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This one however feels just... illogical to me in multiple regards. Maybe those are supposed to be elves from a specific universe which I'm not too familiar with and they are that way there, that's a possibility and if that's the case then my argument might be invalid.
But simply from what I know (from let's say LOTR universe):
1. Shouldn't Elves have not "long lifespan", but rather an unlimited one? And what's up with them reaching the "adult age" slower, don't elves reach adulthood all the same?
( Instead of "Slow Development" should simply have "Ageless" I feel.)
2. Elves CAN be looking down at other races and be snobs, but they don't have it "in their genetics". Not dying of old age can lead to either path - mentality "oh I'm better than everyone" or "I lived long, I learned a lot, I became wise".
Snob factor should be comparable to other races. Is it definitely that different than let's say humans? -(history had shown they can be really looking down at anyone who's not exactly like them, be it skin-color, religion, culture, simply "was born lower than them". Many show those colors after they get into power and/or get rich, some do it even without getting rich.)
Elf or human, or a dwarf, any race can be like that, elves aren't necessarily that way "from genetics", it's all in the air & heavily dependent on the current governors & education.
4. Poor crafting? Allow me to bring up a certain quote "You will not find a better blade!" Elvish craftsmanship as well as architecture(as much as many elvish cultures seem to not enjoy "building" much) it's literally unmatched in many stories, and their "immunity" to death from old age allows them to perfect those fields all the better, get far beyond what let's say humans would make. No reason to give them poor crafting or construction. Maybe something that makes them dislike/mood debuff when building constructions, but no worse quality, definitely not in tools, furniture or weapons categories.
5. Elves aren't some buff bravler bestial race like let's say some orcs/half-trolls/lizardmen or whatever, their height should be relatively relevant to what humans usually are. Definitely not gigantism.
To be honest the only things that I saw that did made sense were the cosmetic choices, awful mining and strong shooting, also attractive. Maybe psy-sensitive since some elvish races tend to have extra affinity for magic even though what's in Rimworld doesn't feel that relatable to what fantasy worlds have as "magic", but I can see arguments being made to either side.
"Fast learning"? I don't know about that, they simply live longer so have a ton more time *to* learn and usually have better teachers since the said teachers lived a lot longer and know more and know how to teach better. Low sleep? Never heard of that being a thing.
And being weak to drugs? I can see arguments for either side, especially since it makes this race to Rimworld interesting/funny this way, tho usually elves are actually -more- durable against substances such as alcohol.
I simply thought I'd point out certain things, which I felt should be changed perhaps.
Basically I've seen every component not fully realized in some other mod.
Wicker Hay/cloth/wool/leather based furniture of basic/advanced/royal quality so that there are more alternatives to metal, stone, and wood based furniture. Like the sitting pillow in Vanilla Furniture Expanded.
Growable potted plant lights like fast growing long living bioluminescent trees that produce light enough to replace a standard lamp, mushrooms that produce darklight, bright bulbs with a life cycle timed to a sunlamp for growing other plants indoors. Alpha Biome plants do this but they aren't suitable replacements for furniture.
Potted Plants to regulate the temperature (up to a point).
Growable walls of bark, bramble, thick growth, or hedges. Something like that was done in the old Wood Elves of Morrowrim mod but it wasn't very fleshed out.
A special growable ironwood "alloy" that has roughly the same properties as iron but is also flammable and takes several seasons to grow. There's was a 1.3 mod that added growable metals but that wasn't as immersive.
Special expensive high level ironwood armor and weapons that incorporate Plasteel and Eltex to combat high level threats (as long pawns aren't set on fire) despite technically qualifying as neolithic weaponry.
Twisty Ironwood narrow Pillars with standard pillar range for supporting roofing/canopy.
2x2 Ironwood pillars with double the normal range for that "Next to a Tree Trunk" feel.
Not sure if possible but I've seen roof mods, a leafy canopy roof option would be amazing for an even more outdoorsy feel.
Stone Chunk powered ironwood heaters and coolers for more extreme temperature regulation, there are chunk producing dryads for when they run out.
Stone Chunk powered ironwood cooking stations with all the functionality of a stove.
Just some ideas, I always thought it would be cool to have a Mod that really fleshed out the nature themes.