RimWorld

RimWorld

[WH40K]Adeptus Xenobiologis: Orkoids
 This topic has been pinned, so it's probably important
Ogliss  [developer] 24 Feb, 2020 @ 1:03pm
Balancing & Feedback
Any thoughts on balancing the contents of the mod Better?
Please keep in mind that the technology in 40k is Far more advanced than even that of a Glitterworld.
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Showing 1-15 of 50 comments
dethbeginsagain 26 Feb, 2020 @ 9:26pm 
Is it possible to have a guide for the ork development cycles? So far i'm just harvesting the fungus, are there rare pod events that develop orks or do i just leave the fungus to grow?
Ogliss  [developer] 26 Feb, 2020 @ 10:57pm 
the fungus can spawn orks aswell, its just got smaller chances than the cocoons from the event, in an attempt not to make it Too unbalanced, the closer to being 100% grown it is, the better the chance of something spawning
dethbeginsagain 28 Feb, 2020 @ 7:45pm 
have you heard of the growing humanoids mod? they use a wildling pod that uses the wild-man pawns to spawn people. Maybe use a similar event along with the spawning of animals to establish the spawning of rogue or new orks? recruiting them seems more interesting to me if i need to tame them. The choice is entirely your of course, however, in terms of lore, its stated that when a ork is spawned, they are considered feral until they either setup their own small tribes, or they grow into an entire WAHH! party.
Ogliss  [developer] 29 Feb, 2020 @ 1:50am 
yeah that where the original cocoon code came from, ive totally rewritten it though for the orkz
Tomoyboy 14 Sep, 2020 @ 7:12am 
Can you only get sluggas and grot blastas before "More Dakka"?
Ogliss  [developer] 14 Sep, 2020 @ 7:18am 
Should be able to get shoota's too
Tomoyboy 3 Oct, 2020 @ 9:31pm 
Ahhh, I had research pal on, so I didn't get to see the notes on how they were linked with gun smithing and such, thanks!
Wade Wilson 16 Jul, 2021 @ 12:33pm 
Hi, Ogliss! If you´re working on 1.3 compatibility, and if it´s feasible, one thing that I believe that would be an improvement would be an adjustable "cocoon spawn rate"... I just played a bit on the Alpha Biome feralisk jungle, thinking on throwing my snotlings and squigs to control the feralisks, but since even with two 11x11 crops of ork fungus I was not getting replenishments, it fastly became a fight for survival, even in easy difficulties...

other than that, awesome work on these mods, congrats! :)
Ogliss  [developer] 16 Jul, 2021 @ 12:48pm 
@Wade Wilson
Loud mouth mercs should check the mod options spawn rates ;)
Wade Wilson 17 Jul, 2021 @ 11:15am 
Now I found it under Adeptus Mechanicus with all other mods and I feel dumb. haha
Thanks, man!
Ogliss  [developer] 17 Jul, 2021 @ 11:17am 
@Wade Wilson
Haha no worries, i couldnt resist, with that name you gotta expect some ♥♥♥♥ like :D
Wade Wilson 18 Jul, 2021 @ 12:37pm 
hahaha indeed! shame I only got the reference later :P
Krazyfan1 23 Jul, 2021 @ 11:05pm 
Would it be possible to have an option without the disabled work types?
WaKKO151 1 Aug, 2021 @ 2:31pm 
what should I setup the orks spawn chance to for a vanilla feel Ogliss?
Ogliss  [developer] 2 Aug, 2021 @ 2:01am 
@Krazyfan1
only if you write a patch for it

@WaKKO151
if you hit the rest to defaults button by the spawn options it Should set them to what i felt is a good rate
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