RimWorld

RimWorld

Pawnmorpher
Yap  [developer] 30 Jun, 2019 @ 4:52am
Suggestions
Anything you think could be neat! Suggest away!
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Showing 1-15 of 600 comments
gamin 30 Jun, 2019 @ 8:50am 
a chamber that could change the npc quicker. this could look like the stasis chamber as well if it could be combined with the genetics mod it could have lumilrss posibletis.
Yap  [developer] 30 Jun, 2019 @ 1:18pm 
Yeah, I do like that a lot. It'd incubate them for a day and they'd pop out as whatever you wanted. With geneticrim it should be possible to make things changeable to it.
gamin 30 Jun, 2019 @ 1:33pm 
and onto the butchers bench
Deathwishkomodo 30 Jun, 2019 @ 4:59pm 
Can there be a drug or chemical that can turn the pawns into a Kilin or even be an addon to the race mods?
Ruben Santiago 30 Jun, 2019 @ 6:27pm 
Or really, turn a natural animal into a race of your choice. It would get quite broken admittedly as you can make so many animals into wild men (they would need to be tamed for instance and would have a unique backstory).


I wouldn't mind more animal options either. Dinosaurs for instance, though they I would encourage picking the top picks as opposed to all of them.

I would however really want some... mutation based securities. As well as more precision.

Mutator mortar shells and traps. Mortars would inflict pawns with the mutation disease.
The traps would act like the weapon. Perhaps they are hard coded to always default to a particular animal type in manhunter. Or to a small harmless mouse. Or maybe there's 2 different types. Randomness is funny, though sometimes control is better.


Lastly, I want precision. Or atleast more information to know how far a pawn is from finishing a change into a given animal. I would want to have a means of controlling how far and in what manner have mutated.


Also, prisoners should default to your faction when they mutate. And enemies morphed using the gun should default to wild animal faction. It is annoying that there isn't any consistency on which faction they're assigned to.
Last edited by Ruben Santiago; 30 Jun, 2019 @ 6:27pm
Yap  [developer] 30 Jun, 2019 @ 7:05pm 
Thanks for the suggestions! I'll try go by my thoughts on these ones point by point:

I thought about race transformation, however this ignores the fact that relationships and bonds would not be kept between them as the id of the pawn changes. So chances are this won't happen. However, humans from wild animals might be OK. There already is a chance for wild animals to be former humans, so you can revert them.

I'd have to make more patches for any modded animals, dinosaurs don't sound like a bad idea.

More weapons are already planned. Grenades, IEDs, mortars, traps- yep. All working on.

More info is tricky but I'll see what I can do around it.

Yeah, I'll probably change the gun to make them all wild, and decide if they go manhunter or flee in panic. Also, prisoners should all add to your faction. If they aren't, let me know.

Toadkiller Dog 30 Jun, 2019 @ 9:05pm 
Instead of jumping between races (which would make sense, but an understandable problem) what about turning animals into other humanoid races? Many of the alien races are animalistic anyways, it makes even more sense than directly to humans. and personally I think all the rats on the map getting hit with a "skaven mutation wave" would be awesome.
Yap  [developer] 30 Jun, 2019 @ 9:13pm 
That would be neat, and also require a tonne of patching, especially for back stories as many are faction dependant. I'll look into what can be done for that!
Toadkiller Dog 30 Jun, 2019 @ 9:59pm 
Since there's mods that allow for creation of children and people crops and all sorts of crazyness like that, could you use a similar methodology? Like a randomly generated pawn replacement, or something? parentage and bonds are the only relations that tame animals sometimes have, and wild animals don't even have that. Don't even really need those to remain.
Yap  [developer] 30 Jun, 2019 @ 10:16pm 
Yeah, I already have random pawn generation, the trouble is making them into the races, it requires a lot of patching. Like, for existing wild animals who are former humans, they can be turned back. It also works for modded races but I see what you're saying - changing wild wild animals to humanlike. I think I could force the back stories, but what happens to them after? Do they go manhunter? Do they run off? Things to be considered I guess but I can't imagine they'd join you...unless you purposefully uplifted them.

Maybe I could make an extension if you have Beast Races installed, with additional ones for other popular mods.
Pyresryke 30 Jun, 2019 @ 10:40pm 
How about something from Jurassic Rimworld? We could make the potential movies that never got made a reality! Who doesn't want dinosaur-men?
Yap  [developer] 30 Jun, 2019 @ 10:43pm 
Yeah, could see about patching that in if they have the mod.
Pyresryke 30 Jun, 2019 @ 10:48pm 
You are amazing and I hope the coding isn't too hard.
Yap  [developer] 30 Jun, 2019 @ 10:50pm 
It's just XML *shrug*

I might need Rocka to make some nice Dino art tho :)
Ruben Santiago 30 Jun, 2019 @ 11:12pm 
A "master list" of animal traits and what bonuses you get.

You also should consider putting more labels onto "mysterious effects".


Further... I've honestly had a thought about this mod. And well, I don't understand the economic incentives to making pawns into mutants/animals.

Like, this mod can be used to fill somewhat the role of bionics, though these mutations aren't at the level to compete for the most part. But the point of this mod is to turn prisoners and such and such into animals for your own use and labors. Which is fine, but well... aside from the gun, turning prisoners into animals is a painstaking, time consuming, and expensive process (well relative to buying an animal). And well, doing it to your own colonists has the problem of not having the precision of being able to sculpt or mess with their genes to your liking.



I think it would be cool to have an economic reason to turn your prisoners into mutants. That is, to have a use that isn't limited to producing mutation reagents to make more mutants.

Like they can poop minerals, lay components, produce very rare and expensive drugs that are hard to obtain. Stuff in that nature.

Now, obviously, this mod is for fun primarily. But even when talking for fun projects, there should be some utilities to offset the investment going into it.


By the way, the gun is way too overpowered right now. It just instantly kills whatever it strikes if it's humanoid. And well, it doesn't seem to have the ability to "miss"
Last edited by Ruben Santiago; 30 Jun, 2019 @ 11:18pm
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