RimWorld

RimWorld

EvolvedOrgansRedux
StatistNo1  [developer] May 3, 2021 @ 11:25pm
Ideas for body parts
Post here ideas for future body parts.
Last edited by StatistNo1; May 23, 2021 @ 5:29am
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Showing 1-15 of 66 comments
StatistNo1  [developer] May 3, 2021 @ 11:26pm 
Spider legs. (Needs new textures. Only having shown 2 legs when there should be 8 looks really weird.)
Actual flying wings that go over walls.
Medieval kind of shield as an arm. (Would need Vanilla Expanded Framework?)
Last edited by StatistNo1; May 4, 2021 @ 3:47am
aciel.samael May 6, 2021 @ 8:30pm 
You're probably aware already, but A rimworld of magic has a class called lich that has a flight ability, could be helpful for reference.
StatistNo1  [developer] May 7, 2021 @ 12:23am 
I actually didn't knew that, thanks for the info.
Livetrout May 7, 2021 @ 7:18am 
Personally would like to see more variation on organs. Like how you have the micro-analyser and pheromone releaser nose but say with... kidneys. The triple filter one is a no brainer but maybe a second type that has super-adrenal glands (with the same or slightly more filtration as a regular kidney) that make you move faster, hit harder, and get downed slower. I could go on.

Just for other options moving forward i'd like to see animal organs and limbs. In my mind turning a dog or, hell, an elephant into the perfect hauling beast or a literal walking tank. Like imagine a pack of bullet proof german shepards with the bite force of a Trex and the speed of the flash.

Finally, cause i noticed you mentioned VE, maybe some sort of integration with insectoids expanded. I mean the thumbnail for the mod has a tyranid in it and i think that'd be the perfect collab to make it a reality
StatistNo1  [developer] May 7, 2021 @ 8:01am 
"Personally would like to see more variation on organs."
"I could go on."
Please do go on. I am not very good with biology and not very imaginitive.
Throw me a list with a rough idea of what they should do and I see what I can implement.
I like your idea with the combat glands. I kinda want to make some organs that give active abilities. Like pressing a button as you would for psychic abilities but giving a buff instead.
Get a 1 hour buff to pain threshhold, speed, whatever on a 24 hour cooldown.

"Just for other options moving forward i'd like to see animal organs and limbs."
After reading that I immediately had a German Shepherd with 6 legs in mind that charges a raider at 80Km/h. :')

"Finally, cause i noticed you mentioned VE, maybe some sort of integration with insectoids expanded."
I would also throw Alpha Animals into the bag for this one.
Those would require a bit of research into animal biology I think. Also stealing a list of bodyparts from a few different animal mods.
I would make a seperate mod for that though.

I am busy with exams until mid June so don't expect much of me until then.

Thanks for your ideas. I really like them.
Last edited by StatistNo1; May 7, 2021 @ 8:18am
Livetrout May 7, 2021 @ 8:24am 
Okay. I'll get a list together and DM you it. No worries on exams, i can relate. :)
StatistNo1  [developer] May 8, 2021 @ 3:55am 
Support for CE.
StatistNo1  [developer] May 10, 2021 @ 9:59am 
A better neck.
Look at this beautiful beast: https://i.imgur.com/DmoaD6d.jpg
Originally posted by StatistNo1:
Maybe change around the BodyPartGroups to be able to attach bionics to lower arms and stuff? Or a normal lung into one of the chest cavities?

This is something I'd love to see, especially since it reminds me of the Fallen from Destiny who are born with form arms, but get the lower pair torn off and have to earn the right to have a pair of cybernetic replacements... especially cause I'd love to be able to do stuff like mount Flamer Wrists from Combat Bionics onto my melee troops if I give them a second pair of arms to go with their advanced power arms from EPOE.
Tormound May 21, 2021 @ 7:36pm 
Had an organ idea where it would be used for SOS2, where once it's implanted it'll do away with the need EVA bodysuits. As a workaround for certain races having apparel restrictions and not having EVA clothing.

For a brief overview for SOS2. Essentially it lets you build ships to go into space. There's no air in space so if you dont have an EVA suit of some kind you'll suffocate and die if your pawn is in space for whatever reason or if there's a breach.

Apparels are made EVA by modders adding an EVA tag in apparel defs in xml. I have no idea if an organ could do something like this. Which is why i asked if it's even possible.
StatistNo1  [developer] May 22, 2021 @ 12:22am 
Originally posted by Tormound:
Had an organ idea where it would be used for SOS2, where once it's implanted it'll do away with the need EVA bodysuits. As a workaround for certain races having apparel restrictions and not having EVA clothing.

For a brief overview for SOS2. Essentially it lets you build ships to go into space. There's no air in space so if you dont have an EVA suit of some kind you'll suffocate and die if your pawn is in space for whatever reason or if there's a breach.

Apparels are made EVA by modders adding an EVA tag in apparel defs in xml. I have no idea if an organ could do something like this. Which is why i asked if it's even possible.
Sounds very possible to me. I will further look into it in the coming weeks.
Thanks for the idea.
Entelecheia May 24, 2021 @ 10:26am 
Had a few ideas for hormone-themed brain implants. The theme involves both adding a new capability and risking a (curable) defect:

  • Oxytocin stabilizer: this organ moderates relationships by preventing oxytocin from taking dramatic swings, enabling pawns' relationships to remain secure and comfortable. If a pawn with a romantic relationship has this implant, their relationship will not suffer a breakup.
    Botching the surgery to install this implant will impose the "oxytocin flatline" debuff, preventing the pawn from feeling positive thoughts from relationships. It is treatable with medicine and curable with 2 glitterworld medicine.
  • Serotonin recycler: reusing serotonin supplies in the brain raises general mood and energy levels. Pawns with this implant experience a permanent +2 mood buff and a 5% rest fall rate buff.
    Botching the surgery to install this implant imposes the "serotonin sickness" debuff, causing the pawn to tremor and lowering accuracy and melee to-hit chances until cured. It is treatable with medicine and curable with 2 glitterworld medicine.
  • Auxiliary dopamine receptors: by keeping a spare set of dopamine receptors in reserve, the brain can successfully adapt to steeper spikes and troughs in dopamine levels and restabilize dopamine responses after overloads. Pawns with this implant build drug tolerance at half of the usual rate, and their addiction withdrawal lasts half as long. This effect does not apply to luciferium.
    Botching the surgery to install this implant imposes the "dopamine block" condition. Pawns that cannot experience dopamine release have all positive mood effects capped at 5 and cannot receive inspiration. This can be treated with medicine and cured with 5 glitterworld medicine.
  • Cortisol bank: this cunning little gland absorbs cortisol in a reservoir and releases it only at appropriate times. This ensures that high-stress responses like fight-or-flight instincts are triggered only when actually useful. Pawns with this implant reduce the strength of negative mood effects by 10, to a minimum of 0. This effect ends when the pawn enters combat, which then grants a % increase to movement speed, melee to-hit ratings, and melee dodge chances equal to the total negative mood debuff they experience.
    Botching the surgery to install this implant instantly imposes the "anxiety (severe)" illness on the pawn. It is treatable with medicine and curable with glitterworld medicine.

I hope those sound interesting to you!
Last edited by Entelecheia; May 24, 2021 @ 10:28am
StatistNo1  [developer] May 24, 2021 @ 10:55am 
Hy Entelecheia,

I like those ideas. Especially the part with failed surgeries. >:)
FadeAJ May 24, 2021 @ 11:37am 
OOO possible part idea! What about an anglerfish luminescent fin ray (the dangly thing on their head)? It could be attached to a pawn so that they always have a personal light source, making nighttime or cave diving tasks faster. You could also add a small social boost or something like that to the part since it is used to lure prey.
Entelecheia May 24, 2021 @ 2:36pm 
@StatistNo1: glad you like!

I got myself rolling with this, so here are a few more. They're maybe a bit...further down the path.

EvolvedOrgansRedux: Super Gross Edition
Botching the installation of these body parts immediately results in a destruction of the existing part.

  • Alimentary assemblers: tiny nanofactories line the walls of this stomach implant. While this hampers normal stomach function (-10%), the factories are able to slowly synthesize new nanites using the host's normal food intake, while expelling the resulting protein slag.
    When a pawn is equipped with this organ, they are immediately subject to the "nanofactory nausea" disease. This will cause the pawn to periodically vomit (roughly 1/day). When they vomit, they produce a small amount of either protein slag or nanomechanites. If the equipped pawn is addicted to luciferium, they have a chance to produce some luciferium instead.
  • Nephritic foundry: this kidney management system redirects heavy metals caught during normal screening into small, granular sacs for aggregation. Once sufficient masses are stored, the host passes the metals in the usual manner--with some added discomfort. Because they have been sorted clearly, they can be recognized for later use, thus enabling users to fulfill the common proverb of literally pooping gold.
    When a pawn is equipped with this organ, they are immediately afflicted with the "foundry cramps" disease, causing very mild pain. From then on, they will periodically (~1/day) produce a mineral, typically steel, silver, or gold.
    Dubs' Bad Hygiene Integration: if Dubs' Bad Hygiene is installed, metal production occurs during bladder relief.
  • Fiber spinneret: this strand production system includes a delicate set of manipulators to weave a synthetic silk produced during normal metabolism. The spinnerets themselves require careful movement, reducing speed (-.02) and slightly compromising the structural integrity of the pelvis (-5 hp).
    When a pawn is equipped with this organ, they will periodically (1/day) produce a small quantity of synthread.
    Carbon integration: in the Carbon mod is installed, colonists will instead produce c-composite or c-weave.

And one more that doesn't fit the same theme:

  • Tympanic overclocking: a delicate restructure of the ear at the nano level allows those with this organ to function on "tremor sense," permitting normal activity in pure darkness as if in full daylight. When a pawn is installed with this organ, all penalties for darkness are removed.

    Let me know if these sound good!
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