[quote=“Coolthulhu, post:25, topic:9032”][quote=“KA101, post:24, topic:9032”]Nope.
DDA is a post-apoc simulator, not a Roguelike. So we cater to everyone. For hardcore Roguelike players, there are quite a few mods that can crank up the difficulty–quite a few thanks to you–and that’s OK. The refugee center buys nonperishable goods specifically so people who want to go Harvest Moon may do so; folks who want to focus on other aspects may also do so.[/quote]
What’s wrong with having content-removal mods instead of having to put all the difficult stuff in mods?
Going by this logic, tank bots (and all other bots, except police ones) should be moved into a mod. People were complaining about those. Rivet’s PR (remove bots mod) didn’t get merged, though.
Difficulty mods that simply crank up numbers can’t fix things like environment being static. That is a design issue. Hordes (like zombie hordes, except not) of triffids spawning on overmap wouldn’t solve it, but would be a good step.[/quote]
Because we got a little tired of over half the mod list being “I don’t like X, remove it”, and put those on hold pending a separate content-removal tab so mods that actually add stuff could be properly displayed. Once that goes in, sure, remove X critter mods would go in.