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Balanced Vanilla Improvements and Integrations
A collection of mods I designed that expand and integrate vanilla content. Will likely add one or so with every new DLC.
Design Philosophy
With all my mods, I try to maintain a "vanilla" feel. An emphasis is put on balanced, lore-friendly and non-invasive content. Everything that appears should be something that fits completely into the game in a natural way and should never feel odd or misplaced.
Every mod has a specific purpose meant to increase engagement with the systems present within individual DLCs or across multiple DLCs or both. I also try to include tasteful, vanilla-esque artwork into my mods where it is necessary.
I dislike mods impacting performance. As such, I avoid dependencies and heavy-handed ways of generating the content I want to see.
Expanding Existing DLC Content
I'm a vanilla Rimworld player by heart and perhaps I come from a place of disliking mods in the first place. When I play a new DLC, I try to experience as much of it as I can. Usually I walk away feeling like certain aspects are missing or not properly fleshed out. This is where I start designing my mods.
Integrating Content Across DLCs
It is my opinion that Ludeon leaves certain "holes" in their work as a result of designing their DLCs to operate independently of each other - as a way to prevent pressuring people into buying multiple DLCs. Sometimes this means subsystems do not interact with each other when logically they should. This is also a place where I start designing my mods.
Every mod should enrich a specific subsystem experience
Sometimes it's super basic to do, like allowing genies, hussars, and highmates to spawn on top of pigskins, dirtmoles, impids, neanderthals, wasters, and yttakin. The devs already coded this capability into the game. They just didn't use it!
Load order
2 mods- management
Integrated Creep Joiners
This mod adds creeps that actually use content from the Ideology, Royalty, and Biotech expansions.