RimWorld

RimWorld

Spirehawk Nov 2, 2022 @ 1:33pm
reverse uv light sensitivity?
i had the sudden idea when pondering what race to make for my playthrough of an old OC idea i had in rp a long time ago for reverse vampires.

Desert native, blood sucking, superhuman beings that require contact with light at all times, natural or artificial as darkness would burn them like their arch nemesis the vampires ware burned by sunlight

Did any of the mods already out for biotech make such a reversed uv light trait or should i try to figure out how to make it myself?
< >
Showing 1-3 of 3 comments
Helios Nov 2, 2022 @ 1:43pm 
Originally posted by Spirehawk:
i had the sudden idea when pondering what race to make for my playthrough of an old OC idea i had in rp a long time ago for reverse vampires.

Desert native, blood sucking, superhuman beings that require contact with light at all times, natural or artificial as darkness would burn them like their arch nemesis the vampires ware burned by sunlight

Did any of the mods already out for biotech make such a reversed uv light trait or should i try to figure out how to make it myself?
Alpha animals has a similar trait for crystal animals had a manhunter pack of them too bad i play on a map with ethernal darkness^^
Stromko Nov 2, 2022 @ 2:09pm 
I'm not sure if it would make sense to need to be in light at all times or take damage, I'd think that would make a Solar Flare at night (as weird as that sounds very possible) rather fatal to such beings, but, I think there's a lot of potential for creatures that are just much more light dependent than normal.

For instance Night Blindness (inability to see in dim light), Sun Dependency (requires frequent exposure to bright light, perhaps requires sunlight), genetic Claustrophobia or Nyctophobia (high mood sensitive to being in tight spaces or darkness).

These could all be impactful and interesting traits that are helpful for freeing up metabolic points, and I could see them working with existing mechanics. Night blindness would increase accuracy, working and movement penalties for darkness, sun dependency could most simply be implemented as an increased need to go outdoors, genetic claustrophobia or nyctophobia could just increase existing mood penalties by a large degree. If the penalty is high enough you might have to build your bases differently just to avoid mental breaks.
Spirehawk Nov 2, 2022 @ 2:44pm 
currently the uv sensitivty gene only incurs a big mood debuff and i think some manipulation decrease in sunlight, that would be enough just to have reversed, if not one could always make a senario for solar flares to be disabled.

night blindness would also be a good idea, opposing the night vision gene that makes you able to work and fight in darkness with no penalties they should definitivly have even harsher debuffs in the dark

also makes me wonder about something in relation to being halfway solar powered, this all is swiftly becoming much too complex for me to have any hope of modding in myself xD
Last edited by Spirehawk; Nov 2, 2022 @ 2:45pm
< >
Showing 1-3 of 3 comments
Per page: 1530 50

Date Posted: Nov 2, 2022 @ 1:33pm
Posts: 3