边缘世界 RimWorld

边缘世界 RimWorld

Vanilla Races Expanded - Fungoid
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Sarg Bjornson  [开发者] 2023 年 9 月 30 日 上午 12:32
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正在显示第 1 - 15 条,共 49 条留言
titititi 2023 年 9 月 30 日 上午 3:09 
Its look fungoid is too easy to kill with hit and run suggestion: give them vanilla gene very fast runner or make subspecies with this gene.
最后由 titititi 编辑于; 2023 年 9 月 30 日 上午 3:09
titititi 2023 年 9 月 30 日 上午 3:11 
Suggestion to make in future submod for new rare fungoid and fungoid hybrid: Maybe be interesting some submod which add some rare subtypes like spitter fungoid which can spew acid ability and spit infection (like melee but long range) and infected join to those who infect them or fungoid (or spitter fungoid) which infected some other xenotypes and make new terryfing hybrid (player can do this so why dont allow them spawn on enemy side?) when you reach 200k wealth make hostile fungoid faction formed which create some settlement and raid you with base fungoid and some new terryfing subtypes. i think its be great fighting in endgame against terryfing hybrid of hussar and spitter or against something more sinister.
Crimson Apostle of Chaos 2023 年 9 月 30 日 上午 4:17 
Artillery shells that infects those injured, to be possibly used by a fungoid faction raid.
selest19 2023 年 9 月 30 日 上午 4:59 
rename minor skill loss to slower skill lose to reduce confusion?
Dan 2023 年 9 月 30 日 上午 5:30 
More ways for them to raid and in greater numbers. Im not saying zombie hoards but definitely up the attackers numbers. Maybe even make them a faction with bases that are overrun outposts. Have them set up in ancient dangers as well would be a big scare factor.
Ribera 2023 年 9 月 30 日 上午 7:48 
What about new wholesome fungi economy
Walls, weapons, floors, etc ?
Pinkey 2023 年 9 月 30 日 上午 10:50 
Allow mind condelesence to give colonists also a inspiration when one of your colonists has it
ArcaneJellyfish 2023 年 9 月 30 日 下午 12:36 
Making colonists with that fungal xenotype not have the mood debuff of "lingering rot stink" could make sense. I feel like since they bleed rot stink they'd probably be used to the smell or something.
selest19 2023 年 9 月 30 日 下午 2:48 
引用自 ArcaneJellyfish
Making colonists with that fungal xenotype not have the mood debuff of "lingering rot stink" could make sense. I feel like since they bleed rot stink they'd probably be used to the smell or something.
i agree, dosent make sense for you to hate rotstink when you are rotstink
fooey_man 2023 年 9 月 30 日 下午 5:49 
It might be a little derivative of the Mechanoid Faction Expanded mod and doesn't need to happen as often as deliberate action by the Mechanoids, but maybe a big infected ship crash lands somewhere on the world map and you'll get periodic Fungoid raids until it is dealt with?
Dreamstolen 2023 年 9 月 30 日 下午 6:38 
How about make it so that when they enter regeneration coma, they take root into the soil and absorb food from the soil. I often play solo colonist start and deathless is very much useless without death rest. They never wake up due to malnutrition. So a gene like that would be very nice
steel 2023 年 10 月 1 日 下午 8:47 
@Ribera A fungi house with fungi guns is heckin stupid.
Echo Ichor 2023 年 10 月 3 日 下午 1:16 
It may be impossible to do, but a way for bloodfeeder bites to have a chance to cause the gene infector state to trigger would be neat.
GoFundYourself 2023 年 10 月 4 日 上午 8:23 
Is there a way to peacefully infect other colonists/prisoners ? like part of a ritual, ability or special prepared "food" that is served "accidentally" to guests ? If not, this would be my suggestion :)
Mc_Dyno 2023 年 10 月 4 日 下午 7:27 
Roaming fungoid hordes and various fungoid subtypes.

Fungoid sprinters and Fungoid hussars. Maybe some fungoid animals that mimic the fleshbeasts from genetic rim or something.

To cure the infection, you need insect jelly and neutromine and insectoids and mechanoids are immune to the infection.
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