be forced to research something even before my colonists have their own rooms), then to progress step by step towards a late game which should be pretty interesting. I'll give this example as a general idea: regarding weapons, at the beginning you can have only ancient era weapons or pre-World War 1, then progress to WW1 ones, then to World War 2 weapons, get to modern day stuff, then to futuristic arsenals (e.g. plasma and laser weapons). Turrets can have a similar progression system; their weapon supports could be craftable and of different types (i.e. to not put a plasma weapon on a common tri-frame), but before you could mount weapons there should be some weak(er) automatic turrets (i.e. not manned and not requiring to attach a weapon). This also implies a complete redesign of the weapons in terms of damage/range. Some weapons could also require ammo to use, have their weight matter in terms of colonist speeds, etc.
Last but not least, thanks to all the mod authors out there!
Currently I'm using several mods to play Rimworld closer to what I want, but i'm not sure whether some things from other mods apply to objects created withing others. I'm going to copy-paste some stuff from different mods. In the end I'd really like to have a mod combining everything (thus a MegaMOD).
So, here goes nothing:
1. Superior crafting by Abrexus (https://ludeon.com/forums/index.php?topic=11741.0). Basically, at the end of the first page is what
the mod brings, and I can say that everything is awesome.
+ Weapons Crafting by Brunayla (sorry I can't find the link; this mod was in Alpha7 i think).
2. Rimfire (https://ludeon.com/forums/index.php?topic=9536.0)
+ Rimsenal (https://ludeon.com/forums/index.php?topic=11160.0)
+ Plasma Weapons (https://ludeon.com/forums/index.php?topic=12352.0)
+ Laser Weapons (https://ludeon.com/forums/index.php?topic=12369.0)
+ OmniWeapons(see below)
3. Turret Collection (https://ludeon.com/forums/index.php?topic=6895.0)
+ More Vanilla Turrets (https://ludeon.com/forums/index.php?topic=9521.0)
+ Turrets Pack by Kilroy232 (https://ludeon.com/forums/index.php?topic=6770.0)
+ manned turrets (sorry, can't remember the exact name)
4. Biodiversity (https://ludeon.com/forums/index.php?topic=9532.0)
Regarding this one, it's not compatible with alpha 10, and there are also some other mods that could add to it (e.g. adding more trees, different types of wood, alpha muffalos etc). I'm sorry I can't remember their names right now.
5. Skullywags OmniPack (https://ludeon.com/forums/index.php?topic=12203.0)
Here, i'll quote what I like mostly about this mod (in terms of weapons):
QuoteAll weapons that are "ballistics" have a chance to jam based on their quality, it ranges from about 16% at awful to 0% at legendary. All weapons come with top down graphics for use when they are attached to turrets, which all ranged weaponry (including bows, excluding rockets) can do...
In other words, the possibility to create turrets by mounting weapons on a support frame, and a chance for each weapon to jam!
Everything this mod brings is awesome; the only gripe I have with it is that there are no more automatic turrets at the start, which makes it awkward and unnecessarily complicated in my opinion. This is what actually gave me the idea to request this mega-mod.
6. Enhanced Defense (https://ludeon.com/forums/index.php?topic=6636.0)
I'd like to use several features from this mod too, like reverse cooler, shields, embrasures, and probably omnigel (though this should be very far in the research tree).
7. Animal Hide (https://ludeon.com/forums/index.php?topic=2569.0)
8. Expanded Prosthetics and Organ Engineering (https://ludeon.com/forums/index.php?topic=10571.0)
Note that the "Superior Crafting" mod also has stuff related to organs and prosthetics.
9. The Finer Things (https://ludeon.com/forums/index.php?topic=10865.0)
10. I don't remember the name of this mod, but in earlier alpha versions of the game you could create different types of furniture, like smaller tables, more types of beds, different chairs etc.
11. Any other mods that simply add things to the game! I'm sorry I don't know all of them to write them here.
------------------------------------
To sum up everything, there are basically lots of weapons, lots of turrets, lots of crafting items, (hopefully) lots of new animals and plants to harvest/hunt, and lots of general additions or upgrades to existing systems.
Combining it all, I would like to play with a mega mod that:
- first of all, adds all the items from these mods (hopefully with the possibility to remove any of them)
- secondly, applies the additions/upgrades from all the mods to these items
- thirdly, puts them within a nice research tree, providing some form of progression
- lastly, rebalances everything to better fit the idea of a "new mod" (in terms of crafting requirements, damage, range, sell price, etc)
Just as an example, I'd love to have all of the weapons, with the chance to jam from OmniWeapons, the crafting requirements from OmniCrafting (i think), everything put within a proper research tree (like in Superior Crafting), and adding to everything a proper progression and rebalance! Same for everything else - a redo of their "place in the world", to call it so
I'd also like to have a way to defend at the start (and not be forced to research something even before my colonists have their own rooms), then to progress step by step towards a late game which should be pretty interesting. I'll give this example as a general idea: regarding weapons, at the beginning you can have only ancient era weapons or pre-World War 1, then progress to WW1 ones, then to World War 2 weapons, get to modern day stuff, then to futuristic arsenals (e.g. plasma and laser weapons). Turrets can have a similar progression system; their weapon supports could be craftable and of different types (i.e. to not put a plasma weapon on a common tri-frame), but before you could mount weapons there should be some weak(er) automatic turrets (i.e. not manned and not requiring to attach a weapon). This also implies a complete redesign of the weapons in terms of damage/range. Some weapons could also require ammo to use, have their weight matter in terms of colonist speeds, etc.
Last but not least, thanks to all the mod authors out there!