RimWorld

RimWorld

Wait! DEVOURER
22 Comments
TheBronzeWarrior 27 Jun @ 8:21pm 
real
Numbers 3 Mar @ 2:22pm 
a mod may be compatible with CE but it will not function if your soul is not compatible with CE
amefurashi  [author] 3 Mar @ 7:21am 
@TheBronzeWarrior
I don't know. I don't want to touch CE because I have a trauma from having my mod configuration destroyed and having to rebuild everything by hand, so I'd be happy if someone could test it for me
TheBronzeWarrior 23 Feb @ 3:49pm 
does this work with CE
Numbers 2 Nov, 2024 @ 4:56pm 
what that guy from earlier said there's no reason for my supersoldier painless 28 melee skill hussar with a persona plasmasword to be incapacitated by a creature he could cut in half without any effort we gotta pray to the archotechs for someone to make that mod
amefurashi  [author] 23 May, 2024 @ 6:02am 
There are three ways
Either you or I can acquire dll coding skills and make wishes come true,
or we can wait for some heroic third party (Man in Black) to come along and solve everything,
or we can just put up with being chewed out by the Devourer.
a quality meme 22 May, 2024 @ 12:03pm 
"Honestly waiting for a mod that lets melee colonist cut themselves out of devourers….is that someone’s fetish?"

What. I want the same ability as a mod but fucking w h a t.
a quality meme 22 May, 2024 @ 12:02pm 
I just want a mod that let's pawns that escape the lunge radius actually escape the lunge. I experienced great frustration yesterday when my pawns that were literally using skip powers to teleport away from the lunge were still devoured from a MILE AWAY. How it should really work should just be "if the devourer touches you, you get ingested" and have the lunge be a normal jump effect, not a "grab a pawn that's no longer in the spot I lunged at from a mile away just because I did the lunge at all"

I know that's not really what you know how to do, I just want that idea to get spread around so SOMEONE can do it. Having godlike xenohumans getting stuck inside entities they should be able to just punch their way out of is fucking stupid imo.
amefurashi  [author] 17 May, 2024 @ 7:55pm 
Since I have no coding knowledge for dlls, I created this simple patch using only xml, but this is actually just a stopgap.
It is necessary to lengthen the cast time it takes to leaping, but what we really need is a MOD that makes it difficult for devoured pawns to be digested, or allows them to escape on their own.

Additionally, in order to keep the balance intact, it is necessary to make adjustments such as having people with weaker abilities digested more quickly, and if it takes too long to escape from the stomach, some equipment will be destroyed.
roberthennix 16 May, 2024 @ 4:34am 
Honestly waiting for a mod that lets melee colonist cut themselves out of devourers….is that someone’s fetish?
Hazardous 15 May, 2024 @ 11:02pm 
I hope someone makes a mod that gives colonists the ability to devour. Wait...
amefurashi  [author] 15 May, 2024 @ 1:20pm 
My colony of about 10 people disappeared into the stomachs of hundreds of Devourers :(
Either way, it's never better to have options.
polios3 14 May, 2024 @ 12:52am 
@pklemming you need to define "high threat ceiling", for some it's 30 Devourers, for some playing on Threat uncap mods, like me, it's raid of 150-200 Devourers :steambored:
pklemming 13 May, 2024 @ 10:41pm 
If you have a high threat ceiling, you should not need this mod. You could maybe try a lower level, but I find them 'manageable at LIf 500', or use different tactics. It is definitely not a one shot kill, though. It does sound like a dps or tactics issue, mind.
polios3 13 May, 2024 @ 10:00pm 
it's not an instant kill, you have 30 seconds to help them. if you have ANY incendiary weapons (e.g. 2 of the 3 new anomaly weapons), then when you set them on fire, they immediately spit out the victim. Additionally, Eat has a 1-hour cooldown. it's best to have a special line of defense where you can burn them all to ashes. and an interesting fact: it is not an "insta-kill" but a large amount of damage. A pawn with the tough trait and the robust gene should survive being eaten once or twice, tested on moded "stronger type of robust gene".
amefurashi  [author] 13 May, 2024 @ 6:48pm 
@Rex705
I could implement that idea by reducing the Devourer's range even further, but if I did that, Devourer'd end up with just a bunch of stiff manhunt rabbits.

Paying $25 to get a manhunt rabbit that just looks different is just a waste of money.
By using this patch, their range has been sufficiently reduced, so if you can use embrasure, you should be able to handle them with some ingenuity. Good luck.:VBCOOL:


(If you really want to achieve your wish, please find the local storage folder of this MOD and change 4.3 in "<range>4.3</range>" in AbilitiesPatche.xml to the number of your choice)
Rex705 13 May, 2024 @ 6:28pm 
can you also make them not able to jump through walls like embrasures? So annoying to have my guys behind a wall and Devour is like nope gobble gobble.
amefurashi  [author] 13 May, 2024 @ 3:24pm 
ok,done it
Archilyte 13 May, 2024 @ 3:18pm 
ok please also put that in the description too, most people like to know what a product does before getting it
amefurashi  [author] 13 May, 2024 @ 3:16pm 
@Archilyte
As soon as Devour comes within range, they will jump at you (within 1 second!), and it felt unreasonable that their attack was unavoidable, so we just shortened the range and extended the casting time.
Melee attacks on Devour will still have tragic consequences, but this patch should increase your chances of survival if you make the right choices.
The Dutchman 13 May, 2024 @ 3:11pm 
Yeah theres no description telling anybody what it does. Its also not an instant death mechanic so not sure what thats about
Archilyte 13 May, 2024 @ 2:59pm 
okay but how does it change it? Like what does it specifically do? Make it so that devour happens less often? Longet time until full digestion?