RimWorld

RimWorld

More Consumables and Mutagens Reworked
 This topic has been pinned, so it's probably important
Meltup  [developer] Apr 2, 2020 @ 4:28pm
Suggestions and feedback
Feel free to post your suggestions and propositions here. Feedback on the balance would be greatly appreciated too.
Last edited by Meltup; Apr 2, 2020 @ 4:29pm
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Showing 1-4 of 4 comments
ПΛПО Dragoon Apr 4, 2020 @ 10:00pm 
Would yo consider allowing the player to craft the pills, further down the line?
I like idea of slurry it would just be nice once we hit glitterworld tech, to be able to craft the pills.
Meltup  [developer] Apr 5, 2020 @ 3:35am 
The current plans are:

1) test mutagens more in playthrough and rebalance them if necessary. This is close to get done. I think that Ursa, Sil and Myrol are in a relativily good spot now; Igni may need some improvements/tweaks; not sure what to do with Midia, it seems to be weak by design.

2) decide what to do with mutations and Resurrection Mech Serum. I feel that current system of pawns completely loosing mutations upon resurrection is bad because it discourages player from risking pawns that got good mutations. I can easy make mutations persisting through death. But that may discourage player from using mutagens on their most beloved pawns as there will be no way to fix bad mutation results. Ideal solution would be making mutations permanent but adding a special one-use quest item to cleanse all mutations on pawns - must look into this.

3) add new kind of mutagens. I feel that it could be interesting if there would be some kind of really good mutagen that could be only obtained through quests.

4) if 3 goes alright then it is absolutely fine to players craft normal mutagen pills. Probably through spacer research (as mutagenic slurry is industrial) locked after techprint. Maybe this will need some kind of slime expansion so that player would need to grow up and kill different kind of slimes for different kind of mutagens.

TL;DR: yeah, I am considering to allow player crafting the pills after mutation system is refined.
bfel001 Nov 20, 2020 @ 11:03am 
Ah cool, literally came here to report "oh there is a bug and I can't craft the pills" but it turns out you haven't added that yet :P

As for adding something helpful to the discussion, I've actually been finding Midia to be one of the more useful ones personally. The way it seems to go is Ursa is to make tanky combat dudes, Sil is to make lithe weird elf people, Myrol exists to be less powerful/horrific Luciferium, Igni is currently....not great? I would say personally. And Midia is a mind thing to make supermen who know how to do everything and hit things more often in all forms of combat.

One of the major things I think that's cool about Midia is if you don't get Absent then you can kinda ignore the bad mutations of it. Eyes and voiceboxes can be replaced.

Actually I think it could be cool if more of the mutations were tied to body parts. That way you could make really powerful pawns through the expensive option of trial, error, and replacement. Get really good mutations on that heart but they're countered by having a crap spine? Buy a new one or grow a new one in a vat with the right mods.
This might put it a bit at odds with making your pawns into bionic supermen though.

Honestly using this with like 4 other bionics/genetics mods so mostly just here for Myrolsis so I can fix those ♥♥♥♥♥♥♥ itchy scars.

Hmm...so balance wise I guess I'm suggesting make the mutations into a sort of cheaper to get into, but more expensive to get perfect, version of bionics. Ideally with some curve balls like Myrolsis that keep it more interesting then just "do things with this part better"
Last edited by bfel001; Nov 20, 2020 @ 11:08am
Meltup  [developer] Nov 30, 2020 @ 2:28am 
@bfel001, thank you for the feedback!

Actually you can already craft the pills but you will need Royalty DLC for that because research is locked behind techprints. At least, I made it this way for now to try how it will feel/work. The idea is that after research you need to grow up and kill slimes of different colors (Red, Green and Blue). Using the product of these slimes you may craft pills.

I will take more careful look at Igni. It should be useful though - Ignited heart is one of the best mutation as it provides 130% heart effeciency and +10% movement speed.

Balance wise, good mutations are better than bionic parts but pawns have a risk to develope bad mutations along with that. So the idea is that mutations are more accible (via traders) in the early/mid game but come with RNG risk. However if the bad things happen then you can potentially revert mutations via Genome mech serum as long as they did not lead to developing body parts (and reverting body parts would be way more tricky in code).

My future plans are to tryand incorporate mutations to NPCs as so far as right now no NPCs ever spawn with mutations (unless they ingest mutations pills after being spawn).
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