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Anyway I was wondering if there was any more info on Thralls other than what the wiki provides. I can never seem to make the thrall I want to make. I think it is the backstory changing that throws me off on what I expect to what I get along with genes being removed in the thrall process.
Some things don't seem to mix well either. So I needed an artist and I seen I could make one via thrall but unfortunately the artisan thrall comes with inhuman which lowers art by -12 I believe so it seems counter intuitive.
Another question I had was about undead coming back to life. Do they always morph into resurgent or is it possible to get an ashen morph?
Thanks again for this amazing mod. It has gotten loads better since last I played with the post brainwash gene alone!
Thralls' backstories are reset, and skills are copied from the master, so it doesn't matter much what the pawn's backstory is or what it can do. Thralls' skills largely depend on who resurrected them. So if you need specific skills, you first need to "create" a master with the necessary skills.
Genes are preserved only in a small percentage, so that the pawn's geneset does not swell (the game does not like this). If I am not mistaken, then ~20% that the gene will be preserved, provided that the geneset has a sufficient metabolic window, so the final chance will be even less. One way or another, the feature with copying genes is just a nice bonus.
This is largely a "feature" exclusive to the anomaly. To get a really good artist from a thrall, you will have to try to find a master with a high art skill. Perhaps in the future I will add something to balance this anomaly debuff, but for now I decided to only slightly compensate for it with the remarkable gene.
Yes, they can morph into any of the 3 sub-xenotypes. But the chance for a non-resurgent is significantly lower. This is done intentionally, since the other two xenotypes are meant to be rarer and more self-sufficient than resurgents. Weight (not chance) for resurgent is 0.80, featherdust is 0.33, ashen is 0.11
You can also add any xeno- xenotype to them and then they can be morphed into any random xenotype in the game.
The lilith’s “eternal hunger” gene dosent seem to gain any hemogen (and therefore, nutrition) from corpses, requiring any slain animals to be butchered before you can gain any nutrition from them, I am not sure if this is a bug, an oversight, or intended functionality so i am mentioning it here, assuming it is intended functionality, I don’t feel that the gene’s description accurately communicates this discrepancy to the player, as “obtain hemogen from meat” also naturally implies that you can obtain hemogen from corpses
I know that animal descriptions in rimworld seem to imply corpses are a seperate food catagory, however, so I assume it’s an oversight
I also notice that liliths will just eat vegetables en masse, but as they don’t gain any nutrition from it, they will just keep eating, and eating, and eating, I don’t know if there is a way to “lock” pawns with the eternal hunger gene into only eating meat/hemogen/corpses, or for the gene to naturally put the pawn on a Carnivoran diet of sorts, but assuming there isn’t a way to achieve this, I think a potential “fix” would be for vegetables to provide a minor source a hemogen for pawns with the eternal hunger gene, too little of an amount to be viable most of the time, but enough to prevent the Lilith from accidentally eating your entire food stockpile
To limit the pawn in food, use food policies. My mod is built around vanilla mechanics, do not forget about vanilla. If you are not playing on an old save, then the policies should have "Raw meat".
About the description. Since corpses are a separate category, they are not considered raw meat, maybe in the future I will add support for corpses (and then I will add that corpses are also considered), but now only raw meat. In vanilla, even fish is not considered raw meat, although they are in the same category, so this is an oversight on the part of the developers.
That’s understandable, but is it possible to add a disclaimer on the description of the gene that tells the player the pawn is unable to get hemogen from fish/corpses then? Just to alleviate potential confusion from players trying the gene out, especially since corpses being a different food catagory from butchered meat is not something rimworld easily explains to the player in general, so many will probably confuse consuming corpses directly as a source of hemogen, like I did
Okay, I'll think about what can be done.
My favorite very quickly became the Chimera. I don't like the vanilla gene-based progression system at all, genepacks are too random, and vanilla itself doesn't even treat custom xenotypes as xenotypes. The Chimera gave me exactly the progression rate I wanted, less randomness and more predictability, but still requiring me to look for genes.
I also think it is worth mentioning the vanilla hemogenic gene, although it is quite simple in its concept, but there is room to build up meat around it. I like it more not as a player, but as a modder.
I can't single out anything from the mods. I have a rather modest modlist, a little over 70 mods, and among them there are no mods that add complex genes with interesting mechanics, and not "+0.4 to speed".
Thank you for sharing!
For close combat. Scythe tail has decent damage and in combination with total healing allows to put mechakins in the vanguard at early stages without fear of losing limbs. Mechakins are meant to be combat mechanitors, acting on par with their mechanoids.
Interesting, guess i never thought of it that way since i had mechanitors as always gunners in my head
Eternal hunger syncs hemogen and food bar, making the food bar completely dependent on hemogen. They are synced in percentages, not in quantities.
Bloodeater automatically uses bloodfeed when hunger is low (Unless disabled[github.com]).
So pawns with this gene combination will automatically bloodfeed when needed or use hemogen packs if available, without suffering from food or pack shortages.