RimWorld

RimWorld

Syntho
Skylor Beck  [developer] 17 Dec, 2017 @ 9:09am
Suggestions
Please leave any suggestions you have here. Additions, changes, that kind of thing.
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Showing 1-15 of 26 comments
Well i have a backstory that can build upon the idea of them being "failed sub-humans". Here goes nothing:

____ was created origionally created as part of a project with the purpose of creating some type of intellgient articficial life that was non-robotic. The project, however, was a massive failliure, and ____ was seen as a unintelligent sub-human mistake for most of their life. They had a sentient awakening, and escaped off their home planet to start a new life.

(please excuse the spelling errors)
Last edited by Depraved Arachnophile; 19 Dec, 2017 @ 1:26pm
ChJees 19 Dec, 2017 @ 7:55am 
Syntho race clothing that can be used by anyone :P.
For my Androids, i gave them thermal bandages and maid dresses. So something cute like that, to add some extra flavor would be cute!

Maybe give them dancer outfits and engineering gear?
Skylor Beck  [developer] 19 Dec, 2017 @ 4:31pm 
@ Chjees I LOVE the dancer outfit idea. I should add a couple different outfits based on the backstories I have.

@Mr.Sandman, you have inspired a new backstory. Revolutionist. Look for it in the next update.
Originally posted by ChadSexington:
@ Chjees I LOVE the dancer outfit idea. I should add a couple different outfits based on the backstories I have.

@Mr.Sandman, you have inspired a new backstory. Revolutionist. Look for it in the next update.
No problemo.
Lugaru 15 Jan, 2018 @ 5:47am 
For enargo: you can have a food enriching device that is buildable whenever you have a Synth on the premises (I think Apini did something like that with hive related stuff). If you want to make it a real challenge do it like a fermenter, like food ingredients + electricity spits out enargo meals after like 2 days, so it is still a challenge, just something that can be produced in the winter.
kagypoo 20 Feb, 2018 @ 12:51pm 
So I was thinking, after my latest synth recruit finally went berserk from repeated starvation and ended up being killed, that perhaps a solution could be to significantly shorten the grow time for enargo, but reduce the nutrition value and give it a small mood penalty similar to nutrient paste meals if the synths consume it raw. Then maybe instead of enargo meals (or keep them and make them equivalent to simple meals), a means to create 'processed enargo' which is more nutritious and gives them a small mood buff.

To keep it from being too easy, processing it could be locked behind research and require its own production table.
Percussigant 29 Mar, 2018 @ 8:10pm 
-Do something about enargo : either by allowing synths to eat something else in case of starvation (possibly with big drawbacks to mood/health), or by making it growable by non-synths (maybe with a requirement in the Grow skill). I almost always start as a tribe and I have to use the console whenever I recruit a synth for them not to starve while they grow their first batch of enargo.

-Synth factions would be nice, the same way the Androids mod has Android factions. Without factions the synth are bound to be a rare sight in non-synth games, which is a shame.

My general suggestion is this : make them interesting to have in your game even without the Synth start scenario.

The race design is fantastic and the enargo-only concept is really cool, but at the moment I feel it needs a few tweaks. If players have to resort to using the console to make synths viable (when starting as humans for example), something is wrong.
Last edited by Percussigant; 29 Mar, 2018 @ 8:16pm
Skylor Beck  [developer] 30 Mar, 2018 @ 4:28pm 
Originally posted by Zirgantz:
-Do something about enargo : either by allowing synths to eat something else in case of starvation (possibly with big drawbacks to mood/health), or by making it growable by non-synths (maybe with a requirement in the Grow skill). I almost always start as a tribe and I have to use the console whenever I recruit a synth for them not to starve while they grow their first batch of enargo.

-Synth factions would be nice, the same way the Androids mod has Android factions. Without factions the synth are bound to be a rare sight in non-synth games, which is a shame.

My general suggestion is this : make them interesting to have in your game even without the Synth start scenario.

The race design is fantastic and the enargo-only concept is really cool, but at the moment I feel it needs a few tweaks. If players have to resort to using the console to make synths viable (when starting as humans for example), something is wrong.

In the patch I was working on before I had to suspend progress, I was making more alternatives to Enargo. New ways to create it using "normal" food. The idea was it would be expensive to convert say, a potato pile into enargo, but it would allow you to save time getting food in emergencies before you have a real supply. Plans were also in the works to create "milkable" animals that produce alternatives to Enargo.

They technically have a faction, but it has zero members and is unable to spawn, like mechanoids. To be perfectly honest, this is 100% because when I made the faction, I got tired and decided to skip it. But I believe, if I did it right, it allows the faction to spawn packs of syntho without extreme work on my end. Unimpliemented mostly.

I appreciate your suggestions and have made some notes in my "to do" list for when I have more time/energy to work on this again. Thank you.
Skylor Beck  [developer] 30 Mar, 2018 @ 4:31pm 
Also, thank you for the compliments c:
Percussigant 31 Mar, 2018 @ 3:55am 
Thank you for your work ! :)
Skylor Beck  [developer] 12 Apr, 2018 @ 8:44pm 
1.3 "Options" is out with... options.
Caliell 3 Aug, 2018 @ 9:11pm 
Originally posted by ChadSexington:
Originally posted by Caliell:
its just a bit unusual how I have to "conform" the rest of the colony to syntho
Or conform the Syntho to the colony with the blender.
why would I divert several humans to tend to the field to feed one syntho that supposed to be better and physical work to feed other humans?
If you don't want a field of Enargo, use the blender and feed them paste. That's the point of it. And if you're going to say "But she will be unhappy!" yes, that is the point. Happiness or easy food.

a flower that due to the laws of physics kind of improable to be created
Saying that Enargo is too far in a game about a crashed space ship with giant bugs and ancient machine races while still accepting that we can lab grow a Synthetic human is a little silly. You know what else is improbable? Literally everything about Rimworld.

Ultimately to add neutramine and Chemfuel are expensive items and are pretty hard to make, while every colonist can technically make it if the resources are available. So why not?
Because feeding a Syntho would be impossible until mid-late game then.

I have multiple blenders (3) and syntho or humans simply do not have time and simply walk around them. I have to constantly force priority (right click on them) to feed synthols. Which leads to the first problem with the blender(s) that get ignored.

I have three large fields dedicated to Enargo. Those are three fields I could of used to feed other colonists, however the problem isn't that I am using valuable fertile soil, but the fact that Enargo is kind of hard to cultivate to make any benefit out of it, if you have manority of synthols.

it is understandable about "the improbable" part of everything in the Rimworld, but wouldn't you want to make it closer to "the probable?" just like the game in general tries to do? That is both subjective and objective topic. However plants that store energy seems aa bit strange.

Adding chemfuel or neutramine to Enargo blender (both expensive items and hard to obtain), perhaps to make Lavish Enargo meal (not the Simple Enargo Meal), later in game seems pretty reasonable, both challenge wise "instead of other, all Enargo Based ingridients," why not? Chemfuel is hard to obtain and so is neutramine. Enargo blender for lavish meals with such expensive items, still challenging, provides another method (equally as hard) to make Lavish Enargo Meal, and allows for the Synthols in almost all human colony to survive on Simple Meals before chemfuel and neutramine.

The point about "Happiness" is kind of subjective as well due to the consequences of having an insane synthol in Mental State (have not seen it yet, but constatly have one Synthol on Major Risk red flag) or dead from hunger synthol. Which is is better?. In either case, neither seems like good alternatives.
Last edited by Caliell; 3 Aug, 2018 @ 9:15pm
Skylor Beck  [developer] 4 Aug, 2018 @ 6:52pm 
How do you have three large fields and three blenders for one Syntho? That's insane and definitely unnecessary.
Last edited by Skylor Beck; 4 Aug, 2018 @ 6:52pm
Caliell 5 Aug, 2018 @ 2:59am 
Originally posted by ChadSexington:
How do you have three large fields and three blenders for one Syntho? That's insane and definitely unnecessary.

yeah, well for some reason colonists are not using the blenders, I deleted two other blenders and the fields if I am not wrong can only be sowed by a synthol. So I had to created 3 6 by 6 fields.
Skylor Beck  [developer] 5 Aug, 2018 @ 7:24am 
Something is wrong with your game. Do you have someone set to cook with priority 1 or 2? and like I said before, anyone can plant Enargo as of mod patch 1.3. honestly, one 6x6 should be more than enough for a couple Syntho. Each plant yeilds 10 Enargo.
Last edited by Skylor Beck; 5 Aug, 2018 @ 7:25am
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