RimWorld
Onvoldoende beoordelingen
Harvest Lifeforce
   
Prijs
Toevoegen aan favorieten
Toegevoegd aan favorieten
Verwijderen uit favorieten
Mod, 1.4
Bestandsgrootte
Geplaatst op
Bijgewerkt op
141.592 KB
15 dec 2023 om 5:39
17 dec 2023 om 6:24
2 wijzigingsnotities (weergeven)

Abonneren om te downloaden
Harvest Lifeforce

Omschrijving
Harvest Lifeforce
Introducing "Harvest Lifeforce," a mod for RimWorld that adds a unique twist to the game. With this mod, players can extract lifeforce from individuals to power their colony or boost their pawns. Will you choose sustainable practices or explore the darker side of survival?

How to use this mod
To utilize the Harvest Lifeforce mod, follow these steps:

  1. Research Lifeforce harvesting:
    Start by researching the "Lifeforce harvesting" technology project in your research tab. This unlocks the ability to craft lifeforce syringes at the machining table and build lifeforce generators.

  2. Craft Lifeforce Syringe:
    Once the research is complete, head to the machining table to craft the Lifeforce syringe. This device is essential for extracting lifeforce from pawns.

  3. Bill Surgery: Harvest lifeforce:
    To initiate the lifeforce extraction process, assign a pawn to undergo the "Harvest lifeforce" surgery, using the medical tab. Be mindful that this process is considered "organ harvesting" and may have repercussions for your colony's morale, as well as relations with other factions, if the pawn is not one of your colonists.

  4. Boost your pawn with lifeforce:
    Select a pawn and right click on harvested lifeforce and choose "consume harvested lifeforce". This will boost the user's sight, manipulation movement etc. for a limited amount of time.

  5. Generate Energy with lifeforce:
    The harvested lifeforce can now be used to power the lifeforce generator. Construct the generator in a suitable location and connect it to your power grid. The generator can be found under the "Power" tab in the architect as soon as you complete the Lifeforce harvesting research project.

    The generator creates 4x more electricity than a regular wood-powered generator and consumes 1 harvested lifeforce per 10 days.


Enjoying my mods?

[www.buymeacoffee.com]
7 opmerkingen
ZX-DX 19 dec 2023 om 9:09 
"hey to be fair children are a renewable resource. and if they happen to be orphans who is gonna miss them"
ProfileName 16 dec 2023 om 7:52 
With your ideas you suggested earlier, I'd have to suggest that the process for these would be difficult, and... potentially carry complications when using lifeforce on someone? Specifically, lethal lifeforce extraction should probably carry the original person's details - or at least, much of it, while having enough gaps to not totally make them once more.

Dead revival - probably only works on fresh bodies, scrambles memories between the two and skills?
Skill gain - probably more scrambling, could end up being better or worse than either.
Lifeforce powered weapons - good idea, but you might want to look into on-hit effects...
Condition curing - maybe make some form of medicine based on purity (type of extraction), then cure directly?

That's just my ideas, though, I don't know how much they'll align with yours, or how well I've written them.
Marladian  [auteur] 16 dec 2023 om 1:35 
@AVE

As of right now, syringes are not reusable, but they are also quite cheap - 12 steel and 1 uranium.

All human-likes have the same lifeforce, but it is an interesting idea to differentiate it. I might do something like that in the future.

Yes, I’m already working on something like that
AVE 15 dec 2023 om 14:26 
A few questions:

* Are syringes reusable? If not - then there is also a crafting cost once per 10 days for powering the lifeforce generator.
* Is there any difference in lifeforce from sanguofages or different xenotypes (possibly based on genetic complexity)?
* Will there be a way (different research?) to extract lifeforce nonlethally? Perhaps with long cooldown, like 20 days (to prevent sustaining generator on a single person) and second extraction while on cooldown - kills (like second xenogerm absorption from sanguophage)?
Marladian  [auteur] 15 dec 2023 om 9:33 
@Узурпатор плоти I have many ideas for expanding this mod in the future, some include:


* Curing conditions, maybe even the ones that would normally be incurable
* Gaining abilities of the harvested person (although I might need to check if someone hasn't done that already)
* Lifeforce powered weapons
* Maybe bringing back the dead?
* Accelerating a child's growth


So those are the main things I considered, we'll see if I actually get to working on them :-D
Узурпатор плоти 15 dec 2023 om 9:23 
Interesting concept, will there be an expansion in the way life energy can be used? In industry, medicine or even for transhumanist purposes.

Life energy could be a universal medicine that can cure diseases or even regrow limbs and organs.

Well, or even permanent improvement of the colonists. Inject yourself with life force and become much stronger even without prosthetics.

Sorry for the crooked English, I wrote through Google translator. 😉
ALE199 15 dec 2023 om 7:22 
Ah yes, Amnesia: The mod