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Hey folks!

I am here to collect all your awesome vanilla expanded mod ideas, so send them my way, here, in the comments under this post.

I will try to get around every suggestion tomorrow and answer what I think about them and how feasible they might be!


Comments

Anonymous

Vanilla Spacers Expanded: Turn space refugees etc into a hidden faction with proper events, propector teams and sites, scientist looking to anylize fauna, slavers trying to get cheap "livestock". Spacers would pose an alternative endgame thread or oppertunity suplying you with charge weapons or using them against you (possible SOS2 integrations)

Anonymous

My idea is Medicine Expancion. A mod that change how disease work. Insted of knowing what disease hit your colonist you need diagnose them also adding new drugs like immunity busters (vitamins) and combat drug that give colonist a bust to mele or range combat.

Anonymous

Also Vanilla Mortality Expanded: Pawns die and basic burials are boring, encase corpses in statues, wall burrials (literaly a thing in churches) or turn them into maggots for your transhuminist colony who uses every part of the deceased

Anonymous

I would just like to see flower beds added to vanilla plants expanded. Like flower pots, but more than one tile long, for when you want rows of flowers in your throne room without individual pots or leaving a part of the room unfloored.

Anonymous

Vanilla Furniture Expanded Art: Would it be possible to make the rugs available earlier (in medieval times)? Also, tapestries would be a great addition to either Art or Paintings. Tapestry and rugs were pretty popular in medieval ages - would be wonderful to have them in our medieval runs (with Maynard Medieval).

Anonymous

Vanilla spacers expanded. I'd love to see more sci Fi related stuff in rimworld

Anonymous

An exchange of services between factions/cities. For example sending a pawn to another city for a surgery because you don't a reliable doctor or others coming to you for surgery.

Anonymous

Curious on what you think of retractable walls being implemented somewhere in VE, why they may or may not work and how feasible they are? I see a lot of ok mods that implement them in various ways and would like to know what you think, as they make for interesting defenses in pathing and trapping raiders in various ways. (Heatstroke rooms, turret rooms for fleeing raiders for example) Also any thoughts on expanding on an automatiion system in the way of switches and what not? Like being able to flick on and off regular structures with a switch separate from the power grid? (I've been playing a lot of Oxygen Not Included lately and it's automation and logic systems make me long for something like that in Rimworld)

oskarpotocki

Very bad for pathfinding, like incredibly bad. It would also allow you to cheese the AI - close the walls, open the walls, close the walls, open the walls, AI gets bugged, you're killing braindead pawns. I do believe there is already a Switch in Vanilla which allows you to disconnect parts of the network!

Anonymous

Vanilla Medicine - fixed surgery chances (similar to less arbitrary surgery), set bones (shattered + wood = 1 hitpoint and slowly healing), pills, IV's, Adrenaline shots, diseases... remove like 10 mods from my mod list.

Anonymous

I know this is late and probably not interesting but Vanilla Families expanded or something… family trees, birth, education etc. I know the common argument is that having babies doesnt really work with the time frame of the game but also cows dont mature in less than a year either…

Anonymous

Perfect! I was imagining there was some inevitable issues. You guys did manage to implement the helixien gas vent which was interesting. Could there be any ideas for things that similarily apply status over areas like the vent? Like a flash heater that essentially microwaves passing raiders at a massive energy cost, or uses uranium? Similarily, I know the cryo weapons apply hypothermia so is it feasible for defenses that apply the status similarily with liquid nitrogen or w/e? Would these cause performance issues (like Helixien had with lava on his arctic spring biome which resulted in dynamic lava being cut iirc) as the game may check every tick for applying the effect in the designated area? Any ways for defense to expand outside the regular Rimworld strategies would be something very welcomed if it's not impractical for design and performance reasons.