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Hello everyone!

Today I am proud to announce a competition, with a reward kindly sponsored by one of the Patrons. It will happen in two stages - first begins now.

STAGE 1:
Simply leave a comment down below outlining the mod you would like to see us create. It can be virtually anything, just make sure it's cool! Bear in mind however, that we can spend 20 working hours on it at maximum, hence any requests along the lines of "add Z-levels to the game" will likely not be chosen. 

It can be anything else though! Fancy a retexture of your favourite mod, that might not look best just now? Or maybe you would like to see some new weapons, inspired by some other game you played? Perhaps new animals, new types of drugs, new armors or furniture module? 

The more detailed your description is, the higher the chances of it being put forward.
Stage 1 ends on 15th of January.

STAGE 2:
Vanilla Expanded group led by me will take a look at all suggestions, picking 3 of our favourites.  We will then create a poll here on this Patreon, where everyone (patron or not) can vote on which one of the mods we should do. In the end, it's your vote that matters the most! Voting will last between 15th and 19th of January.

After that, we will begin the development process for the mod. Depending on how complex it is, it can last between a few days to a couple of weeks, but sooner or later the mod ends up on the Steam Workshop, for everyone to enjoy!

Don't wait any longer. If you have an idea rattling about in your head, leave a comment and explain everything to us. 

RULES:
1. Time spent on the development of the mod can be no longer than 20 working hours, divided into programming and art work. Some exceptions might apply.

2. Ideas blown out of proportion when it comes to the size of a mod (clearly exceeding 20 working hours) will be disregarded when choosing 3 finalists.

3. Only one submission per username. Any additional submissions will be removed.

4. The reward is a Mod Commission reward from our Uranium tier. Winning a competition does not provide you with remaining rewards of the Uranium tier.

5. Upon winning the competition you will be required to send us a message (here on Patreon), so we can begin communication, as you will be informed on every step of our development, where your feedback matters the most.

5a. Failing to send us a message within a reasonable time frame means we will select a second winner.

6. We cannot estimate the time the mod will take to develop, but rest assured we will prioritize it.

7. We reserve the right to change certain elements of the mod upon, but not before we talk to you about it. Some elements can simply be impossible to code and you deserve to know it.

8. We reserve the right to add more elements to the mod at our discretion, free of charge and not affecting the 20 hour limit.

9. Vanilla Expanded team leader, Oskar Potocki, will hold all the rights to artwork and code of the mod, as well as intellectual property for it.

10. In unlikely event that no contestant will provide us with a satisfying entry, we reserve the right to not hand in a reward.

11. We also reserve the right to pick a second winner, in case the final poll results have two contestants with a same amount of votes.

12. We also reserve the right to pick one of the two.

13. You do not need to be a Patron to enter and win this competition. Patrons WILL NOT be favoured - everyone is equal.

Comments

Anthony Phillips

I would like to see land vehicles brought back. There was a mod for B18 that was abandoned but things like wagons for caravans, up to trucks or hovercraft depending on how you want to take it. Once the ground work is there, this would allow you to revisit it at a later date if you wanted to put combat oriented vehicles, autonomous resource collectors, or any number of branching ideas. To be clear, my suggestion is only for the wagons to trucks, as the others are clearly well beyond the 20 work hours. Thank you for your consideration.

Anonymous

Was thinking of the same idea Vanilla Expanded - Transport.

Anonymous

Vanilla Locations Expanded - my idea to encourage players to explore the planet they landed on. For example: a new location called the crashed hive ship. It would be a place full of loot and mechanoids. Another example: arcane ruins. It will keep spawning random psychic based events untill it's visited, and whatever is generating the events is destroyed. There could be many more locations like this to explore.

Anonymous

Idk what to think of but I guess I can go with a retexture of the Kilhn race mod, the mod itself is great already (apart from the potato-brained kilhn caravan bug) but some of its textures is a bit off, especially the side textures with its missing pixels in the cheek. I would love to see you guys make a retexture of this mod if you guys could ^^

Anonymous

This is cool! You can add the following locations: - Ancient dangers with sarcophagi. - An abandoned bunker that is infected with insectoids. - Bazaar or trading place with merchants, caravans and security guards. - Villages with raiders or populated by insectoids or mechanoids. - A place of constant living for Thrumbos or other rare animals. - A dump in which you can scavenge various details and resources, but with sleeping or hidden mechanoids - A place rich in certain ores (but with a chance of raider attack) - A place rich in certain plants (but with a chance of raider attack) - A friendly village where for a fee or relationship points you can recruit colonists - A battlefield with the skeletons of fighters of enemy factions, you can look for weapons or armor, but also at the battlefield there are wild wargs who ate human dead bodies and with a 100% chance will attack a group of people who appear here - A friendly village that is currently undergoing a raider attack, if you enter the village and kill all the raiders and at least one resident is alive, the reward will be points of relations with the faction. - A caravan camp that is undergoing an attack by raiders or wild animals, if you come to the rescue and kill all the enemies, then you can trade with the caravan (possibly at a discount), and you will also receive relationship points with the caravan faction.

Anonymous

I'd be cautiously curious about a mod featuring weapons from Warframe. I'm not sure how vanilla that would feel or if some of the mechanics in that game would even make sense- like I don't think Rimworld has a mechanic for reach which is a BIG deal in the warframe melee meta. BUT you'd have a ton of weapons to choose from andlots of mechanics options to play with (glass pellet shotguns? flamethrower? polearms?!!!!!?).

Anonymous

Vanilla Mechanoids Expanded: -Tank=heavy armored , slow - shoots explosive shell -Tripod=tall,average speed - shoots charge lance -Mechasnake-fast,nimble - breathe fire or bites -Four hand human-like mechanoid- melee damage Sorry for my english (im from poland)

Anonymous

Would love to see animal outfit for pawn in vanilla style. like a mascot outfit / kigurumi outfit. Thrumbo outfit for pawn, why not?

Anonymous

It's funny because I was just thinking about this last night and researching to see if it was something I could do (I'm not a modder). The idea I was thinking about was 'Vanilla Deco Expanded', short for Decoration.. Basically it would be a mod that included items as buildings that could be built on top of others. Let me give you a practical example. You could build a single unit version of yayo on top of a table (which ultimately looks like a line of cocaine on the table). Or you could build a bulk version of yayo that looks like a kilo. Functionally they would serve no purpose but to decorate your colony and improve the aesthetic. And while you can do this with stockpiles already, that method has many complications that can make it a bit of a pain in the ass to do, especially if you also sell the drugs you have littered around your colony. This would allow the aesthetic to exist without the need for storing the item. The buildings themselves would still require only the resource that they are. So a single unit of yayo, or enough units of yayo to count as bulk. Carry this logic to other items of the game such as weapons and apparel and even other custom items, it would allow colonies to be more aesthetically designed so bases are not just a bunch of random walls and benches and be really supported by builder players. It's not a large mod by any means so surely shouldn't exhaust the 20hr limit or require much tricky coding. Just a way to make vanilla rimworld colonies look more pretty.

Artay

Vanilla Buildings Expanded - while I've seen upcoming mods, like decorations, cuisine(I believe) expansions, I would really love to see Vanilla Buildings Expanded. It would include new wall types, new floor tiles(definitely more wooden and metal tiles) and some even with new functions(heated floor tiles? Built-in wall lamps? Maybe even windows, through which light passes, new doors(bigger doors, maybe 3x2 and 2x1, jail doors that can be ticked to be usable by prisoners). Preferably, but totally optional - new roof types, solar panels on roof, glass roof that lets light pass through.

Anonymous

Vanilla Emotions Expanded - Not sure how difficult it may be but would like to see more mental break options and more mood buff and debuff options for pawns. For example maybe a mood bonus for a variety of food option and a debuff for having the same food ingredients. Like, while everyone may like rice, a year of eating nothing but rice is going to get to you. Or, a mood boost or negative for having lost a limb and had a new one installed. Phantom limb? Or from being interrupted from sleeping by being drafted for a raid, as a few examples.

Anonymous

I have 2 sort of ideas, but: Vanilla Cuisine Expanded - A Multiplayer friendly cooking mod with the traditional Oskar Potocki flair... just Multiplayer friendly. Alternatively: Vanilla Multiplayer Expanded - An overhaul or multiplayer compatibility mod to enable the not insubstantially sized multiplayer community to enjoy the various Vanilla Expanded series of mods.

Anonymous

Vanilla Expanded - Archotech Forge: A crafting station only available through quest/event rewards (possibly with it's own event) which allows the fabrication of Archotech bionics. The catch? You can either use the bench without modification which trips the Archotech AI's security measures and risks severe mechanoid raids (similar to the 15 days of raiding during engine startup) while the bench is in use, or install a AI Persona Core to combat the Archotech AI of the bench, preventing it from summoning mechanoid raids but increasing the amount of work required to manufacture Archotech Bionics (and needing a spare AI core laying around).

Anonymous

Vanilla Expanded WMDs, add in weapons that can cause death and destruction on a large scale. Add in chemical shells with a unique workbench to make these shells and turrets to use these shells. The artillery piece in VE Security can also use theses shells.

Anonymous

A cuisine mod that adds more crops and recipes. Could be compatible with your fishing mod. The new recipes could boost your pawns stats, improve their temperature (for example warm soup +10°C +5% mov speed)

Gergő Ambrus

Vanilla deep drilling expanded

Anonymous

My suggestion would be something that is currently not released: Vanilla Energy Expanded. The game does not have a lot of varied energy based content: - Geothermal energy, based on random spots on the map and basically free energy/heat - Chemfuel/Wood fire generator, boring 2x2 structures for heat and flat 1k energy - unreliable wind/solar energy for varying amounts of energy - Watermills, which require a river and are thus useless on any map without it. - Quest only free energy in the form of vanometric cells The bulk of a bases energy needs will be either lucky geothermal spots or chemfuel generators for a stable base load. I'd wish for either more advanced structures of the existing ones (different in size, power, cost), chemfuel refinement into better fuels or some entire new energy sources based on glitterworld tech.

Anonymous

Mod entry: Vanilla Expanded - Droids A small servant droid that helps around the base, these droids are limited in what they can do to make them balanced, they can only do dumb labor like "Construction,Mining,Grow,Plant,Clean and haul" they need to recharge on a charge pad. and have static stats that only can be upgraded to beter stats. options like mining arm, construction tool, battery pack etc... All these updrage have different tech lever tiers. For reference how they would look and behave I'm basing them on the Scuzzer droids from the game Startopia (https://startopia.fandom.com/wiki/Scuzzer)

Anonymous

Vanilla Religions - Pawns can have or spread religious trait (potentially a few different religions, but not necessary) - Pawns with the religious trait periodically pray, which takes time but provides a mood buff. Potentially more effective/frequent when mood is low - Worship is a more time consuming and rewarding activity, done at a worship spot attached to either a personal, 1x1 shrine, or a larger group shrine. - Range of cosmetic options for the shrines that allude to real and fictional religions (prayer rug, holy book, altar, Buddha statue, holy icon, etc.) - Additional cosmetic items, such as pews, standing candle holders, pulpit, area prayer rugs, etc, to allow players to create spaces for worship. - Pawns with both the religious trait and high social can give sermons, which boosts worship's effect on mood even more.

Anonymous

Hauling improvement - conveyor belt. Conveyor belt could save time in hauling stuff on the colony map. Just build from the area where there is for example a lot of stone chunks to your colony and just start putting the chunks on the belt ( some loading area designated by player - pawns with hauling will take care of loading the belt). Someone probably has to unload the belt on the other end ( if not it can for example get stuck) . It will save a lot of time for pawns that don't have to walk both ways to carry one chunk. It could probably also be useful to move stuff from production area to stockpiles within the colony. There can be versions that are powered in different ways - from muscular power, through fueled to electric version. It should also be possible to uninstall parts of conveyor belt to easily reuse them in other places with a lot of things to haul.

Anonymous

Vanilla Drugs/Medicine Expanded >>possibly building on to your planned food expansion: -Multiple alcoholic beverages, able to age for higher quality (like the wine from the Medieval faction mod), add a distilling building too. -Tobacco. Smokeleaf is very different, reduces pain, slows pawns down. Tobacco products (chew, cigarettes, etc) can increase focus & manipulation, and decrease risk of mental break. Obviously, coming along with addiction and carcinoma risk. -More preventative meds similar to penoxycyline, or meds to treat chronic conditions like asthma or dementia (the saddest hediff to have). Your plans for the new food mod include a cholesterol hediff for unhealthy foods. Perhaps offer 'Rimstatin' to combat this, and to aid pawns that have arterial blockage, improving MTB for heart attacks. -Antidepressants, or anxiolytics, to dampen extreme moodlets. Antidepressants could be a 'reverse tolerance' kinda deal, where taking it once does nothing, but taking it repeatedly and building 'tolerance' improves it's effectiveness. Anxiolytics will be instant acting but build tolerance and lose effectiveness very quickly. The 'reverse tolerance' idea could be used for any new meds the pawn is supposed to take daily/weekly/etc. -To create these potent meds, could introduce a new building called an agitator/centrifuge/oven/mixer or something along those lines which would work like a fermenting barrel, but instead is for chemical reactions to create medicine, and the batch would be spoiled if the building lost electricity. Med precursors made at drug lab. >extra idea: -Add a post-operation hediff for pawns that have surgery, which lasts a few days, and can cause extreme pain (they were just sliced open after all). Also, add an opioid based painkiller (which, of course, can be used recreationally, and abused) to treat the most extreme pains. Currently, there's go-juice or yayo. Those feel like weird (and non-pharmaceutical) choices for someone recovering from injury/surgery/illness. >>Building on to vanilla events expanded: -Create new disease types, as well as 'pandemic' events, much like how presently several pawns could be infected with plague all at once. But the new event would be one or 2 pawns are discovered to be sick. Healthy pawns could then be given 'bloodwork' surgery bills to determine if they have caught this new disease type. Pawns can also be quarantined. Much the same as having a prisoner medical bed, but it would be a quarantine bed, and you wouldn't have to arrest your own pawns, only assign them to quarantine.

Artay

I think I saw Vanilla Power Expanded in upcoming mods, though I may not be sure.

Anonymous

So i have idea for mod "Vanilla Expanded - Trade routes". Basically on map you can see all trade routes. They are generated by close bases and are influenced by roads and pirate base (if pirate base is close to trade route the bounty for destruction is higher than average and if base isn't destroyed the trade route is closed) Trade routes have different sizes 1-5. When you are on trade route you have bigger chances for encounter trade caravan (Maybe X+X*S*25% where X is normal chance and S is trade route size). And there is special "Silk trade route" witch have special size of 7 and is going trough entire planet.

Anonymous

I think most of that functionality already exists in the Industrial Rollers mod: https://steamcommunity.com/sharedfiles/filedetails/?id=784327493, but some of your suggestions are missing from it and would be interesting to see implemented.

Anonymous

I feel like 20 hours of dev time isn't a lot, so here's an idea I thought was quite simple and I even thought of maybe learning RimWorld Modding to try myself to do it: "Vanilla Grass Expanded" Simply put, it's kinda of a merge of features from two mods, with improvements: First mod is Gloomy Deco, which adds decorative grass, which appears to be just a texture on the ground (not an entity like regular grass), but the neat thing about it is that it changes color based on temperature! There's some pictures on the mod's steam page. Second mod is Greenworld. This one simply replaces soil textures to be grassy. In biomes where this makes sense, the world looks quite a bit better, normally Rimworld maps look quite... Brown. So, in general, my idea is thus: replace the regular soil textures with a grassy texture, biome dependent, which changes color based on temperature and weather (maybe even reverting to just soil if it gets too cold, making it "shinier" when it rains, etc). Additionally, if there's more dev time left, change the tile texture under crops and such so that it looks tilled, maybe even improve lichen covered soil or other ground textures.

Anonymous

Vanilla archotech expanded: A armor and weapon that are only obtainable through a really dangerous event. If this takes too much time a quest reward like your Halo armor mod could also work. The gear should be super high end and styled in this unsettling green grey and yellow colour palette. The armor gives a malus on social skills because it makes its wearer slowly lose his emotions. That's the drawback if you use gear made by machine gods. The weapon could be a space age melee weapon because the game is lacking them and there are still no really satisfying vanilla feeling mods for this.

Anonymous

I really want a Tíbia texture mod.. Tíbia is an really old MMO... the floor/plants/buildings should be Ok to do... and maybe we could craft all the skins we have in tíbia.

Anonymous

This is an idea I've been stewing on for a long while: Expanded Research. The research mechanics in RimWorld are very basic. You plop a pawn in a room and they, through sheer determination, go from carpets to Johnson-Tanaka Drives. It doesn't make a lot of sense, and more importantly isn't very satisfying if I'm being honest. Taking a note from a different game: Kenshi, it IS quite enjoyable to go out questing to salvage research materials. So, this mod would contain the following features: Research Benches are "fueled" by technical documentation, literature, blueprints, or whatever you'd like to call it. I'll call these items "research artifacts" from here on. Each research table requires a new tier of research artifact to function. The basic bench might use scrolls and chiseled stone tablets, but the multianalyzer needs memory modules or something. As an extra feature, it would be cool if, as a capstone perk of each completed research era, you can then create research artifacts of that era as intellectual work at the research benches. That way, there's an alternative method of making money through the intellect stat, which I view as a positive. The endgame payoff to researching everything is the ability to have your ultimate scientist, who is otherwise out of a job, create data cores for money. Ultimately, this would change the flow of the game so that research isn't slow and steady, but fluctuates according to a player's decisions. A player could prioritize research artifacts over medicine from traders, or go on risky item cache missions to get enough research to finally learn the secret of beer. Only problem is - I don't know if this would take over 20 hours, so it might not even qualify for this contest. Only one way to find out though.

Anonymous

Vanilla Expanded Automation: Various machines and processes to automate simple tasks like farming, shaping stone blocks into bricks, smelting, etc.

Anonymous

Here's a list of more ui functionality focused on large colonies I'd love to see. Keep colonists associated with their weapons. Warn if assigning weapons to other than associates pawns and selling. Pick up weapon after being downed, using all means nessecary. (there is Mod that already partially does this, but especially lacks the warning and all means necessary system. Make storage space for associated weapons only an option. Force double beds to be used by couples. Unassign / find beds for selected colonist. filter colonists on traits, stats. Copy and paste to multiple colonist (select multiple colonists). Set default work priorities and schedules for certain traits and skill levels and assign automatically when a new colonist joins the colony. Add at least one boolean operation on storage zones so different quality and priority levels can be set for different items. Make storage zones groupable/linkable, so that if an item is in one zone it won't be hauled to the other one. Select multiple workplaces and paste bills to all. Make it possible to select only melee / long range colonists when drafted. Make it possible to change product in bills after pasting. Warn when a colonist is unarmed, even when not assigned to hunting.

Anonymous

I think be able to make different levels would be nice so you could build like sniper towers and you could build up instead of out

Anonymous

Vanilla Expanded: Tribal. I’d like to see more specifically tribal era stuff added. Weapons, furniture, primitive technology stuff. But this mod would be incomplete without reorganizing the tech tree. Currently, you can basically rush electricity research in a tribal start and that basically ruins the tribal aesthetic. I’d like the tech to be reorganized so that you have to research a bunch of a previous eras technology before moving on to the next era or at least make major tech jumps like electricity have a lot of prerequisites. I’d like to feel the progression from a tribal start through into the medieval era and onto the industrial and spacer eras. Maybe even have a Vanilla Tech Tree: Expanded mod that works with all of the other mods in the series to reorganize the tech tree.

Anonymous

Vanilla Expanded: Quality of Life. It gives the possibility to create nice recreational things for your pawns. For example: spa furniture, a bubble bath, a sauna etc... These items could give mood buffs and ofc fulfil recreational needs. There could also be other furniture, from but not limited to: outside decorations and interior decor. Maybe with some time left, you coul design a mechanic that would make it so visitors from the Hospitality mod will use/pay for your 'spa accommodations'. Yet that could be an idea if there is plenty of time left, 20 hours aren't much.

Anonymous

Bugs hive infighting if it grows too big.

Anonymous

Vanilla Expanded: Doctoring. Basically it would make the medical system more realistic. Rather than a simple system of a colonist going up to an injured colonist with medicine then healing them, this would make it a little different when treating injuries. One example could be an addition of broken bones. If a colonist is beaten up severely, instead of losing a limb magically their bone would break. This would require a splint or cast to fix that would last a certain amount of days. If a colonist is severely injured, you have no medicine, and your doctor is level 2 they should not be able to live through that. It would be like me walking up to someone shot 20 times with bandages then wrapping them up. This mod would create a sense of urgency or hopelessness for a colonist you let get too injured. You will not be able to save that colonist with a level 2 doctor, they will die. This could also allow more diseases that also all need different treatments, but I am not sure of any examples there.

Anonymous

I'm fascinated by Rimwriter. I understand it to have some errors and mostly be a framework mod to build off, but there's some really neat stuff in it. It also has great potential to work in conjunction with other mods. I'd love to see errors fixed and expanded upon. -Just for fun, allow players to write books(ala Everquest 2) -Encourage/allow other mod authors to easily add functionality for their mods(I.E. what the mod author was doing with having reading reduce insanity in Call of Cthulu) -More stories, more variety of what gets written. I'm not a coder. I dunno. Maybe some new algorithm that writes stories?

Anonymous

I got a fever, and the only prescription is MORE DRAGONS. Just kidding, I’ll keep that particular obsession out of the running, since this is clearly meant to be a gift for the community and not an individual. So with that, here’s my proposal: Vanilla Medicine expanded: Broken Bones. Though we have crack injuries that are clearly skeletal in nature, I think the addition of a broken bone mod would be an excellent enhancement for all levels of gameplay and types of players. A broken bone is a midpoint between a standard cut, which can heal or scar over time, and the loss of a limb, which should still be possible, but seems awfully extreme for some of the things that cause it. It severely increases the pain and lowers the relevant threshold (movement for legs, manipulation for arms) of the part the bone belongs to, and just as poor healing can result in a scar, a badly healed bone can result in…well, a badly healed bone. Permanent debuff to whatever the limb is supposed to so, and if it’s on the face, gets the same disfigured rebuff as a nasty scar. This mod should come with three levels of procedure for addressing a bone, as well as one for resetting a break. At the medieval level is splinting the break, which uses wood and cloth and herbal medicine and results in pain and decreased ability for three seasons after the injury. Remove with another procedure that requires no additional materials. Next, A plaster cast, made from cloth, and regular medicine. Similar debuff as the splinting, tub this one lasts for two seasons and gives an “itchy cast” rebuff for as long as the cast is in place. Also needs to be removed with a surgery option which requires no additional materials. Finally, a syringe of nanite osteoblasts: injects artificially enhanced bone producers to speed up recovery dramatically. Minimal discomfort, heals in a few days. Crafted with glitter world medicine and probably some other drug that I’m having a hard time think of right now. The final type of procedure, resetting a break, is industrial tech that can remove the consequences of a bad break at the cost of basically redoing the injury. With a good doctor, the new break can heal with no new issues. With a bad one, there won’t be anything left to heal. With an ok one the dice could roll as they place: the injury could get a bit better, a bit worse, or not change at all. Potential additions include: crafting of crutches, wheelchairs, and professor X-style hover carts to be equipped by injured pawns: aid in movement of individuals with broken or missing limbs at the expense of carry weight. Anyway good luck all, may the best idea win!

Chris L

Improvements to Large Raids. Mid-game and late-game raids come in serious numbers, and unless you're running the game off a HAL9000, you're going to experience a ridonkulous lag spike as 90+ unique raiders are being spawned. Its 2020. We shouldn't have to put up with this. We need a solution. We need a streetwise Hercules, a white knight upon a fiery steed. I would implore the Industrious minds at Vanilla Expanded to direct their talents towards this endeavor. Conceptually, this is my idea. Waves of baddies, aka Reinforcements: Spawn only a portion of the raiders at first, say 50% at the start. Once the raider population on the map goes below a certain threshold, spawn the remaining, perhaps all at once, or in successive waves. This will presumably reduce the load on our CPU by not forcing it to process all the pawns at once. On the other hand, this might make raids easier as they are less capable of overwhelming a colony using a single consolidated mega blob. Possible mitigating measures is to actually increase the total number of raiders, so instead of 100 raiders coming in at once, it'd be 130 coming in waves. Of course, any other ideas are welcome. Please help. My PC has caught fire too many times already.

Anonymous

This probably can’t be accomplished in 20 hours (if its even possible to accomplish at all), but I thought I’d just suggest it anyways, and state that I’d love to see a Vanilla Expanded: Social Hierarchy/Government System. The player would be able to start out choosing what type of government they'd like their settlement to be, as well as the initial leader(s) of the colony. They could also allow themselves to start off as an anarchy and let the game’s natural progression determine the colony’s government type. As time progressed, certain factors would influence their colony’s governmental status and possibly even its current leadership such as the actions of the current leader(s), the traits and relationships of the colonists, the relationship and actions towards other factions and their colonists, the colony’s current wealth, etc. NPC settlements would have randomly assigned government types, with certain government types being more prevalent within certain factions (E.g. monarchy/feudalism within medieval factions, kleptocracy turned dictatorship for the pirate factions, possibly gerontocracy being common within the tribal faction). Dependent on the settlement’s governing type is the social class in which pawns would be assigned to. Traits, skills, and relationships could influence which class they’d fall under (or could be chosen by the player), and where they fit into the social hierarchy would give them the ability to gain/negate certain buffs/debuffs, or just intensify them. For example, debuffs for eating without a table and sleeping without a bed would give a monarch/upper class/elite pawns a harsher debuff than it would for a commoner/middle class/lower class pawn (normal debuff) or a peasant/slave (no debuff). Obviously, there’d need to be some oversight in assuring that none of these could be overpowered or manipulated, but certain guidelines could be implemented to avoid these situations (E.g. making a settlement with just peasant/slave to remove certain debuffs could be countered with an all-time requirement need of an upper pawn). The upper class pawns, while seeming like a nuisance as their expectations would be higher and have harsher debuffs, are kind of meant take the removed debuffs of lowest class (making them more efficient), allowing for the small amount of elites to carry the burden while making them work less to tend to their needs (if any of that makes sense). Upper class/elites/monarchs would be focused more on managing the lower classes and maintaining the prosperity of the colony, and would gain bonuses towards those aspects. There’s also just the option of forgoing the government-types portion and just allowing the player to choose what social class they want certain pawns to be, but I feel the governmental system is a bit more immersive. I’d be happy with either though, to be quite honest, as this element of the game is sorely lacking, and the few mods that do try to implement this part of the game aren’t as fleshed out as they could be unfortunately.

Anonymous

To piggyback off this idea with my own idea: it'd be neat to use the storytellers as the entities that pawns can worship, with each having their own separate and fictional religions tailor-made to reflect upon the styles in which they throw events out at the player.

Anonymous

Vanilla Art, like more statue designs and maybe the ability to make rugs to put on the floor for an art bonus without having to find space for large statues...

Remo Sato

Hey guys! Love what you guys are doing and would like to thank you for doing all the wonderful stuff you do! I personally would love to see some more archotech stuff! There isn't much lore or content or mods for the archotech. All I know are -Archotech Expanded -taming artifact -and your guys' creation of shield generator. Maybe some weaponry, apparels, ships, enemies, food, medicine?

Anonymous

Holographic pawns Inspired by equal parts Star Trek (The Doctor on Voyager) and u/Aelanna's Eccentric's Angels, specifically Aurora the AI personified. So now that the base inspirations are done let's flesh it out: It is most definitely a late game tech. Likely requiring an AI persona core, or if there are multiple tiers then mid to late game techs with the core being required for the last teir(s). So there are 3 main parts that are important: 1. The core 2. The projector 3. Mobile Emitter (Guess where I am ripping this from) So let's start in order: 1. The core. The brain of the whole thing. Essential for at least for the early tiers but I would think without this, it would just turn into the androids mod which isn't my intention. A structure capable of gaining experience or at least a somewhat dynamic structure. Without even the holographs it provides bonuses to any other structure (except for other cores) and over time these bonuses would increase as your regular pawns do their jobs. To illustrate (the numbers used here are only for demonstration): let's say it is near a research bench and cooking table. Both those things get 5% bonus as the core is lvl1 in each. Your pawns keep researching so over time the core levels up in Intellect, now giving 10% bonus. This goes on until either lvl10 or 20 (maybe caps out at 10 without a holographic body to continue learning, incentivizing it further). If you don't cook anymore since you got a paste dispenser the cooking remains lvl1 and the core doesn't improve in it ever. 2. The Emitter. The holographic thingy that creates the pawn. As long as it is powered you have the option to summon a pawn that will be limited to the area of effect for all the emitters around the base that are connected and powered. This pawn is capable of everything and it's skills are identical to the Core's. If this pawn does something the core also gains the experience even if it is done outside the core's area of effect. It has no hunger or Rest and possibly a unique trait that is by default a combination of psychopath and undergrounder and a secondary trait that is the most common trait of the colony. Possibly a third trait randomly chosen (again likely from one of the colonists), with a check to make sure there is no conflict. If the 2nd/3rd trait conflicts with the default, ex: kind then that the default trait will essentially just be undergrounder. Another thing is that the only mental break they can have is shutting off, with a cooldown appearing at the core, during which they can't be summoned and the core is only 50% efficient. Last but not least: 3. Mobile Projector A tool that can be crafted which when activated while summon the nearest core's pawn that is not yet summoned. This can only be done in the colony. This will allow them to exit the range of the emitters and even possibly going on caravans, but during this time any skill points the pawn earns isn't synced with the core. (or if this is too hard possibly the pawn earns no or all skills at the time). HP dependent on the quality of the projector and EMP weapons have a high chance to just instantly down it. When downed the pawn reverts to just the projector. So I have rambled on for too long, and I could easily keep going, but this is already likely stretching the 20 workhours limit so I would rather not overwhelm anyone. Thanks for reading, and may the best suggestion win!

Anonymous

Starship Troopers Mod: Add the main bug type, trooper Armour and the rifles form the lore. Tents, maybe their walls and manned gun tower from the film to add theme when base building, men land in drop ships then have to stay and survive like normal. occasional waves of bug attacks in place of raiders. Extra: add the ability to build a pad that lets the retrieval boat land to refresh basic supplies and swap injured crew for fresh crew. Making the lack of troopers due to your leadership rank and not necessarily being stranded. Troopers always start with nice neat standard issue equipment but it's not great and really they need to find better alternatives like normal. There is loads I could add to this but I think the bones of it could be knocked out fast enough. I think this would be good as if it's popular there is lots of things that could be added to it later, thank you for the consideration :)

Anonymous

Skills and perks based on skills. Thresholds for existing skills and levels of them, so after reaching them you got passive or active skills that affect your character in a positive way. Examples - lv 2 melees fighting - improve accuracy to melee attacks by 1%. Lv 10 - Smash active skill that inflicts 120% current melee damage. Another example - after your character got 2 breakdowns his threshold of having another one is lowered by 1%. (real iron-will). Another example - cooking lv 10 gives you the ability to create pasta from nothing (real miracle). OR just add skills for lv 5 10 15 and 20 of each skill. how many skills is that?? 2 active for levels 10 and 20 and passives for 5 and15 so advancing with character will be more fun. The sky is the limit.

Anonymous

Electricity Wiring; some users like to have electricity covering the entirety of their bases, and the current system of only having one type of wire interferes with more complex possibilities. The idea is that you can have three wires occupied one space; green, yellow, and red. Switches could interact with their specified color, meaning you could keep the lights on in your kill box, but toggle the red switch and your turrets would get the juice to become active. This would also allow for in-base turrets to remain inactive until you get a hostile drop in your walls, or allow users to develop a safe-room that everyone can crawl into when all hope seems lost. Having spaces occupied by the users' choice of one wire, two wires, or all three would drastically open up options in terms of ingenuity. My goodness, I wish formatting was more prevalent in this forum.

Anonymous

A Stable with automation Mod. Starting off with a generic stable that needs to be filled with a chunk of the animal feeds and houses about.... 15 small animals/10 large animals, but with research unlocks slightly more specific stables with a much larger capcity. (25 small creatures, 20 large) A Slaughter House, a stable designed to hpld a creature that produces nothing but meat and leather. Allows them to breed and kills off the excess adults, allowing the next litter to grow. A Milking Barn, a stable that automatically milks a creature and (like the Slaughter House) kills off adults after a certain age limit is set (thus allowing for breeding and self replacement). The Wool Shed, a stable that, like the Milking Barn but harvests the wool. The Coop, houses any egg laying creature, periodically producing eggs thatyou could set it to allow fertization or not.

Anonymous

Having user's writings somehow pooled similarly to the Real Ruins mod so that you can find the writings of other players (through traders, on pawns, etc) in the world really would be super cool

Anonymous

I like this and it reminds me of the Minecraft mod Thaumcraft. Could be really cool

Anonymous

An Archetypes / Abilities Mod. Mods like Rim of Madness - Vampires, Psychic Awakening, The Force, and likely others add short skill trees and abilities. Something I really like about these mods is that they make a pawn feel very unique. I’m proposing a system of uncommon to very rare brain implants that give pawns an archetype. The lore could be that they’re implantable, symbiotic AI’s from the glitterworld, created from long told stories of heroes. An archetype comes with a small skill tree and abilities which make the pawn unique. I think the abilities would be primarily for combat. Experience would probably be gained from use, allowing the pawn to further their talent tree. These abilities could range from very non-fictional like Dash for a quick movement speed buff or Crouch for an artificial cover bonus (these could be a soldier archetype, likely a more common implant) to sci-fi such as pyrokinesis or lifting the ground (spawning rock.) I think having a handful of rare archetypes could be cool and really add to the fun of combat. If it were to be made, I think balance would be a key aspect. I wouldn’t want it to ever allow a pawn to have the power of 5 pawns. What would be cool is if they could just fit into a specialized/unique role. A healer, a tank, a rogue sort of thing but perhaps some less common archetypes than those could be interesting. Maybe some archetypes that would fit into the lore appropriately. If a talent tree is too much then perhaps just 2 abilities attached to a brain implant and a handful of brain implants available. Similar to class mods in borderlands

Anonymous

Expanded options for floor and wall styles with different materials. Carpet styles expanded that aren't just one-note carpet. Stone and metal flooring of different patterns. I know this is done in other mods, but not in the Vanilla expanded series. Maybe you could reach out to the devs who worked on those mods and do something interesting? Additionally, maybe an expansion of the wall textures?

Anonymous

Im not sure if your contest can take this kind of request, but one thing that I think could be cool is an extension to the RPG style inventory https://steamcommunity.com/sharedfiles/filedetails/?id=1561221991, where, if you click on each square, you get a list of possible options from your stockpiles (and other people's loadouts), that could fit into that slot. I think that would be a useful UI extension to make it easier to set the correct loadout for colonists.

Anonymous

Preface: a) I play the game vanilla friendly, and preferably in luxury and as efficent as possible. Legendary advanced beds, unbelievably impressive rec rooms. Therefore, I'm a big fan of spacer/ultratech stuff. b) I LOVE the Rimworld universe. I've read the fiction primer tens of times, and there are so many elements that play a huge role through the Rimworld universe, but almost nonexistant in the game; like AI. Therefore my suggestion is: Vanilla Ultratech Expansion: AI Module. Let's start with AI Personae. In the vanilla game, only purpose for this lore monster is to be a hard-to-get material to "finish" the game. And vanilla research tree tells us that humans can persuate the AI for a specific task. If that task can be space travel, why not it be research? Fiction primer says "They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better." Having said that, here are some possible features: -Running spacecraft operations: Only function of AI persona in vanilla. -Discover new mathematical theorems: A new research facility built with an AI core. With AI's help, spacer/ultratech researches can be made. -Managing businesses: An AI assisted workbench where complex production beyond fabrication (such as nanotech/mechnaites) is possible. Basically an ultratech workbench. (see: respirocytes IRL) -Write works of philosophy: AI can be installed to a simulation/VR platform, where it trains itself on a specific skill over time (Let's say it takes a full year to go from 0 to 20 skill). At any point a colonist can use the AI's simulation to increase its skill up to the AI's current level. Also there might be an increased chance to trigger inspirations while in simulation. -Creative team: AI Subpersonae can be crafted via the AI Persona bench, but AI Personae production would not be possible (since they can't redesign themselves freely). AI Subpersonae: They can assist to different colony jobs. Possible features: -Spacer tech tool cabinet, which boosts workbench efficency significantly. -AI assistance to increase mortar accuracy. -Subpersona assisted power armor helmet (like spartan foundry but less extreme) which increases shooting/melee accuracy. Archotech AI: According to the design philosophy of Archotech, crafting is impossible. But, any kind of archotech device that didn't fit anywhere can be put in this mod, since it's about AI. Reasons to pick this entry: a) Fills a hole about limited fiction stuff available to vanilla game, like every other vanilla expanded mod. b) Expands on the most valuable vanilla item in the game, while increasing endgame content, especially for people who do not build the ship (basically everyone). c) Can act as a core mod for further ultratech expansion modules, such as: -Laser/coil/g-ray weapon module (maybe this might be unnecessary with salvaged mechanoid weapons but still) -Mechanite module (with both serum crafting and mechanite assisted production components, like hyperweave maybe) -A high tech energy expansion module (with stellarators, hex cell batteries, antimatter/warhead production elements) etc. d) When designed as a core module described above, creates meaningful amount of content in 20 hours.

Remo Sato

My thoughts exactly! Well not EXACTLY because I see you've thought this out a lot more than I have lol I would like to see more Ultratech/Archotech items but didn't think of the ways of crafting them. I like how you incorporated the AI Persona into a fabrication bench. It would make sense to have a tier above fabrication bench to craft more high tech stuff.

Anonymous

I know you guys did a mod called spartan foundry. I also know you guys are doing a vanilla faction mod series. I was wondering if you guys could make a UNSC faction mod, with like the Marines as like standard infantry, with ODST as like troops that would come in drop pods, and then Spartans that would be super powerful. Maybe code some Halo styled weaponry for them as well, and then make it so like if you do ally with them, you could call in ODST droppods or a spartan team to come aid you at the cost of reputation or something like that.

Anonymous

A "Vanilla Power Extended" or something like that would be great. I always have trouble getting enough power for my colony during lategame, especially with lots of mods, so some better power sources would really come in handy. I'm not talking about something too complex like Rimatomics, just adding advanced/Glitterworld versions of the ones that already exist would be more than enough.

Anonymous

Something bugging me for a long time. I like to use mods which add different foods (currently playing with rice cultivating civilisation from ZP). The Problem is, when i have different foods to offer the people go always for the mathematicly best in food value. So if i have food A and B, and A is slightly better nutritionwise, all pawns always go for A. Which is neither realistic, nor fun. A mod which keeps track of the food eaten lately, and maybe trying to force the pawn to look for food variety and giving a mood bonus based on a diverse and healthy diet would be nice. And maybe doing this even for the ingredients in meals.

Anonymous

Less-lethal weapons for incapacitating enemies, such as beanbag guns, water-cannons, tear gas, and tazers. These would incapacitate unarmoured mobs, which would be useful for prison-breaks and organ-harvesting :)

Anonymous

Other dispensers. Like the Nutrient dispenser but to automate some of the simpler things. Research when you hit industrial, like a clothes dispenser, hoppers for cloth, quality is low to medium. Or some of the other lower tech level items.

Anonymous

Hello, I would like to see in rimworld expansions in the economy, for example: A simulator of the stock market, possibility of investing in factions, or a more globalized market being able to buy part of other factions and their benefits, To sell part of my territory, or products and that other factions buy or invest, For example I sell 100 drugs a month with a benefit of 10,000 silver, they pay me 1000 and they will take 10% of my money from there benefits for 1 year, Podria reflejarse en la economia a nivel mundial, con las facciones mas fuertes economicamente, con mas dinero y productos en sus caravanas, y tiendas en asentamientos y lo contrario en las mas debiles. Be able to buy settlements or part of a faction, etc. Things of this theme (sorry for my bad english)