RimWorld

RimWorld

End times: Renn Organisms
18 Comments
bobamcc 4 Jun @ 3:31pm 
Anyone use this?
Lisan al-Nyata 5 Jan, 2024 @ 4:14am 
Park here first. Will try this mod when current colony finish:kovackiss:
bearhiderug 19 Apr, 2023 @ 9:27pm 
yea, i used rimmsqol to increase the drop rate of renn fiber from 1 to 3. I tried four but found it stacking alot.
while the renn ponds stack.. so does the mood debuff..

power draw feels a tad high

Any way to change how often the Renn effect is checked, maybe a few times a quandrum instead of 48 times a day?
Silverheart 8 Dec, 2022 @ 11:22pm 
Having just finished a run with this mod, I'd like to preface by saying that it did exactly what I wanted it to; make combat easier while making mood more important. That being said, I have three major pieces of feedback on top of my prior comment.

The buildings have too much health. At 5000 hp, the pool can go anywhere and be ignored, even during raids. I would probably try 100, 250, and 500 health values.

The effect stacks, making it pointless to build higher tier buildings or farm fibers. Combined with their health, you can build any number of pools anywhere, so space doesn't matter.

The power drain of the reactor and gate are absurd. In a vanilla tech game, 5000W is a big ask, and one I didn't bother with when I saw the pool stacked. I recommend 1000W for the reactor, and 2000W for the gate.

I think these changes would make the mod far less cheesy and the later buildings worth using.
Silverheart 1 Dec, 2022 @ 8:18pm 
It seems like you need to devote a disproportionate amount of farming space to keep the renn pools filled with fibers. With the single unit yield per plant, I have 108 tiles dedicated to it in regular soil and still barely keep up, not to mention that it invites some weird micromanaging where it reaches full yield a fair bit before reaching full growth. I'd recommend increasing the yield per plant to help with both of these problems.
Dee [de|en]  [author] 24 Nov, 2022 @ 2:33am 
@Scrumpledorph
Entry stage Renn Ponds and Renn Fibers are neolithic.

Medieval stage for Domestic Renn Fibers.
Industrial stage for Renn Reactors, etc.
Spacer for Renn Gate and Capsules.
Silverheart 13 Nov, 2022 @ 5:30pm 
What tech level is the renn pond?
Dee [de|en]  [author] 24 Oct, 2022 @ 9:52am 
Mod has been updated to V14 and the Biotech DLC. Have fun!
Dee [de|en]  [author] 13 Jun, 2022 @ 11:24pm 
Updated the mod based on play-testing feedback:
* Reduced how often renn fibers and domestic renn fibers appear in the world a lot
* Compatibility with MinifyEverything mod: Fixed minified ponds, tanks and gates. Uninstalled buildings will not cause the renn effect anymore.
* Multiple renn buildings per map are now allowed and their effects stack.
* Renn effects are now applied per map instead of world-wide
* Number tweaking: Updated all mood effects, min threat reductions and percentage reductions based on play testing feedback.
* Added the current threat level of the map to the description of the renn pond, renn tank and renn gate after selecting the building.
Ren 4 Jun, 2022 @ 8:01am 
Will do, thank you!
Dee [de|en]  [author] 4 Jun, 2022 @ 7:31am 
Rgarding the renn fibers beeing too common: For the time being, feel free to change the three occurances of the text '<commonality>1.8</commonality>' to '<commonality>0.1</commonality>' in the file ThingDefs_RennOrganisms.xml within your mod directory. That should almost completely remove renn fibers from quest rewards, clothing options of traders, etc.
Dee [de|en]  [author] 4 Jun, 2022 @ 7:24am 
@Renegade
I also encountered this. By reusing cloth when creating renn fibers, I also made it as common as cloth. I will severely reduce this with the next update in a few days.
bearhiderug 2 Jun, 2022 @ 2:54pm 
You can use "rimmqol" a mod. To alter the frequency of materials. not sure what filter you would need to check but some looking youd be able too. I agree haveing traders have materials from a mod way to often is annoying.
Looking forward to checking the mod out, great work looks so cool!
Ren 26 May, 2022 @ 10:15am 
Is there any mod I could use to decrease how often renn fibers appear with traders? I like the mod but my only issue I've had is a lot of the apparel from traders has renn fibers, and most apparel worn by raiders and traders is renn fibers.
Dark Pixel 25 May, 2022 @ 9:13am 
This is an awesome idea, especially useful for less combat focused games.
Gorinich 23 May, 2022 @ 1:58pm 
I started writing a comment asking why make new agriculture and buildings when you could achieve a similar result with a new storyteller or just tweak how expectations and threat scale are calculated. Then I reread the description and figured out that this mechanic presents a choice of whether or not you want to feed stronger produce to your Renn and when.

This is an interesting idea and I'd like to see how it develops.
5katz 23 May, 2022 @ 4:51am 
Seems like a promising idea. Pumped to watch these mods develop!
8beater 22 May, 2022 @ 8:44pm 
interesting!