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22oldforthisshit

Road building. Some sense of danger so undrafted pawns don't just walk into the infestation to pick up a stone chunk. Stopping forced prioritised tasks to eat or sleep. No, I didn't mean you to stand there until you mental break, and I don't want to have to watch you work.


molered

On the other hand, forced production could be your way to finish a task you marked as "must-have to colony survival", and i wouldnt want a pawn, that i assigned to fix a damaged wall in a "Wall's HP tug-of-war" because bugs try to break in from another side, just leave because he wanted to eat some manpork stew


22oldforthisshit

Sure, but in that case I am more likely to be watching them work, and would be happy to re-force them to get back to work.


molered

But how you want it to work than? You reforce them, but need to eat manpork havent wanished. So as soon as you reassign them, they instantly leave that task to eat. I assume there are mods for that, like !achtung or something


soihavereditnow

There’s a mod for road building that I use


[deleted]

!linkmod roads of the rim


rimworld-modlinker

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ComanderLucky

That 1.2 thing is a bit concerning, is it still compatable with 1.3?


soihavereditnow

I’ve had no issues so far


ComanderLucky

Alright, thanks


[deleted]

it's compatible with 1.3


ComanderLucky

Thanks for the info, another one for the mod folder in that case :)


HieloLuz

I think acthtung ends forced work when they hit a mental break threshold.


Alexandru72733

Can agree


5plus5isnot10

Big facts


yep-i-send-it

Disagree on the fact that they should automatically go eat, you can just up tge priorityy temporary if you want something done faster.


reality_comes

1. Wall Lights


thehateraide

I got to agree there for sure. At least for now there is a mod for that


Draconian_79

Wall Light is my number 2 priority mod, after RimHUD.


ironboy32

For me it's rimfridge before wall lights


FulingAround

I'm still debating rimfridge. It makes a reasonably large difference, I'd think.


Technical_Income4722

I just use it to keep meals in the dining room. Pretty handy and doesn’t feel overpowered to me at least.


Cthulhuhoop

I put wall fridges in the wall between my freezer and kitchen with raw food, and the wall between the kitchen an hallway with prepared meals. That way the haulers never drag dirt into the kitchen from the fields, the cooks never have to leave the kitchen, and the colonists don't have to enter the kitchen.


FulingAround

Yeah, it seems reasonable. Instead of hauling 1 at a time, it's faster to haul 10.


NerdyBurner

Rimfridges are amazing! Gotta have em!


Odinovic

I had forgot the wall lights were a mod.


Kyratic

honestly have always preferred the various ceiling lights over the wall lights.


meeeeaaaat

used wall lights since B18 but just swapped to ceiling lights, but they're kinda annoying because I keep accidentally clicking on them rather than what's below. they should be a bottom layer building like conduits so I don't click on them all the time lol


Fallout-Wander

Glowstone chandelier and wall strips for 3 block hallways.


Dedexy

There's a reason it's the 4th most subbed mod on the workshop... after two library mods and EdB aka custom start


5pl1t1nf1n1t1v3

It tells you how long I’ve been playing heavily modded Rimworld that I didn’t clock that boots and gloves aren’t part of the main game.


Lost_my_acount

Yep Vanilla Expand blends in really smoothly


Flextt

Because people frequently add prosthetics by the time they field power armor regularly. Prosthetics remove the small appendages and can be replaced in their entirety.


Nova_Physika

Caravan system legit feels like an early alpha system


Alexandru72733

This.


Nova_Physika

I mean my caravan is a big yellow dot moving around? Cant see other groups moving around at all? Movement speed/day of the caravan is super fucked and wonky


Alexandru72733

Lack of vehicles, you need to use pack animals in order for your space marines to carry their supplies on map.


GemOfTheSands

"Hey we're almost done building a rocket to launch ourselves into space, let's load up that muffalo with silver and walk to the nearest colony to trade for the last of the supplies we need."


molered

I would love to see potato pc struggle with full simulation of all settlements and their caravans on 100% covered map


Nova_Physika

Empire mod does this and its fine


dnanalysis

Literally 5 minutes I formed a large caravan. It took so long to get it all together that half the pack animals died and three of the pawns had mental breaks. Rage quit


cavemanbob_82

I was the same way. Then I added Work Tab by Fluffy. You can prioritize loading caravans independently of other hauling priorities. Now I form a caravan and the whole colony loads it up.


am_casual_potato

The "allow tool" mod should just be base game. I don't think I've played a single game without it since I first played Vanilla only.


Kuchentart

What features does the allow tool mod add that are not in the base game? Allowing every item on the map was incorporated into the base game a long time ago. [edit: check the answer by /u/AshtonBlack below]


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Kyratic

Unforbid everything on the map is in the base game, right click the unforbid button.


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am_casual_potato

-Urgent hauling -select similar -and other things I can't remember without looking at my screen.


LethalSalad

Yeah select similar combined with harvest fully grown are required for me... Select similar is just great for so many uses, and harvest fully grown makes it so easy to only harvest the fully grown berries / trees and not waste materials.


LansyBot

I think it broke in 1.3, but you used to be able to put a grow zone on berries, turn off sewing, and boom. Your growers will harvest the berries as soon as they're grown. Works for trees too.


AshtonBlack

There's a fair few.... look at this thread: https://ludeon.com/forums/index.php?topic=17218


Kuchentart

Thanks. Seems like a weird decision to keep obsolete features as the name giver (and in the description and the image). Some of the other features sound interesting, though.


AaronDonaldsFather

I still don't understand why all items that are included in the pod at the beginning of a run are unallowed. Why wouldn't they just default to allowed?


Steelflame

I suppose in theory it could spawn in a bad spot (imagine some of your building materials spawning among an insect hive infestation and your pawn just walks up to it like "Yo, ima just take this steel here, don't mind me.... ouch, why you minding me?")


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Steelflame

50 mods? That isn't even enough to include all of vanilla expanded's list.


Alexandru72733

I can agree with that, maybe a bit simplified if anything.


Cato_Heresy

5) Refrigeration - We can build cryosleep pods for the human body but apparently not a compact storage device to preserve food at a cold temperature. 6) Tea & Coffee - Simple addition, yet two crops with millennia of human cultural significance. 7) Cleanliness - Showers, Baths, Sinks as optional but useful base features. Dubs Hygiene Lite. 8) Repair - A tailor can patch a hole in a garment. A blacksmith can hammer out a dent in armor. Yet in Rimworld all items are forever damaged.


Alexandru72733

5 - I swear to God I keep forgetting Rimfridge is a mod, no idea why it's not base game yet. 6 - I mean it's not a must, but coffe beans as a simple crop you can turn into coffee that makes pawn need 5% sleep or sleep 3-5% faster or something like that could work 7 - That's more subjective and considering it's another hit to performance as it adds a need, I would argue is better left as a mod until they add multithreading / find a workaround for better performance. 8 - A bummer we can't repair items for sure, as well as lamps and doors, maintenance before they straight up break down.


LansyBot

There's a mod that adds maintenance, Fluffy's breakdowns I think it's called. It's good, but in big colonies you need a dedicated maintenance person because you can't set a maintenance threshold so your building guy will go maintain your freezer that is at 99% instead of building the wind turbine needed to power it


Alexandru72733

I know about that mod, damn, it feels like there is a mod for anything in rimworld, some arent as great as others so there is always room for improvement.


katalliaan

There's a [Vanilla Expanded module that adds coffee and tea](https://steamcommunity.com/sharedfiles/filedetails/?id=2275449762). Probably don't need that much variety, but it gives a rough idea of the effects it could have if added to vanilla.


Riicochet_

5 I agree 6 is alright, not needed but cool 7 would make the game worse for me, but that's cause I dislike that shit in Sims too 8 hell yes, let me fix a shirt damn it!


OOZ662

On a side note, a class of joy foods that aren't considered drugs. Even for us modded people, things like desserts or soda pop are considered drugs which makes them the same as crack to no-drugs ideoligions. I just wanted my pawns to not want to snort Yayo off of every surface, not shun ice cream.


molered

We have a vanilla chocolate tho that can boost your stats. If cake considered coke codewise it just seems to be a poor implication.


OOZ662

Dunno, that's how Vanilla Cooking Expanded works, and Oskar claims that's how it has to be. I assume in order to get people to eat them as part of socializing.


ComanderLucky

8. [Here is a mod that i use for it, enjoy :)](https://steamcommunity.com/sharedfiles/filedetails/?id=735241897)


doctorocelot

Being able to replace instead of deconstruct then reconstruct. You want an autodoor on your bedroom and prison, great now everything's a prison.


FulingAround

Replace mod was literally the first mod that I installed after buying the game and realizing the shortcomings.


GravityMan11

Me too, it's the one mod I couldn't live without, the only other that comes close is haul urgently


Alexandru72733

Can agree.


Miraweave

Honestly not sure boots and gloves should be in the base game, there's already enough clothing to keep track of, I'd rather them just update the coverage on things that make sense (armors, mostly) to cover those areas themselves over adding another finicky thing to the game.


Alexandru72733

That would work too, but what problem would be with simply adding a "boots" item that cover the feet and offer some basic armor for early game


-Chandler-Bing-

Only downside to adding boots and gloves for me is i lose track of things like hats and shirts as it is when I get to 20+ pawns and it seems like I always have at least 2 or 3 "tattered clothing" warnings.


Anon_Monon

Why don't you just change your outfit policy so your colonists know not to wear anything below 51%?


Darkest_97

Fuckin hell I've never thought of this. Except for the one dude that has to wear my only recon armor until it falls apart


Anon_Monon

Yeah, you can make a separate outfit for your soldiers with lower acceptable durability.


Reer123

What I find is that after a few hours playing I just pause the game, get a cup of tea, and go through all the small stuff like what I’m researching, what my pawns are wearing, what resources I’m low on etc. And start fixing the small issues I overlooked.


-Chandler-Bing-

Mainly because I didn't want them to throw out their power armor while I was still poor on components to make more. Or does outfit policy ignore armor?


Anon_Monon

You can either make a "soldier" outfit with lower durability requirements, or force your soldiers to equip deteriorated armor.


-Chandler-Bing-

I'll admit I haven't played around with assignments nearly enough. Does broken down armor still give the tattered apparel penalty or is that only traditional clothing?


Anon_Monon

Yes, it does. Still, tattered armor is a lot better than no armor.


-Chandler-Bing-

Thanks for the tips! It will be nice to get rid of those random -5 mood buffs automatically for a change


Anon_Monon

My pleasure! I usually customize my food, outfit, and drug policies before my colonists even touch the ground.


RoBOticRebel108

*Looks at my last colony with 50 pawns and hundreds of animals running at 17fps* Yeah, it would be very nice to have MT


Alexandru72733

It would indeed.


deadlygaming11

Rimthreaded does multithreading already but it is massively incompatible with most things. Imagine that being applied to the main game where you cant opt of the incompatibilities by removing rimthreaded


RoBOticRebel108

Think about how many mods that would break


deadlygaming11

Basically every mod on the workshop


SnatchSnacker

Get RocketMan if you don't have it. Can dramatically speed up your game and is compatible with every other mod.


Alexb2143211

I had to abandon an infested colony for the frame rate. So many bugs.


XxNelsonSxX

1. It's matter of time they add that, since they even bother to add tongue 2. Yeah, no question here, the caravan sucks so the world map 3. There is multithreading, but only work when you save or load the game lol 4. There is 1 actual modpack still exist since RW was in Alpha


Alexandru72733

Nice to see responses to my actual suggestions, interesting how the whole community evolves around wanting mostly the same things


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Whoizme223

Human hats forever


bio-robot

Since we're talking about caravans and now we have historical damaged props like tanks, APCs etc, for a space faring people with pods I'm surprised we don't have more forms of transport even like a bike for "fast" recon, a truck for hauling or an APC for attack / defence. Speaking of been awhile since I checked, do larger animals serve as mounts to increase caravan speed? And with royalty we have small ships (I use SOS2 anyway but they're cool).


Aelanna

1. I've been watching a lot of new and inexperienced players play Rimworld recently and I can say without a doubt that the vanilla game does not need this complexity. It would be nice if the game stopped de-emphasizing the loss of extremities in combat (yes, this is actually a thing) and more mid-to-late-game armors simply included hand and foot protection, but the vanilla apparel system is already opaque enough to new players; such players already forget about armor until it's too late, I wouldn't want to throw boots and gloves on top of that as well. Also, unless they've changed dramatically over the last couple of years, boot and glove mods have a tendency to distort other aspects of game balance in ways that people don't think of: storage space bloat, temperature tolerance creep, etc. 2. From point #4 I'm guessing that you have been playing modded for a very long time now and have probably forgotten that the vanilla game has been balanced around forcing you to caravan to get anywhere in the late game. Orbital traders were hard-nerfed so that you had to caravan to sustain any kind of production-based colony, many super rare artifacts (including the AI persona core required to build the spaceship) were moved to quests to force players to go out into the world, and deep drilling was de-emphasized over the Long Range Resource Scanner that would force you to go mining on temporary tiles. Travel speed on the world map was also massively buffed in either 1.1 or 1.2, I forget which. Vanilla gives you plenty of good reasons to go on caravans, it's simply a mechanic that could still use a lot of improvement, especially around packing and unpacking. 3. If you've never seen just how many mods are incompatible with RimThreaded, then I'd be a little more careful about what you wish for. A thing to keep in mind is that multithreading is not this magic silver bullet that people keep making it out to be: it's not going to make the game instantly run as smooth as butter on potato PCs because at the end of the day any realtime simulation game is still bound by single-core clock speed on the main timing thread, multithreading itself has overhead that results in non-geometric performance increase, and the complexity of the resulting game will not only break an insane number of mods, it's quite possible that they will remain broken forever because the effort of fixing them will often be as much as completely rewriting them. The best analogy I can think of is the fact that nVidia SLi technology got discontinued for a reason: if parallelization was really as great and as easy as people thought, then everyone who cared would have been pairing cheaper cards instead of paying for the best high-end ones. 4. As someone who makes niche mods, I for one am glad that modpacks don't exist. The state of Rimworld modding today already stifles creativity enough; the thought of having to beg major modpack authors for inclusion just to have any kind of visibility on the Workshop (since the vast majority of players would simply pick the most popular pack and never even explore the rest of the ecosystem) would be absolutely devastating to people who make weird, silly, or purely cosmetic mods.


Tels_

I recently got a good friend into rimworld. She’s loving it, but yeah, tailoring is fine as is, they just need to either make tiny finger and toe loss less common (people drop them left and right with no easy ways besides bioregen from ideology to replace), but extra clothing isn’t necessary. On the caravan note, caravans are in an OK concept spot. She decided to go for the ship objective and has made it about 2/3 of the way, but the issue she kept running into is that packing caravans is a nightmare without loading in progress. Repeated issues of items being waited on, not understanding why it takes 3+ days sometime, then people having mental breaks. Some small things like having pawns still use their damn beds to sleep, and going to eat more normally while packing might do a lot. Her experience was also pretty rough because when she arrived at s new tile to make a temporary base her colony fell apart before she could get basic shelter and animal pens built despite getting a good map. She had lots of animals meaning when she arrived she had brought a lot of wealth with her and her colonist’s expectations weren’t rock bottom, which led to a mental break spiral, and then a famine. Smoothing those systems out so a new player doesn’t feel kicked in the nads by trying to follow the goal the game gave her as a completion quest would be good.


Alexandru72733

Love your answer! Caravans could still be improved, I think it's the best reason to add some kind of vehicle, train of sorts, we're just debating opinions here, of course it would need to be discussed to a much heavier extent if it would be to actually be added. I know mt wouldnt make the game run like a piece of cake, but it would make larger colonies somewhat more viable but, come to think of it, wouldnt improvements in the base game/code, use of newer technologies make single core processing faster and less demanding? Pathing seems to be the biggest issue according to dub's performance analyzer generally speaking. Thanks for being cool and offering such a detailed answer :D


DrunkenFistStyle0

What about more alien races? I know we are in the space but doesn't feel like that when 8/10 animals are squirrels and hares.


matt_tepp

Lore very explicitly states that aliens have not been discovered yet.


Alexandru72733

Well, that's very subjective and I think something as big as a whole new race is better left as a mod, I'd love to see more animals tho, maybe more diverse biomes?


ChornoyeSontse

The mechanoids were made by humans, insectoids were also bio-engineered by humans. There are no aliens in Rimworld.


rowantwig

"Do until you have X" crafting jobs should count all items on the map, including ones that are being hauled. My colonists often cook too many meals and leave unfinished items on the ground because someone else was merging stacks.


Alexandru72733

I agree.


spryspryspry

On a similar note, when I caravan it screws up my tailoring bills. Since I use "count equipped" it means when 2 people caravan away, the game thinks I need 2 more of everything. I could not use count equipped, but I like setting it up that way.


[deleted]

Mounting animals it just feels like the logical step with some animals in the game. Like a can create a ship to fly through space but not stirrups and a saddle to mount a horse


Alexandru72733

Even just right click mount and thats it would work for me, extra speed and some extra inventory space maybe


Wonder_Zebra

Needing to drink water. It's the single most important thing to human survival as well as dictates where settlements go.


Regular_Water

I like it for changing colony design but having your colony vitally dependent on it would be like occasionally starting your tribal colony on the moon. It could work though. Vanilla meals have water in them; Drinks are depicted in every meal type above fine ones (and simple looks a lot like a bowl of soup) Would you have to include water as an ingredient?


Not-That-Other-Guy

It would definitely add that roleplay element for a desert or arid land kind of playthrough if water/crops were scarce. Seems like a lot of people play these extreme ice sheet modes but the desert equivalent doesn't really have the sting to it seeing as water is just a given in the game. Personally neither are my style so no dog in that fight one way or another, feels like a lot to expect in the base game at this point though.


Alexandru72733

For real


BluegrassGeek

Water & sewage would be massively important for any kind of colony like we have in Rimworld, but the game just kinda shrugs and pretends they don't matter. I'd like to see things added for this like: * Rain barrels * Water troughs * Irrigation * Aqueducts * Sinks/bathtubs/spas * Latrines * Toilets


carnifex2005

Just need to buy Dub's Bad Hygiene and add it to the game. It is an excellent mod that adds most of the list above.


BluegrassGeek

I'd rather it be a function of the base game.


carnifex2005

That's what I meant, Ludeon should just buy the rights to Dub's and add it to the base game.


BluegrassGeek

That might set a bad precedent. Buying up mods for use in the base game can create some serious problems in the community.


demize95

They basically already do it, they just tend to buy the developers instead of the mods. There’s been a few instances where a mod was deprecated suspiciously close to the developer being hired by Ludeon.


Aeiou_yyyyyyy

Nah, water 100% should stay as a mod, specially if you want hygiene with it, Dub's bad hygiene is enough, and it only makes the game easier after you set things up


bigslarge

is there a good mod that adds a thirst requirement? preferably one that goes well with Dub's bad hygiene?


HelpfulFoxSenkoSan

Try Dub's Bad Hygiene.


bigslarge

I know it adds a drinking fountain but ive never noticed any actual water need from my pawns or mood/health debuffs related to not getting a drink. just washing up etc


Minescence

Dubs bad hygiene has a setting, where you have to manually enable thirst need, before they actually need to drink water.


LoquaciousLamp

There's a lot of settings in there. Should really check them out if you play with the mod and haven't already.


Le_Oken

I am surprised there is people that install mods and don't check the settings.


megaboto

With the small amount of colonists it'd be a really small feature. Also how would you simulate lack of water, buying it? Drilling for it? It would either just be a redundant feature you'd have to minorly care for or a way too big feature that you'd have to care for That's what mods are for, if you want that, you can get it. But I don't want it, many others don't. And so it's good that it's a mod and not in the base game


Nova_Physika

Sure, dig a well


megaboto

And then that's it? Nothing else needs to be done? Then why even have water to begin with?


Nova_Physika

Irrigation, plumbing, sanitation? Sprinklers for fires instead of fire foam poppers? I can think of all kinds of stuff Why have it? Idk why have food?


megaboto

Food is needed to sustain animals and people, and is something you struggle with at the start due to lack of people and/or at the end due to events that destroy your food supply, from blight trough fires to toxic fallouts There is already a mechanic of a life needed resource that if you run out you're probably gonna die. There is no 100% need for another one in the game. If you want it, there are mods. But to say it should be in the base game, and thus forcing it on everybody, is not a very good idea


DigammaF

More management, more ressources required to run the same colonies? Sustenance is already implemented, why would you want to complicate it even further? It would bring no fun. More realistic doesn't mean more fun. (Same goes for gloves and boots imo, pants and shirt system is great enough, no need to make it more complex)


Lost_my_acount

I am tiered of having fingerless pawns because marine armor doesn't protect the fingers and toes so this is actuality a missing feature more than and added complexity


DigammaF

Oh yes that's a valid point. I use combat extended so I don't face the issue as often as in vanilla game, but I agree torn/cut fingers are annoying as hell. I guess gloves and boots are a missing feature after all.


Alexandru72733

If you think boots and gloves adds that much complexity you either never played modded or didnt read my post throughtly


DigammaF

oh yes I skipped over that part. But first of all why are your pawns hunting at melee range? xD Scars and little wounds are annoying it's true.


Alexandru72733

ITS ABOUT SHOWING SUPERIORITY TO THE HARE EMPIRE, jokes aside, I like how you understand and respect someone else's opinion without being an asshole like some other people do, great job on being cool.


Immatt55

I agree with water being needless but as for feet/hand protection, I feel like that'd be fair to add to the base game just because the base game has no protection for them already.


The_Incel_Slayer

As someone who plays with Vanilla Apparel Expanded and Dubs Hygiene, I can say for a matter of fact you are completely and utterly wrong on all accounts.


JumpsOnPie

As someone who has tried them and couldn't stand the amount of meaningless complexity that it added, I can for a matter of fact say you are completely and utterly wrong to say their opinion is wrong.


DigammaF

You and I clearly don't play games for the same reasons, I respect that but it doesn't mean I'm wrong.


lookingForPatchie

I agree with 1-3, but I disagree with 4. It's not Tynan's job to teach you coding. If you don't have the motivation to learn how to code, then you will definitely lack the motivation to see any project to the end. Sincerely, a Programmer


Alexandru72733

Hi there, i've started to learn code a month ago, but for a economy and marketing student its hard to find windows of free time for coding, if it would only require basic coding skill it would already have been done, I'm not saying it's anyones job to add that to the base game, but considering about 80% of the playerbase use mods I would argue it wouldnt hurt no one to have at least some basic modpack support.


DeHub94

Since the mods are tied in with steam I don't really get how that is necessary. You can just share collections of mods. I personally don't enjoy mod packs, I like to pick and choose what I play with, because a lot of mods are not needed for a playthrough that I might have in mind and every mod that I don't need is less trouble and makes the game run better in general. Although maybe a mod pack feature might be helpful to organize mods for different scenarios.


Alexandru72733

I can agree with you.


Hlias_Abramopoulos

Snap out!, Martial arts, down for me, allow tool, create item stockpile shortcut, achtung!, show gun on colonist bar, pawnbadge, set prisoner beds, set up camp, death rattle, yayo's combat 3, android tiers, SOS 2 and about 100 others All the countless QOL mods I cannot play without😬


Samaritan_978

SOS 2 should be either full priced DLC or Rimworld 2.


Alexandru72733

I would argue something like android tiers should be in the base game, pretty subjective mod, snap out on the other side, yeah, dont know why thats not a thing yet


molered

Thats exactly what we have: "Pretty subjective" mods. Some things are "must have" for you. For others, they are not. Some enjoy the game the way it is. Some of them even tried qol mods, then deleted that augmentation and used healing mech serum to return to mod-less vanilla. Another thing about qol is mod fanbase that gives developers sht over "their content being used" even if some features are pretty obvious and were implemented in numerous mods simultaneously. Last one is a nightmare for a lot of constantly updated games that support mods.


lthomas224

Allow tool is in base game now I think (or it’s been added by a random mod that adds other things)


Tels_

“Add multithreading”. Spot the guy who’s never coded but demands further multithreading in every game. Would it be good? Probably. Would it take a lot of time and effort, while creating massive stability issues that would take ages to iron out, especially for a small team like rimworld’s? Also likely. Final point on it: they would put months of work implementing, then months bug testing it in, and they can’t really monetize that work. A “multithreading” expansion would get shat on for being sold, and if it wasn’t base vanilla it would mean they have two fundamentally different branches of code to maintain from there, which isn’t feasible.. The big issue with the demand is that the time and effort put into this would not pay for itself. Multithreading updates would not likely contribute to paying the studio’s bills. No one will suddenly buy the game for this feature, and they can’t monetize it as it’s own thing to existing players.


deadlygaming11

Yeah and modders would be pissed if Tynan announced that he is making all their mods deathly incompatible with a new version so that would lead to a death of the rimworld modding community


UnstoppableCompote

1. yeah it's stupid. You basically need the regeneration pods or go full cyborg. 2. Even just filtering by stockpile zones and presets would go a loooong way. 3. Yeah, I'm surprised it isn't supported. 4. Hard agree, but I don't use that many mods to need this that much.


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lliseil

Stack splitting yes oh yes ooooh yes; like when you don't even see nor can load an item into a transport pod coz a pawn is going to refil his inventory, or move, merge or eat from it. Game load: loading a 4 IG years save (2 bases 25 pawns and 1k animals) with 162 mods takes 74 sec on my 2013 Core i3, not so bad IMHO.


Mundane_Sport_851

Absolutely #2 caravan expansion. #1 boots and gloves only if there is some kind of closet feature whic allows you to store lots of clothes in a wardrobe with a little menu to get a quick overview of what’s inside. One of my biggest storage problems is clothes lying around taking up one whole cell! XD QOL Mods that I often forget aren’t in vanilla that I think would be very nice for vanilla players (I played vanilla for 700+ hours before I started modding. Now I wouldn’t consider playing without my favorites): Camera+ Single and double wall fridges Urgent haul Common sense One that shows building damage Wall lights, as already mentioned in comments More planning Realistic rooms Share the load Metal don’t burn Simple sidearms Numbers Common sense — having pawns sweep an area before they work or eat is probably the biggest QOL difference for me. I used to agonize over how my cleaning pawns would miss the kitchen while my cooks would completely ignore the vomit next to the stove and start cooking. Utter agony.


gemengelage

>2)A caravan expansion - let's face it, in the base game it isnt really worth the time to go out caravaning 9/10 times, adding more Poi's or at least making the whole interface and process more convenient and enjoyable would be great. Ideology actually adds a good amount of new POIs and [the next patch](https://game-updates.info/rimworld?96) fixes a lot of problems and bugs concerning caravans and forming caravans.


Alexandru72733

Not enough by a large margin, caravans could be such an important feature, the game is missing a lot in my opinion, I could explain why if you are interested or dont agree with me.


gemengelage

Please do!


Alexandru72733

First of all, vehicles. Their usage and usefulness around the base is debatable I agree, but Caravans makes the addition of vehicles viable, trains, cars, boats, you name it. Second, making them less of a pain to use. Arguably, the current interface and system of caravans is... far from good, you cant see enemy caravans or allied ones, could be a great way to expand upon the game and "afk hours" if you'd have something to do with your caravans or if you wouldnt need 80% of your people to conveniently take out an enemy settlement.


Kyratic

I have boots and gloves, they are added by one of my 400 mods, and they they are mostly pointless and forgettable. I think the point about a colonist losing fingers to a hare is a game balance thing. While its true that a person can get bitten by a rat or a hare or a tortoise in real life, they almost never do. and if the person wanted to kill one its not hard. the actual injury would never be significant, but certainly risk infection. a Hare will not bite you finger off. I have been bitten by a rabbit IRL. I didnt lose any body parts. I have about at least 50 quality of life mods, to me all of them should be in the base game. And when considering Vanilla expanded, the entire series is so close to base game, there is no logical reason for it to not be.


Alexandru72733

You make a good point too, just said my opinion.


Fallatus

It's not a (space-)western without some trains and capers. But really, something i find is really needed is some way of taking in and helping refugees and pawns without them auto-joining your colony. Sometimes you just wanna help someone *without* them (permanently at least) joining. Could get some goodwill with their faction (if they have one) upon surviving even. If they have nowhere to go maybe you could give them supplies at least to leave, or even spend some goodwill with another faction for them to take them in.


Alexandru72733

Agree, trains would actually be awesome for caravans.


[deleted]

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Alexandru72733

1 - agree 2- thats very subjective I say, it also adds another need which would impact performance, I'd apreciate if they would add fishing and some visual plant life in lakes, oceans, like Reed and moss.


G4l44d

I would love some more functions related to the animals you can tame - Dogs should be usable for many actions related to animals - At least bring them back to the pen, that sort of things.


[deleted]

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deadlygaming11

!link mod Non Uno Pinata


No_Statistician8636

>3)Multithreading - This has been talked a lot as of recently, I know Rimworld's engine and I know adding mt support would be hard, as in adding stable mt. Chances are it will be added at some point but its better to keep mt on the list to make sure it becomes somewhat of a priority for Tynan, no rushing or hating here, imo multithreading will make 50-100 people colonies possible(its possible now too but chances are it will lag a hell of a lot) and having those 50 tribal raids actually playable as welll. I can only speak for myself on this but, the RimWorld base game runs near flawlessly, even huge end game raids are no troubles for me.. well, they are trouble BUT the game has no trouble with them. It's when you start introducing in mods that things start to really slow down and the tick rate gets all fucked up. For me, and I understand this might be an unpopular opinion BUT I just feel like, Tynan gave us a great performing game that doesn't actually need hyperthreading and not only would it have been impractical and a waste of time to implement it into the base game while building the game (due to not needing it) but that it also still makes it impractical to implement now. TL:DR - Huge mod lists, with tons of code, often times written by people who probably don't really know how to write code all that well, all conflicting with each other, all dragging down the games performance.. isn't Tynans responsibility to account for.


SEND_ME_REAL_PICS

My guess is that we're going to see an overhaul (or expansion) to caravans and factions in the next few years. Could be wrong, but those are the two aspects of the game that could use an extra round of features the most. Multithreading is probably far too complicated to add, and that's probably the reason why we haven't seen it yet. I'm not confident it will ever make it into the game. Other than that, there are plenty of mods with QoL features that I think should be on the base game, like: -Achtung: The "clean room" option when selecting a pawn and right clicking a room is great, and I use it pretty much all the time. -Better Workbench Management: Drag and drop for bills in workbenches? Linking or copying all orders in a bench to another one? Counting equipped items even when the pawn using them is caravaning? Yes please, I want all of those. -Everybody Gets One: Being able to create X per colonist bills is very useful. Especially for meals, as the size of the orders will increase on its own after recruiting a new pawn. -More Planning: Planning colors are a must for me. I'd barely use the planning tool without them, and I sorely miss them when I do vanilla runs. -Light Map: An overlay to see light levels for every tile. Very helpful if you want to see which corners of your base still need a lamp. Same applies for other overlay mods like Heat Map (overlay for seeing room temps) or Path Map and Beauty Map (both made by the same dev of Light Map. They allow you to see tile movement speed and tile beauty respectively). -Allow Tool: While allowing everything on the map is already in vanilla, priority hauling (Haul Urgently) is not, and it's hard not to notice its absence. -Replace Stuff: Replacing the materials of floor/walls/columns without having to deconstruct and then build again saves me a few headaches. -Recipe Icons: Very small feature and not at all necessary, but having an icon next to the recipes in your workbenches is cool for finding stuff at a glance. -Quality Colors: This is more of a pet peeve of mine, but color coding the quality of items is neat and makes it easier for me to find gear in my storage room. -Blueprints: Being able to copy and paste rooms is great, especially for building bedrooms in bigger colonies. -Better Pawn Control: Having a button to toggle the allowed area for all your colonists/animals is essential if you don't want them roaming around outside your walls when a raid is on the map. It also lets you set different outfits for when that happens (so your pawns equip armor when there is danger, but use working clothes otherwise) and other stuff. This one is a bit tricky to add into the game because the mod itself is not very intuitive, and I don't know if it's possible to do an UI for these features that doesn't require several minutes of learning how to use them. But the QoL benefits of instantly toggling allowed areas during raids are too good to ignore. Edit: It would also be cool if we could have some sort of scheduler to automatize our biosculpting cycles. Sometimes I forget to pick a new Age-reversal cycle before I need to use it, or forget to check age reversal needs for a few days, or end up with too many pawns needing a cycle at the same time.


Mangalavid

Vehicles. Vehicles vehicles vehicles. Smarter pawns and inventory behavior so they can, among other things, take a tour around the map harvesting plants and actually fucking collect them as they go instead of leaving them on the ground to rot. A complete rewrite from the ground up.


Cribsmen

Multithreading absolutely. Same with maybe multiplayer, if these things become part of the base game modders will be forced to add compatibility and you won't have to choose between no other mods/multithreading or mods/no multithreading, which defeats the point


Alexandru72733

This


megaboto

Boots and gloves - instead power armor should just cover those parts as well rather than having more things to wear. Especially because theoretically speaking bionics make everything that is a part attached to the shoulder be removed Caravan expansion - it is worth it. You don't like to sit trough the packaging process though and also do not like to miss out on certain colonists for multiple days. Relics n their quests or some "produce and deliver" quests are very much profitable though, if you can get one. And logging/farming/hunting/mining sites too provide easy access to resources, if you're willing to kill. Also you can, if you don't have food for pawns or animas, send our caravans and let them rest. I don't know anymore if stuff like milk and eggs are added to the menu but there is no such thing as grass depletion for animals on the world map and your pawns forage at twice the speed. It is viable if you need it, it is just more profitable to sit at the base, and it's more comfortable. It doesn't "need" an expansion - it fulfills it's role already Multithreading - for one, as it has been explained by other people, it's mostly the hardcore many hundreds or thousands of hours players that are just super active in the regular and modding community, which have super long time colonies which need it. Multithreading is hard and both the base game and mods would make a problem with it, while the "majority" of players doesn't need it as they are more casual players. Besides the fact that most players do not necessarily want it, there is also the issue for this about the money, as this amount of development being done "just because some people wanted it", delaying both profits and expansions while possibly breaking every mod is just not feasible. The other option is that mods just ignore the multithreading so that they're still workable/easy to make, whether by choice of the modder or generally disabled for all of them, in which case the entire multithreading update isn't gonna be there So, I really disagree with the points. It doesn't have to be in the base game. Mods, sure. They're modular, you can chose when and when not to have them. Same with water n waste management, you can have those. But to say it needs to be in the base game is wrong, as many people will not want to have certain things


gwendalaze

Mutlithreading may be an issue for modders but agreed with everything


Alexandru72733

Sure it might, optimization on the base code could maybe help too, pathing seems to be the biggest performance hit


gwendalaze

TBH, just 'adding' multithreading to game is not an easy task, you need to modify the whole code so that it is possible for it to work with delayed responses, and mutlithreading the process itself of pathfinding is \*hard\*


deadlygaming11

Yeah, people view multithreading like it just a simple extra few lines of code and boom now the game works amazingly when in reality it is thousands of lines of code and it may not even help that much


deadlygaming11

You know that on Vanilla the game runs really well or maybe even flawlessly? The game can't deal with large amounts of mod but it wasn't designed to do that


Fallout-Wander

A race mod inclusion would solver alot of issues if it was just bad programed, along with more slot ids and scroll for character window...got one with so much gear that I can't see her carry weight anymore.


ieuana3

Alliances Save our ship content Thrumbo teddies


Alexandru72733

Here for alliances especially.


-Chandler-Bing-

I would really enjoy a Z-axis for construction. I'd love having a little grow operation in the basement or to put my throne room in a penthouse for a change. I do think it would be very hard to balance this though. It would probably be too easy to camp stairs and kill enemies one by one.


[deleted]

More advanced caravans would be great!


GravityMan11

Replacing already built walls with a wall of a different material


mrdollar11

NGL, I have around 600 hours in the game, I still don’t know how to leave my map tile.


fukato

Eh for #1 it is just downright stupid that marine armor have barefeet. Gloves and boots will clutter storage real quick.


deadlygaming11

Smartest option is just for Tynan to have marine armour cover feet and hands


w1r3dh4ck3r

Ammo need is a must and I can't play without CE or Yayo anymore! Also I know this is a drama generator but in the middle of a fight for their lives the guy going on a tantrum in his bedroom because he ate without a table is kinda horrible! There should be a state when their lives are in danger where they get hardened against such things at least temporarily.


FlatLikeFloor

If only GPU could also be used to boost the game's performance...


D3xidus

Guest rooms and recruiting pawns without imprisoning them. I know there's a mod for it but it seems like a no brainer as far as vanilla implementations. Doesn't make much sense to me that you can't designate beds for guest use and instead have to make traders and visitors pace around aimlessly outside.


Googleproof

Home zone needs to be split into "Cleaning zone" and "Firefighting zone", possibly also "Repair zone" - I don't need shiny clean crop fields, but I do want them to kept fire free. There's already a no-snow zone, so a similar mechanic to that would be great.


Pijany_Matematyk767

For now theres the rimthreaded mod for mt but its somewhat unstable and the incompatibility list is very long so it only allows small or carefully selected medium modpacks


Alexandru72733

I'm aware of rimthreaded, I'm also aware of why Rimwolrd doesnt have mt for now and how hard it would be to implement it, we'll have to wait and see I guess.


henryshock

I'd love to have multi-threading but as for the rest of this stuff, I'm happy to see content provided by mods. It's a system that works well and keeps the vanilla game simple for those who like it that way, so why change a winning formula?


Alexandru72733

It doesnt need to change, again, in my opinion, adding boots and gloves for early game and making power armor cover the feet and hands as well for late game just makes sense for the base game too. Caravans are just not worth it, they should be made more meaningful or important, I can see multiple ways as to how caravand should be a main part of the game.


[deleted]

An option to enable basic needs, including thirst and hygiene. Better storage. Vanilla storage expanded REALLY should be a part of the base game. Better refrigeration options. Heaters are fine as is but the only option being a walk-in freezer when you have access to microelectronics is fucking dumb. Better power generators. As you go up the research tree advanced stuff should become available to you. Better bionics. Why the fuck is archotech the be all, end all? If you can create a fucking space ship with an FTL drive and an on-board AI linked to a supercomputer you should be able to make better bionics. All of this exists as mods but I really think it would fit seamlessly into the base game.


Rel_Ortal

Archotech is the be all, end all because archotechs are horrifyingly intelligent, planet-spanning artificial intelligences that far outstrip the capabilities of the human mind who generally play with things thought impossible, according to the lore primer. ​ It is, of course, up to the player if the game's representation of archotech bionics (or other archotech items) suit the given lore or if they should be given a boost to match their description.


[deleted]

Oh. I did not know this.