RimWorld

RimWorld

RimWorld Workshop
Mods and scenarios for RimWorld. Mods can also be found at the Ludeon forums at ludeon.com/forums
Doctor Whom? (Mod Idea)
Well I may as well throw muck at the wall and see what sticks. Recently getting back into Doctor Who (Starting with Christopher Eccleston.) I realized a high scifi and moddable setting like Rimworld would make the perfect backdrop for a DW themed play through and colony.

I am perfectly aware of DW mods like Cybermen and Daleks exist but from what the mod pages say they're no longer being worked on and those are only two enemies out of the whole series. Time Lord Genetics also exists as a mod but I haven't used it at all yet so I'm waiting for any recommendations to see if it's good.


I'll be quick to the point and just say what I'd personally like in a proper Doctor Who themed expansion Mod.


1) TARDIS

Now this actually seems like a perfectly possible idea considering all the vehicle mods and recent DLC allowing you to just build and modify your own star ship and have a sort of pocket dimension attached to one.

Having a fully functioning TARDIS would also just open up a lot of interesting events and colony ideas outside of just doing a Doctor Who RP play through. Maybe instead of just crafting one from end game material there's a change for a decrepit or faulty TARDIS to spawn on the Map or in Caravan's inventories. Basically just being a glorified statue until you can either have a Pawn with high enough Intellectual unlock it or by using a Pawn with Time Lord lineage interact with it.

Inside could just be a single room with the control console inside a massive space full of concrete the Player can borrow through to make their own TARDIS lay out, having to either salvage the required parts or research and craft them to fully repair the TARDIS, allowing them to basically use it as a small ship from Odyssey or visit iconic settings or alien planets from the series. In reality basically just teleporting them to a newly generated tile of land set within that planets environment. I'm not sure how well the game could handle generating an entire new planet on top of your normal world. So just individual cells representing each planet or time period would likely work better.

Maybe incorporate some show ideas like being able to change the TARDIS appearance to anything once you fix the Chameleon drive. Like besides the Police box you can choose from a dozen Base Game and DLC props and such that fit the same dimensions.


2) Enemies and species

Pretty clear cut, just Doctor who aliens and foes sprinkled in as enemy factions and events, along with the more iconic friendlier alien races the Show presents through out it's run.

-Cybermen (already done, I know)
-Dalek (Again, I know)
-Slitheens
-Weeping Angels (This might be tricky to code)
-Ice Warriors
-Headless Monks
-The Silence (Also weird to adapt)

And plenty more, but they would be my first picks personally.



3) Gadgets and items

Again, I imagine it wouldn't be too hard to just import things with little difficulty without compromising their original purpose too much.

-The Sonic Screwdiver, while very multipurpose and subject to what the Writers needed at the time, it would just be a very helpful tool that would allow Pawns to open non-wooden doors with ease, repair machinery and tech faster, and maybe even be used as a last resort but effect weapon against Robotic enemies.

-K9, an easily assembled Pet that can boost morale, happiness, and even social needs by talking with Pawns of the colony. Maybe add in a Roomba feature that allows him to clean up floors passively by driving over filth.

-Jellibabies, a basic sugary food item that gives a small bonus to happiness for anyone who consumes it. Either easily crafted in mass quantities or sold in bulk by Caravans. And dirt cheap.

-Biodata watch, a deep cut reference but the idea is they're a consumable that has a very very small chance to unleash Time Lord essence and make a Pawn a 'Time lord', Changing their race and maybe a few of their traits.


As for what else...

That's all I have thought wise so far. I think this alone would make an interesting mod even if only a few ideas of it were used. It works as a good base lie to try and inject that Doctor Who fantasy into the game while also fitting it to a Colony sim.

Obviously I know there are holes and some assumptions I made regarding Modding, but this genuinely seems possible as a decently sized mod.

If you have any thoughts for this mod or just critisms, please feel free to share.