End times: Renn Organisms
Description
[hr]
Renn microbes are invisibly small and have a peculiar connection to reality:
The anchient stories tell us that their friends are always favored by luck and rarely see enemies at their gates. Yet their societies are plagued by infighting and mood swings so only the best organized of societies will stand the test of times.
One can't have everything, it seems.
Multiple buildings and agricultural produce can be used to reduce the threat levels of event, e.g. raids at the expense of a increasing mood penalty.
Motivation
[hr]
In vanilla rimworld, there is only one endgame challenge to established colonies: Raids, lots and lots of raids.
My goal is to create a set of mods under the heading "End times" to offer an alternative endgame progression that focuses on the other key aspects of early and middle game: [b]research, constructing settlements, producing goods, trading and exploration[/b] - all of which become mostly irrelevant in vanilla Rimworld endgame.
[b]End times: Renn Organisms[/b] is the first mod in that series and introduces the foundational mechanics to achieve this. It introduces buildings to balance your game between the classic, raid-driven endgame and an alternative mood-driven endgame. Through different buildings and agricultural produce of this mod, the threat-level of raids is reduced and traded for a mood penalty on the colonists.
The mood penalty can be counteracted by various new mood boosting activities that will be introduced one-by-one in further mods of this series.
For the meantime: There are already plenty mods available that introduce new mood boosts from other modders. Just to name a few: Vanilla Cooking Expanded and Vegetable Garden with delicious foods, ... . [i]I endorse playing with these mods for now and reducing the mood penalty in the settings until further mods of this series become available.[/i]
Upcoming mods from the "End times" series will introduce new ways of temporarily boosting the mood:
[list]
[*] [b]End times: Repeatable Research[/b] will allow for repeatable research options that temporarily boost the mood
[*] [b]End times: Wages[/b] will introduce a chance to bribe let your people partake in the Wealth of your colony.
[*] [b]End times: Finally settled-in[/b] will introduce new linkables and temporary mood boost to new buildings. Keep on building!
[*] In [b]End times: Tales from the unknown[/b] you will bring back more than just loot and gunshot wounds from your travels: stories!
[*] [b]End times: Popularity![/b] will reward you for being liked on the rim.
[/list]
Details
[hr]
This mod is currently in BETA. Make sure to check the "Roadmap" and "Your help is appreciated!" sections below.
The following Buildings are added:
Building more than one of these buildings will have no additional effect and only the most powerful is being considered.
[b]Renn Pond[/b]
A pond inhabited by renn organisms. Renn microbes are invisibly small and have a peculiar connection to reality:
Anchient stories speak of friends to the microbes. Their friends are always favored by luck and rarely see enemies at their gates. Yet their societies are plagued by infighting and mood swings.
One can't have everything, it seems.
Renn ponds offer a flat reduction of threats by 300 threat points or 6% - whatever is bigger.
They impose a -3 penalty to the mood of your people.
[b]Renn Tank[/b]
A tank inhabited by a dense amount of renn microbes.
Renn tanks offer a flat reduction of threats by 900 threat points or 18% - whatever is bigger.
They impose a -9 penalty to the mood of your people.
[b]Renn Gate[/b]
A gateway between the realm of men and the native realm of the renn organisms. Renn are non-sentient beings living in multiple dimensions at the same time. Their this-worldly form are microbes that are invisibly small.
They have a peculiar effect to reality in our dimension: As long as they are well fed, they will try to maintain the source of their food, e.g. us. How they are doing this is not yet explainable, but it results in what is commonly known as luck: External threats to our society like raids are heavily reduced. Besides nutrition, they also feed on our colonists mood causing social infights in colonies not perfectly managed. One can't have everything, it seems.
Renn gates as long as powered offer a flat reduction of threats by 1800 threat points or 36% - whatever is bigger.
They impose a -18 penalty to the mood of your people.
New plants:
[b]Renn Fiber[/b]
A crop that yields renn fibers. A hardy fiber that is digested by the name-giving renn microbes.
Can be fed to the renn pond. Threat reduction of additional 6% or 400 threat points. Causes a negative mood of 3.
[b]Domestic Renn Fiber[/b]
A domesticated version of the renn fiber that yields a more potent fiber.
A hardy fiber that is digested by the name-giving renn microbes. They can be further enhanced in a drug cabinet to produce Renn Powder - a potent food for their name-giving renn microbes.
Can be fed to the renn pond or renn tank. Threat reduction of additional 12% or 900 threat points. Causes a negative mood of 6.
[b]Engineered Renn Fiber[/b]
Genetically engineered ren fibers are the result of strong genetic modifications and a most nutrituous alternative for the name-giving renn microbes. While it cannot be fed to the renn microbes directly anymore, it can be further enhanced in the brewery to create renn concentrate - the most powerful nutrition to renn microbes known to mankind.
New Produce from the Brewery
[b]Renn Powder[/b]
This substance is renn fibers grind down to a pulvery and nutritious substance that is easy to be digested by renn microbes in a renn pond or renn tank.
Threat reduction of additional 30% or 1400 threat points. Causes a negative mood of 12.
[b]Renn Concentrate[/b]
This substance is genetically engineered renn fibers destilled down to make them digestible again for renn microbes. Can be fed into renn tanks or used as payload in renn capsules for the renn gate.
Threat reduction of additional 40% or 1500 threat points. Causes a negative mood of 15.
New Produce from the Fabrication Bench
[b]Renn Capsule[/b]
A delivery mechanism for payloads capable of carrying substances safely through the renn gate.
Contains concentrated, genetically engineered renn fiber extract boosting the activity of the renn organisms.
Threat reduction of additional 60% or 1800 threat points. Causes a negative mood of 18.
New research:
Every building and item comes with research to unlock in the "Renn Organisms" tab.
Roadmap
[hr]
The current release is V0.9 from 2022-06-14.
The following changes are already planned.
[list]
[*] No more pathing through the Renn Gate.
[*] Update to the Renn Gate graphics to include special effects and resize the textures
[*] Make the mod translateable
[/list]
Your help is appreciated!
[hr]
Hey everyone! This mod is currently in BETA and therefore I would love to see some feedback regarding mod compatibility, bugs, input for new translations and feedback on difficulty to tweak the values like grow times, costs, power consumption, etc. Just leave a comment.
Languages
[hr]
We currently only support English for the running BETA.
Compatibility
[hr]
No incompatibilities known. Works well with every other mod.