RimWorld

RimWorld

Vanilla Races Expanded - Fungoid
 This topic has been pinned, so it's probably important
Sarg Bjornson  [developer] Sep 30, 2023 @ 7:32am
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Showing 1-15 of 44 comments
titititi Sep 30, 2023 @ 10:09am 
Its look fungoid is too easy to kill with hit and run suggestion: give them vanilla gene very fast runner or make subspecies with this gene.
Last edited by titititi; Sep 30, 2023 @ 10:09am
titititi Sep 30, 2023 @ 10:11am 
Suggestion to make in future submod for new rare fungoid and fungoid hybrid: Maybe be interesting some submod which add some rare subtypes like spitter fungoid which can spew acid ability and spit infection (like melee but long range) and infected join to those who infect them or fungoid (or spitter fungoid) which infected some other xenotypes and make new terryfing hybrid (player can do this so why dont allow them spawn on enemy side?) when you reach 200k wealth make hostile fungoid faction formed which create some settlement and raid you with base fungoid and some new terryfing subtypes. i think its be great fighting in endgame against terryfing hybrid of hussar and spitter or against something more sinister.
< blank > Sep 30, 2023 @ 11:17am 
Artillery shells that infects those injured, to be possibly used by a fungoid faction raid.
selest19 Sep 30, 2023 @ 11:59am 
rename minor skill loss to slower skill lose to reduce confusion?
Dan Sep 30, 2023 @ 12:30pm 
More ways for them to raid and in greater numbers. Im not saying zombie hoards but definitely up the attackers numbers. Maybe even make them a faction with bases that are overrun outposts. Have them set up in ancient dangers as well would be a big scare factor.
Ribera Sep 30, 2023 @ 2:48pm 
What about new wholesome fungi economy
Walls, weapons, floors, etc ?
Pinkey Sep 30, 2023 @ 5:50pm 
Allow mind condelesence to give colonists also a inspiration when one of your colonists has it
ArcaneJellyfish Sep 30, 2023 @ 7:36pm 
Making colonists with that fungal xenotype not have the mood debuff of "lingering rot stink" could make sense. I feel like since they bleed rot stink they'd probably be used to the smell or something.
selest19 Sep 30, 2023 @ 9:48pm 
Originally posted by ArcaneJellyfish:
Making colonists with that fungal xenotype not have the mood debuff of "lingering rot stink" could make sense. I feel like since they bleed rot stink they'd probably be used to the smell or something.
i agree, dosent make sense for you to hate rotstink when you are rotstink
fooey_man Oct 1, 2023 @ 12:49am 
It might be a little derivative of the Mechanoid Faction Expanded mod and doesn't need to happen as often as deliberate action by the Mechanoids, but maybe a big infected ship crash lands somewhere on the world map and you'll get periodic Fungoid raids until it is dealt with?
Dreamstolen Oct 1, 2023 @ 1:38am 
How about make it so that when they enter regeneration coma, they take root into the soil and absorb food from the soil. I often play solo colonist start and deathless is very much useless without death rest. They never wake up due to malnutrition. So a gene like that would be very nice
steellll Oct 2, 2023 @ 3:47am 
@Ribera A fungi house with fungi guns is heckin stupid.
It may be impossible to do, but a way for bloodfeeder bites to have a chance to cause the gene infector state to trigger would be neat.
GoFundYourself Oct 4, 2023 @ 3:23pm 
Is there a way to peacefully infect other colonists/prisoners ? like part of a ritual, ability or special prepared "food" that is served "accidentally" to guests ? If not, this would be my suggestion :)
Mc_Dyno Oct 5, 2023 @ 2:27am 
Roaming fungoid hordes and various fungoid subtypes.

Fungoid sprinters and Fungoid hussars. Maybe some fungoid animals that mimic the fleshbeasts from genetic rim or something.

To cure the infection, you need insect jelly and neutromine and insectoids and mechanoids are immune to the infection.
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