RimWorld

RimWorld

Cultivator of the Rim
Ehysier Apr 19, 2024 @ 7:33pm
Suggestions, thoughts on manuals, and XP gains.
Hello! As a fellow enjoyer of xianxia/wuxia I really enjoy this mod and wanted to mention a few things. I enjoy what you're doing with the mod so far, I think eventually adding events/incidents for natural treasures would be fun.

Things like:

A natural treasure qi source has spawned and when you get there, some level of cultivation animal is protecting it while other lower level cultivators are trying to fight you for it too.

A manuscript has been found that holds the secrets to Insert style of cultivation manual. Similar to above, but maybe some ruins with item in it.

A young master series of incidents. Both good and bad would be hilarious.

As for the current manuals, I enjoy the ones in the game and what they do, I think you got some real good base ones and could probably do similar things as the fire one for lightning and cold. I think some sort of toxic/poison manual would make sense too.

As well as formations! I would probably need to think about this a bit more, but formations would be a cool way to make cultivation buildings. As an easy example, Take some specific resources, like some firestones, some yin flowers and some spirit stones to make some sort of confusing fog/illusion formation. Like you need some sort of number of these constructs/flags and they have to be within a certain area of each other and then they create a foggy boundary. the different tiers of spirit stones/infused materials could affect the effectiveness/radius.

I would expect a formations manual to start allow a pawn to even work with them. But it gives more reason to explore the depths of the mod too.

As for XP gains, I find the random additional attribute on path levels unreliable/ if I got a good weapon I skipped a few levels on a pawn and it lost potential resources because of it.

I'd happily chat more on this topic but figured I've gone on enough for now.
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Showing 1-15 of 32 comments
hellisj Apr 19, 2024 @ 8:33pm 
How about some demonic beasts? or at least that the beasts, given a certain time under cultivation, transform or "mutate" the most obvious would be the typical rabbit of fire, earth, wind and so on, without mentioning holy or truly demonic.
It could also be interesting demonic crusade, some kind of plot (mission) in which demonic cultivators covet you (either for blood or because you are rich), or for an evil ritual (they could be crazy beasts, increase of a type of negative qi, or I don't know; I know that this was not the most imaginative, and it could almost be considered the poor man's version of the mechanoid machinery -_-)or simply assault;

deviation from the cultivation that if you fail you explode, you go crazy, you become a zombie (like those of ying and evil energy), you acquire a psychotic or negative characteristic

I will only mention it but dual cultivation -_-, this was already a bit unnecessary but well since
hellisj Apr 19, 2024 @ 8:35pm 
And almost forget contract spiritual
Ehysier Apr 20, 2024 @ 2:15am 
I also noticed a drop in TPS if I have multiple manuals on a single pawn. I'm wondering if this is because it's checking for a "does this give XP" kind of trigger on each action for each style? I'd almost suggest putting a max level that matches the skillpoints required to max it, and then to stop making those checks once you hit those levels. maybe make the hediff some completed version of it?
Anime4You Apr 20, 2024 @ 3:51am 
or maybe a way to decide which one to level right now
Krankus Wrexus Apr 20, 2024 @ 3:52am 
Any chance of cultivating a puppet or demon raising manual style to create your own warriors
Trismegistos Apr 20, 2024 @ 5:54am 
How about: Food, Clothes, Ideology content.
Genes(for bloodlines)
Sacred beasts.
Physical changes(appearnance) from different cultivation paths.
It's cool to be able to infinitely level techniques, however the performance impact is simply to high. (checking with dubs performance monitor) On a colony with 8 cultivators, there are 3 occurances, of this mod costing about 11ms each, limiting tps to ~30. I suggest, just calculating a skill XP diff, each hour.

Generally if the mod author has no issues with it, making the mod open source, would also be great, so others can make optimizations for these cases, and being able to add custom techniques.

Also would love addition to cultivation (higher tiers), possibly being able to keep cultivating in a tier without breakthrough (to deeping foundation, so giving higher benefits on breakthrough). Would also like more depth on some parts of cultivation (qi node attunement | foundation hardening | QI vs Body Cultivation vs Mind Cultivation | Laws for Saint -> Creation Realms | Nascent Soul and higher, can discard their corpse to reanimate as a temporary soul which disipates like a remnant from the dlc, but can possibly possess other people).
SNAKEEE Apr 21, 2024 @ 2:23pm 
Would love to see some events that are about meteorites falling somewhere close by that contain a rare material. And have nearby rivalling faction send mining-parties guarded by cultivators to try and harvest them.

Maybe the material is used to make pills that can ether boost your cultivation by half a realm or get double heavenly tribulation sent your way.
Last edited by SNAKEEE; Apr 21, 2024 @ 2:24pm
Spardok Apr 24, 2024 @ 10:43am 
Seeing Demonic manuals would be nice, turning people into ghosts/puppets and refining them. Turning them into pills or using their body and blood for cultivation. While not a manual maybe something interesting is changing special cultivation physiques/roots from traits to genes or hediffs, that way you can use a surgery or an skill from a manual to remove it and implant it into someone else.

Elemental QI manual conflicting with one another unless you have a special physique/roots that allows them to exist in harmony. So a Fire cultivator not being able to cultivate Water or you get malluses the further you go into the skill tree unless you have some kind of physique that makes them work fine together.

Some more advanced manuals that are gatekeeped behind needing a specific level of cultivation or higher. Like regrowing limbs, the creation of items, immunity to certain status effects, specific weapon manuals like swords and the like that let you fly on the sword and what not.

Also may as well post what seems to be a major bug for manuals. Any stats gains from the manuals that you gain on the hediff (from levels and skills) will reset to nothing after a save reload until you either use a skill point or you gain a level and gain a new stat increase from the manual. This can easily be replicated by just mousing over the hediff after loading a save on any manual hediff that you should be getting stats from. To note I am running XML and It's Sorcery.
Last edited by Spardok; Apr 24, 2024 @ 4:46pm
FarmerJoe  [developer] Apr 25, 2024 @ 2:32am 
to issue regarding TPS issue with manual. it is a problem on It's Sorcery side, and I'm also waiting on the progress from the author.

as for bug regarding stat reset. I'll be forwarding it to It's Sorcery author

my workaround for now is making the passive buff you normally get from those(like Suzaku feather, Xuanwu shell, etc.) available as skillbook using vanilla new book system.
Last edited by FarmerJoe; Apr 25, 2024 @ 2:35am
FarmerJoe  [developer] Apr 25, 2024 @ 2:34am 
also I appreciate all the suggestion! the idea is very nice. but the implementation might take a while to get done. but I'll be sure to keep them in mind when developing the mod further
Ehysier Apr 25, 2024 @ 1:44pm 
Of course, thank you for looking into the TPS issue. I enjoy what you're doing and was thinking of simpler low hanging fruit options. I took existing incidents and based the idea's around those. I figured it's easier to work with existing concepts and branch out from there. But I also get that there's an endless backlog of things that crop up quickly. So, focus on what you think would make it most fun for you.
Unofficial Status Apr 27, 2024 @ 7:53am 
yoo cultivating a puppet from corpses or smth, demonic beasts, maybe summon demonic entities too sounds good, maybe demonic cultivator path and corpse as one of the cultivation resource for demonic cultivators, im so pumped for evil stuff
RD May 1, 2024 @ 5:05pm 
Fun mod. I would like to see some configuration options;
1. for me, the trade ships and caravans are now almost exclusively cultivator ones; would be nice to have some way to adjust that
2. The enemies have cultivation ranks all over the place; I am getting wiped out by Saint, Saint King, Transcended and so on enemies since I can't penetrate their qi shields. Also, one of them is bombing me and I can't figure out who it is or what power they are using.

Thanks for the consideration.
Spardok May 9, 2024 @ 4:34pm 
Since I posted my initial bug report here I may as well post the follow up here. I spoke with the author of It's Sorcery regarding the hediff bug and he said that he has a fix for it in the next version he releases. Just an fyi.
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