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Hello and welcome everyone to another TTS thread - I am now free of my uni work, which means here comes another 20 mod releases a month!

What sort of mods would you have in mind? I am open to all ideas!

This TTS thread will be used from 19/05/2020 to 26/05/2020.

DISCLAIMER:

I, Oskar Potocki, founder of Vanilla Expanded modding team, reserve the right to take ownership of these ideas in order to incorporate them into a mod. By submitting an idea you agree to this very disclaimer.

Comments

Anonymous

For the upcoming tameable hybrids in the witcher monster hunt mod, I was wondering if perhaps some of the hybrids might be "tamed" in a way that they become like pawns. I can see that not being the case for hybrids like griffins, but maybe for succubi and lamia/sirens, they might be able to act similar to pawns? (Not entirely the same since they will have a different mindset). I figured because there were stories in the witcher universe about lamia and sirens having occasionally accepted courtship with sailors that perhaps they might be able to act like your other pawns and interact as such if tamed.

oskarpotocki

We are looking into it and how to make it possible without relying on Humanoid Alien Races Framework :)

Anonymous

Congrats on the Props and Deco release! Anyways, I've got a couple ideas for some new structures. First idea is something similar to the ammo crates from the Security Expanded mod which would increase different work speeds for nearby pawns. I'd imagine a farming and mining variant would be most useful, and while they'd have a somewhat narrow area of effect, you'd be able to move them around to where your pawns need them pretty quickly. Something like a "Mining Supplies Crate" and/or "Advanced Scythe Storage". Could even spin it to be a quest reward building. The other idea I had is an alternative solution to processing rock chunks: the block kiln. This would be a passive processor for stone blocks, acting similarly to a fermenting barrel. Would be loaded with up to 10 chunks, and would take about a day to finish. Ideally would be less efficient then having a pawn cut them by hand, but would free up your crafters to do other things around the colony. Would also have a sizeable upkeep cost of either fuel or electricity to keep you from spamming them all over the place.

Anonymous

A mechanoid faction expansion would be interesting to have hacked mechanoids similar to how you can get insects in the insectoid expansion

Zachery Gaskins

A non-lethal Vanilla Weapons Expanded that incorporates equippables capable of dealing alternative effects besides damage: netguns, adhesive goo that reduces Moving for a time, knockout darts, sick sticks (get hit, start vomiting), gas grenades that can cause irritation of mucus membranes (affects vision and breathing), actual nerve gas, and chemical throwers.

Anonymous

For some reason, when I play Rimworld the centre of my colony is always a really advanced hospital. So while I very much enjoy your medical mod, two things always stuck out to me as a bit bothersome. 1. The amount of clutter around each hospital bed is significant, especially if you also try to increase rest effectiveness. Ideally, there would be a way of integrating things like the vitals monitor into the hospital bed itself; which leads me to my second issue. 2. Late game when my pawns are more machine than man and my hospital can cure every disease known to man, unless I was to deal with the minor cryptosleep sickness (I don't) I'm stuck using the vanilla hospital bed. So my request would be a small expansion on the Hospital bed itself with a more spacer version.

Anonymous

World Quests Expanded? The quests from your faction mods are good, but it'd be nice to have some more variety And Faction Support, to encourage getting allies (allied artillery strikes, emergency supplies, relief teams, etc)

Anonymous

Intellect Expanded? Have the intellectual skill capable of creating books with similar descriptors to art, allowing the intellect skill some use outside constantly churning out research, sometimes faster than the rest of your colony. Dwarf Fortress does something with scholars who create books, so if you know anything more than I it might be a good place to look. Books could even be necessary for new room types that could satisfy royal needs or allow pawns to gain skill boosts like the computer does in furniture expanded. And if you want to expand outside vanilla intentions there could be books that could affect passions, or traits or something in the way of self help and educational books. Also if pawns could keep books on their person to allow them to increase their recreation variety on the go it could be pretty neat for caravans and pawns who might go out to the edge of the map for jobs like mining or farming when the recreation room might be far away.

Anonymous

1) So, I've always thought Ancient Dangers were a little lackluster. It's always insectoids or mechanoids, w/ or w/o cryosleep caskets. What if there actually were more dangerous ancient dangers? Like a Rogue AI that was sealed away and if unleashed will attempt to take control of your bases turrets or other electrical systems. Or an unknown being that attempts to corrupt the very land and drive animals insane in the process. Perhaps its a bacteria, virus, or parasite that tries to infect all your colonists. 2) A Vanilla Weather Expanded? We've got the standard weather in Rimworld, but where are the tornadoes, wildfires, hurricanes, and earthquakes? Climate change is a thing, what if the more you burn chemfuel or other resources, the more it starts to affect the world around you?

DarthPixaris

From what I recall "burning chemfuel or other resources affecting the world around you" is planned as a part of Power Module. Granted it affects the map rather than the world, but still.