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Planting skill was also considered and implemented.
explosives would be fantastic, Thorn frags or pollen bombs that can act as stuns
@oicher As much as I can see that feature being appreciated, a slider that changes how much durability is used is likely not to happen, for four reasons.
1: I don't C# code, and don't know anyone who does C# (I'm pretty new to Rimworld modding)
2: The durability is the mechanic that keeps them as plants, and not specifically weapons. Plants live and die, and in-game the durability is explained as the plants running out of their biofliud - the yellow sacs - and withering away. Additionally, this directly cuts into the gameplay experience, as I want everything to be done in-game.
3: Other weapon types that have better durability are planned, and alongside that will be methods to regenerate their ammo. One allows the player to regenerate durability manually, and a potential "photosynthesis" feature that slowly regenerates ammo over time is on the idea list. However the latter will take much tweaking to get right.
4: I'm looking into a way the player can enhance the durability of grown plants through buildings, soil, or even research. Perhaps there's a growable building that slightly slows the growing speed, but allows 20% higher durability. Or research projects that increase the supported weapon shots by 50%. Whatever is chosen, there will be a solution, but I'm not exactly sure what yet.
Regardless, a setting will not be a thing. I hope this clears up why I'm sensitive about durability. I can definitely see why people might not like it, and want it lowered or even gone, but it's not going to be removed.
that was what i was thinking for you have soem station to grow the armor around someone or thing shaped like a person (posable prisoner/slave abuse who dont love that) and once grown it can be proably painfully cut away from them or even just KILLS the person leaving you with a grown suit of armor waiting for a proper bound target ie the colonists.or even the fighters that are planed