RimWorld

RimWorld

Forsakens
 This topic has been pinned, so it's probably important
Kikohi  [developer] 8 Apr, 2021 @ 2:20am
Suggestion / idea
If you have any you want to be implemented, ask here and I will look at it
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Showing 1-15 of 15 comments
Fantistex 17 Apr, 2021 @ 1:14am 
is there anyway you can make it compatible with save our ship?
Kikohi  [developer] 17 Apr, 2021 @ 3:33am 
What do you mean by compatible with save our ship? It should already be
Fantistex 17 Apr, 2021 @ 10:57pm 
like to be usable in space with dying of no air
Fantistex 18 Apr, 2021 @ 12:03am 
without suffering asphyxia in the vacuum of space.
Archon 25 Jun, 2021 @ 7:13am 
He means to add an EVA tag to the armor, per SOS2 nomenclature.
Reianor 19 Aug, 2021 @ 7:11am 
Nerf the beauty on stikehr. Hard.

20 is more than most flowers (I think it's more than all vanilla flowers but I'm not 100% sure)

Yet flowers need light, don't produce anything worth a damn, and need to be replanted frequently. (examples: 4.5 days for daylily (beauty 18), 18 days for dandelion (beauty 4))

Meanwhile I can plant stikehr in neolithic beedrooms, keep it there for it's beauty for freaking 72 days and even eat it in case of an emergency (or just near the end of it's life cycle) and all without any research.

Drop it all the way to 0, maybe even to a negative number.
Houston 3 Oct, 2021 @ 9:02am 
I think kaleidos commonality need to be lowered even more. With a ground scanner i find it as often as steel. For a mineral that used by one specific race on one specific planet it is way too common. With current commonality i think not only forsakens would've figured out how to use it. In my opinion it should be silver- or even goldlike scarce in most biomes. And a bit more common in biomes like Crags from Alpha Biomes.
This way the players who not interested in kaleidos will stop see it everywhere. And for those who want to use it a lot in the late game i think it would be better to give the ability to synthesize it through some recipe. Like "Rock+Chemfuel" or "Rock+Steel+Chemfuel". You get the idea: minerals from minerals. And lock it behind industrial level research.
Thanks for attention.
Last edited by Houston; 3 Oct, 2021 @ 9:15am
Would you be willing to make a mod just for the forsaken biome? I love playing with it but I rarely use anything else from the mod.
Kihtan 19 Jun, 2022 @ 12:38pm 
Hi. I noticed that the forsaken cloak is cheaper but more prefered\effective than the analogic vanilla recon armour, same for the helmets. Makes it sort of disballanced.
AnOutdatedMind 7 Aug, 2022 @ 6:15am 
The 1.2 version of the mod has a "No Horns" option the 1.3 version lacks, would you be able to re-add it?
seescence 28 Sep, 2022 @ 4:01pm 
This is probably a stupid question but I keep thinking about it. Can we change the power of the gear in the mod if we think it's too op and makes other mods or vanilla content hollow? Great idea and visuals btw for the mod thanks for making it!:steamthumbsup:
StatistNo1 29 Apr, 2023 @ 11:56pm 
Hello friend.
I got a rather simple request to have better integration with a single meme from Alpha Memes.

In the Armors.xml -> ArmorBaseForsaken add the tag <li>ApparelArmor</li> to <thingCategories>.

That way it the armors count as Strong armor for the Bulwark meme.
RandomEdits 2 Jun, 2023 @ 6:06am 
Make the ragadast fruits edible.
RandomEdits 2 Jun, 2023 @ 6:11am 
Give them civilian apparel. What do they wear when they're not killing people? Give them unique meal recipes only they can make. Give them unique ideologies! Give them unique architecture! Give them a distinct culture that we can experience!
RandomEdits 2 Jun, 2023 @ 6:13am 
And unique backstories as well!
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