RimWorld

RimWorld

Rimtroid: Evolution (obsolete: 1.3 available!)
 This topic has been pinned, so it's probably important
SepphorisVT  [developer] 14 Mar, 2021 @ 7:49pm
Got suggestions? Post them here!
In the case anyone has suggestions to add in (or to change), please put them here. The flow of some areas in this mod will be influenced by players (I like the idea of working with those that enjoy the mod), so anything you might have, post it in this thread and I'll give it some thought.

Note that any suggestions you may have need to be related to the Metroid *species*. Suggestions like power armor, power weapons, other creatures, etc. do not belong here.
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Showing 1-15 of 23 comments
N00b45454 17 Apr, 2021 @ 10:55am 
I've been enjoying the mod so far, but I have an issue with the later stage metroids. I'm not sure if it's something with my load order but wild later-stage metroid appear on my map rather frequently. While I do enjoy the tense moments of having to hunt down the metroids before it kill all the animals in the map, it is a bit difficult for early-stage playthroughs.

So my suggestion, maybe adding a slider option to delay how many days have past before metroids start spawning in the map.
SepphorisVT  [developer] 17 Apr, 2021 @ 10:59am 
Originally posted by N00b45454:
I've been enjoying the mod so far, but I have an issue with the later stage metroids. I'm not sure if it's something with my load order but wild later-stage metroid appear on my map rather frequently. While I do enjoy the tense moments of having to hunt down the metroids before it kill all the animals in the map, it is a bit difficult for early-stage playthroughs.

So my suggestion, maybe adding a slider option to delay how many days have past before metroids start spawning in the map.

Omega metroids should appear ONLY through events. They have no weights for anything biomes. If they are spawning in particular, then a mod may be causing them to. What metroid in particular is being an issue?

However, spawn rates for metroids actually sounds like a good idea for mod options. A slider for how many days has to pass until Gamma and above can appear, and perhaps check options for each type to enable/disable natural spawning. I'll look into it being added!
N00b45454 17 Apr, 2021 @ 11:10am 
Originally posted by Azarae:
Originally posted by N00b45454:
I've been enjoying the mod so far, but I have an issue with the later stage metroids. I'm not sure if it's something with my load order but wild later-stage metroid appear on my map rather frequently. While I do enjoy the tense moments of having to hunt down the metroids before it kill all the animals in the map, it is a bit difficult for early-stage playthroughs.

So my suggestion, maybe adding a slider option to delay how many days have past before metroids start spawning in the map.

Omega metroids should appear ONLY through events. They have no weights for anything biomes. If they are spawning in particular, then a mod may be causing them to. What metroid in particular is being an issue?

However, spawn rates for metroids actually sounds like a good idea for mod options. A slider for how many days has to pass until Gamma and above can appear, and perhaps check options for each type to enable/disable natural spawning. I'll look into it being added!

Yeah I assumed that the fact random metroids spawning as wild animals might've been an issue on my end. But after starting two playthroughs, one as tribal and the other as the mercs attack an insectoid base from vanilla expanded factions. My tribal colonists have been attacked by 2 zeta-metroids and a later wave of 2 more zeta-metroids. With my mercs, they got attacked by 3 omega-metroids.
SepphorisVT  [developer] 17 Apr, 2021 @ 12:13pm 
Originally posted by N00b45454:
Originally posted by Azarae:

Omega metroids should appear ONLY through events. They have no weights for anything biomes. If they are spawning in particular, then a mod may be causing them to. What metroid in particular is being an issue?

However, spawn rates for metroids actually sounds like a good idea for mod options. A slider for how many days has to pass until Gamma and above can appear, and perhaps check options for each type to enable/disable natural spawning. I'll look into it being added!

Yeah I assumed that the fact random metroids spawning as wild animals might've been an issue on my end. But after starting two playthroughs, one as tribal and the other as the mercs attack an insectoid base from vanilla expanded factions. My tribal colonists have been attacked by 2 zeta-metroids and a later wave of 2 more zeta-metroids. With my mercs, they got attacked by 3 omega-metroids.

Alright. These are events set for raids, which come after a certain amount of time has passed. I.e. once 60 days have passed, there is a chance for X type of raid to come along. It doesn't take in value progression, which is generally done.

I'll look into adding value tracking as well. You aren't the first to let me know that tribal runs get completely destroyed, so it'll be addressed.
N00b45454 17 Apr, 2021 @ 12:43pm 
Originally posted by Azarae:
Originally posted by N00b45454:

Yeah I assumed that the fact random metroids spawning as wild animals might've been an issue on my end. But after starting two playthroughs, one as tribal and the other as the mercs attack an insectoid base from vanilla expanded factions. My tribal colonists have been attacked by 2 zeta-metroids and a later wave of 2 more zeta-metroids. With my mercs, they got attacked by 3 omega-metroids.

Alright. These are events set for raids, which come after a certain amount of time has passed. I.e. once 60 days have passed, there is a chance for X type of raid to come along. It doesn't take in value progression, which is generally done.

I'll look into adding value tracking as well. You aren't the first to let me know that tribal runs get completely destroyed, so it'll be addressed.

Alright thanks for the consideration, but the main thing that tells me it's something wrong with my load order is that these metroids are neutral, whenever they appear there is not a message that says "Metroid hunting pack". Before changing the mods I'm using I've had the normal metroid raid where they are hostile and turn neutral after downing them. The ones that ended my tribal run and almost ended my merc run is that the metroids that attack spawned as if they're animals just migrating into the map.

Edit: I forgot to mention but these metroids were already in the map when it generated, so one of the mods I have messed with the animal spawns
Last edited by N00b45454; 17 Apr, 2021 @ 12:45pm
SepphorisVT  [developer] 17 Apr, 2021 @ 1:42pm 
Originally posted by N00b45454:
Originally posted by Azarae:

Alright. These are events set for raids, which come after a certain amount of time has passed. I.e. once 60 days have passed, there is a chance for X type of raid to come along. It doesn't take in value progression, which is generally done.

I'll look into adding value tracking as well. You aren't the first to let me know that tribal runs get completely destroyed, so it'll be addressed.

Alright thanks for the consideration, but the main thing that tells me it's something wrong with my load order is that these metroids are neutral, whenever they appear there is not a message that says "Metroid hunting pack". Before changing the mods I'm using I've had the normal metroid raid where they are hostile and turn neutral after downing them. The ones that ended my tribal run and almost ended my merc run is that the metroids that attack spawned as if they're animals just migrating into the map.

Edit: I forgot to mention but these metroids were already in the map when it generated, so one of the mods I have messed with the animal spawns

Sounds like a conflict, but I'll check it out regardless. SOME metroids can spawn neutral and wild, but that should be sort of rare.
SepphorisVT  [developer] 18 Apr, 2021 @ 11:59am 
Originally posted by N00b45454:
Originally posted by Azarae:

Alright. These are events set for raids, which come after a certain amount of time has passed. I.e. once 60 days have passed, there is a chance for X type of raid to come along. It doesn't take in value progression, which is generally done.

I'll look into adding value tracking as well. You aren't the first to let me know that tribal runs get completely destroyed, so it'll be addressed.

Alright thanks for the consideration, but the main thing that tells me it's something wrong with my load order is that these metroids are neutral, whenever they appear there is not a message that says "Metroid hunting pack". Before changing the mods I'm using I've had the normal metroid raid where they are hostile and turn neutral after downing them. The ones that ended my tribal run and almost ended my merc run is that the metroids that attack spawned as if they're animals just migrating into the map.

Edit: I forgot to mention but these metroids were already in the map when it generated, so one of the mods I have messed with the animal spawns


Next update will have spawn options for each metroid, alongside tweaks on what raids can occur. Raids will have requirements in time passed, player tech level, player wealth, and what has been researched. There will also be another field that adds a check for living pawns on the map.
Krazyfan1 21 Apr, 2021 @ 1:51am 
Would it be possible to have compatability with the Alien vs Predator mod? the Xenomorphs acid can destroy weapons and armor quickly, and i get the feeling that Metroid Chitin might be at least slightly acid resistant?
SepphorisVT  [developer] 21 Apr, 2021 @ 11:05am 
Originally posted by Krazyfan1:
Would it be possible to have compatability with the Alien vs Predator mod? the Xenomorphs acid can destroy weapons and armor quickly, and i get the feeling that Metroid Chitin might be at least slightly acid resistant?

Canonically, yes, it would be resistant. Metroids within Samus Returns are constantly around acidic liquids, and some even utilize acids. I'll look into adding a bit of resistance.
Kleptomaniac 29 Apr, 2021 @ 3:30pm 
Maybe reduce the health a bit the only way to kill a single gamma metroid using all weapons provided in the mod is the hypodermic rifle. Currently the zeta metroid has more health on it's body than a centipede has on all of it's rings combined.
SepphorisVT  [developer] 30 Apr, 2021 @ 10:42am 
Originally posted by jera8deshields:

Yes, unfotunately balancing has been pretty difficult, and is hard to nail down completely. So they were given extreme weakness to cold. I'm looking for making the metroids tough, but not to where they are ridiculously overpowered. It's been hard to get a good idea during testing.


Edit: if you have any enemy suggestions to look at, let me know. Currently the numbers are scaled without any bases, but I'd appreciate any other mods I could reference for power levels.
Last edited by SepphorisVT; 30 Apr, 2021 @ 11:25am
Kleptomaniac 30 Apr, 2021 @ 10:19pm 
Try looking at the AVP mod's xenomorphs.
Slop 24 Jul, 2021 @ 9:03am 
Super early since 1.3 and Ideology just came out but having some kind of Metroid religion would be sick.
SepphorisVT  [developer] 24 Jul, 2021 @ 9:34pm 
Originally posted by Sazabi:
Super early since 1.3 and Ideology just came out but having some kind of Metroid religion would be sick.
This crossed my mind, and was brought up by another within Discord, and is in the realm of possibility. Plus the mechanics of Ideology would fit perfectly for another future aspect I plan for the RT series.

However, 100% of my spare budget goes into coding and assets for the mods, and currently I'm unable to get Ideology, so any plans for that may not happen for a while.
ParasiticSquid 17 Nov, 2021 @ 6:17pm 
I know this is early release but what about a x parasite event? Basically a x infected creature enters the map, player get's the warning about a creature "acting strange" but isn't told what or where it is. End result? BSL rimworld style as it starts to infect and replace creatures it attacks on the map with x mimics until everything is infected. Infected organic creatures die over time but are quickly replicated. Only colonists infused with metroid DNA or metroids are safe obviously from infection. And if it infects or replaces some humanoid pawns? You got youself some parasite copies that basically raid you from the inside to progress the x infection until you got no one left

Or, you know, trap your prisoners with a x because science
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