RimWorld
Recommended Game Overhaul Mods (with constraints)?
I have completed all of the Rimworld endings, but my modding experience is mostly limited to quality of life mods. I'm considering trying an overhaul mod, but I'm not sure what to try.

I do have a few requirements:
1. I don't want something grindy. While I like a challenge, I don't want something where I have to repeat the same activity 1000 times to progress. Ideally, any given "challenge" the game presents should be overcome once to prove I can overcome it, and then the next challenge will be different.
2. I don't want just bigger raids. I already dislike the size of end-game raids in Rimworld and I don't need more of that. Not only do they really slow down the game (FPS), but I don't find them particularly fun after a certain scale, just tedious.
3. I'm not just looking for a reskin of the existing game. I would like something with interesting new game mechanics.
4. I want a good challenge, so not looking for something designed for sandbox play where you just get to freely build whatever.

Does anyone have any recommendations that meet those requirements?

The anomoly expansion was a great example of this, a whole new set of challenges and gameplay mechanics. The other DLCs also weren't too bad (not as good as Anomoly though), each introducing new interesting mechanics and challenges.
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Download Save Our Ship 2 and use one of its starting scenarios. Have fun.
Perhaps the Vanilla Expanded modules can suit your needs. It should be noted though that you should not play with all of them enabled at the same time, as the modules add a lot of new content and can end up having too many things, or have features that are not relevant to a particular playthrough.

I think this satisfies your requirements as some of the modules introduce new ways of playing, such as becoming a rebel cell against the empire in game, or mechanics where you are expected to travel to mechanoid bases/dropships and destroy them, before they can upgrade their gear and become stronger.
I can't really think of any true "overhaul" mods. RimWorld modding is for the most part extremely modular. The closest would be "Medieval Overhaul" but that still retains a lot of vanilla, and just cuts out higher technology and replaces it with more medieval content. I can't think of any other mods offhand that removes or replaces vanilla content, which is what an overhaul is all about.

There are a lot of big chunky content mods that slap extra stuff and challenges to the base game, usually that you can mix and match to create something pretty monstrous (in size/scope). The Vanilla Expanded mods, the Alpha mods, Save Our Ship, etc. A lot of mods are going to be pretty focused though, if you want say more genes you look for gene mods, if you want more implants you look for implant mods, etc.
Origineel geplaatst door ice t:
Perhaps the Vanilla Expanded modules can suit your needs. It should be noted though that you should not play with all of them enabled at the same time, as the modules add a lot of new content and can end up having too many things, or have features that are not relevant to a particular playthrough.

I think this satisfies your requirements as some of the modules introduce new ways of playing, such as becoming a rebel cell against the empire in game, or mechanics where you are expected to travel to mechanoid bases/dropships and destroy them, before they can upgrade their gear and become stronger.

Vanilla Expanded is ~100 different mods, and most of them appear to just be new weapons, new furniture, etc. (no gameplay changes). Was there one or more specific Vanilla Expanded mods that you recommend if I'm looking for some new challenges?
maybe vanilla expanded deserters he could of meant since empires and deserters add two different endings, one where you climb through the empire and one where you fight against it
An odd way to try and delve brand new into content mods, especially as Rimworld modding is usually just meant to be added to normal gameplay, and eachother often, rather then completely replace and overhaul it.
Laatst bewerkt door MadArtillery; 17 jan om 12:04
Origineel geplaatst door MadArtillery:
An odd way to try and delve brand new into content mods, especially as Rimworld modding is usually just meant to be added to normal gameplay, and eachother often, rather then completely replace and overhaul it.


I enjoyed RimWorld the first `n` playthroughs, but I am kinda burnt out of the traditional gameplay loop at this point. Something that is mostly the original Rimworld but with one new encounter every 50 isn't sufficient to get me to go through it all again, which is why I'm looking for an Overhault.

I like the game conceptually still even though I'm "bored" of the primary game content, and I know that often times modders can take a good game and really run with it to create novel experiences, which is what I'm hoping to find.
You can "overhaul" it yourself, you just need enough mods. Think of a mechanic you want to spice up and search the workshop for it, you will probably find a bunch of mods for that mechanic. You mentioned "encounters" and there are several good event/incident mods that you can stack up to the point you rarely see vanilla incidents, especially if you tweak the vanilla incident fire rate in your scenario settings or with the Incident Tweaker mod.
Origineel geplaatst door Micah:
Origineel geplaatst door MadArtillery:
An odd way to try and delve brand new into content mods, especially as Rimworld modding is usually just meant to be added to normal gameplay, and eachother often, rather then completely replace and overhaul it.


I enjoyed RimWorld the first `n` playthroughs, but I am kinda burnt out of the traditional gameplay loop at this point. Something that is mostly the original Rimworld but with one new encounter every 50 isn't sufficient to get me to go through it all again, which is why I'm looking for an Overhault.

I like the game conceptually still even though I'm "bored" of the primary game content, and I know that often times modders can take a good game and really run with it to create novel experiences, which is what I'm hoping to find.
Gene mods are generally how I fix that. I assure you running a colony of obligate carnivores for example takes a lot of very different problem solving compared to a standard farm rice to live colony. Add in blubber genes for nutritient storage and can be a pretty fun winter survival arctic cryptid in the woods run. Can do a lot with genes to really mess with a standard playthrough. Someone even turned genes into an rpg mechanic where you gain xp to level up to different xenotypes. Genes can be so flexible you'll find someone doing something wacky enough to change how the game plays with enough digging and even just the default skill genes can really mess with a run.
Laatst bewerkt door MadArtillery; 18 jan om 7:52
Origineel geplaatst door MadArtillery:
Gene mods are generally how I fix that. I assure you running a colony of obligate carnivores for example takes a lot of very different problem solving compared to a standard farm rice to live colony. Add in blubber genes for nutritient storage and can be a pretty fun winter survival arctic cryptid in the woods run. Can do a lot with genes to really mess with a standard playthrough. Someone even turned genes into an rpg mechanic where you gain xp to level up to different xenotypes. Genes can be so flexible you'll find someone doing something wacky enough to change how the game plays with enough digging and even just the default skill genes can really mess with a run.

Do you have any recommendations for mods that significantly change up the gameplay via genes, like the XP/RPG xenotype thing you mentioned?
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Geplaatst op: 17 jan om 7:56
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