RimWorld

RimWorld

PokéWorld
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Gargamiel  [developer] 11 Nov, 2021 @ 4:40pm
Any feedback welcome!
Do you like PokéWorld, or maybe you have an issue, or something that's not quite clear?

Please share your feedback so that i may improve PokéWorld in the future to make it even more awesome!
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Showing 1-15 of 145 comments
Krazyfan1 11 Nov, 2021 @ 6:19pm 
"or male Gardevoir."

not sure why that was removed...
Gargamiel  [developer] 11 Nov, 2021 @ 6:26pm 
Its just a little oddities from the main games, in gen 3 all Kirlia could evolve in Gardevoir, in gen 4 the males can now evolve in Gallade with the dawn stone. In this mod i decided to remove the Dawn Stone in order to not add to much useless items, Kirlia will now evolve in either of its evolution based on its gender.
Londo 12 Nov, 2021 @ 12:06am 
only had a quick test so far, was impressed by the control and pokeball functionality. only thing i noticed was your items in mod arnt auto accepted into stockpiles.
LocoPineapples 12 Nov, 2021 @ 1:02am 
Been trying it out, been waiting for a mod like this for as long as I've played Rimworld, and I love it! I do have a few suggestions for things I've noticed:


- Most Importantly: Pokemon are friends! They should have some uses outside of battle, which will give more reasons to tame different Pokemon outside of whichever has the best stats. For example, allowing something specific like a Furret to help forage for berries and herbs, or a Meganium helping grow nearby plantlife. You can even just broaden it to certain types, such as ground types helping till rich land for you, water types dousing fires, electric types producing power for your base, ect. It'd fit right in with Rimworld, and really diversify and give a use to many of our favorites.

- Ideology! Having a religion based around Pokemon would be fun, and you can even add a spin to it! Do your colonists use Pokemon for profit and power, or live alongside them in harmony to survive?

- Recalls: To make managing easier, maybe a way for a pawn to set a team? That way they can recall unneeded Pokemon off the field and clip them to their belt, which would allow them to throw them out at a later time, similar to a grenade. It'd make traveling much easier and make for a more reliable defense, especially since Pokemon seem to have trouble following their trainer.

-I absolutely love the battle system you've set up, but you need a way to reliably call off an attacking Pokemon. It's been difficult to catch since I can't just tell my trained Pokemon to back off, and it just kills a potential capture while the pokeball is in midair.

- Pokemon should be able to queue moves up when a target is out of range, allowing them to act when their target is available. It's a bit awkward trying to micromanage multiple pokemon, especially since Rimworld has this feature for gun-wielding pawns.

- I'm sure you're going to work on this anyway, but biome spawns should definitely be more specialized. I started in an Arid Shrubland, and I'm seeing a ton of out of place stuff like Sneasels and Huntails chilling in 105 degree weather.

- It's unclear if training "attack" does anything. I assume it makes it so you don't need to manage Pokemon and just let them loose like vanilla animals, but I haven't seen it in action.

Thanks for all your hard work, and I really hope this feedback helps! I'm really excited to see where you go with this!
Last edited by LocoPineapples; 12 Nov, 2021 @ 1:18am
Gargamiel  [developer] 12 Nov, 2021 @ 1:23am 
Thank you locoPineapple! I absolutelly love your ideas, the recal mechanic in particular could be really cool, pokémon use outside of battle based on their type is definitely something i'll try to make work. As for the battle system i'm super happy you dont find it too cluncky but you are right that it could use some improvement!

I'll definitely think about all this when adding new content!
arget03 12 Nov, 2021 @ 6:08am 
Okay, just started a playthrough with it, and see numerous spawning issues. Why is Relicanth spawning in caves, and not in water? Why is Goldeen spawning on land, and not in water? Why did Oddish spawn in caves? Why is there a Delibird in a temperate forest during spring? Delibird should only spawn in cold biomes, or during winter, possibly connected to a Christmas themed event. I know that the Biomes! mod series made it where the pawns can swim, and there's fish in the mod that don't leave the water. Why did a Magmortar spawn in the temperate forest? They're mountainous Pokemon that live near volcanoes. If you can get modded biomes to work, a few of them have volcanic biomes, and some toxic wastelands/radioactive wastes that are perfect for Grimer and Muk.
Last edited by arget03; 12 Nov, 2021 @ 6:11am
Gargamiel  [developer] 12 Nov, 2021 @ 9:30am 
Originally posted by arget03:
Okay, just started a playthrough with it, and see numerous spawning issues. Why is Relicanth spawning in caves, and not in water? Why is Goldeen spawning on land, and not in water? Why did Oddish spawn in caves? Why is there a Delibird in a temperate forest during spring? Delibird should only spawn in cold biomes, or during winter, possibly connected to a Christmas themed event. I know that the Biomes! mod series made it where the pawns can swim, and there's fish in the mod that don't leave the water. Why did a Magmortar spawn in the temperate forest? They're mountainous Pokemon that live near volcanoes. If you can get modded biomes to work, a few of them have volcanic biomes, and some toxic wastelands/radioactive wastes that are perfect for Grimer and Muk.
You are right that the spawn rate for different biomes could use some tweaking. Currently it is only based on Pokemon type, I didn't take the time to go through each pokemon one by one for each biome to make it more accurate.

Note that the spawn rate is affected by type but a dual type will always use the highest value from its two type for a given biome.
arget03 12 Nov, 2021 @ 9:42am 
Okay, that explains things. You might want to look at the pokedex in Firered and Leafgreen, there's a setting to view the Pokemon by the environment in which they live. I'm not sure if other games' pokedex have a setting like that, or if there's one online somewhere.
Last edited by arget03; 12 Nov, 2021 @ 9:42am
lmgginspace 12 Nov, 2021 @ 10:10am 
Corrected plurals of some Pokémon, for instance: Electabuzzes, Jynxes, Ariadoses, Ampharoses, Gyaradoses, Forretresses, Octilleries, Skarmories, Magbies, etc. :)
Last edited by lmgginspace; 12 Nov, 2021 @ 10:13am
Baskerville 12 Nov, 2021 @ 10:25am 
Firstly, fantastic work. This is really something special. I've played a few hours, had a lot of fun and some suggestions:

*Missing textures: icons for stored stones, fossils, pokeballs

*Easier way to spot a Pokemon's level
Might be wrong, but it seems that the only ways currently to check wild Pokemon levels is to click the info button and scroll all the way down, or check the wildlife tab. It'd be a lot better if we could just see the level at a glance.

*Catching downed Pokemon
"Can't catch fainted Pokemon" makes sense in the original games since when HP reaches 0, the encounter just ends. But in RimWorld, this system just doesn't fit. When you down an enemy in this game, that is THE time to capture them. And given that you can literally just pick up the downed Pokemon and throw them in a cage anyway, it seems a bit asinine that you can't just ball them when downed. Especially early on, it's a bit difficult to catch weaker monsters at all before they are killed due to their low HP/body part.

*PokeCenter-tier healing
Most of my Pokemon were quickly left with broken body parts and scars after only a few battles. It'd be useful to have a machine later on in the research tree which is analagous to the biosculptor (but just for Pokemon) and is capable of full restoration or healing scars at least.

*Pokemon Move Damage Defs
I've only played a few hours, but I have a strong impression that too many of the damagedefs from Pokemon moves are labelled as "scratch," and too many moves cause bleeding (even some which are explicitly labelled "crush" consistently cause bleeding). Additionally, it would be cool if certain type moves had special effects (like ice moves debuffing move-speed, or psychic/ghost type moves affecting mood or causing mental breaks).

*Some Pokemon could be pseudo-colonists
May be beyond scope of the project, but I think it would be fitting if a few select intelligent Pokemon, particularly human-likes such as Mewtwo, Kadabra, Machoke, etc. could be capable of crafting, mining, research, etc.

Once again, great work. I'll be keeping an eye on this one!
Gargamiel  [developer] 12 Nov, 2021 @ 10:40am 
Originally posted by lmgginspace:
Corrected plurals of some Pokémon, for instance: Electabuzzes, Jynxes, Ariadoses, Ampharoses, Gyaradoses, Forretresses, Octilleries, Skarmories, Magbies, etc. :)
Thank you for your recommendation but I'm pretty sure the plural of every single Pokemon species name is the same as the singular one
Gargamiel  [developer] 12 Nov, 2021 @ 10:53am 
Originally posted by Baskerville:
Firstly, fantastic work. This is really something special. I've played a few hours, had a lot of fun and some suggestions:

*Missing textures: icons for stored stones, fossils, pokeballs

*Easier way to spot a Pokemon's level
Might be wrong, but it seems that the only ways currently to check wild Pokemon levels is to click the info button and scroll all the way down, or check the wildlife tab. It'd be a lot better if we could just see the level at a glance.

*Catching downed Pokemon
"Can't catch fainted Pokemon" makes sense in the original games since when HP reaches 0, the encounter just ends. But in RimWorld, this system just doesn't fit. When you down an enemy in this game, that is THE time to capture them. And given that you can literally just pick up the downed Pokemon and throw them in a cage anyway, it seems a bit asinine that you can't just ball them when downed. Especially early on, it's a bit difficult to catch weaker monsters at all before they are killed due to their low HP/body part.

*PokeCenter-tier healing
Most of my Pokemon were quickly left with broken body parts and scars after only a few battles. It'd be useful to have a machine later on in the research tree which is analagous to the biosculptor (but just for Pokemon) and is capable of full restoration or healing scars at least.

*Pokemon Move Damage Defs
I've only played a few hours, but I have a strong impression that too many of the damagedefs from Pokemon moves are labelled as "scratch," and too many moves cause bleeding (even some which are explicitly labelled "crush" consistently cause bleeding). Additionally, it would be cool if certain type moves had special effects (like ice moves debuffing move-speed, or psychic/ghost type moves affecting mood or causing mental breaks).

*Some Pokemon could be pseudo-colonists
May be beyond scope of the project, but I think it would be fitting if a few select intelligent Pokemon, particularly human-likes such as Mewtwo, Kadabra, Machoke, etc. could be capable of crafting, mining, research, etc.

Once again, great work. I'll be keeping an eye on this one!
Thank you very much!

For the missing texture, can you elaborate on what is missing exactly?

The Pokemon level should be displayed in the bottom left of the screen when a pokemon is selected, inside a black/ yellow bar

Catching downed pokemon: I would need to find a way to make it balanced in some way (not too easy and not too boring, there's no fun in throwing 10 balls at a downed beldum)

Healing scars: I did think about maybe adding a higher tier medicine for pokemon crafted maybe with devilstrand or the like, or just found in quest/ trade

Damage def: some body parts start bleeding even when the damage is a cruch (think insects) but you are right that it may need some tweaking.

Colonist pokemon: Yeah that might be beyond the scope of this mod
lmgginspace 12 Nov, 2021 @ 11:05am 
Originally posted by Gargamiel:
Originally posted by lmgginspace:
Corrected plurals of some Pokémon, for instance: Electabuzzes, Jynxes, Ariadoses, Ampharoses, Gyaradoses, Forretresses, Octilleries, Skarmories, Magbies, etc. :)
Thank you for your recommendation but I'm pretty sure the plural of every single Pokemon species name is the same as the singular one

Then, pawn kind defs should not have "Forretresss", "Ekanss" and so... written inside them, and should be fixed with the singular word instead.
PAL 12 Nov, 2021 @ 11:24am 
This is an idea for more of a replacement for the Apricorn Balls but we now know what a Pokeball during the time of a Apricorn ball would've looked like thanks to Pokemon Legends Arceus which takes place in a past version of Sinnoh.

While I said replacement, it doesn't NEED to replace the Apricorn balls since Legends takes placing during a Feudal period of the Pokemon universe. Perhaps this Pokeball could be the Pokeball we get at Medieval Tech while Apricorn balls would be tribal poke balls?

If you want me to send you a picture via Steam, go ahead and send me a friend request on Steam or look the pokeball up on google. But here is what bulbapedia described it:

"Poké Balls have an "old-fashioned" appearance in this game, with a wooden bottom half, a buckle-shaped metal-colored implement instead of a button, and a valve on top that puffs out steam on a successful catch."
Baskerville 12 Nov, 2021 @ 11:31am 
To clarify: when the categorized resource readout is toggled on (vanilla toggle at bottom right of screen), the category icons enveloping fossils, stones, and pokeballs are missing.

As for the Pokemon level, now I realize I didn't see it at a glance because I was using RimHUD. Without it, I see it fine, but compatibility for RimHUD would be great.

Good to see you're receptive to feedback! :steamthumbsup:
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