RimWorld

RimWorld

Pokeworld Enhancements
112 Comments
Holgast  [author] 7 Aug @ 6:50am 
Updated to 1.6. This is a preliminary update and no Odyssey compatibility/content has been added yet
Micolash 7 Aug @ 12:50am 
Sounds great, thanks for your work!
Holgast  [author] 6 Aug @ 4:00pm 
yeah, I'll get to updating everything to fit the changes to VEF. they basically changed every namespace so I need to change up a lot. I also plan to add vacuum resistance to UBs and the Cosmog line
Micolash 6 Aug @ 1:56pm 
Hello hello, any chance for this getting updated now that the base mod is getting worked on?
Holgast  [author] 25 Mar @ 3:11am 
if you mean the version up to gen 8, yes it's already supported
AlÞhear 24 Mar @ 7:59pm 
Will this be for the "unnoficial update" too?
Jebeddo 16 Mar @ 10:13am 
@Holgast : Will do, thanks !
Holgast  [author] 14 Mar @ 5:08am 
you should ask on pokeworld's comments
Jebeddo 14 Mar @ 4:57am 
Hi, is there a compatibility between your Pokeworld's egg groups and mods allowing wild reproduction ?
hhhhhhh 22 Feb @ 3:58am 
nice work!!
if fish pokemon move faster in water than ground would great
Holgast  [author] 15 Feb @ 2:59pm 
both pokeworlds have the same packageid, so occasionally it'll display the wrong one like with any duplicate mods. better to unsub from the original one. and as mentioned below it works with the fork
BenTGI 15 Feb @ 12:38pm 
Heya so I am on Rimpy and i have the unofficial 1.5 version but your mod is still saying that I need the OG pokeworld installed (saying it's missing a dependency) on Rimpy.

Is this going to be a problem for me? will the mod still load?
Many Thanks in advance.
Panthercat64 10 Feb @ 7:36pm 
Now if this would be too complex to do (I am dumb when it comes to RimWorld modding so I wouldn't be able to know if it is), eh don't bother, I'm pretty sure I'm only guy who would want that option, but still throwing it out there in case.
Panthercat64 10 Feb @ 7:36pm 
This suggestion is going to sound REALLY Dumb, and I do mean it, but I'm curious if it's possible for a patch option to make pokemon to be tamed like vanilla animals.

Yeah I know, I'm an exception here, but for my taste, I don't care for how it works currently. I got the main mod because I liked the idea of having even more wild life to worry about (I even got the 'let them eat meat' for that reason), just idea of having to every now and then worry about super powered animals seemed fun. Plus I liked the lore idea of in the RimWorld universe being glitterworld creations that managed to make their way to rim worlds and evolve to suit their survival needs.
The current way of catching them, I'll admit I am still a little confused on what I'm doing with the pokeballs still, but even if I wasn't, it wouldn't really suit my preference.
Holgast  [author] 8 Feb @ 4:09pm 
yes
MizuChan188 8 Feb @ 12:14pm 
stupid question but does this mod work with the pokeworld 1.5 unofficial update?
SUKSUKI 3 Feb @ 5:30pm 
I love you for good mod
WarmCarWater 4 Jan @ 8:04am 
i can hope
Holgast  [author] 3 Jan @ 2:23am 
no? why would you think that?
WarmCarWater 2 Jan @ 7:44pm 
does this make pokeworld viable for 1.5 multiplayer?
Holgast  [author] 21 Dec, 2024 @ 6:11pm 
yes, it works in 1.5 and with the fork, they both have the same packageID and all that, I just haven't bothered to change it on the steam page
Rena the Lunatic 21 Dec, 2024 @ 3:26pm 
can we use the branch instead of the original so we can have games in 1.5 or is that a no go?
bunners 29 Nov, 2024 @ 8:47am 
i just realized you probably also meant the electricity thing so i wanna add maybe it can just be left implied that your colonists have some method of getting the zaps out (there's a similar thing mentioned in the pokedex as well). pretty much what i did in my descriptions for the wool ("The electricity has to be processed out first before it can be used in clothing.")
bunners 28 Nov, 2024 @ 3:23pm 
mareep wool does shed. i don't know what that's like on the C# side of things, but maybe it's possible to have them drop it instead of shearing it for more lore accuracy?
Holgast  [author] 28 Nov, 2024 @ 2:58pm 
I have added shearing to woolloo and dubwool for an upcoming patch. I'm not sure if it would really work for mareep line in lore but I could always make a toggle patch
bunners 28 Nov, 2024 @ 1:32pm 
i don't know if you use discord or anything, but i have a small patch that makes mareep and flaafy shearable if you'd want to add it to the mod? unless something changed between 1.4 and 1.5 it should still work
Holgast  [author] 25 Nov, 2024 @ 5:17am 
it would also be nice if there was a proper retexture for the pokemon, I did bulbasaur ages ago. but it would be a tremendous amount of work
Holgast  [author] 25 Nov, 2024 @ 5:15am 
updated to add the new pokemon. there's some cool stuff in these comments that I would like to implement at some point. I also wanted to make proper textures for certain moves and maybe add signature moves
Holgast  [author] 25 Nov, 2024 @ 3:36am 
hi, this is not a function that is added by Vanilla Expanded, so it would need someone to make custom C# code.
Kutaras 25 Nov, 2024 @ 3:35am 
Would it be feasible to add a toggleable option so that when mons hp reach 0 they are instead revived with a permanent coma condition (example: paralytic abasia) that lasts a sensible amount of time or until you use a heal powder item to remove it?
Would be a good way to simulate fainting and not having to worry about mons dying.
Holgast  [author] 20 Sep, 2024 @ 2:40am 
That's a problem with the 1.5 fork. This mod is xml only, so no changes there.
thesmashbro 19 Sep, 2024 @ 6:16pm 
Haven't had a chance to try it yet; has the issue with electric pokemon powering batteries been looked at?
Holgast  [author] 19 Sep, 2024 @ 2:49am 
Haw haw. No patent infringement here!
Vororo 19 Sep, 2024 @ 1:12am 
Nintendo lawsuit inbound
󠀡󠀡 16 Sep, 2024 @ 3:14am 
thanks
Holgast  [author] 16 Sep, 2024 @ 1:24am 
Updated to 1.5. torkoal is probably working now
Holgast  [author] 15 Sep, 2024 @ 6:52pm 
pokeworld isn't on 1.5 yet, unless there is a fork I don't know about?
󠀡󠀡 15 Sep, 2024 @ 5:39pm 
1.5 plz
I.R.A. Mckinney 5 Apr, 2024 @ 10:49pm 
Man this is an error with the base mod and Idk if you can look into it but evolving shiny pokemon throws up errors non stop. I've seen other people comment it on pokeworld. Do you think this is something you could look into? I'd love you forever if you could fix it.
Scarlet 17 Jan, 2024 @ 12:58pm 
Torkoal seems to spew errors, with just the required mods loaded

https://pastebin.com/UeFYw3N6
Holgast  [author] 27 Dec, 2023 @ 8:48pm 
or it could be that the radius divides the total output. I can probably just play around with it a bit and boost the shit out of all the evo outputs
Holgast  [author] 27 Dec, 2023 @ 8:47pm 
the evos have a higher radius as well as output, so perhaps it is a case that the radius causes falloff and you need way more output to compensate for larger radius?
Holgast  [author] 27 Dec, 2023 @ 8:46pm 
hm, I wonder if the higher outputs are less efficient or it has a falloff. it's just plugging numbers into the VE Electrified code so it would be a bug or not enough info with that if anything

https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/Electrified
thesmashbro 27 Dec, 2023 @ 7:31pm 
I uninstalled all unnecessary mods and tested with the full mareep evolutionary line. According to the game, the mareeps had around 45W output, the flaaffys around 100W, and the ampharos around 180W. Despite this, mareep was the best at keeping the battery at full and ampharos was the worst.
Holgast  [author] 27 Dec, 2023 @ 6:30pm 
looks like I set the mareep line to 20/30/40, so flaaffy isn't double but it should defo be better
thesmashbro 27 Dec, 2023 @ 6:23pm 
For some reason three mareep were able to keep an large advanced battery (vanilla furniture expanded - power) charged even when there was 6k watts in the grid, but once they evolved into flaaffys the battery started to drain so I had to bring in an electabuzz I had in reserve to barely keep up. Flaaffys are supposed to have a little over double the output of a mareep, so I dunno what's going on here.

also @Kirid I suggest using the "customize animals" mod to allow you to "shear" your fruit of choice off a tropius. I used it to make the swinub line grow bison wool.
Kirid 22 Dec, 2023 @ 10:25pm 
Could you make Tropius produce fruit?
katanainfinate00 7 Dec, 2023 @ 4:17pm 
i can just imagine combining this mod with the transformation chamber from pawnmorpher and literally having a pawn become bill from the original pokemon red and blue. with his teleporter experiment gone wrong,
Aledroid 16 Nov, 2023 @ 1:01am 
This mod is great, thank you!