RimWorld

RimWorld

More Factions and Xenotypes - Dreadfleet
13 Comments
Dr Jimothy 17 May @ 11:02am 
Ah, that makes sense. I've been using Alite's gene mods, which change the pain genes to directly adjust pain instead of adding the wimp trait, with the roleplay being that Dreadfleet has come to the planet to acquire its weird genes and technology.
stun  [author] 16 May @ 11:24pm 
Extra Pain forces Wimp rather than adjusting the amount of pain you get, so it is incompatible with the Tough trait. That's the big problem with it. Liches in particular all have Tough from their pawn backstory.

Painstoppers would make them stronger but I can't imagine it really coming up in vanilla unless they run out of Go-Juice which doesn't happen too often for me. A funny thing you can do with vanilla hediffs is to give painstopper/ghoul pawns fiborous and sensory mechanites because they get the stat boosts but not the pain lol.
I kind of like the idea that Liches/Gaunts are doing it for the thrill and wouldn't use painstoppers while hunting terrestrials, though. Gorerunners were going to have them before I decided not to give them bionics.

Metabolism isn't really a problem anyway. Gaunts/gorerunners aren't supposed to be optimal.
Dr Jimothy 16 May @ 4:30pm 
Idea:
Painstopper + extra pain gene. The extra pain gene gives metabolism that could be spent making these guys even more terrifying, but painstopper would prevent it from affecting combat cos anything multiplied by 0 is 0.
Dr Jimothy 18 Nov, 2024 @ 9:22pm 
Dreadfleet beat my ass again.
I have nothing else to report.
stun  [author] 30 Sep, 2024 @ 7:18pm 
Dreadfleet will no longer generate settlements on the map. This does not impact existing saves.
eye81 23 Sep, 2024 @ 8:49pm 
the only raid where i actually have to think about how to beat them.
Dr Jimothy 23 Sep, 2024 @ 6:58am 
Got my ass beat and never experienced a raid from these guys that didn't result in at least one of my pawns dying.
10/10
kaczorski 6 May, 2024 @ 2:05pm 
Great, thank you :)
CrackaJack 1 May, 2024 @ 2:45am 
subbed
CrackaJack 1 May, 2024 @ 2:44am 
ah
stun  [author] 30 Apr, 2024 @ 5:39pm 
Updated, Ideo and Anomaly dependencies removed (turns out it does use an item for ideology - slave collars).
Scorchers will only spawn if you have anomaly though, so you might consider it a soft dependency if you want to get flamethrowered.
stun  [author] 30 Apr, 2024 @ 5:23pm 
It uses an item from anomaly. I expected the same for ideo but it turns out it's mostly clean other than the faction generation. I'm not used to the requirements formatting so I'll need to do some more testing to get it to only call on the parts of them that it uses if they're loaded.
kaczorski 30 Apr, 2024 @ 1:41pm 
Looks good, but why does it require Anomaly and Ideology?