Why not simply integrate conventional mods?

Started by dogui, February 23, 2018, 07:45:43 AM

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dogui

Hi everyone.
Traditionally I used not to use mods in my games. I was even bored listening about them. Thanks to this forum, now I know I was wrong.
Mods are great.
After checking hundreds of mods, I installed about fifty.
I am oriented to conventional mods, which just improve game experience (I mean no alien races/cultures) and respect game philosophy.
The question is: why Tynan is not going to integrate them into vanilla?


Hans Lemurson

Some mod features have been integrated in the past.
The thing to remember is that the base version of the game has to work for everybody, and not everybody wants the same sorts of things in the game.  This conservative approach will necessarily make the game a little more bland than you might like.

However, a lot of effort was put into making the game extremely mod-friendly for exactly this reason.  Take that as a hint about how the game is intended to be played. ;)
Mental break: playing RimWorld
Hans Lemurson is hiding in his room playing computer games.
Final straw was: Overdue projects.

Mehni

Smokeleaf used to be a mod.
Targeting the ground with the minigun used to be a mod.
Being able to do melee damage while holding a weapon used to be a mod.
Crafting medicine used to be a mod.
Biomes used to be a mod.
Loading mods from your savefile used to be a mod.
Being able to milk Boomalopes for useful things used to be a mod.
Some mental breaks used to be a mod.
Some world-events used to be a mod.

I'd go on, but the list of mods that have been incorporated is long.

Some "conventional" mods would fit in the game. Others really wouldn't. What you find a great mod wouldn't be worth the trouble for another.

Nameless

The most important thing that got incorporated imo: The colonist bar on top of the screen.