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Features "Vanilla" Rimworld should have
I'll start by saying that Rimworld has gone a long way from it's humble beginnings.

However, I think most of us have one or two things we'd like to see integrated into the game. Nothing too extreme, mind you, that's precisely what mods are for, but more like little improvements or additions to the game that wouldn't unbalance or "break" it.

I'll go first:
We should be able to copy outfit settings and/or duplicate outfits, much like we can copy storage settings and production orders. If I just want to slightly tweak the generic "soldier" outfit to better fit my cyborg tank, I would love to do just that. Especially when I'm running Royalty and maybe 5 or so mods that all add new armor and clothing types.

I know, there's a mod that kind of let's you do this, but that mod is entirely broken for me. Don't know if it's due to another mod (though I have no other mods that affect outfitting, and changing the load order does nothing) or because I play on Linux, but either way, if it was a vanilla feature I wouldn't be having this issue.

What's a feature that would make your life in the Rim a bit less frustrating/more enjoyable? And why?
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Showing 1-15 of 19 comments
pheanox Sep 28 @ 1:05pm 
The only mods I truly miss while playing vanilla is the wall light, and Deep Storage. That's it.
Originally posted by pheanox:
The only mods I truly miss while playing vanilla is the wall light, and Deep Storage. That's it.

Well, those are two very valid things to miss. I don't think I've even played a single run without wall lights on since I first found out about the mod. And Deep Storage does look rather appealing. Not having a gigantic room for stuff would probably be nice. But I would probably just end up with a giant room full of Deep Storage, that is in turn full of stuff. And ungodly raids, due to my accumulated wealth.

Tynan actually responded to my suggestion. It's now "In the rather big backlog of stuff", was his approximate words. Feels really nice.

Rimworld is maybe the very best project I've ever had the good fortune of backing on KS. Even though I am absolutely awful at it.

(edited: brain is tired, spelling broke)
Last edited by Hulkninja; Sep 28 @ 1:42pm
Feyda Sep 28 @ 2:37pm 
Destroyed shelves and workbenches have to have their settings put back in by hand even with autorebuild. Can be a little annoying if you have like 6 tailoring bills or custom shelf settings.
Originally posted by Hulkninja:
Originally posted by pheanox:
The only mods I truly miss while playing vanilla is the wall light, and Deep Storage. That's it.

Well, those are two very valid things to miss. I don't think I've even played a single run without wall lights on since I first found out about the mod. And Deep Storage does look rather appealing. Not having a gigantic room for stuff would probably be nice. But I would probably just end up with a giant room full of Deep Storage, that is in turn full of stuff. And ungodly raids, due to my accumulated wealth.

Tynan actually responded to my suggestion. It's now "In the rather big backlog of stuff", was his approximate words. Feels really nice.

Rimworld is maybe the very best project I've ever had the good fortune of backing on KS. Even though I am absolutely awful at it.

(edited: brain is tired, spelling broke)

says to be another DLC or just years and years worth of updates
Morkonan Sep 28 @ 4:00pm 
Originally posted by Hulkninja:
...
What's a feature that would make your life in the Rim a bit less frustrating/more enjoyable? And why?

I actually think vanilla Rimworld is pretty darn good as it is.

Just off the cuff, the sorts of things I would want would be kind of "deep" and may require the addition of yet more "things."

For example, we have the ability to define "sets" of clothing, more or less. Your suggestion is a bit more specific in copy/paste. Well... why? It takes awhile to change clothes, so either they're already wearing their gear or not, right? (I generally don't mess with high-end armor sets/gear in this way, simply due to "habits" developed when such armor would wear out very quickly.) I do the whole "manually equip" such things as needed.

What I would want would be some additional behaviors related to prioritizing certain tasks/jobs/behavior interactions. An additional "Job" might be necessary, too, to accomplish things like that. Prioritizing certain "behaviors" may be nice, but we can't really do that. Pawns do what they do and that is definitely part of the game mechanic the player is intended to have to deal with, themselves.

Lighting - Duh...

"We need light in here!"

"WE HAS LAMP!"

"Yes, but we could use something a bit nicer, perhaps? I was thinking we-"

"WE HAS LAMP!"

"Of course! And, it's a very nice one, too. But, I think we'd all like to ha-"

"WE HAS LAMP!"

It is fifty-eleven-bajillion years into the far off future. And... "WE HAS LAMP" is a bit... primitive. I can construct weapons of mass destruction and perform surgeries to install alien artifacts into human beings, but... I can only invent an "I HAS LAMP" lamp?

"WE HAS COLORS!"

<sigh>

Pets - We need to incorporate "A Dog Said" mechanics for "pets." Pets should be a separate class of animals with additional behaviors and many of the same abilities, based upon "Wildness" of normal colonists. That includes "mood" and behavior interactions more than just "nuzzle." Some pets don't like some people... (I don't use A Dog Said, even though I've often thought about it. I use very few mods. But, I would certainly like the ability to deal with medical emergencies and the like with my "pet-class" animals.) Wildness already has some variables directly associated with it, some low level of it that "unlocks" more behaviors/abilities beyond current Training skills would be nice.
ichifish Sep 28 @ 4:01pm 
It seems like a lot of things like Deep Storage (which I wouldn’t play without) would require balancing work and Ludeon’s time might be better spent on performance, mod integration, UI improvements, and improvements like the updated caravan system. Here’s my list of tweaks:

Seems like a “haul urgently” button wouldn’t be a game breaker. I use it regularly when there are important resources lying on the deck.

Speaking of hauling, it would be nice if Omar would bring back those $%#%* components he walked across the map to mine. Oh, he’s already drinking a beer back in the base? No he’s d*** well NOT! Get back there and pick up those... oh now he’s wandering sadly next to the mech cluster.

I’d like to be able to set animals to “follow master when drafted” on the animals tab rather than on the animal so that I can do many of them quickly.

I can see why from a thematic as well as balance position displaying all of the character stats like Rim HUD might not be what they want. That said, there are some more UI tweaks that I wouldn’t mind seeing as standards.

I’d like to have the granularity of Fluffy’s work tab. In particular I like being able to set caravan/transport loading to 1 so that it doesn’t take a week to get them off the map, have more than wardens feeding prisoners (especially since the cooks and crafters are usually close) and have some pawns sowing but not harvesting. It’s also useful for having low junior cooks butchering and brewing. Fluffy’s is intimidating when it’s fully open, but when you close parts of it down it’s great. I can see how the efficiency increases make it easier, but it makes the game lass frustrating.

It would be nice to have a “colony role” field as part of the name. The backstories are great but Akeem is no longer a caveworld tender, he’s a grower and a tank.

The weapons tab from WeaponStats saves me a lot of time and frustration when I need to, once again, figure out which *MG goes to which pawn or if anyone is packing the EMP grenades. It’s the kind of thing that I don’t need often but when I need it I needed it yesterday.




Last edited by ichifish; Sep 28 @ 4:04pm
ichifish Sep 28 @ 4:07pm 
Oh, and more zones plz?
Originally posted by Morkonan:
For example, we have the ability to define "sets" of clothing, more or less. Your suggestion is a bit more specific in copy/paste. Well... why? It takes awhile to change clothes, so either they're already wearing their gear or not, right? (I generally don't mess with high-end armor sets/gear in this way, simply due to "habits" developed when such armor would wear out very quickly.) I do the whole "manually equip" such things as needed.

I'm not sure I follow. You force them to wear clothes manually, then force them to drop the clothes upon becoming tattered..? Or what?

I WANT to use the outfit system. More often than not, I set my soldiers to use the soldier outfit, tweak the outfits I use a tiny bit just so pawns won't wear tainted or tattered clothing, etc. and then I carry on playing, without needing to manually set any gear.

Or at least, that's what I intend. But then, some idiot rifleman equips a shield and heavy plate armour, along with a helmet that partially obscures his vision. Now he's no longer a decent sniper, he's a tin can with a target on his back. At that point, I want to be able to effectively "split" my outfit into two separate ones: One specifically designed for shooters, the other for bashers. Maybe split those up further, so I can have some specific gear for special combat roles, like heavy armor for my tank, lighter armor for my regular riflemen, some helmets that either don't reduce or preferably even boost the aim of my snipers, etc.

I'm not really that into all the aspects of micro-managing my pawns. Some micromanaging can be fun every now and then, but manually setting and changing the gear of every fighter I have is not my idea of a good time. Especially since I kind of suck really bad at the game and lose colonists regularly, which would probably mean even more time needs to be spent on forcing clothing and armor.


Originally posted by ichifish:
It would be nice to have a “colony role” field as part of the name. The backstories are great but Akeem is no longer a caveworld tender, he’s a grower and a tank.

This is actually something I'd really like to see. At least for the kids who grow up in the colony. If someone goes through ages 16-23 in a really long run, they should maybe have a "background" generated based on their statistics, or skills. Like, someone with high melee and a decent kill count might get a melee combat oriented adult background.

Although to be fair this might also require a lot of additional time and effort. Writing and spell-checking a high amount of new flavor text, especially if it needs to be modular/procedural to any real extent, is probably no small task.
Last edited by Hulkninja; Sep 29 @ 2:10pm
Originally posted by Hulkninja:
I'll start by saying that Rimworld has gone a long way from it's humble beginnings.

However, I think most of us have one or two things we'd like to see integrated into the game. Nothing too extreme, mind you, that's precisely what mods are for, but more like little improvements or additions to the game that wouldn't unbalance or "break" it.

I'll go first:
We should be able to copy outfit settings and/or duplicate outfits, much like we can copy storage settings and production orders. If I just want to slightly tweak the generic "soldier" outfit to better fit my cyborg tank, I would love to do just that. Especially when I'm running Royalty and maybe 5 or so mods that all add new armor and clothing types.

I know, there's a mod that kind of let's you do this, but that mod is entirely broken for me. Don't know if it's due to another mod (though I have no other mods that affect outfitting, and changing the load order does nothing) or because I play on Linux, but either way, if it was a vanilla feature I wouldn't be having this issue.

What's a feature that would make your life in the Rim a bit less frustrating/more enjoyable? And why?

Giddy up and alot of the vanilla expanded mods for me

especially the ones that add the western,medival,and viking factions it had a better diversity amongst the currently existing factions and tech levels along with all the vanilla expanded animal mods

just really fleshes it out all the better
The many many quality of life Mods , especially dubs Bills, jesus this gives u so much more time if u add and search through the Items u lookin for.
Or Stack and Haul, Let me Pass, Mass Produce and so on.
TSense Sep 30 @ 2:39pm 
Pick up and Haul

I get that moving wood or stone takes some time, but one year to get my corn harvest in, really?
Genetic rim
Originally posted by conor.r.foley:
Giddy up and alot of the vanilla expanded mods for me

especially the ones that add the western,medival,and viking factions it had a better diversity amongst the currently existing factions and tech levels along with all the vanilla expanded animal mods

just really fleshes it out all the better

Oh god, that's right, riding is a mod feature.
It feels so natural, I forgot.

And more faction variety would be dope. Right now, we have 5 minor peon factions in vanilla, and one thunderfück powerhouse that is the empire.

Imagine if there were different imperial factions, fighting for control, and eventually pushing you towards picking a side. Or maybe a true rival for the empire, a faction that isn't neolithic cannibals or dusty space cowboys.

The empire is currently in part based on ancient Hellenic culture and language. Maybe another variant, based on a contemporary great power, like the Persians..?
Literally the pathfinding doesn't even check if there's fire in the way and colonists can walk right through fire.

That is what vanilla needs.


Also let us copy entire bills not one bit of it at a time.
ichifish Sep 30 @ 6:46pm 
Originally posted by Hulkninja:

Imagine if there were different imperial factions, fighting for control, and eventually pushing you towards picking a side. Or maybe a true rival for the empire, a faction that isn't neolithic cannibals or dusty space cowboys.

I don't think it's a "tweak" like the OP is talking about, but I agree completely that it would be cool if there were more interesting factions and more interactions between the factions (and no, not the mod). It would be cool, maybe as an optional difficulty setting, if alliances came with responsibilities. So your allies would ask you to send a caravan, assault an outpost, etc., and NOT taking the quest would hurt relations.

One thing I like about the new mech clusters is that I often have to change up my tactics depending on their configuration. It would be good if the current factions had more goals when they raid. Here are some examples: tribals that surround the base and attack different points or lay traps without ever launching an assault, tribals that unleash war animals, groups that mine out your resources in the dead of night, raiders who come with an anti-material weapon or animal pulsers to extort money/supplies/hostages. Getting complicated but it would also be cool if there were make-or-break negotiations so that you could send your leader out to talk, bargain, or fight one-on-one.

Also, it would be nice if more of the factions had themed outfits. The Empire seems to show up in grays for the soldiers and reds for the priests. I'd like to see something like that for other factions as well.
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