RimWorld

RimWorld

A RimWorld of Magic
Neowulf Mar 28, 2019 @ 1:22pm
Observations/suggestions
Been playing with this mod for a couple months now and I'm never dropping it. It's too good.
But I have noticed a couple things that feel either missing or are QoLs.

Energy overcapacity- When a pawn removed a piece of equipment that adds to their energy capacity and makes it so their max pool is smaller than their current amount, it instantly drops the current amount down to the max. And when they don a piece of equipment, their current pool does not scale u[p to the new max. Which is fine for the most part. It's a common sanity check and helps prevent abuse/bugs. But a problem shows up when the equipment is rapidly removed then replaced, like when a pawn takes a shower with Dub's hygiene mod. The first time I had a colony that could afford both plumbing and fully kitted out mages, it took me awhile to realize why all my pawns never had full mana.
Suggestion: Instead of lowering the pawn's current energy instantly when their max pool changes, put them in an Overcharged state until their current energy is equal or below their max again. Overcharged reversed the flow of energy, turning their natural regen into a drain. That way quick replacement of equipment doesn't penalize mages.

Paracyle beast- An animal infested with a mutated paracyte plant. The mutant paracyte can only spread to others animals of the same species, so while the infested will be hostile to uninfested others of its species, it is not automatically hostile towards other pawns.
Each animal counts as a mage for purposes of paracytic drain. Butchering one of these animals yields half the normal amount of meat and leather, but also yields magicyte crystals depending on the animal size. Any animal can be infested, from bunnies to thrumbos.

Magicyte meteor event- An ancient meteor of pure magicyte lands on the map. Mining the walls yields a large bounty of magicyte crystals, but the event is not without dangers. Paracyte spores spread across the map, which can be a blessing or a curse due to the paracytic drain. Also, every day at midnight the natural magic of the area interacts with the magicyte walls and has an additive 5% per wall section of spawning a rift event.

Magic foci aparatuses: Magical machinery. Buildings that incorporate etched spell formula to autocast a particular spell using stored mana. Research unlocked after mana storage and scribing.
Construction costs are some minimal construction materials plus magicyte crystals, usually equal to what it would cost to scribe the spell. The spell is sustained by draining the building's internal mana reserve, which can be replenished manually by mages using the same mechanic as a mana capacitor or by drawing from a mana capacitor within range.
All have a decent beauty rating that is enhanced by the build quality and material. Arcane chic is always in style.
  • Arcane torch- Cheap light producing building. Requires only 5 construction material and 1 magicyte crystal. Uses 1 mana per day to product as much light as a torch. Does not produce heat.
  • Bluefire Brasier- Mage's stove. Produces heat like the draw heat spell, but has the same cooking bills as an electric stove.
  • Coldfire Brazier- Magician's HVAC. Combines the draw and dispell heat spells into one convenient package. With a bonus rift to the aromatherapy dimension. Provides heating or cooling to the room as necessary, and adds slightly to the cleanliness rating.
  • Daystar globe- Magical sunlamp. Has the option to activate a weak fertile fields effect for increased mana usage.
  • Archmage ward- Mana shield made stationary. Covers a small area around it. Large mana capacity.
  • Phoenix Shrine- Statue that provides a weak regen and pain killing effect to nearby pawns. Can be triggered to cast a full heal on the most damaged pawn, prioritizing closing bleeding wounds.
  • Magicyte furnace- Utility building that can burn magicyte crystals or (possibly) nutrition items to produce mana that gets dumped into nearby storage buildings. While extremely inefficient, it can be useful in a pinch.
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Showing 1-9 of 9 comments
Torann  [developer] Mar 31, 2019 @ 12:23pm 
Great suggestions!
GoodNameIdea Mar 31, 2019 @ 8:07pm 
As Torann said above, these are great suggestions. However, there are a few additional buildings I see missing that I would like to see. They are as follows:

Shrine of Death
Magic-producing shrine powered by necrotic and unholy energy. It can transfer stored magic to connected a magic storage or take the burden of upkeeping undead from a lich or necromancer. A lich, necromancer, or deathknight can power it themselves, or corpses/undead* may be fed directly into its dark chamber.
*When there are too many undead that the necromancers/liches cannot keep up with the mana drain, the undead with the lowest stats will automatically go into the Shrine of Death. This'll keep happening untill there the nercomancers/liches are regenerating mana.

Permanent Magic Turrets
When a summoner has the "Summon Turret" at the max rank, they get the option to create a permanent one. This permanent magic turret requires a large amount of magic to upkeep, but it is also better than a normal magic turret. This turret will draw magic from the air as mages do, counting as 2 mages OR will draw magic from a directly connected storage, if available.

Collective Arcanium
When a mage is near death, pawns can instead "rescue" the mage to the collective arcanium, removing them forever. In doing so, they preserve their memory, and more importantly, their magic within the device. Also, the people outside feel very little remorse compaired to the mage actually "biting the dust", as they know they still live, but are beyond their reach.
This 10x10 device is the collective intelligence and wisdom of all the mages that have entered it. As such, it can use some of the spells from them. These spells are passive in nature, like Earthen Sprites or Ray of Hope.
Its' line of sight is the mages you have. It also counts as a magic storage, holding up to the collective max energy capacity of all the mages that have entered. And, it will regenerate magic over time, albeit very slowly. The Collective Arcanium repairs itself if it is ever damaged, but consumes magic while doing so.
It is required to be built by a mage, and cannot be interacted with by non-magical pawns unless they are "rescuing" someone into it.


Again, great suggestions, hope to see more of you in this mod discussion page soon!
Edit: Typos
Last edited by GoodNameIdea; Apr 2, 2019 @ 5:22pm
Neowulf Apr 1, 2019 @ 12:12pm 
Thanks. Nice to see some author interaction and positive reinforcement. I'm always hesitant to post suggestions of due to many authors/communities either being indifferent or actively hostile.

Nice additions GoodNameIdea. I hadn't even considered a necromantic support building. And the Arcanium brings to mind another idea, druidic elder trees. Maybe when a druid passes away there is a 1% chance per mage level or all druids on the map of spawning an elder tree on a nearby growable tile (consuming the body).
Procrasturbator Apr 2, 2019 @ 9:55am 
maybe a suggestion (or maybe it exists and i dont know yet) something like a meditation pad that can allow you to progressively gain experience. could be made from leather as a minimal effective pad and the more valuable the resource its made from the more experience it could proved.

EX: leather would be like.. 5xp an hour (in game hour), steel meditation pedistal would be like.. 15xp an hour and you could make candles that if placed next to it would increase the effectiveness based on a percent basis.

The highest pad/pedistal could be made from several resources like steel, jade, silver, gold, granite and any gemstone..
Procrasturbator Apr 2, 2019 @ 1:17pm 
Another suggestion/idea for the standalone spells.. you could make their upgrades based on uses. each use gives the select spell xp and thats how those spells improve.

PS how to reduce cooldown on spells?
GoodNameIdea Apr 2, 2019 @ 5:21pm 
Originally posted by Procrasturbator:
Another suggestion/idea for the standalone spells.. you could make their upgrades based on uses. each use gives the select spell xp and thats how those spells improve.

PS how to reduce cooldown on spells?

Here's my short story on cooldown reduction on my best playthrough.

I once had so much stuff that what was once the mountain that covered the entire left side of the map became my storage facility. And I still had issues. (Suffering from Success) That is when I had enough resources to be able to craft enough gems and items to have a decent cooldown reduction for the best of my colony.

In other words: Wait till you get too many resources that you don't know WTF to spend them on. Then, you'll have cooldown reduction.
Edit: Typo
Last edited by GoodNameIdea; Apr 2, 2019 @ 5:32pm
Procrasturbator Apr 3, 2019 @ 5:19pm 
ok, different suggestion.... can use blink without sending the person into "battle drafted" mode... maybe, and i know this is probably just me, i just want them to move to the other side of a large wall i created...
Neowulf Apr 17, 2019 @ 7:47pm 
Quick addition. Both mages and fighters lack a generic attack spell or ability.
Mages could use the base level Magic Missile.
Fighters could get a short range, instant use Throwing Knife ability as a scribe created skill.
Torann  [developer] Apr 20, 2019 @ 12:51pm 
@Procrasturbator
I actually thought I'd already changed blink to work like that, but I hadn't. I just added that to the latest patch, so your mages should now return to whatever drafted state they were in before using blink
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