RimWorld

RimWorld

Westerado [.18]
terasu  [developer] 18 May, 2018 @ 6:40pm
Suggestions Thread
Adds suggestion here and we'll get back to you about their feasibility!
Last edited by terasu; 18 May, 2018 @ 6:40pm
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Showing 1-15 of 31 comments
ItsaCat 19 May, 2018 @ 7:22pm 
hey maybe make a seperate mod that disables other vanilla wepons and replaced space pirates with banditos and keep outlanders but make it so they cant use automatic or energy wepons. also cut out solar panels and geothermal electricity.
kinda like the medieval mod. i think this mod could be one of the sickest out there btw keep up the awesome. :steamhappy:
/. 20 May, 2018 @ 3:27pm 
That's actually a sick idea, Degamnus, a Westerado Rimworld would be a great Rimworld. Please consider doing something like that! I enjoyed the runs I had with the medieval mod but a westerado edition would be freakin' amazing. The tech and weapon restrictions would make for a way more immersive and awesome world.

Along with his idea of replacing space pirates with banditos... Some factions might be pretty cool. Cowboys, Tribal Natives, Lawbringers, Banditos, etc.

And idk how difficult something like this would be, but new events for 'Lawbringers' where instead of outposts to destroy, it's wanted criminals that are hiding out and you gotta try to take them alive for justice. Or dead for a lesser reward. Or you can let them hide out at your colony and recruit them, which would cause faction relation damage with the Lawbringers but increase relation with banditos. Not sure if that's feasible but it'd be awesome.
Originally posted by Degamnus:
hey maybe make a seperate mod that disables other vanilla wepons and replaced space pirates with banditos and keep outlanders but make it so they cant use automatic or energy wepons. also cut out solar panels and geothermal electricity.
kinda like the medieval mod. i think this mod could be one of the sickest out there btw keep up the awesome. :steamhappy:

This

Last edited by nigerian black prince ﷽; 20 May, 2018 @ 5:45pm
nephilimnexus 20 May, 2018 @ 8:25pm 
Beer is nice, but it 'taint a true Western without whiskey, lads. Crop type: Rye.

And while we're makin' rye, we'll need a windmill to grind it, along with our other grains (wheat, barley, etc) to make tasty bread. Needs wind like a wind turbine, but instead of producing power it produces work order points on it's own (without the need for a human laborer standing there).

Rattlesnakes can be certain death in a world without antivenom. Make those buggers aggro anyone who steps within two squares and people will start watching their step.

Don't know about deadfall trap, but we gots us some bear traps and beaver traps for the fur trade, pardner. Check 'em out. Bear traps do more damage but have a higher chance of being spotted. Both require bait to lure the animals in.

Of course you'll need horses, but luckily someone already has a mod for that. Needs some work, though. Horses ain't that smart. Instead of "a dog said" bionics have an anvil for making horsehoes for a small movement bonus (works like bionics, attaches to hooves as an implant). Also needs donkeys & mules. Donkeys move slower but carry more. Mules carry the most but can't be mounted (arbitrary and not 100% realistic, but it at least gives them a purpose, otherwise people would just use horses for everything).

Cutting cactus should give a small amount of raw water, for those using "no water, no life."

Without commonplace refrigeration, food presevation takes other paths, mostly involving salt. Beef jerky should be, like, everywhere. Anyone using a fishing mod should be able to salt their fish, as well.

The good news is that event like solar flares, volcanic winters and toxic fallout should be automatically disabled by default... along with mechanoids (thank gawd).

For those using "snap out," a new apparel item of Sheriff's Badge gives a bonus to calming people down. Catch is it only works on those who aren't wearing the things, themselves. Hope yer sheriff don't got a drinkin' problem, pardner.

Wagons would be type of "backpack" that attached to pack animals but only during overland travel. Slows movement but dramatically increases weight capacity, and allow multiple riders (I'm assuming that everyone would be using Giddyup Core by default. It is a western, after all.)

Frontier forts would naturally have wooden pallisade walls. Pretty sure other mod exists with these already, but it should still be added on general principle.

For authentic storytelling, rather than a true enemy faction, just have groups of armed traveler visit on a regular basis. Sometimes one or two of them will enter with alchohol addiction and the abrasive & bloodlust traits. They'll naturally head straight for your saloon and cause trouble.

Speaking of which - saloons! New building type: the bar. You stuck booze in a hopper next to it and, when worked by a pawn, it becomes a place that attracts other pawns and gives a mood boost not only for the booze but also the Social stat of the bartender. Great for boosting joy.

New trait: Cheater. This pawn gets double the joy gain fromusing the poker table, but If this pawn plays with other pawns, there is a chance that he will get caught cheating and the other pawns will immediately enter a focused bezerk mental state to attack just him.

New mental state: Bar Brawl. If a pawn spots a bezerk fighter within ten squares of the bar unit, he goes into the bar brawl mental state,, attacking the nearest pawn that is already engaged in melee combat. Any pawn that that enters into melee with a bar brawler will "catch" the bar brawl mental state themselves. Sheriff's badge grants immunity.

Chairs and beer bottles picked up and used as melee weapons. See above.
GrotZogga 20 May, 2018 @ 9:16pm 
PLEASE PLEASE make a seperate mod for just the flintlock weapons and have it be compaitbal with CE. Im begging you there is no standalone musket/flintlock gun mod and its SERIOUSLY lacking in this game, im trying to use this mod on my medieval playthrough becuase the one other musket mod I found wass really bad, but as soon as I add westerado and westerado gunslinger it ruins my load order no matter whre i put it
terasu  [developer] 21 May, 2018 @ 8:49am 
Originally posted by Platinum Angel:
hey maybe make a seperate mod that disables other vanilla wepons and replaced space pirates with banditos and keep outlanders but make it so they cant use automatic or energy wepons. also cut out solar panels and geothermal electricity.
kinda like the medieval mod. i think this mod could be one of the sickest out there btw keep up the awesome. :steamhappy:

We considered making it a 'total conversion' type mode as you suggest here but decided against it at the time due to the changing nature of XML that were coming down the pipeline with further official updates. However we're thinking of making this type of mod once 1.0 is released. So stay tuned!

Originally posted by Degamnus:
Along with his idea of replacing space pirates with banditos... Some factions might be pretty cool. Cowboys, Tribal Natives, Lawbringers, Banditos, etc.

And idk how difficult something like this would be, but new events for 'Lawbringers' where instead of outposts to destroy, it's wanted criminals that are hiding out and you gotta try to take them alive for justice. Or dead for a lesser reward. Or you can let them hide out at your colony and recruit them, which would cause faction relation damage with the Lawbringers but increase relation with banditos. Not sure if that's feasible but it'd be awesome.

Tribal extension with a more indian flair is already planned and should be the update coming after the next one! As far more factions... maybe. We like having the game still feel more like vanilla, and many more factions might jeopardize that.

As to making bounty hunter quests and the like, we'd really love to do this but it requires programming skills that we simply don't have or have the time for. If there's anyone out there willing to do it we'd gladly have them on the team.

Originally posted by nephilimnexus:
Beer is nice, but it 'taint a true Western without whiskey, lads. Crop type: Rye.

And while we're makin' rye, we'll need a windmill to grind it, along with our other grains (wheat, barley, etc) to make tasty bread. Needs wind like a wind turbine, but instead of producing power it produces work order points on it's own (without the need for a human laborer standing there).

Rattlesnakes can be certain death in a world without antivenom. Make those buggers aggro anyone who steps within two squares and people will start watching their step.

Don't know about deadfall trap, but we gots us some bear traps and beaver traps for the fur trade, pardner. Check 'em out. Bear traps do more damage but have a higher chance of being spotted. Both require bait to lure the animals in.

Of course you'll need horses, but luckily someone already has a mod for that. Needs some work, though. Horses ain't that smart. Instead of "a dog said" bionics have an anvil for making horsehoes for a small movement bonus (works like bionics, attaches to hooves as an implant). Also needs donkeys & mules. Donkeys move slower but carry more. Mules carry the most but can't be mounted (arbitrary and not 100% realistic, but it at least gives them a purpose, otherwise people would just use horses for everything).

Cutting cactus should give a small amount of raw water, for those using "no water, no life."

Without commonplace refrigeration, food presevation takes other paths, mostly involving salt. Beef jerky should be, like, everywhere. Anyone using a fishing mod should be able to salt their fish, as well.

The good news is that event like solar flares, volcanic winters and toxic fallout should be automatically disabled by default... along with mechanoids (thank gawd).

For those using "snap out," a new apparel item of Sheriff's Badge gives a bonus to calming people down. Catch is it only works on those who aren't wearing the things, themselves. Hope yer sheriff don't got a drinkin' problem, pardner.

Wagons would be type of "backpack" that attached to pack animals but only during overland travel. Slows movement but dramatically increases weight capacity, and allow multiple riders (I'm assuming that everyone would be using Giddyup Core by default. It is a western, after all.)

Frontier forts would naturally have wooden pallisade walls. Pretty sure other mod exists with these already, but it should still be added on general principle.

For authentic storytelling, rather than a true enemy faction, just have groups of armed traveler visit on a regular basis. Sometimes one or two of them will enter with alchohol addiction and the abrasive & bloodlust traits. They'll naturally head straight for your saloon and cause trouble.

Speaking of which - saloons! New building type: the bar. You stuck booze in a hopper next to it and, when worked by a pawn, it becomes a place that attracts other pawns and gives a mood boost not only for the booze but also the Social stat of the bartender. Great for boosting joy.

New trait: Cheater. This pawn gets double the joy gain fromusing the poker table, but If this pawn plays with other pawns, there is a chance that he will get caught cheating and the other pawns will immediately enter a focused bezerk mental state to attack just him.

New mental state: Bar Brawl. If a pawn spots a bezerk fighter within ten squares of the bar unit, he goes into the bar brawl mental state,, attacking the nearest pawn that is already engaged in melee combat. Any pawn that that enters into melee with a bar brawler will "catch" the bar brawl mental state themselves. Sheriff's badge grants immunity.

Chairs and beer bottles picked up and used as melee weapons. See above.

There's a lot here so let me bullet it up:
  • We'll add Rye as a crop type to the Provisions add-on, thanks for the suggestion!
  • We're looking into the feasibility of the windmill, if possible to do without programming (see above) we'll add it.
  • Rattlesnakes are already planned for the next big content update called 'Snake Oil'.
  • Bear traps are already in the mod.
  • We'll probably add the horseshoe idea, as to mules/donkeys: stay tuned.
  • Water from cacti you'll have to ask the maker of that mod for. We'll gladly release a patch for any future cacti plants we add.
  • Beef jerky has already been added to the next content patch update and will be inside of the Provisions add-on.
  • Sheriff badge for snap out is a fun idea, we might contact the creator of that mod to see if we can add a badge to it.
  • Wagons require programming skills we do not have (see above).
  • We decided against adding wooden pallisades due to that mod already existing as you mentioned. Should have no compatibility issues with this mod so feel free to add it on your own!
  • We're looking into a custom storyteller to add more nuance.
  • Adding building types, once more, require programming skills we do not have.
  • We'll look into the 'cardshark' trait type, but it might require some programming.
  • Bar brawl ties into the building type programming problem.
  • Bottles should already be weapons if you use Combat Extended & Gunslinger!

Thanks for the exhaustive list.

Originally posted by Savage Ogre:
PLEASE PLEASE make a seperate mod for just the flintlock weapons and have it be compaitbal with CE. Im begging you there is no standalone musket/flintlock gun mod and its SERIOUSLY lacking in this game, im trying to use this mod on my medieval playthrough becuase the one other musket mod I found wass really bad, but as soon as I add westerado and westerado gunslinger it ruins my load order no matter whre i put it

If you don't mind posting your mod list and the orders you've tried I'll look into fixing the incompatibility issues for you. We'll release a muskets/flintlock mod only when we're done with the next big content update for Westerado.

---

Thanks for all the suggestions, sorry for slow response time!
GrotZogga 21 May, 2018 @ 9:24pm 
hey man you are doing great, I agree with everybody else about wanting a conversion type mod, along with added bandito andindian factions to fight, I could really see this mod becoming very popular and im sure somebody with more knowledge will come along eventually to help you work on it.
As for my game log, i am terrible at making my mod load order so the problem is probably on my fault for not understanding some compatibilites, but I am running both medievval times and rimworld medieval edition
ViceyThaShizzle 22 May, 2018 @ 3:27am 
I've wanted a mod that removes mechanoids and glitterworld stuff for a long time. in weaponry terms anything more advanced than the bolt action would be removed or modified to fit - I guess the minigun could become a gatling gun and be used as a base defense weapon on a fixed mount and the sniper rifle could become some sort of scoped springfield rifle.
CatsinHD 22 May, 2018 @ 4:17pm 
Add a guide to using which ammo types go with which weapons.
Ganja the Barman 23 May, 2018 @ 7:22am 
I think it'd be really cool with native americans or well, indians. Tomahawks and clothing along with maybe special buildings for them if you raid them? It would be cool to play as natives too, that'd be awesome.
another faction that is no outlaw and will trade etc? Im using a faction controller mod so it would be cool just to have western themed factions :) also +1 for the native american themed stuff and faction, doing my best to turn this into western :P
Chavez 26 May, 2018 @ 7:59am 
Something i felt would be quite thematic would be a stone fireplace, made out of blocks, obviously fueled as normal but provides good light and warms up buildings nicely in those frontier winters.
terasu  [developer] 26 May, 2018 @ 8:15am 
We've already answered total conversion mod suggestions so refer to earlier answers.

@Ganja the Batman
This is coming in the next update.

@Druskov
This is coming in the next update.

@Chavez
We might add this, certainly a wood-fired stove that acts as a heater in any case.
Kelowna 26 May, 2018 @ 7:16pm 
I am a major gun nut, so personally I would like to see more guns and guns with real world names.
Margrave  [developer] 27 May, 2018 @ 12:31am 
@Klangerbang
We essentially create generic names for weapons to keep in form with the naming standard set by the existing game. All of them are based on real weapons to fairly good standards if I've done my job well.
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