RimWorld

RimWorld

BioReactor
heathkun 18 Nov, 2018 @ 12:37am
suggestions
I would love to see more configurations around game balance. Like maybe how much energy is generated? No idea how difficult this is to add. Thanks.
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Showing 1-14 of 14 comments
Bryan=0101 18 Nov, 2018 @ 8:45am 
what if the lifeform inside was to age at a increase rate or maybe there is a chance for some malfuction causing the lifeform inside to be cirticaly injuried or dead.

kevinshow 19 Nov, 2018 @ 12:09pm 
I put a baby animal in here. I am curious to see if the baby will grow. Will report back!
Rohan the Honkerer 22 Nov, 2018 @ 11:46am 
I'd think it'd be balanced as honk if the "fuel" food source dried out, the pod started scavenging parts off the inhabitant to "refuel." Of course it not be a smart machine it could rip out the heart first thing or maybe a leg.
kevinshow 23 Nov, 2018 @ 3:43pm 
Baby animal did not grow, so the idea of "feeding" the organism inside is probably more like just fueling the bio-reactor, not necessarily making it continue to live and grow and age.

Toa_J 21 Dec, 2018 @ 11:43pm 
Can you make bioreactors' interaction points rotatable.
Skellitor301 28 Jan, 2019 @ 9:34am 
How about a lower teir bioreactor of this type but only for dead stuff, and it breaks down the body over a period of time, based on how much of the body is left (breaks down each body part until it's a skeleton left, then breaks that down) for less output than the later teir. This will be a good alternative to body dispoal, as well as an alternative early power source.
4ydra 18 May, 2019 @ 7:23am 
What's about mood debuff for the colonists if someone put into the bioreactor? I think, this mod is a very overpowered,
Jet 15 Sep, 2019 @ 8:27pm 
can there be prison breaks incidents as a possibility? there needs to be some downsides to using this for the colony long term. I think it should be handled by events. Maybe relatives of the imprisoned living battery plan to liberate them with a raid something along those lines.

Also....the main thing is making the reactors rotatable. Thats really the main thing
✠ DFSpecter 4 Mar, 2022 @ 12:02pm 
quest types, like a vault or complex that doesn't offer information to the player other than "Oh, it's a complex that COULD have some tech or rewards in it?" But when the player goes to explore it, WHAM! It's an abandoned mad scientist's/s' lab with skeletons still in the vats.

Just something to creep the player out and 2nd guess things. idk

Also, having few or almost no enemies in the specific complex could also build suspense, because there COULD be no enemies, or there could be a mad, insanely juiced-up prisoner hidden along the walls hyped up on 12 different drugs
Last edited by ✠ DFSpecter; 4 Mar, 2022 @ 12:04pm
Vulkandrache 10 Apr, 2022 @ 11:46am 
These are working disappointingly different from what i expected.
I started a mad scientist playthrough and had prisoners lined up to be turned into power.
But after putting a person in the machine kept asking for biomass?!

They dont actually consume the living being.
Its just a fancy way of turning food into power as an alternative to the refinery + generator.
Thats really boring.
Origin_Alpha_43 5 Aug, 2022 @ 6:14pm 
what about mechanoids?, what if someone was able to down one?
they dont output any power. could be a good thing.
for now i'm just keeping them as trophy
Last edited by Origin_Alpha_43; 5 Aug, 2022 @ 6:16pm
Mr. Maradok 25 Feb, 2023 @ 8:53pm 
Any chance this could be integrated with the Nutrient Paste Expanded mod and it’s piping? Someone else already asked in the main chat, but I thought I’d bring the question over here as well
LunaticModo6 27 Feb, 2023 @ 9:48am 
The Vanilla Gene Extractor and modded Gene Ripper allows you to escort a prisoner without putting them to sleep. It'd be great if this mod adapted to it.
Korvyr 7 Oct, 2023 @ 7:45pm 
Highly recommend recommending this recommendation recommended by a previous recommender: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2979624445
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