Nominate a mod to be included in RimWorld!

Started by Tynan, May 19, 2015, 12:15:50 PM

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milon

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.

Lap

#106
Crash Landing

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.

SpaceDorf

Quote from: Lap on August 01, 2016, 01:22:38 AM
Crash Landing

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.
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Facepunch

Dunno if anyones suggested this yet, but Prepare Carefully. Maybe with the points system, so as to maintain some balance.

notfood

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.

TOWC

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.

Havan_IronOak

#111
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.

Lightzy

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

sefin_88

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.  :)

twoski

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

UberWaffe

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

Lemml

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

SpaceDorf

Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

zandadoum

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.

Pax_Empyrean

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.