RimWorld

RimWorld

Superior Crafting B18: Back from the nether! (Test Version)
 This topic has been pinned, so it's probably important
Pesky Little Rascal Noob  [developer] Jan 24, 2018 @ 1:17am
Feature requests
Do u have a great idea for a new building or a new research or a gameplay addition ?
Post it here !
Here is the planned features list:
LONG TERM PLANNED UPDATES:

COSTRUCTION
-Mining tree
-Deep underground resource selectable drill
-Long range scanner show all minerals on the ground and underground
-Construction 5:Wireless constructor
-Construction 6: Stargate

AGRICOLTURE
-Agricolture 5 glitter ultra lightwheigs and ultra nutrition fruit

POWER
-Power 5 Fusion Generator
-Power 6 Singularity Generator

MEDICINE
-Evil research medical tier
-body regenerator and advanced bionics and organs for medicine 5
-Cloning Vat
-Revamp medical ui to a graphic one


CRAFTING
-LASER/PLASMA Weapons Tiers
-Cryobed
-advanced glitterworld worksuit/combatsuit
-stimpacks
-advanced power armor
-Battle MechExoskeleton
-Reprogrammable mechanoids

SECURITY
-barbredwire
-pitfalls traps
-LASER/PLASMA turrets

RESEARCH
-Research tree revamp
-research 4


GENERAL
-More traders resources
-Stat Boost every corrisponding research tier
-Stack increasing research
-Weapons and armor stacking (maybe)
-More mechanoids would be a fine addition
-Advanced Faster travelling method
Last edited by Pesky Little Rascal Noob; May 21, 2018 @ 8:46am
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Showing 1-6 of 6 comments
BlackSmokeDMax Feb 10, 2018 @ 2:03pm 
Perhaps require furniture to use planks instead of regular raw wood.
Pesky Little Rascal Noob  [developer] Feb 10, 2018 @ 11:21pm 
Originally posted by BlackSmokeDMax:
Perhaps require furniture to use planks instead of regular raw wood.
yeah that was the idea.
With only SC enabled furniture already require wood planks to build, pheraps you are using some extra kind of wood type mod or some other mod overwrite the woodlog definition.
If your case is the latter try to load SC after in the mod load order.
Last edited by Pesky Little Rascal Noob; Feb 10, 2018 @ 11:21pm
BlackSmokeDMax Feb 11, 2018 @ 12:59am 
Hmm, not aware of any, but I'll check better than just that guess.


edit: Seemed to have just been a matter of starting a new game. Still playing with the same mods/order and no longer have that issue. Not exactly sure what the deal was, but looking good now.
Last edited by BlackSmokeDMax; Feb 26, 2018 @ 8:01am
BlackSmokeDMax Feb 24, 2018 @ 7:39pm 
Have a new request, it is for torches/campfires that do not go away. I believe it is something HardcoreSK integrated via a campfire spot that takes stone blocks to build.

This mod does it with stone or metal. So perhaps use one of those two ideas or throw in some balance of your own choosing, perhaps also with some research involved for one or the other. Not necessarily new research, but possibly split into some existing research.

http://steamcommunity.com/sharedfiles/filedetails/?id=896515996

I'm much more interested in the campfire portion, with the idea that it creates a campfire that won't lose your bills if it accidentally goes out. The torches aren't so bad as rebuilding them doesn't involve the need to recreate bills, but would still be a nice addition.

I could probably just use this mod loaded after yours, but I think the idea really fits with the Superior Crafting system and would be cool to just have it integral to the mod.
Last edited by BlackSmokeDMax; Mar 2, 2018 @ 5:44pm
peter Mar 7, 2018 @ 7:39am 
Shouldn't the mannable guns be turnable (Q + E keys) before construction?
Last edited by peter; Mar 7, 2018 @ 7:40am
Uncle Fubar May 23, 2018 @ 11:10pm 
Some suggestions from other small mods I always use:

1x1 tables.

Fuses - Colonists should be smart enough to stop a random electrical short from destroying all your hydroponic crops and burning down half the base without putting firefoam over every square inch of it. Existing mods: Ratysz's RT Fuse

Autopsy table - Use corpses for medical training before you get an organ vat or a training dummy, both of which are pretty advanced. Existing mods: ItchyFlea's Medical Training (outdated), Fette Sandratte's Medical Dissection

Reclaim Fabric - Takes care of the huge amount of deadman's clothing that collects from raids if you're using an organ vat or crematorium. Otherwise you have to bury everyone fully clothed, or add the option to cremate without stripping (ED-Enhanced Options). Existing Mods: Skullywag's Reclaim Fabric

Repair items - Colonists should be able to fix clothing and weapons. I haven't found mod that can use appropriate materials though. Making and consuming repair kits is one solution, otherwise it's imbalanced by repairing clothing and weapons from raids and selling them for huge profit. Existing mods: notfood's Mending - original by Wasteland, Acruid's Repair Workbench

Other suggested mods to integrate:

SheiFoxy's Sensible Stone and Steel

Crlsniper's Realistic Rooms

[KV] Trading Spot

and Rainbeau Flambe's entire collection :) Well, maybe not every single one but I do use most of them.
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