RimWorld

RimWorld

RimKnights - Oripathy
 This topic has been pinned, so it's probably important
Jsin0  [developer] 14 Apr @ 2:28am
Suggestions
Feel like something needs to change? Say it here.
< >
Showing 1-15 of 16 comments
Pasaway 20 Apr @ 10:20pm 
Just a thought. It might be cool if the crystals make the colonist "milk-able" or something so the crystals can be collected as a resource for armor, bionics, and/or drugs.
Jsin0  [developer] 20 Apr @ 10:39pm 
That's horrific, I love it
Very cool mod but I feel like the disease progresses way too fast for Rimworld gameplay. With the Reunion/Infected gamestart, there is no way to have any chance to develop or buy suppressants in time before all of your colonists die.

Since all of your colonists start infected and since there's no early-game way to trade with Industrial-Ultratech traders early on (specifically in the first quadrum of a colony), you're doomed from the start. In the time it takes to get power generation and basic structures built up through the first few days, most colonists are already at 30-40% Oripathy status, making any further work near impossible, even with the starting-game analgesic.

To make the gamestart more balanced, it should behave like a Sanguophage or Anomaly start, where only one colonist is infected and requires special care and a specific work/schedule to minimize pain/symptoms.

I'm not too knowledgeable on Arknights lore, but it seems like frequent blood transfusions could work as a method to slow down the disease, as a low-tech solution to dilute the Originium-Blood Density enough to at least slow it down. Blood transfusions would theoretically slow the disease's progression down, and would allow lower-tech colonies to at least keep infected alive long enough to develop or trade for suppressants.

I understand suppressants are intentionally designed to be rare or endgame items, but considering you need constant doses, you should at least have methods to 'play for time' if you stop getting traders for a whole year.

Combined with the infected gamestart only starting with 1 or 2 infected, this could make an interesting colony where all colonists have to constantly contribute blood to keep the infection's progress slowed down, with the constant blood drawing eventually being replaced with suppressants in late-game.

You would be, mechanically speaking, buying time for the infected by trading your uninfected colonists blood for more time to get your hands on suppressants.
Jsin0  [developer] 21 Apr @ 6:27pm 
Thank you for the feedback. Ill lower the starting conditions for that start
You could make a Rhodes start or add the catastrophes, they are pretty cool and will increase the replayability
Jsin0  [developer] 27 Apr @ 4:16am 
Catastrophes are definitely planned, but I'm planning on adding Rhodes Island as non player faction at some point
Last edited by Jsin0; 27 Apr @ 4:17am
bunners 14 May @ 8:54am 
this is less a suggestion (kinda sorta?) and more me wanting to make sure I'm not stepping on toes while I'm here, but is it alright if I publish a mod adding mineable originium to maps with patches that cause originium buildup when near the mined drops? I have a personal arknights mod based around HAR (still unsure if i'll publish it since it's very much centered on characters i like + you pretty much need a character editor since you can't force HAR's pawnbios) since I just wanted to play with some characters, so for immersion sake (and bc i'm bored) I had drawn up some originium textures and such for mining at the rock walls

I also don't mind just sharing it either, honestly, so if you wanna grab it for your mod afterwards for future originium industry stuff and giving more risks for the player that's fine too. it's only downside is that it uses the hediff comps from the vanilla expanded framework (i don't know C# at all so I'm mostly reliant on frameworks)
Last edited by bunners; 14 May @ 9:04am
Jsin0  [developer] 14 May @ 10:02am 
That's totally fine. I think the more options players have, the better!
bunners 18 May @ 4:52pm 
Originally posted by Jsin0:
That's totally fine. I think the more options players have, the better!

Awesome! Thanks a lot, sorry the late reply.
Suggestion: Could there be a toggle option for the pollution the crystals add to the map? I'm playing a medieval modpack with the mod and the toxic waste breaks immersion a bit :P
Jsin0  [developer] 31 May @ 3:17pm 
I'll include that in the next patch then. You could also interpret the pollution as originium polluting the ground (which is why I included it).
from what ive heard, the skin is hardened by the crystals.
would a progressive armorskin gland effect be doable?
maybe also a chance in melee at later stages for the crystals to be used offensively?
Jsin0  [developer] 30 Jun @ 4:51pm 
Not quite. Oripathy is essentially just rock cancer. The only benefit of otipathy is it helps boost Arts since Arts use originium as a catalyst and you've got more originium in you but that runs the risk of worsening your oripathy
Ah fair enough.
guess the rocks are the fragile kind.
Originally posted by Jsin0:
Not quite. Oripathy is essentially just rock cancer. The only benefit of otipathy is it helps boost Arts since Arts use originium as a catalyst and you've got more originium in you but that runs the risk of worsening your oripathy

Are arts included in oripathy or core? If not, a bonus to psycasting/psychic sensitivity would be a cool placeholder.
< >
Showing 1-15 of 16 comments
Per page: 1530 50