RimWorld

RimWorld

Pesky's Gauranlen Armory
Pesky  [developer] Dec 19, 2024 @ 12:33pm
Ideas and Stuff
Would like me some ideas to expand upon this mod.
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Showing 1-15 of 18 comments
Pesky  [developer] Dec 19, 2024 @ 12:36pm 
My first idea is to implement compatibility between Vanilla Ideology Expanded - Dryads. I just don't know how to do it yet.

Basically, just greater dryad upgrades for the current weapons.
wikilast Dec 19, 2024 @ 1:21pm 
If I had an idea, it would be adding in this amazingly designed outfit :D
Fishlord Dec 19, 2024 @ 2:27pm 
Maybe have one of the Gauranlen weapons be a bow? It would fit pretty well with the tribal theme of the dryads
Happy Dec 25, 2024 @ 1:02pm 
Carrier dryad could become something like a "quiver" or similar that improves carrying capacity and shooting speed.
Gauranlen explosives. Maybe also something to do with tox gas?
Sean Dec 27, 2024 @ 6:32pm 
occular dryads equipment? A bit weaker stats wise but giving effects like paralysis and damage over time.
Do these spawn on tribal raiders? if not, that might be fun nyehehe
Pesky  [developer] Jan 8 @ 1:44am 
Originally posted by octogiraffe:
Do these spawn on tribal raiders? if not, that might be fun nyehehe

I'll see what I can do, should be relatively easy to add them.
what if the gaubrikimaker could become armor, the normal one the helmet and the big one the body
Tone-DEAF Jan 10 @ 12:10am 
or maybe the awakened barkskin becomes new armor
Mad Marl Jan 13 @ 3:17pm 
the berrymaker could make a grenade thats just a bundle of berries. maybe function as more of a stun grenade or something? it is just a bundle of berries after all
Dryads & Gauranlen Trees reworked compatibility maybe? the patch with vanilla expanded gives you slightly different greater dryads that do not seem to work with this. its a minor thing tho since you can manually make awakened
Pesky  [developer] Jan 15 @ 1:30am 
Originally posted by thezodiarc:
Dryads & Gauranlen Trees reworked compatibility maybe? the patch with vanilla expanded gives you slightly different greater dryads that do not seem to work with this. its a minor thing tho since you can manually make awakened


I am actually working on this patch but I am kind of stumped on how to properly implement this. Any help is appreciated.
immature dryad is feeling a little left out. some thing like a log hat. +5-10% to learning factor & .10 to move speed or just a +5% to reading speed.
Heya. I was wondering if you'd be open to cross-mod features with this mod, and and with EcoTech (Previously Terrasecurity during 1.3 and 1.4), which is my own mod that focuses on plant-based assets (weapons, structures, etc) and a way to scale pre-Industrial playthroughs. Link here.

I don't have interest in adding Gau/Harbinger/Anima/etc. stuff to EcoTech, since I don't want DLC requirements. However if this mod is also present (and ONLY when it's present), this mod could instead fill that role.

That'd basically make it so if both mods are in a playthrough, new methods and mechanics are added to the weapons you have made. So special ways of growing them, lifespans, infusions, mod mechanics, etc.

Let me know what you think of this, as both mods can benefit from some cross-exclusive features, and it's a win-win for both as well.
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Showing 1-15 of 18 comments
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