Pawns with a high level of Fortitude have a lower mental break threshold. Pawns gain Fortitude by being at risk of a mental break. The result is that pawns who spend a lot of time in poor conditions become more mentally resilient. Fortitude replaces the "Expectations" moodlet. Fortitude allows pawns to individually adapt to the colony based on their roll instead of the colony's wealth.
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#2
Ideas / Re: Death Acidifier skeletonizes the user.
March 07, 2020, 10:46:54 PM
I like this idea. AOE retribution. Maybe the acid damages everyone's gear nearby. If it nullified wealth worn by colonists, it could have even more utility.
#3
Ideas / Hidden Wealth and Wealth Rumors
March 06, 2020, 07:07:06 PM
Currently, the world is omniscient of how much wealth your colony contains and wealth optimization is a very powerful strategy. If wealth could be hidden, discovered, and rumored about, wealth optimization would be more difficult, more interesting, and more intuitive.
With "Hidden Wealth", wealth would have to be witnessed via line-of-sight by raiders, visitors, or traders for it to count towards raid points. This would encourage players to hide their wealth inside the colony where it is not visible.
With "Wealth Rumors", wealth's contribution to raid points could be less predictable, as raiders will randomly assume you have more hidden wealth than you actually do. Wealth rumors could scale with the amount of hidden wealth you actually have which would make wealth's contribution to raid points more predictable if less wealth is hidden, discouraging the player from hiding too much wealth.
Both of these mechanics combined would encourage players to think about wealth in a more realistic way and I believe it would make the game more fun.
With "Hidden Wealth", wealth would have to be witnessed via line-of-sight by raiders, visitors, or traders for it to count towards raid points. This would encourage players to hide their wealth inside the colony where it is not visible.
With "Wealth Rumors", wealth's contribution to raid points could be less predictable, as raiders will randomly assume you have more hidden wealth than you actually do. Wealth rumors could scale with the amount of hidden wealth you actually have which would make wealth's contribution to raid points more predictable if less wealth is hidden, discouraging the player from hiding too much wealth.
Both of these mechanics combined would encourage players to think about wealth in a more realistic way and I believe it would make the game more fun.
#4
Ideas / Plinkster Raid
March 06, 2020, 06:40:10 PM
Currently, different raid types provide a variety of challenges. A "Plinkster" raid might add an interesting challenge.
A plinkster raid behaves similarly to a sapper raid, but instead of getting close and fighting when they take damage, they choose to shoot at buildings from a distance and run away when they take damage. Plinkster raids avoid pathing within a certain range of buildings. Plinkster raids are less interested in killing colonists and animals, and more interested in destroying buildings.
Possible strategies for defeating a plinkster raid include leaving the base and chasing the plinksters, repeatedly scaring them away until they starve, sniping them with timed barrages, or using mortars.
Strategies that are weak to plinkster raids are door peeking, outdoor furniture baiting, trap halls, and killboxes.
If plinksters have long-ranged weapons and/or combine with other types of raids, they can be difficult to deal with, especially in large numbers.
A plinkster raid behaves similarly to a sapper raid, but instead of getting close and fighting when they take damage, they choose to shoot at buildings from a distance and run away when they take damage. Plinkster raids avoid pathing within a certain range of buildings. Plinkster raids are less interested in killing colonists and animals, and more interested in destroying buildings.
Possible strategies for defeating a plinkster raid include leaving the base and chasing the plinksters, repeatedly scaring them away until they starve, sniping them with timed barrages, or using mortars.
Strategies that are weak to plinkster raids are door peeking, outdoor furniture baiting, trap halls, and killboxes.
If plinksters have long-ranged weapons and/or combine with other types of raids, they can be difficult to deal with, especially in large numbers.
#5
Outdated / Re: [A15] Giant Yorkies
October 20, 2016, 05:58:27 PMQuote from: Supercheese on October 20, 2016, 04:52:11 PMI appreciate it. It's my first mod. I want to make more in the future
I, for one, welcome our new Yorkshire Terrier overlords.
Woof.
![Smiley :)](https://ludeon.com/forums/Smileys/default/smiley.gif)
#6
Outdated / Re: [A15] Giant Yorkies
October 20, 2016, 01:53:41 PMQuote from: TOWC on October 20, 2016, 01:50:35 PMEDIT: Thanks to a great suggestion on the RimWorld subreddit, giant yorkies now produce the same type of leather and meat as normal yorkies. The ammount is proportional to their body size, so they produce 123 yorkieskin and 158 yorkiemeat
Any difference in skin stats?
#7
Bugs / Re: Very stupid hauling behavior
October 20, 2016, 01:00:57 PMQuote from: 14m1337 on October 20, 2016, 08:23:27 AMI agree. It's working as intended. to avoid this problem, limit the ingredient radius of stations. If the radius is 10 tiles and the rice is 40 tiles away, the cook will haul the rice to a stockpile instead. Ideally that stockpile is right next to the stove, where he'll then have 75 rice to cook instead of 10.
I tend to say that this behavior is working as intended and not a bug. maybe it's stupid behavior, but not a bug.
#8
Outdated / [A15] Giant Yorkies
October 20, 2016, 11:59:30 AM
Giant Yorkies
Download (Zip)
Download (Steam)
Adds:
![](http://i.imgur.com/acwFUta.png)
![](http://i.imgur.com/S1i3mgf.png)
Download (Zip)
Download (Steam)
Adds:
- Giant Yorkshire Terrier
- Giant Yorkie Apocalypse (Storyteller)
![](http://i.imgur.com/acwFUta.png)
![](http://i.imgur.com/S1i3mgf.png)
![](http://i.imgur.com/CQDOBbi.png)
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