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Hey guys and welcome to a Typical Tuesday Suggestions thread, where you can suggest stuff that we can take into consideration when developing mods!

I'm really excited about what's coming this month. We are making huge leaps of progress on Psycasts Expanded, and if all goes well it will be released this month! On top of that, we finally have actual movement in regards to Vanilla Vehicles Expanded, with Smash Phil's framework being closer and closer to being done. In the coming days I will drop you my full action plan for Vanilla Vehicles Expanded and beyond.

We're also working hard on Vanilla Faction Base Generation Expanded (that's a mouthful) and if all goes according to plan, it will also be released this month!

And then Backstories, Skills, More animals, new factions, return of Rim Effect... many exciting developments.

And I forgot to mention - we are pushing hard to complete the Lore Book, which will be accessible here on Patreon in two versions - a free one, available for everyone, even non-patrons, and a full version with much more content and many more pages, available exclusively for you, my beautiful patrons.

With so many mods released I need to ask you an important question:

What else do you think is missing?

What other area of the game should we touch? What mechanic in the game could use expanding? Or perhaps it's an area that doesn't exist in the game at all? Do you have a suggestion for us?

Leave a comment down below and tomorrow, or day after, I will go over all the suggestions and add them to my gigantic idea document: and no, I won't be sharing that document with you! I don't want to create unnecessary expectations! 

Comments

Anonymous

And while I mention personal XML mods - I love Smash Phil's (same person as the one making the vehicles mod!) XML Patch Helper (https://steamcommunity.com/sharedfiles/filedetails/?id=2810681278) and thus, here's a completely different idea: Vanilla Modding Expanded. A set of tools that would help amateur modders customize their game. Extra effort into the Rimworld XML language server, mod templates, maybe a tool to query the XML database outside of the game (that might be... tricky. But maybe you can use the game's assembly without actually running it? But would that be _legal_?), just a bag of tricks for people who want to customize their game beyond what's possible with settings and cherry picker, maybe minimizing the case for RIMMSqol (which gets into a fight with Vanilla UI Expanded over tab order :(), and whatever you can think of ;-)

Anonymous

Maybe a small Apparel Expanded Mod centered around military clothing. I find whenever I want to make a military/mercenary flavoured game there are really not a lot of options when it comes to clothing. And the clothing armor of other mods often times is not "Vanilla" enough for me, and I´m surely not alone with this sentiment. I thought of something along the lines of Booney Hat/Recce Hat, Operator Cap, Field Cap, Field Shirt/Pants, Combat Shirt/Pants, maybe Soft Armor Vest (Light), Plate Carrier (Medium, basically the Flak Vest, so maybe redundant), Armor Carrier (Heavy, combined soft armor with hard plates), FAST Helmet (lighter tah the Flak helmet but less coverage, Heavy Flak helmet (Flak helmet with mandibles to protect the Face and Eyeshield, pretty heavy). Maybe its a bit much to add armor as well, but Idk. Thanks for the great work you and your team do!

Anonymous

I would love to see the VE teams take on Steampunk. Perhaps a pollution mechanic, where the more fuel you burn to make steam there becomes persistent smoke, smog can roll in, and pawns can develop fun new issues with thier lungs. And if it adds a coal resource and drives some YouTubers nuts, so much the better.

Anonymous

A mod that gives the factions goals and ambitions would be neat. Say over the course of time certain factions want to expand and control most coastal territories or build a crazy machine that turns everyone to their God or take advantage of tribals for slave labor. Some ambitions could involve large scale wars that you could take part in or help fund for honor or perks. Perhaps the winner of a large scale conflict could expand by several cities if they win and experience an economic boom. Perhaps you could get an option to be vassalized and in return for resources, work force or silver you are protected from raids and are given benefits related to the faction you serve. It could be in the same vane as VFE Mechanoids where over time their presence and interactions with the factions increases as they grow, and the larger scale conflicts or ambitions that are a bit more world altering would only happen after certain factions hit the size or resources required to execute them. Keep up the great work and looking forward to what you guys are cooking up this year.

Anonymous

Hello, this is my first post :) I hope some my ideas will be helpful. Maybe first I am going to talk about new psycaster system. I know there already some mods, but maybe it would be good idea to implement enemies/allies that use psycast too (and not only Empire - after all there are maybe not easy obtainable, but present psychical neuroformers and anima trees). I think raid that coinst only of psycaster units might be good idea for some lategame experience :) I really enjoyed Vanilia Factions Expanded - Ancients and it definitly added some nice experience for game. There is just one problem thought. In shelter there is usually one soldier that starts attacking when I try to hack doors (I am pretty sure its vanilia behavior as most of the enemies start attacking if I am getting to close to the settlement). But because the walls/doors are almost indestructable, they stuck at attacking it until they just collapse from exthausion or die from hunger. So maybe it would be nice idea after you managed to hack door, then there is some chance that random super soldier appears in next room (with ready laser eye or something). It would definitly add high risk/reward when raiding shelters. When I played the Classical Expanded you added 2 new materials - tyrian and bronze. Do you have plans to add some other alloys, like brass or duralumin (or maybe some fantasy composite)? I also want to ask if you plan to ever expand slavery system. Currently slave system are basically chattel slavery and are bit clunky. Maybe there would be good idea to expand it for example some serfs system (when slaves would have needs, but reduced rise, at cost of slower work) or indentured servitude (slave would be released from service after some time, might join if like your faction, might rebel if you refuse). Maybe some laws limiting for example slave trade, but not owning slaves or gaining them through raids. And some of emancipated slave might band together and try to release your slaves in emancipation raids :) Maybe configurable list or some conditions what slaves consider a weapon so you would not get dreaded "weapons proximity" debuff when they just have piece of tuna on floor :) Last but not least I am thinking about some caravan stuff - i noticed that most of the time team that I sent to the wilds consist same pawns (same with pods transporting). Maybe it would be good idea to have some "default" settings that you dont have to click all times the same when you sent them, but do this with one button click :) That's all from my point of view, its amazing how much did you make for this game! Have nice evening Oskar (Wysyłam Pozdrowienia :) )

ZamazaCallista

I am super excited about the Psycasts Expanded project. I had a few ideas regarding it. The first is a new, Psycast based ending possibility for "winning" the game. Maybe where you complete a series of tests with a pawn at shrine locations, and "ascend" to a higher plane or something? I wouldn't want it to be crazy complicated to set up events, but considering the Psycasts Expanded mod is almost a LARGE as a DLC from my opinion, having a cool ending that ties into it would be awesome. For more inspiration on this - if you've ever played Stellaris for example (which has a large playerbase overlap with Rimworld) there's basically a game ending with a physic power tie in. The other idea was psycast tie in pawn traits. Sort of in the same vein as Vanilla Traits Expanded, these would be rare pawn traits that give an affinity for specific Psycasts Expanded ability trees. Right now, there's traits in the game that impact physic sensitivity, but nothing more beyond that. This would give more pawn variety as well as tie in to this really cool mod. Maybe a trait that unlocks a tier 1 ability in a specific tree, or gives them an affinity for that tree in some form? Like maybe a pyromaniac Pawn has a tie in to the fire abilities, but a tree hugging pawn has one for the Dryad tree. Nothing drastic from these traits, but a nice way to tie the new systems into the world and pawns. Those could also make a good tie in to the backgrounds mod/project.

oskarpotocki

Added to the bottom of the to-do! I want a uniform mod as well, ideally with customizable camo!

Anonymous

IIRC Typical Tuesday suggestions had a date range listed for when comments would be explicitly read (like from x date to y date) and considered, is this one still applicable? I had something I would love to share but am wondering if I should save it for the next suggestion thread.

Anonymous

I tried organizing this from a text doc best I could so apologies for this (Like seriously I felt like I wrote an essay I'm SORRY): Prefacing: VE Genetics is great, but introduces an issue where it becomes what can be considered a mandatory VE mod in relation to "progression" and min maxing. Right now Pawn Value power creep in the VE Mod Collection has been supplanted by VE Genetics as a result of it's quality implants. Expanding that power creep beyond the VE Genetics progression system by opening up similar power progression in other alternative playstyles (Other wise "everyone" participates in VFE Genetics for the Implants which are JUST better than regular bionics with exceptions) is the goal here. General Mod Idea: Vanilla Expanded - Cyberframes / Cybernetics (Vanilla Prosthetics / Bionics Expanded) Introduces the Genoframe Mechanic for regular prosthetics aka the inorganic "Cyberframes" of the same quality based system (1 Advanced Component = 1 Awful Cyberframe, thus 4 Advanced Components would = 1 Normal Cyberframe, equal to Vanilla bionics of 125% efficiency at the same cost of materials). Cyberframes can also have their cost supplemented with Mechanoid / Droid (From VFE Mechanoids) corpses. (You cannot readily attain either of those corpses, so ADV Components are still the primary means of Cyberframes, Mechanoids are just a treat instead of the usual mechanoid raids that suck because the rewards fromt their bodies are shredding / smashing for pittances. Mecahnoids suck to fight in Vanilla because of that, and not every raid brings in VFE Mechanoid Components even with VFE Mechanoids installed) Only (really minor) issue is that ADV Components are so much more expensive than the VFE Genetics cost of 1 any sized corpse (even baby animals) and whether or not it's even a problem (that bionics could be more expensive than human implants) is up for debate. All that matters is just making vanilla bionics better than they are currently to at least bring them closer to the level of VE Genetics. Should use (at least 1) new Workbenches similar to how genetics had the tissue grinder wholy for Genoframes. VE Mods are excellent at using cell space as a cost / opportunity cost. Creating unique challenges as a result of new workbenches being bulky 2x3 or even 2x5 is a lot more interesting than a recolored 1x3 machining workbench. This also helps with decluttering existing workbenches. If Cyberframes are seen as desireable, they could be expanded also into more than just bionics like with quality based droids from VFE Mechanoids. Since droids are also creatures they would benefit from the same benefits of Hybrid Quality Levels, IE Movement, Armor, DPS, even Carry Capacity, as well as Power Consumption for recharging the droids. OFFNOTE: The Warcasket Construction Platform Mechanics are wonderful for providing construction much more meaning outside of building and maintaining said buildings. Having the framework for that expanded beyond just warcaskets could be really nice with a sort of cross between the Warcasket Foundry and Genomorpher, instead supplementing the time for incubation with a construction cost like when creating a Warcasket (thus creating a work order for construction pawns). This would make Construction an even more valuable job than before (Even so much as Crafting!) since metas in Rimworld tend to take a lot of focus on crafters producing legendary equipment, and less so legendary constructions (as well as making the Autocrane from the VFE Mechanoids update even better!) (Another OFFNOTE: Should Cyberframe creation also be influenced by the intellectual skill? To maintain consistency with Genoframes?) This could all be relevant to either space tech expansions, or medical expansions, rolled in with some sort of "diseases expanded" Bad with the Good kind of add-on, Diseases add the challenge and risk, Quality bionics provide the reward of the addon. Apologies for the deluge of text I was super fucking high lol and for some reason weed gets me super productive like this IDFK how and you have no idea how much I edited out of this holy shit. EXTREMELY UNRELATED: Also what are the thoughts on a Pawnmorpher Retexture? Lovely mod that could use the same touch of love like Facial Stuff, or SOS did I've been seriously loving the output lately with retextures that I never expected! (Really breathes new life into those mods)

Anonymous

Whole idea is taking parts that work in the VE Framework and expanding them into others. Most of the ideas here are trying to take into consideration parts of the framework that already exist.

Anonymous

I don't know if you already have something planned, but for the Rim-effect mods, indoctrination would be cool. factions, maybe including player factions, could find/take technology from destroyed reaper landings to research or use and if not properly shielded they become indoctrinated (forced hostile to other factions, access to reaper tech, maybe some husks/pawns with husk hediffs), indoctrinated pawns when recruited by the player have a chance to become traitors/commit die, and if player indoctrination is a thing they get access to easy recruitment or event reaper forces but face raids from every other non-indoctrinated faction and must raid other factions near constantly to balance it On an unrelated note, a research expansion with research requiring building prototypes and maybe even small choices during prototyping (like do you want slightly more efficient batteries or slightly larger capacity, kind of like the Zerg evolution in StarCraft 2) would be cool. thanks for all the mods btw

oskarpotocki

We have similar plans actually, but I can't disclose more yet. I added your ideas to my Idea doc. As for retexture of Pawnmorpher, is that something that is widely desired? Their textures aren't bad!

Anonymous

I'd love to see more mechanical benefits to fighting against the Empire. Currently, you get a single pawn by accepting the deserter, which gives you the location of one outpost containing two neuroformers, but then... nothing. The Empire will still offer you quests, their reputation will begin naturally moving back towards neutral, and once again my base is sullied by slavers coming for tribute. I'd love to see something along the lines of them being treated as another source of 'bandit' camps to raid, places to rescue people from, or even an end goal along the lines of the Royal Ascent. Possibly capturing one of their ships to take the fight to their interstellar fleet? Sabotaging their planetside presence and making them leave for good, something to make fighting them actually a real choice.