Any plans to incorporate amazing mods into the core-game?

Started by Lightzy, August 09, 2016, 09:59:24 AM

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Lightzy

stuff like the hospitality mod..
Medieval equipment mod..
Furniture mod..

Amazing stuff, really amazing.

Lightzy

Whatever, point is there is a lot of great content, not the "more is more!!@!" infantile variety, but actual well-thought content that enhances not only the number of items but the actual gameplay.. stuff like the hospitality mod etc.

So I was wondering if anyone heard the dev. say they're considering something like that.

pdxsean

I tried out the hospitality mod and I don't get all the excitement. It seems very fiddly with trying to improve relations, if you set the guest to be convinced your "ambassador" pawns will constantly harass the visitors and often it would harm my relationship even with a high skill pawn. Plus, I felt it was highly OP when I could send an ambassador to "recruit" a pawn from the visitors with only a minor diplomacy hit.

I wouldn't mind some of the features - I'd love to see more interaction with other factions - but the hospitality mod is pretty unbalanced in the current state IMO and would need other improvements to make it less micromanagey.

Another very common mod, EPOE, was even more OP IMO as it was the easiest thing to make every pawn a cyborg superhuman in a few years with the prosthetic and bionic benches.

Boston

I refuse to play a new Alpha until EdB Prepare Carefully and Combat Realism get updated. Those mods are integral to my Rimworld experience at this point.

AnDelusionalDog


Kagemusha12

Quote from: Boston on August 10, 2016, 03:02:53 PM
I refuse to play a new Alpha until EdB Prepare Carefully and Combat Realism get updated. Those mods are integral to my Rimworld experience at this point.

Combat Realism actually has been updated ;)
But, as the original mod creator isn't active anymore, you won't see the newest links in the OP (or updates to the headline annopuncing that it is A14 compatible).
Instead you have to look into the last pages of the thread for postings of skyarkhangel (who now updates the core mod) and Lockdown (wo updated the Combat Realism Defense part)

Jaxxa

There is a thread started by Tynan to nominate mods to include in the base game here:

https://ludeon.com/forums/index.php?topic=13182.0

Goo Poni

Mods that I would like to see in vanilla would include something like BuildProductive. The ability to copy paste coolers and heaters around my base is useful. And those planned features sound like amazing quality of life things. Getting colonists to build and rebuild furniture until they stop making poor/shoddy versions and actually get it right. Being able to tear out rock from a mountain and replace it with walls in one easy click, instead of checking and rechecking that digging out this chunk of wall is not gonna bring the mountain down on my miners. And for interior and exterior walls, the ability to replace the walls without first tearing all the roofing off. I saw another UI mod that compressed buildings down so you're not confronted with something like this and instead it's just a sub menu that, for example, would contain all the beds, another for lighting, another for seating. I'd love one for walls. Do I want conduit walls, regular walls, modded walls with inset lighting, super duper tough walls made of stalinium to discourage sappers and then what flavour of material do I want them made of.

While I'm all for more content and things like really fleshed out research and crafting with production chains and such, they can suffer from bloat like, do I really need 5-6 different types of anti-materiel rifle that are very specifically named and are some three millenia old by the time of Rimworld? Talk about technological stagnation. And for players not used to mods, it can be confusing and daunting. UI mods are generally friendlier.

RetPaladinlol

Quote from: Lightzy on August 09, 2016, 09:59:24 AM
stuff like the hospitality mod..
Medieval equipment mod..
Furniture mod..

Amazing stuff, really amazing.

The inclusion of the Medieval mod would add sooooo much unecessary clutter to the game. It would drive me nuts and really throw everything out of wack for me. Extraneous mods like this should stay where they belong as mods because not every appreciates them. Quality of life mods like Better Vents for example would be a welcome addition to the core game.

chaotix14

Well I wouldn't be against some mods or at least parts of mods being included in the base game. For example Mechanical defence 2's deep storage would be great to have, since stuff like wood, cloth, steel and silver tend to become massive storage room fillers. Or what about colony manager, the ability for your colonists to self manage some parts like butchering excess animals and assigning new animals to their designated zone. Stone cutting tweaks, hey how about a mod that allows you to specify how many of a certain type of stone blocks you want instead of having to manually manage that. These are mods that don't exactly do anything game changing, but are very good quality of life improvements for the game, and there are many more examples.

Pax_Empyrean

Some of the better UI mods should definitely be included in the game. I can't see why anybody wouldn't want BuildProductive, since it's hugely useful while also being unobtrusive. It just gives you the option to issue a build order from a planned or existing structure instead of digging through the menu to select it.

No Cleaning Please gives the player manual control over which areas get cleaning and which ones don't instead of bundling it in with the Home Zone mechanic, so building a mining support pillar doesn't make your guys waste time sweeping the mine.

The clutter cost of mods like this is basically nil. Mods like Medieval Times add a huge amount of clutter. Same for weapon mods that seem intent on adding every gun ever invented to the game.

Juan el Demgrafo

#11
Quote from: Pax_Empyrean on August 14, 2016, 02:37:00 AM
so building a mining support pillar doesn't make your guys waste time sweeping the mine.
You'll want to turn this off and make sure to expand or delete the home zone manually when needed.


Edit: would love something that decouples firefighting and cleaning (pretty much only things home zone does)
240 hours on Steam of this 2017-7-23.

Quote from: Shurp on July 29, 2016, 06:30:22 PM
...tell her to go stand in the corner of her bedroom, and beat her when she tires of it.

I really need to finish researching beer.

Kagemusha12

Quote from: Juan el Demgrafo on August 14, 2016, 08:29:05 PM
...
Edit: would love something that decouples firefighting and cleaning (pretty much only things home zone does)

I definitely agree.
The area where you would want firefighting to happen is always much larger than the area you want to be swept

Lightzy

Just to be clear on why it's important that even content mods, if good enough, are integrated into the main game..

It's cuz as soon as you add some feature, like that amazing fishing mod, you cause a balance shift in the whole game. The game needs to be rebalanced around the fact that you can also fish now. Etc. Same with more or less every content mod.

So..
Yeah.

chaotix14

Quote from: Lightzy on August 15, 2016, 10:41:01 AM
Just to be clear on why it's important that even content mods, if good enough, are integrated into the main game..

It's cuz as soon as you add some feature, like that amazing fishing mod, you cause a balance shift in the whole game. The game needs to be rebalanced around the fact that you can also fish now. Etc. Same with more or less every content mod.

So..
Yeah.

Or you balance the mod to be sure that it's not overpowered compared to the vanilla options. For example that amazing fishing mod doesn't yield a lot of food from just fishing, it takes long(I believe it also has tools that decay by use) and the fish butcher for relatively small quantities of food. If you want to get more fish quicker you need to invest technologically, build a basin and keep the fish fed much like tamed animals(though they don't exactly require a basin build for them or technology).