RimWorld

RimWorld

RBSE Hardcore Edition
Immortalits 16 Jun, 2017 @ 1:42pm
suggestions
hi, I've read the description of this mod, but haven't tried it yet, so I'm just pileing up some ideas:
- if there isn't a brain implant/ brain replacement, then an item, that prevent the constant XP losing would be quite good for the endgame, where you build much less, but want to keep the skill of your builder at max for better results or other not constantly used skills
- if you can add in animal surgery to make it possible to create bionic combat animals, it would be great, maybe even implement animal surgery bed, specifically for animals (or even making it for smaller and larger animals separately, not more, because it would make the game too crowded with micro in the end, also it should be a standalone mod too)
(turtle, hare, warg, deer, etc, should be small, and muffalo, bears, sloths,etc should be large, or just make it all the same for simplicity)
- a new, standalone mod for item repairing (shield belts, armors, mele weapons, maybe normal clothing too, but at least the combat clothing)
just because it's bad to lose a realy good item simply by using it, why couldn't you repair it?
it is obvious that you don't want to lose a masterwork/legendary item due to deterioration and you would spend some resources to repair it, instead of tryhard crafting and create a new one...
< >
Showing 1-11 of 11 comments
Rah  [developer] 18 Jun, 2017 @ 12:12pm 
Hi Immortalits, thanks for the suggestions. There is a mod called "A Dog Said" with bionic animal parts though, in case you didn't know about it. And I believe there are a few mods that allow you to repair items. One of them I think is called "Mending".
Immortalits 20 Jun, 2017 @ 11:12am 
yeah, I've checked ALL mods now, so I've found them, currently I think the advanced bionics are a bit too much, they're too strong, but the synthetic organs are great, maybe all of them should give only 10% bonus to whatever they give a bonus to. I realy hope that this mod will go to the core game once in a balanced version. Other than the advanced bionics, everything is great :)
Rah  [developer] 20 Jun, 2017 @ 3:40pm 
thanks for the kind words! The advanced bionics give like 10% more to the specific stat. So while a bionic arm gives 20% to manipulation like in vanilla, the advanced arm gives you 30%. I agree that many of them stacked up will make the user very strong, but it's also a huge investment if you decide to take that route.
Immortalits 21 Jun, 2017 @ 12:51pm 
in a 2-3 year game, I'm mostly sminning in materials, so investments are nothing technically, just more things to do, btw, it would e quite a nice addition to this mode to be split into 2 different mods, where syn-organs give only 10% for their respective statt, and you can't build advanced, and in a sub mod, you can go advanced stuff.
Extra question, is there an item, that makes your colonists stop losing XP? I found mods for that, but I would feel a bit better if it's from a brain implant thant a game cheat. Like if your builder has nothing to build for a while, because of materials or you juts finished most of the building works, but want to replace things in endgame made of jade or even gold, then you look at the colonist and find that it went from 20 skill to 18 and almost 17...
Please again, make a smaller version, with only normal bionics and syn-organs (+spine and stuff), without advanced things. I think the closer a mod is to the core game, the better it is, also it would be easy to do for you, since you just copy your whole mod and delete the advances stuff from it, and nerf the syn-organs a bit (they're at 20 or something % currently).
Rah  [developer] 22 Jun, 2017 @ 12:31pm 
I haven't seen a mod for the XP loss thing, but thanks for all the suggestions. May I ask which difficulty and storyteller you are playing with?
Last edited by Rah; 22 Jun, 2017 @ 12:31pm
Immortalits 24 Jun, 2017 @ 3:26am 
I'm playing with Phoebe, but I'm using preset game settings, with a lot of disabled events, which I found rather annoying, than enjoyable, and I'm also using edb prepare carefully, so I have created a 10 man group to start my game (but not planning to expand in population, just didn't want to wait for the "right" random people to join, also I'm goind to the distance with my current colony, planning to play it at least 20 years in game :) )
For the XP, currently I'm using Mad Skills, the other mod id Static Quality Plus (this merges a lot of mods and enhances them, including mad skills, but uses a different method to modify XP loss, also has a different static quality system, so I'm using No Random Construction Quality instead)
Rah  [developer] 24 Jun, 2017 @ 4:56pm 
I see. And which difficulty?
Immortalits 25 Jun, 2017 @ 6:50pm 
I think it's rough. The first difficulty, where things doesn't get any nerf.
Currently I'm experiencieg some weird things, probably because one of the tons of minimods I'm using.
I've disabled raid, because of the insane storage dependant raid difficulty, but I've let random people run come for help at my base, so I can accept (and euthanise) them, and have some action, when I feel myself ready for it.
But now, there are only 1 man raids with no equipmet at all or some weak craps :/
So I have a 5 year old base with almost maxxed out superhumans with bionics (10 in total) and a god thrumbo horde (even managed to train them to max). But I can't get some attacks to my base.
Moving out is just not profitable unfortunately.
Tried it out for the first time at a "precious lump of tressures", which was a simply heavily guarded gold teller.... I get more gold from a 2 unit deep driller... and it was guarded by around 8-10 relatively well equipped people. (but I've massacred them)

I feel the resource system realy unrealistic to be honest.
You can build a unit of wall out of 5 bricks, but you need 25 bricks for a door, which is actually weaker, than the wall, if it's automatic, you need another 40 iron, which can be 8 units of wall... it's just feels very, very weird. I would realy reccomend a mod, where resource costs are more realistic, and you need ♥♥♥♥♥♥♥♥ of resources for building up your actual base, but not that much of those materials to craft some stuff, however, there should be some other way to nerf the resources too, make iron and other resources "raw", that needs to be refined, so like you can mine out now 30-35 iron from one unit of iron mine, but you have to refine it, so you will get about 2-3 steel out of it only, AND you need (since you can stack 75 steel into 1 spot) around 40-60 steel to build up 1 unit of wall and would need a lot of time to actually build up your base.
In this way, people would think about being time and resource efficient at start and they will do small caves for early survival with only the doors built, and thenwill they build up their actual base. However, the items should need much less resource to craft.
The crafting system is also weird, you get a 0,5 or 0,6 kg component out of 25 unit steel, which is 25x0,5 kg what?? Are the colonists eating the other 23-24 units of steel, while they craft the component?
Things like these are, what concerns me, but the game has the potential to be the best game in it's category if it's not that already.
Also, I'm writing these in hope that once you will make a mod for this type of gameplay :D
Rah  [developer] 7 Jul, 2017 @ 12:41am 
That's a lot of stuff to digest :d I'll take a look at it later though.
Maybe a Mass Surgery option for like all the prisoners or something, maybe for harvesting/implanting.
MR. REVIVAL 5 Sep, 2018 @ 6:18pm 
Prosthetic Digits

- Only prosthetic digits, no Aerotech/Bionic counterparts
- Would only be equal to, or slighly worse than organic digits
- Allows you to fix a pawn without replacing an entire hand
- If prosthetic fingers are slightly worse, still gives incentive to replace with bionic hand if all fingers are missing on a hand.
< >
Showing 1-11 of 11 comments
Per page: 1530 50