RimWorld

RimWorld

Ecotech (1.6-ready: SEE WORKSHOP PAGE!!!!)
Ecotech Wish-List
1. Eco Augments:

"Many are the All-mother's foes. But we are her sword arm, her sharpened fang, her killing gaze. Drink deep, warrior, and become." - Greenspeaker Thelu "Gray" Oka

Eco augments would be an answer to bionics, symbiotic implants which root themselves into the subject's nervous system to replace or enhanced a pawn's natural abilities. Unlike bionics which can just be slotted in with a little surgery and some recovery time, these enhancements might need to be "Cultivated." Once implanted, the augment begins relatively weak but "Grows" with its user, perhaps even having a chance to "mutate" granting new abilities to the host based on their activities. (More armor for a melee fighter, keener sight for a ranger, access to a fungal knowledge-record for a researcher. Etc.)

2. Dryad Enhancements

"O, Child of Garaun. Shrug off your caul and emerge anew, you who carry the soul of our fallen. You who carry the will of The Mother. " - 'Welcoming Of The Dryad' Local prayer-song (Translated.)

It only makes sense that eco-tech would make Dryads Dryad-ier. In our own world, fungal mats can help trees process nutrients the same way our own gut-flora does. Perhaps eco-tech allows the creation of special fungal cultures which, when implanted into a Garaunlen Tree, create enhanced or new varieties of Dryad. Imagine clawer dryads with layers of biometallic armor brought on by harvesting heavy-metals from the soil. Or medicinemaker Dryads capable of producing near-glitterworld-level medicines.

3. Bio-Armor

"It was supposed to be a simple. Go in, burn some huts, scare off the primitives with a few shots from our 'thunder sticks' and get paid. Then the trees started talkin' and it all went to hell." - Seamus Liang-O'Malley, Ex-mercenary.

Suits of living armor have a lot of potential. I imagine they'd work a lot like living weapons, but rather than becoming turrets after they "Expire" perhaps they become augments or...

4. Eco Warcaskets and Vehicles

"In the infamous Scottish Play, three witches predict that a king-to-be will meet his end when a forest gets up and marches on his palace. At this rate, I'd hate to be wearing a crown about now." - Dr. Alma Belterra, Lead researcher for Project Mother.

This would expand on the vehicles and warcaskets of the VE mod-line. Living war-caskets could be the "Final Stage" of a suit of expired eco-armor. After spending enough time on its wearer, players might be presented with a choice to either re-plant the armor as a seed, or allow it to "overgrow" and permanently fuse with the host, creating a lumbering giant of fibrous muscle and resinous armor. These "War-hosts" might not have as much weapon flexibility as a war-casket, but could possibly be able to "Heal" themselves of any damage rather than spend materials and time on repairs. Or perhaps they would have more flexibility, able to perform planting or other nature-based actions while war-caskets can do little more than wait for the next battle.

Vehicles might work similarly, swapping out versatility for ease of regeneration. Or maybe instead of Vehicles, you could have Mounts in the form of huge, ♥♥♥♥♥♥♥ Dryads that can be ridden or left to their own devices.
Last edited by Spindles; 25 Jan @ 7:32pm
< >
Showing 1-8 of 8 comments
SepphorisVT  [developer] 28 Jan @ 6:16am 
While I don't want to yet say how, all of these are being addressed in one way or another. The "when" is the difficult part since there's a ton to do.

3 and 4 were planned to exist together from day 1, armor-wise. You can even find some art of the armor in the game files. However since the rest of the art for the other body sizes never got done, the armor never made it in.
Spindles 28 Jan @ 2:18pm 
Originally posted by SepphorisVT:
While I don't want to yet say how, all of these are being addressed in one way or another. The "when" is the difficult part since there's a ton to do.

3 and 4 were planned to exist together from day 1, armor-wise. You can even find some art of the armor in the game files. However since the rest of the art for the other body sizes never got done, the armor never made it in.

Interesting. Is there still a chance we'll still see 3/4 in the future?
SepphorisVT  [developer] 28 Jan @ 2:57pm 
Yes, 3 and 4 absolutely will happen.
It's just a matter of getting the art completed. Because armor art is beyond my skill and is quite expensive.
As a bit of an add-on/question on this thread, are there any plans for craftable and/or growable animals? Maybe even a growable pawn xenotype for those that want to lean more into the living forest theme?
Having an Eco-tech style for buildings and furniture would be cool, too.
SepphorisVT  [developer] 1 Feb @ 4:39pm 
Originally posted by Revanite01:
As a bit of an add-on/question on this thread, are there any plans for craftable and/or growable animals? Maybe even a growable pawn xenotype for those that want to lean more into the living forest theme?

There are indeed animals! However, they are going to be in their own mod. Currently there are three.

The only reason it hasn't released is because I want a healthy amount to be in the mod first, probably 6-8 separate animals.

That said, even though they will be in their own mod, I do want them to interact with EcoTech at some point.
lewis 8 Feb @ 11:05am 
Fingers crossed hoping that whenever you make the dryad changes/additions they play well with Dryads & Guaranlen Trees Reworked. I can't go back to vanilla dryad/tree behavior after that mod.
SepphorisVT  [developer] 8 Feb @ 2:46pm 
Originally posted by lewis:
Fingers crossed hoping that whenever you make the dryad changes/additions they play well with Dryads & Guaranlen Trees Reworked. I can't go back to vanilla dryad/tree behavior after that mod.

Dryads and Gau trees will mostly be untouched. I don't want to override anything and cause mod incompatibilities.

New additions are much more likely to happen if either are going to be looked at.
< >
Showing 1-8 of 8 comments
Per page: 1530 50