RimWorld

RimWorld

Ascension - Immortal Cultivation
Vulkandrache 27 Feb, 2024 @ 2:42am
Personal changes regarding the rework.
Im currently playing Rimworld exclusively with 20x faster aging
and my current testrun has about 25 times slower research aswell.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2868392160

It makes mods like this interesting, compared to Vanilla in which your pawns age is large irrelevant even if you play for 20+ years.

The inspiration for the changes come mainly out of my own arse and
http://fanfox.net/manga/apotheosis/
Ive tried to rebalance it against some of the other mods im using, like
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2926556467
There Werewolfs have 6x healing but only at night. Having a high level Foundation practitioner slightly stronger than this seems fitting.

Sadly i cannot programm worth ♥♥♥♥ so the most i can do is some XML juggling.


<label>Tier I</label>
<tale>AS_FoundationBreakthrough</tale>
<minSeverity>0.01</minSeverity>
<painFactor>0.95</painFactor>
<statFactors>
<LifespanFactor>1.1</LifespanFactor>
</statFactors>
<naturalHealingFactor>1.05</naturalHealingFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>0.05</offset>
......
<label>Tier II</label>
<minSeverity>3</minSeverity>
<painFactor>0.9</painFactor>
<naturalHealingFactor>1.1</naturalHealingFactor>

<LifespanFactor>1.15</LifespanFactor>

<capacity>Consciousness</capacity>
<offset>0.12</offset>
.......
<label>Tier XI</label>
<minSeverity>18</minSeverity>
<painFactor>0.5</painFactor>
<naturalHealingFactor>2.2</naturalHealingFactor>

<LifespanFactor>3.0</LifespanFactor>

<capacity>Consciousness</capacity>
<offset>1</offset>
.......
<label>Tier XII</label>
<minSeverity>20</minSeverity>
<painFactor>0.5</painFactor>
<naturalHealingFactor>2.5</naturalHealingFactor>
<capMods>
<li>
<capacity>Consciousness</capacity>
<offset>1.2</offset>

This is what i did to the Foundation bonus.
I cut out alot of the lines to keep it readable here, just imagine that every stat has the same bonus for the same tier.
I gave it a lifespan bonus to make it more useful for my pawns, which tend to die of old age after about 5 years playertime.
Additionaly i spaced the tiers further appart, making it harder to reach the higher one's without enough ressources.


<label>Tier I Dao King</label>
<minSeverity>0.01</minSeverity>
<painFactor>0.9</painFactor>
<extraTooltip>Heals worst condition every 7 days.</extraTooltip>
</li>
<minSeverity>4</minSeverity>
<painFactor>0.8</painFactor>
<naturalHealingFactor>2</naturalHealingFactor>
</li>
<minSeverity>9</minSeverity>
<painFactor>0.7</painFactor>
<naturalHealingFactor>3</naturalHealingFactor>
</li>
<minSeverity>15</minSeverity>
<painFactor>0.6</painFactor>
<naturalHealingFactor>4.5</naturalHealingFactor>
</li>
<minSeverity>22</minSeverity>
<painFactor>0.5</painFactor>
<naturalHealingFactor>6</naturalHealingFactor>
</li>
<minSeverity>30</minSeverity>
<painFactor>0.45</painFactor>
<naturalHealingFactor>8</naturalHealingFactor>
</li>
<minSeverity>63</minSeverity>
<painFactor>0.4</painFactor>
<extraTooltip>Heals worst condition every minute.</extraTooltip>
<naturalHealingFactor>10</naturalHealingFactor>

Severe nerf to the healing and pain factor, removal of the sleep buff.
With the already high bonuses from foundation the pawn is going to sleep fast either way.
Made the mid levels harder to reach.
Possible additions: A bonus against damage taken.
Bleed factor.
Possible rework stuff: Children of an Immortal receive a bonus for gaining Foundation.
+25% for direct children, 15% for grandchildren.
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Showing 1-3 of 3 comments
Vulkandrache 27 Feb, 2024 @ 2:44am 
Recipes for pills:

Just throwing copius amounts of kibble and gold at being an Immortal is quite boring.
Trying to stay within the mod i attempted to come up with somewhat more interesting recipes.

Firstly i reduced the Cauldron to size1 and removed most of its glow.
This giant pot does not fit in my neolithic base, neither functional nor by asthetic.
I made all the recipes and pot work from crafting into intellectual with the recipes needing between 7 and 15 skill and depending on research speed, not smelting.

The terrible Dao from Organics recipe is still there to get started, but:

<label>Make Dao from Soul Shard</label>
<description>Make Dao Energy by condensing the extract of souls. One Dao is needed as a Catalyst.</description>
<workAmount>1500</workAmount>
<li>SoulCauldron</li>
<li>SoulShard</li>
<count>53</count>

<li>Gold</li>
<count>0.1</count>

<li>DaoEnergy</li>
<count>1</count>
<products>
<DaoEnergy>2</DaoEnergy>


<defName>MakeTribulationPill</defName>
<label>Make Tribulation Pill</label>
<workAmount>2400</workAmount>
<li>SoulShard</li>
<count>74</count>

<li>Gold</li>
<count>1.1</count>

<li>DaoEnergy</li>
<count>2</count>
<products>
<TribulationPill>1</TribulationPill>

For the pills the idea was that level 1 and 2 should be really easy to produce.

<GoldenPillT1>1</GoldenPillT1>
<li>SoulShard</li><count>22</count>
<li>Gold</li><count>0.2</count>
<li>DaoEnergy</li><count>1</count>
<li>AYGingerPowder</li><count>10</count>

<GoldenPillT2>1</GoldenPillT2>
<li>SoulShard</li><count>35</count>
<li>Gold</li><count>0.4</count>
<li>DaoEnergy</li><count>1</count>
<li>AYWormwoodOil</li><count>1</count>

<GoldenPillT3>2</GoldenPillT3>
<li>SoulShard</li><count>48</count>
<li>DaoEnergy</li><count>2</count>
<li>GoldenPillT1</li><count>2</count>
<li>GoldenPillT2</li><count>1</count>

<GoldenPillT4>1</GoldenPillT4>
<li>SoulShard</li><count>60</count>
<li>Gold</li><count>0.6</count>
<li>DaoEnergy</li><count>2</count>
<li>GoldenPillT2</li><count>1</count>

<GoldenPillT5>2</GoldenPillT5>
<li>SoulShard</li><count>77</count>
<li>Gold</li><count>0.7</count>
<li>AYGingerPowder</li><count>25</count>
<li>AYWormwoodOil</li><count>3</count>
<li>DaoEnergy</li><count>2</count>
<li>GoldenPillT3</li><count>2</count>
<li>GoldenPillT4</li><count>1</count>

The Ginger and Wormwood come from
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195469123
and i threw those in for good measure. Having 1 or 2 plants like that might be a good idea.
Hooking into a mod like Apothecary if people have it so we avoid duplicate entities is aswell.

At the moment this need large amounts of coprses which in Rimworld is easier (and more fun)
to handle than needing entire fields of Haygrass.

And please, things like PillTIII and PillTIV look cool but are a nightmare to handle compared to just writing Pill3 and Pill4.
ano0bis  [developer] 1 Apr, 2024 @ 10:11pm 
Apothecary compat is a great idea and a rework of the cauldron is long over-due but I'm not nerfing its size at least not that much because its that big to allow a bunch of different items for crafting and its kinda meant to have its own room since pills explode at awful quality.
Vulkandrache 2 Apr, 2024 @ 7:13am 
I am aware why its that big.
The refinement cauldrons in all those manga are big enough for an entire person.
I can simply reduce the size myself, thats fine.

I have now played a bit with my changes.
Depending on the quality of the Tribulation pills, we need somwhere around 1700 corpses
to get a pawn to Foundation 12.
Thats alot, even by Rimworld standards, but it does work out quite well.
With my 20x faster aging and the lifespan bonus from 1-11
its just about possible in a single pawns life, once the enemy raids a big enough.

The cost in gold being single pieces seems insignificant, but it adds up quickly
with 210 Dao needed, plus about 110 gold for the Tribs.

There is one thing you might want to look into:
The Revia mod has a similar mechanic of sacrificing bodys.
It has an option to change wether corpses are striped or the clothes vanish with them.
Please add that.

Another is that right now any corpse can be used for the same amount of shards.
While it makes sense that its not dependent on the size of the body
it might be interesting to add a few kinds of shards, not too many.

Say Human, Insect, Animal and maybe something for Zombie creatures
and makes recipes such that a Human cultivator using non-Human shards needs more of them.
This could even tie into Xenotypes. Yttakin and Revia for example could
use both Human and Animal shards at say 80% Efficiency.
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