RimWorld
Pawnmorpher
Yap  [开发者] 2019 年 6 月 30 日 上午 4:52
Suggestions
Anything you think could be neat! Suggest away!
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正在显示第 136 - 150 条,共 590 条留言
TheoryInfinity 2019 年 12 月 7 日 下午 4:19 
Hey! So far, I agree with most of the mod animal suggestions. Dinosauria and Megafauna along with the animal’s expanded mod would be amazing additions. I have also seen the Forsaken animal mod on the most popular list, but have never tried it myself.

Something I have been wondering is if you ever played with the idea of integrating ranged attacks or abilities, maybe with something like Ranged Animal Framework. That might be able to generate some cool ranged mutation effects like it does a nice fire breath with mods such as Red Dragon. (Ps, putting in that Red Dragon mod with standard mutaserum or syringe costs would be terribly, horribly unbalanced).
Xen 2019 年 12 月 12 日 下午 6:05 
I have a couple of notes regarding pawn appearances.
One of the key features of the mod is the way it shows/hides morph parts on the pawn sprites, and one of the things I notice most often is the way it shows and hides morph jaws.
Obviously not all hats/helmets conflict with where the appearance of the animal jaw would be, and though I haven't looked deeply at the modded files, I'm guessing that if a helmet protects the jaw part of the pawn, it's configured to hide the snout.

I think it would be really nice if this were, if nothing else, a toggleable option in the mod settings. I get that sometimes (often) the pawn parts will clip with hats/helmets because of the way the layers are rendered, but it would be nice to have the choice to just show them anyway.

One of the common mods I see people use, including myself, is the one that lets you show hair with hats, which also includes a feature for hiding hats entirely until pawns are drafted. I don't expect that kind of robust detection or mod compatibility, but it would be nice to have a way to work around how that interacts with animal parts.

I noticed this also goes for cryopods to some extent, as there are mods that use the same functionality for storing pawns inside of them, but which are supposed to have the body visible inside the unit through a transparent surface, and the way this interacts with Pawnmorpher is to always hide the morph parts, even though the whole body is visible.

On a related note, I know that this is also tied to why humanoid alien races aren't supported, but it would still be cool to have an option to just force it to display morph parts on aliens even though it doesn't change other aspects of their sprite, should they be affected with the mechanites.

In general I just like the seemingly simple solution of having these be toggled settings that can override the normal behavior, even if it doesn't always look clean when doing so... but that's also still just "seemingly".
Yap  [开发者] 2019 年 12 月 12 日 下午 8:40 
More settings would be nice, and while I'd like to have it in the next release I'm not sure the timeframe would fit it. You're right in that they should be toggleable, I'll check with the team on how easy this is to implement as it might just be slottable in to the next version.

We're hoping to extend mod compatibility in the coming versions, if you were able to point out some things that affect it graphically those are one's we'll try prioritise for.
RecreationalNukes 2019 年 12 月 19 日 上午 11:01 
It'd be cool if snakemorphs could constrict/strangle enemies, when in melee range, it stunlocks the target until the attack ceases or switches the target, maybe it could even suffocate them, knocking them unconscious or even killing them
Xen 2019 年 12 月 19 日 下午 7:34 
The only two mods I've personally, directly encountered that have spriting compatibility issues are "[KV] Show Hair with Hats or Hide All Hats" and the "BioReactor" mod.

Specifically, when hats are hidden on morphed pawns where the headgear is intended to hide a particular asset (almost always just the snout), when the headgear is hidden, said part remains hidden as well.
With BioReactor, when a pawn (or other mob) is inserted into a reactor, the pawn's model including clothes and hair are visible in a layer under the transparent tube sprite, but pawnmorpher markers are hidden. I assume this has something to do with the way it hides injury markers for creatures inserted into the pods, which iirc is the way Pawnmorpher gets the morph sprites to show in the first place.
I haven't ever really encountered any other issues.

The only compatibility for Pawnmorpher that I feel super strongly about is humanoid alien races, though I don't know what the "right" way to make them interact would be.
Obviously it would be nice for aliens, especially the very humanoid ones, to be able to have the option of using the sprites, but aliens turning into proper morphs obviously causes its own set of problems.

In a perfect world, in my opinion, there would be a technology option that lets you use the small mutation chambers, or a variant of them perhaps, to swap a pawn's species to another humanoid alien species, either through the use of a tagging system like the rifle as it currently exists, or through some sort of autodetect system.
Some sort of race changing functionality already exists because of how the game changes humans into morph species types, but getting that to work in other directions is obviously not simple.
Courier 69 2019 年 12 月 19 日 下午 7:37 
One thing I was thinking was that people cold get ''bigger'' and ''smaller'',like someone who is turning to a rat has the same height to someone who is turning into a elephant,The solution would be adding stats for gettting ''bigger and'' ''smaller'',and people who is addicted to drugs thing they just be on a trip and don't suffer the effects.
最后由 Courier 69 编辑于; 2019 年 12 月 19 日 下午 7:37
Yap  [开发者] 2019 年 12 月 19 日 下午 7:46 
We tried making pawns get larger or smaller, but that's one egg we haven't been able to crack. Rimworld does *really* not want us to do that.
Courier 69 2019 年 12 月 19 日 下午 7:51 
Well,if you can't,just make the debuffs and buffs,and a suggestion I wanna talk is aa non-feral human get transformed,they ought to get all the training perks and get bonded to the closest person they've had,had to be a friend or a husband
Yap  [开发者] 2019 年 12 月 19 日 下午 8:25 
We have so, so much more planned for that in the next release. Beyond what you've suggested. :)
Xen 2019 年 12 月 20 日 上午 5:52 
Mysterious and exciting.

Also, although it isn't a visual thing, the pawns do actually "get bigger" from a game mechanics sense.

There's a body scale statistic which determines how large or small a unit is treated by various other mechanics in rimworld, and morphs have varying body size values based on what kind of species the morph is- though admittedly a lot of them have larger body sizes even if thee animal they're based on is a lot smaller, like chook and snakemorphs especially have a body size of something like 1.1 when a standard human has a body size of 1, and obv things like Elephantmorphs are up at 2.5, and Thrumbomorphs are all the way up at 4.
凝心之火 2019 年 12 月 29 日 下午 1:53 
Thank you for your Mod, Let us see many possible. First there are many Mod Animals like Dinosaurs Spiders and Cthulhu. Second, Could we control Where the mutation is? Then should the already mutated parts have an upgrade system? For example, snake scales can increase its hardness. With RPG module and "Edge Magic" module, it will be unexpectedly refreshing. Third could you setup a QR Code that could make it easier for us to support you.
Yap  [开发者] 2020 年 1 月 1 日 上午 5:22 
Yeah, we are working on ways to get "combo" mutations or upgrades, these can be rolled out over time. Not sure what difference a QR code would make for the donation link, there's the Ko-fi link in the description if you need it.
凝心之火 2020 年 1 月 2 日 下午 2:03 
引用自 Mic
Yeah, we are working on ways to get "combo" mutations or upgrades, these can be rolled out over time. Not sure what difference a QR code would make for the donation link, there's the Ko-fi link in the description if you need it.
Great. I'm looking for your further Version.
Blu Macaw 2020 年 1 月 11 日 下午 4:29 
Great updates guys, I love how mod is evolving.Little suggestions from me:

When one is trsnformed into animal maybe remove eat without table debuff or in case of mutation affinity add som mod buff for it.

Another thing, maybe a trait related to pawn wanting to be animal instead of partially muted? I like how you get this test "It's a little bit to extreme for me" etc. But what if this wasn't too extreme, but finally enough?
Yap  [开发者] 2020 年 1 月 11 日 下午 4:58 
That's the 'Primal Wish' aspect they can get, where they'll only be happy as an animal.
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