RimWorld

RimWorld

Medieval Adventures: Implants
Seti  [developer] Jan 1 @ 10:26am
Suggestions
This is a thread for all the discussions, I am not planning on adding new items however, so keep to items added by other mods
< >
Showing 1-15 of 15 comments
Naraxa Jan 1 @ 10:28am 
By items, do you mean stuff like equipment? I'm confused as to what you mean
Seti  [developer] Jan 1 @ 10:41am 
@Naraxa I mean like adding completely new stuff, what im doing is using currently available items and making them implantable
Naraxa Jan 1 @ 10:54am 
Oooooohhhhhh I see, understood that makes sense, thanks for clarifying
Tormound Jan 1 @ 12:17pm 
Any plans to possibly make this mod standalone? If that's even possible.
Seti  [developer] Jan 1 @ 12:25pm 
Originally posted by Tormound:
Any plans to possibly make this mod standalone? If that's even possible.

its not possible as this mod is a medieval overhaul addon to its core
Naraxa Jan 2 @ 9:44am 
So since you're not adding new items, what other implants could be possible? I ask cause I haven't seen all the monsters in Medieval Overhaul yet so idk what to possibly suggest that isn't a new item
Seti  [developer] Jan 2 @ 2:43pm 
@Naraxa check the textures files from medieval overhaul or also if you see a cool item in a medieval themed mod
shouldnt the lindwurm blood implant also function as an acidifier? it is acidic blood after all

also, something with the petrified scream would be cool. maybe some increase in social stats and psychic stats at the cost of higher sleep needs to represent constant nightmares
griffin wings, we need some griffin wings for the settlers, they could increase speed outdoors, reduce it indoors (they are cumbersome) and allow them to jump over walls.
Anyway we could get a nerfed version with little to no draw backs? So its like mini buffs but their just worth collecting?

If not, would these items be something I could edit in RimSQOL?
Scratch that you can edit the mood debuffs and perks manually in RimMSQOL. Don't get me wrong I personally like a toned down version thats just mostly small buffs. BUT if thats not in the artistic direction your wanting to take/work on I totally get it.
Have you considered using some items from other mods? Say like Alpha animals/biomes? Could use all kinds of things like Heacore/Hexagell,Resin etc... it has no place in a medieval playthrough otherwise. But you might be able to repurpose them
gunns22 Mar 2 @ 1:27pm 
I second user Good Old Jim’s motion for further mod interactions. Mainly because I’m greedy for more modded content.
But I also figured you might be able to do some things with Deathstingers. Maybe Deathstinger Chitin as an Unhold Fur lite? Or perhaps Deathstinger Eyes to increase Sight capacity and boost Ranged skill at the cost of a -10 Mood debuff (or even a rise in Mental Break Threshold) because of sensory overload? I’d prefer the Deathstinger parts not be super-strong, because Deathstingers are literally available from the start of the game and easier to farm than most of the creatures in this mod that drop usable organs.
Maybe I'm being greedy, but would it be too much to ask for a caravan of beast organs? I want about 50 troll hearts to carry.
KungWoo Apr 24 @ 11:02am 
Horns - Rox, Daer and Ghoul horns, adding an extra attack option to unarmed attacks with each horn increasing damage with rarer ones having higher stats eg. Rox Horn > Ghoul Horn > Daer Horn.

Negative stat hediff could be -5, -10 and -15 mood due to how bulky the horn is. Perhaps also add a movement penalty?

Also gives a reason to keep ghoul horns since they're pretty useless atm.

DireBoar Tusks could also follow the same train of thought as above but like spiderfangs, impact eating food and a social impact (speech) since they are bulky



Another concept I have is: "Gossamer Muscle Fibres"

There's alot to cook with this concept but the description for "Gossamer" is:
"The strong strands of a Webknecht, lighter and stronger than steel"

Alot of potential for stuff here, but I would imagine that positive Moving, Manipulation and CarryingCapacity would be part of it. Perhaps the downsides would be higher Sleep Fall Rate, and negative mood due to how hard it is to maintain supercharged muscle fibres. (ofc Bloodlust would love this (MORE POWER))



Last concept I have is utilising bones from different monsters (Giant bones & Lindwurm bones)

I imagine replacing someone's spine to do this

These bones can act as additional CarryingCapacity, Higher Pain Shock Threshold, Immunity Gain Speed and Injury Healing Factor with the caveat of having lower Moving, higher Cancer Rate Factor and lower Mental Break Threshold as well as the negative mood.

I think I cooked with these suggestions and I look forward to seeing more stuff to come from this mod, whether you use my ideas or not!

Great job Seti.
Last edited by KungWoo; Apr 24 @ 12:00pm
< >
Showing 1-15 of 15 comments
Per page: 1530 50