RimWorld

RimWorld

Black Widows 1.1
 This topic has been pinned, so it's probably important
zamnath  [developer] 17 Mar, 2019 @ 2:35pm
Post recommendations here:
As said, post your recommendations here! Simpler suggestions are more likely to make it in. More complex stuff like widow floors/widow silk production are less likely, though still welcome. (If it requires c# to make, I will almost always have to rely on another programmer to make it work.)
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Showing 1-8 of 8 comments
Dead Thing 25 May, 2019 @ 7:25pm 
Howdy howdy. Started a five Widow colony and been enjoying them. Thought I'd drop by with some feedback. I understand that some changes may not be possible due to programming constraints. :) Sorry if it's stuff you've heard already. I'm playing a heavily modded game so hopefully some of my issues aren't caused by mod conflicts.

The abyss floors seem kind of OP. They're the cheapest of the Widow floors and slow Pawns down to eight percent of their usual speed. They make for amazing killbox floors, even better than deep moving water. Meanwhile the more expensive floors require more resources but slow far less. I imagine this is not what the abyss floors were intended for, but it's very doable, especially if you stock up on silk. Maybe make the abyss flooring use throne silk or abyss silk since that would be more costly? I haven't actually gotten to a point where I'm producing Throne or Abyss silk though so not sure how balanced that is.

I know it was mentioned elsewhere that you already buffed Widow legs but dang they're fragile. Three of my five widows lost legs pretty early on in the colony. They have more than other pawns , and they're still faster, so maybe it's balanced as is?

I imagine you've already heard this one, but it'd be nice if we could use other humanoid meat from other races for the Widows. Even without this being possible most raids I run up against have a lot of humans as is.

The description for Gravespark bushes says they have fireflies in them. It seems like it'd make sense for them to glow a little bit.

The Corpseflower Lamp: Glows but only during daytime. Thematically it seems like it should glow at night as well, and likely have a different color of glow than the base "white" glow it has. The fruits it drops are also mislabeled "Gravespark Fruit."

Widow tech seems oddly placed in the research tree though this may have no effect on gameplay. I'm using Research Pal so it color codes and places things depending on what tech level things are at. Widow research is all "purple," which I think is referred to as "spacer" or "ultra" or something of the sort.

More clothing options would be great since they're kind of limited as they are.
zamnath  [developer] 26 May, 2019 @ 10:09pm 
Humanoid meat would be difficult to implement, but the other comments are great and quite doable--I'll be keeping them in mind!
NihilRetnar 22 Oct, 2019 @ 2:24pm 
For the planned feature, perhaps it could be made as a health condition?
zamnath  [developer] 22 Oct, 2019 @ 5:23pm 
For humanoid meat emotional responses? Maybe. I would still need to figure out how to detect all the meats, though, since they don't have their own category.
Trogladonis 1 Dec, 2019 @ 6:12pm 
Some sort of webbing-laced walls would be neat for that "I'm living in a spider colony" feel. Another would be, if there hasn't been already, a way to make bulk abyss silk so you don't have to make each unit one by one.
zamnath  [developer] 2 Dec, 2019 @ 10:02pm 
Both of those are great ideas, and sound quite doable! Don't know when I can get them done, but I'll certainly try.
Trogladonis 4 Dec, 2019 @ 6:15pm 
The only other thing I would like is for them to be able to put on the new suits from the "Save our ship 2" so I could expand my spidery empire to the stars.
zamnath  [developer] 4 Dec, 2019 @ 11:49pm 
Ahh. Hmm. I could see making a patch of some sort. Probably not a short term goal, though.
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