TL;DR : Do you want to help me make a technology restriction mod for playing medieval/fantasy setting?
Hi,
I'm slowly getting back into Rimworld playing and modding after about 1.5 year hiatus. I love the idea of playing Rimworld in a medieval/fantasy setting but always get disappointed when suddenly a mechanoid cluster with inferno turrets arrives (HEY! DIDN'T I DISABLE THOSE??). Or when rewards from a quest include [SUPER HIGHTECH DOOMSDAY WEAPON], [LASER CUTTING MEGA BLASTER EYE BIONIC] etc. You know what I mean...
While there are a lot of magnificent mods that add content, few mods restrict futuristic events, rewards, gear and such. And none of those (I've tried) fix it all.
So, I'm looking for some collaborators in making a mod that restricts the world to medieval technologies, meant to be used in conjunction with mods that adds the content the player wants. While the intention is not to add a ton of new appropriate content, other mods can do that, my idea is to rewrite/retexture some vanilla aspects/items to fit in with this fantasy vibe. Some events and items will be cut out completely.
Still doing some def research and working on a to-do list, but here are some spontaneous ideas:
* Rewrite royalty faction to be medieval in technology level. This includes reworking some royalty specific gear to get more in line with the concept.
* Rewrite events (sometimes only changing texture and descriptive text), rework ancient dangers/shrines/temples whatever (undead guarding loot??).
* Remove all advanced items from faction pawns, traders and quest rewards. Add in medieval rewards from vanilla and patch in items from curated mods. Rewrite artifacts/high tier items/serums to be more fantasy-friendly ( healer mech serum -> healing serum)
* Remove mechanoids faction and events.
* Re-balance insect spawning (they can be pretty OP when trying to destroy 70 of them with clubs and swords), with alternative option to remove them altogether.
* Rewrite description of some world conditions (psychic drone for instance)
So, who's in?
Also any suggestions from the community are much appreciated. Share your experiences running medieval playthroughs. And any input from mod makers about approach and pitfalls is also golden.
Raise your sword, stand tall, destroy your enemies
//Distman (of Ministry Of MOM)
Hi,
I'm slowly getting back into Rimworld playing and modding after about 1.5 year hiatus. I love the idea of playing Rimworld in a medieval/fantasy setting but always get disappointed when suddenly a mechanoid cluster with inferno turrets arrives (HEY! DIDN'T I DISABLE THOSE??). Or when rewards from a quest include [SUPER HIGHTECH DOOMSDAY WEAPON], [LASER CUTTING MEGA BLASTER EYE BIONIC] etc. You know what I mean...
While there are a lot of magnificent mods that add content, few mods restrict futuristic events, rewards, gear and such. And none of those (I've tried) fix it all.
So, I'm looking for some collaborators in making a mod that restricts the world to medieval technologies, meant to be used in conjunction with mods that adds the content the player wants. While the intention is not to add a ton of new appropriate content, other mods can do that, my idea is to rewrite/retexture some vanilla aspects/items to fit in with this fantasy vibe. Some events and items will be cut out completely.
Still doing some def research and working on a to-do list, but here are some spontaneous ideas:
* Rewrite royalty faction to be medieval in technology level. This includes reworking some royalty specific gear to get more in line with the concept.
* Rewrite events (sometimes only changing texture and descriptive text), rework ancient dangers/shrines/temples whatever (undead guarding loot??).
* Remove all advanced items from faction pawns, traders and quest rewards. Add in medieval rewards from vanilla and patch in items from curated mods. Rewrite artifacts/high tier items/serums to be more fantasy-friendly ( healer mech serum -> healing serum)
* Remove mechanoids faction and events.
* Re-balance insect spawning (they can be pretty OP when trying to destroy 70 of them with clubs and swords), with alternative option to remove them altogether.
* Rewrite description of some world conditions (psychic drone for instance)
So, who's in?
Also any suggestions from the community are much appreciated. Share your experiences running medieval playthroughs. And any input from mod makers about approach and pitfalls is also golden.
Raise your sword, stand tall, destroy your enemies
//Distman (of Ministry Of MOM)