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The combat is not EXPECTED to be a challenge from that point on, it's just a sandbox so you can play around with the fruits of all your hard labour until you get bored with it.
If you don't think that's fun, that's OK. It's an entirely optional part of the mod, the same way the game's spaceship ending is.
Paragon hybrids are ment to be "the ultimate type of creature" that are "better in every way".
If that is so, then how it is possible, that all paragon animals have the same life length expectancy of 4 years?
For example, the vanilla muffalo can live for 15 years. But the paragon muffalo ("A perfect muffalo animal, paragon of all similar animals with no needless junk genetic data") somehow even without that "needless junk genetic data" lives only for 4 years. It makes no sense.
It would be more believable if all paragon hybrids had life expectancy longer than of corresponding vanilla animals.
Also, all paragon and non-paragon hybrids have the same life expectancy (4 years). But it is obvious, that a small rodent and a huge muffalo-like hybrid should have very different lengths of life.
All hybrids have a lifespan of 4 years when Normal quality
I had a couple things that could potentially be nice to include for gameplay flow and wanted to see what you thought on them.
1. Providing more information to the genomomorpher just for clarity's sake on the state of current contents and progress to starting growth cell creation. I've had a few problems with not being 100% sure if it's currently being worked on so I override it and lose some stuff. Could be a nice addition
2. Some means of late game primary gene extraction from hybrids. This could potentially affect balance quite substantially, but I almost feel like that would be fine especially when aiming for legendary creatures takes so much work only to potentially be all for nothing when the growth fails. Could be cool for wanting to take more advantage of the colossal gene or reptile gene without having a turtle or thrumbo farm on the side
Interested in what you think
And?...
Oh. I understood. Thank you for advice.
In a testing/messing around save I let a 9x10 room fill with Flesh Growths before chucking a Molotov in to burn them. However due to their high reproduction rate and high hit points they are reproducing as fast as they burn, even with a 1000C room that ignites them almost as soon as they spawn. The blaze has been going on for ten days now.
Lowering either the reproduction rate or the growth's hp would probably fix this.
Another idea is a Fungal Genome, which would make the fungi animals' attack stats weaker, slower, but harder to kill (perfect as tanks or ranching in caves). They should also be able to regrow their own limbs and provide us with edible fungus and fungal milk (a new drug). Unlike floral species, fungal animals should feed through the darkness, so if they are exposed to light, they will become hungry. A few bonus features for some fungi animals would be being bioluminescent and releasing gas that stuns nearby pawns when they die.
https://steamcommunity.com/sharedfiles/filedetails/?id=2325478123
Thrumdragon