Nominate a mod to be included in RimWorld!

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

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Rock5

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.
Rock5 [B18] Mods
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daanrex

A mod that removes the skill decay would be good!

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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.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

nytetears

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

milon

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).

nytetears

#95
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As for the mod that is already out there. 1) it is out of date 2) it should be default in the game.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.

Em

#96
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?

Mossy piglet

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!
Tardigrades are superior to all other life forms in every way.

Ps I secretly am one I am the king of their civilization.

cuproPanda

How about we just rename the topic: Mods to Integrate into Vanilla

Maybe add a parenthetical saying this isn't for new ideas
cuproPanda's Mods: Survivalist's Additions, Additional Joy Objects, Cupro's Drinks, Quarry, Cupro's Stones, Zen Garden, Cupro's Alloys, Preset Filtered Zones, & more!

Draconicrose

If I had to put two mods into vanilla they would be the colonist bar and the allow tool.
I have a Rimworld Let's Play for you -> Let's Play Rimworld Playlist

Ashiver

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. 

kivey

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.

PiwahnahKitteh

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

123nick

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.

Ohdear

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?