RimWorld

RimWorld

Mycohazard - A Biological Mechanitor Mod
features that would make this even more awesome
the ability to set work priority for the thralls
a little more guidance on what the little worm infects (for instance setting an "infection zone"
and the ability to lay down flooring that wont be taken over by the rotting floor for research rooms and such
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Showing 1-7 of 7 comments
adding on to this, if we could have the ability to name servants!
Rune 30 Sep @ 6:21am 
Yes all of this.
babbit09 30 Sep @ 11:58am 
100% agree, came to these discussions because I noticed that 1. I was getting a majority of "small servants" and 2. That those small servants weren't hauling diddly or squat unless I told them manually to do so, which can be a real pain for when harvest season rolls around. Was also surprised about the whole rotten floor mechanic, wasn't expecting it to have the increased grow efficiency but I guess it makes sense given its literally just putting nutrients into the ground lmao.
I don't know how feasible this would be to code, but it would be interesting if the rotten floor AoE correlated with how much stored nutrients there were, like 1 meal's worth of nutrients is another tile ya know? And taking a meal out and eating it would reduce the zone by that one tile. Really I'll take any indicator of how "full" it is, plus any way to see what size servant a creature will be upon infection.
thecardshaper  [developer] 2 Oct @ 6:32am 
Originally posted by babbit09:
100% agree, came to these discussions because I noticed that 1. I was getting a majority of "small servants" and 2. That those small servants weren't hauling diddly or squat unless I told them manually to do so, which can be a real pain for when harvest season rolls around.

This is most likely a mod incompatibility. Small servants haul things on their own like lifters, no orders should be required.
PLEASE GIVE OPTIONS FOR THE ROTTEN SOIL. I HATE THE ROTTEN SOIL SO MUCH. IT SUCKS ALL THE FUN FROM THE MOD.

SUGGESTIONS:
  • Burrower Thralls should be able to eat from sources that are NOT the Rotten Soil. They could eat raw meat and corpses, for instance, or Kibble.
  • An option to make it so that you can grow normal plants on the Rotten Soil. Manure and decomposed matter enriches soil and makes plants thrive! Fungi do this in real life!
  • AN OPTION SO THAT IT DOESN'T GIVE EVERYONE AND EVERYTHING LUNG ROT, PLEASE FOR THE LOVE OF RANDY, I BEG YOU!!
  • A limit on how far Rotten Soil can spread from the Fungal Node. If it worked like a Toxifier, I'd be fine.
  • Instead of producing Rotten Soil, why not have the Fungal Node work as a pollution system akin to the Toxifier? That ensures the fair trade off without sucking the fun out of everything (literally, as the Rotten Soil overwrites EVERYTHING).
Originally posted by thecardshaper:
Originally posted by babbit09:
100% agree, came to these discussions because I noticed that 1. I was getting a majority of "small servants" and 2. That those small servants weren't hauling diddly or squat unless I told them manually to do so, which can be a real pain for when harvest season rolls around.

This is most likely a mod incompatibility. Small servants haul things on their own like lifters, no orders should be required.

My mod list *is* rather extensive, perhaps an incompatibility between Complex Jobs, or maybe one of its patches?
The mod is great, but the mechanics of how burrowers spawn aren't very clear. I'd really like add-ons to the mod that increase the number of servant types.
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