RimWorld

RimWorld

TD Enhancement Pack
Uuugggg  [developer] 23 Mar, 2018 @ 1:07am
Suggestions
What little things should be in the game? I'll do it. I can do anything.
Last edited by Uuugggg; 15 Apr, 2018 @ 7:49pm
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Showing 1-15 of 88 comments
Absolutely stunning mod. Any chance you can incorporate an updated JT Zone Buttons into it? I really enjoy the feature that mod adds to the game, but sadly it isn't being worked on by the original author anymore. There are updated versions of the mod, but they are highly incompatible with other mods that add buttons (such as recolor stockpile, and stockpile/apparel export.)
Satt 1 Aug, 2018 @ 8:52am 
A do not harvest button?
Uuugggg  [developer] 5 Aug, 2018 @ 8:45pm 
JTZoneButtons made it into vanilla 1.0

Do not harvest button? You're crazy but okay there's an update - enable it in settings. Though savegames won't remember the setting, in 1.0 it'll work.
Uuugggg  [developer] 11 Oct, 2018 @ 8:08pm 
Literally one suggestion that made it in:/

I just put like twenty new things in, everyone.

I CAN DO ANYTHING
Last edited by Uuugggg; 11 Oct, 2018 @ 8:08pm
Valerian 28 Oct, 2018 @ 8:48am 
A warning for when a colonist reach some concerning state of heatstroke, toxic buildup, or any similar kind of health status.
okradonkey 9 Nov, 2018 @ 2:36pm 
Problem: Build a spike trap, enable auto-rearm. Enemy hits trap. Trap gets replaced. New trap doesn't have auto-rearm enabled. Grr.

Suggestion for TD Enhancement Pack: Auto-auto-rearm spike traps

Thanks for your mods; they are the best!
anarcher 12 Nov, 2018 @ 9:35pm 
Toggle for the grenade avoidance thing. Because sometimes I want my bullet sponge pyromaniacs with just a shield belt on to stand there and keep lobbing molotovs or repairing turrets.
Uuugggg  [developer] 12 Nov, 2018 @ 10:56pm 
Did you... look at the settings before asking for the setting?
Asiltic 13 Nov, 2018 @ 2:06am 
When I want a sleeping pawn to wake up (in order to get food or whatever), I draft and un-draft them. Can you add the same functionality to the "stop" button?
Thanks!
bonesbro 27 Nov, 2018 @ 7:08pm 
It would be awesome if the Smoothing overlay would ignore rough stone that's underneath a wall. All of the walls in my base show green in the Smoothing overlay, indicating there's work to do, even if the wall itself is already smoothed or if the tile contains a wall that I built. It makes it hard to find the walls/floors that actually still need work.
likeafox 7 Dec, 2018 @ 3:13pm 
When the mod updates, I'd really like to not be surprised by new features I don't want, or be subject to new features that go unnoticed but subtley change gameplay in a way I don't want.

Add a new meta-setting that controls the default state of new settings.
Uuugggg  [developer] 7 Dec, 2018 @ 3:17pm 
Do you have an example of an update with objectionable gameplay changes

e.g. grenade dodging is not enabled by default
likeafox 7 Dec, 2018 @ 4:10pm 
Nope, none I can think of. I just do know there are quite a few settings that change gameplay, and I'm anticipating that more will inevitably be introduced.

My experience has been more generally just noticing something like a UI change that I'd prefer to not have happened, but then undoing it requires knowing why it changed, which isn't necessarily easy.
Last edited by likeafox; 7 Dec, 2018 @ 4:11pm
Valerian 10 Dec, 2018 @ 7:49am 
Originally posted by likeafox:
Nope, none I can think of. I just do know there are quite a few settings that change gameplay, and I'm anticipating that more will inevitably be introduced.

My experience has been more generally just noticing something like a UI change that I'd prefer to not have happened, but then undoing it requires knowing why it changed, which isn't necessarily easy.

Well, I guess a "things that changed in recent updates" popup would be the solution, right?
okradonkey 16 Jan, 2019 @ 12:35pm 
Small suggestion: Burned trees shouldn't be highlighted when using the Chop Wood tool overlay. Thanks!
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