RimWorld

RimWorld

Vanilla Expanded - Raccoon's Patch
Inventor Raccoon  [developer] 10 Aug, 2021 @ 10:15am
Suggestions
Put suggestions for changes you want here, I guess. If I agree I'll consider them in the future, if I can be bothered.
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Showing 1-6 of 6 comments
Smaug 13 Aug, 2021 @ 4:18pm 
Move "Vanilla Furniture Expanded - Art" items to base techs. There are like nine techs, each for a single art object, it's obscene.

Making rugs and wallpapers should be linked to Carpet Making and the non-tribal statue ones to Complex Furniture.

Holograms may remain it's own tech I guess.
Rubaedo 3 Sep, 2021 @ 8:29am 
Could you make gunpowder a prerequisite for all advanced gun techs, and crossbows a prerequisite for gunpowder?
AI Android 8 Sep, 2021 @ 7:33pm 
The amount of things I can suggest to fix between vanilla expanded and everything else is beyond substantial and something I want to quickly thank you on is the fact that you aren't clean vanilla expanded. To put into a start, my issues with vanilla expanded aren't really much to do with whats added in, as the whole point of having most of the mods to begin with is to do things with those added in elements, which you seem to keep to a good degree. I thank you for this. the next thing I have for you is really the condenced version of what I'd love to have in VE. I'd want nothing more than to have the researches of most every vanilla expanded mod to be condensed and put into other base game researches that makes more sense to look into researching rather than 8 or so different researches that don't actually do anything. a good start would be condensing literally the entire art mod into a single or a few of the base game researches so that it becomes available to use right on the games start, even in a neolithic run. the next one is doing pretty much the same thing with most of the other VE technologies. A few make sense but the seperation of certain mods makes very little sense and adding in another pointless tech for a single item or just a few extra weapons makes it feel stupid and tedious. Examples being frontier weapons, most of the gun mods, and the several furniture mods all having several individual researches just to unlock a small amount of items that I'll pull off of a bleeding out raider sooner.
Aferd 18 Oct, 2021 @ 5:29am 
Originally posted by Rubaedo:
Could you make gunpowder a prerequisite for all advanced gun techs, and crossbows a prerequisite for gunpowder?
It also would be good if smithing was made to be a prerequisite for gunpowder as the smithy is needed to make muskets and flintlocks.
Ravings1 25 Oct, 2021 @ 4:06pm 
Can I suggest options to turn some things on or off for the mod? 'Cause there are some changes I like, such as the raiders using utilities and the change to the archo shield belt, but there's a lot I don't personally like, such as the removal of a lot of items and mechanics.
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Showing 1-6 of 6 comments
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