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Hello guys and welcome to a little bit different, but extremely important Typical Tuesday Suggestions thread.

I am bound by NDA so I have to carefully choose how to word what I'm about to type.

To those not aware of what NDA is: A non-disclosure agreement is a legally binding contract that establishes a confidential relationship. The party or parties signing the agreement agree that sensitive information they may obtain will not be made available to any others.

As such, I am making this post based only on publicly available information. Some of you may be aware of Official Rimworld Development discord, where you guys had a chance to test 1.0 before it got published.

This very discord received an announcement that Ludeon is testing something new, and they are looking for a small number of new testers.

If it is a new Rimworld update, that means all the mods will need updating, but don't worry about Vanilla Expanded - we will start work on updating as soon as we can. Or maybe we already have?

Anyway, updating 60 mods we have released so far will take a lot of time and money. Fortunately, thanks to you, we're good on the money front - but I still need to ask for your patience.

We have so many mods we have to prioritise updating some over others. Framework will obviously be the first to be updated, but what then?

What mods do you think we should update first? And what mods can we leave for last?

Comments

Anonymous

Cannula weapons and armour first

Anonymous

faction mods perhaps

Anonymous

I’m 60% confident the update brings some sort of multiplayer functionality to the game - Tynan had requested experienced developers in the field a while back.

Anonymous

In my opinion, in order of priority; Factions Storytellers Events Animals Weapons Furniture

Anonymous

Bro I just want the Reapers, lol

Anonymous

I say furniture, events, social interactions (and maybe weapons), first because people's playstyles depend on these more than on the existence of certain factions (maybe apart from Mechanoids). In my opinion, factions and storytellers do not enhance the game as much as furnitures, events and social interactions do. The named ones are more unique than factions and storytellers.

Anonymous

Vanilla Christmas Expanded

Lyn the Cookie

I would say the Factions, then the core mods (Weapons and Furniture, but not the submodules), Armor and Apparel. Next the other standalone mods (Events, Storytellers, Plants/Fishing/Cooking), and leave the rest for last.

123nick

i like furniture the most, then plants, then cooking. then whatever suits you

Zac

I think faction mods should be done first since they're the biggest mods and have the most stuff that can break, then furniture mods and weapons and clothing

Anonymous

RIP Vehicles overhaul. As a rule of thumb, i would say any vanilla mod that interacts with the psycasts or psychic sensitivity, as I suspect that is going to get some yardwork done to it one way or another. I would say that puts the ME mods to the top of that list

Anonymous

Honestly, to me it depends on whether or not all the mods are uniformly difficult to update or not. If some will be easier to update, I say pick the low lying fruit first and work your way up the hardest ones. If it's all pretty much the same, definitely the faction mods first, (especially mechanoids, that one fits so well the game feels a bit empty without it, IMO), because they've got a little bit of everything.

Anonymous

I generally play VE for the additional content (items, buildings, etc.) added to the base game, rather than the various scenarios/storytellers. So, my biased opinion is to prioritize the former category first. =P From a developer standpoint, I'd simply advise that you prioritize the mods that require the least amount of effort first. At this point, part of the appeal to VE is its wide array of mod choices. Having more mods available out the gate seems preferable to any specific one.

Anonymous

The framework (?) xD The ones i use more right now would be Rimeffect, Power, Security, Social and Traits. I think And, congrats of being tester for whatever Tynan is making now.

Anonymous

The holy trifecta, being Apparel, Weapons, and Armor expanded main modules respectively. These could be possibly among the quickest and easiest to do compared to other mods like factions and the likes. These could also provide a bit of content while waiting for the larger ones.

Kira

Well in my opinion I love Insectoids and Mechanoids expanded, I think they add a lot of new and interesting content so i'd like those.

Anonymous

The weapons and armor would probably be the easiest, generally i'd start with the easiest (and therefor, fastest) ones to update first (besides the framework lol)

Anonymous

Ooh, exciting! I'd like to see the base Framework stuff and the Furniture modules (particularly Power) done first - because they fit into just about any themed mod pack. Followed closely by the improved already in-game factions (Mechs and Insectoids).

Leo Durocher

I like factions the most. They offer the most immersion and diversity for me to remain interested in the game. They are also bigger and will take longer so getting them out sooner would be better. The rest of the mods could then be done relatively quickly so there isn't much time waiting between the larger and smaller mods. (I assume, I admittedly know very little about modding)

Anonymous

Probably Framework and Furniture first. A lot of other mods depend on them, so updating those will let others update in turn. After that? Probably Factions. Save animals for last, as they can wander in on games in-progress.

Anonymous

Maybe going by the number of subscribers would be best while taking into account the amount of time it would take to update them. Personally i would only play the new version of rimworld when all the major mods i use get updated, so i can't talk for everyone. The other option that you could consider is focusing on the mods that people take when starting a new playthrough. In other words, mods that can be added to existing saves could be updated later, since people wouldn't have to start new playthroughs to use them.