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RimWorld => Mods => Unfinished => Topic started by: levgre on May 10, 2016, 08:11:02 PM

Title: [WIP] Tough base building and management
Post by: levgre on May 10, 2016, 08:11:02 PM
The purpose of this mod is to make the building and management of the base slower and more prone to complications.  This is done through reducing work speeds, increasing negative random events and unhappiness, and so on.  Joy activities will have to take up a larger portion of the day to keep colonists happy.

To offset this increased difficulty, combat will be much more infrequent than is normal on extreme difficulty.  Wanders will join more often, and enemies will be easier to recruit as well, since you will need that larger workforce.

There will also be changes made for general realism and distinctiveness of different conditions.

Here is a list of changes made as of now, both for my own records and to show the guts of the mod.  Subject to change, of course.

Work Types

Hauling and cleaning no longer 'dumb labor'.  Mining is now dumb labor, so mining and plant cutting.

Weathers

Rain move speed multiplier: .9 -> .8
Rain accuracy multiplier: .8 -> .7
fog move speed multiplier: .9 -> .7 (tougher to find footing, navigate path)
hard snow speed multiplier: .8 > .6
hard snow accuracy multiplier: .8 > .5
light snow move speed: 1 -> .8
light snow accuracy: .8 -> .7

Traits Singular


Green Thumb - reduced from 2 to 1 joy buff

Trainables

Steps for training animals drastically increased

Traits Spectrum

Speed traits, work traits, and happiness traits all cut in approximately half by intensity to make them more stable

Thoughts

Note: since the goal of this mod is to make mood management a more important and deliberate strategy, most effects will be reduced in degree to reduce randomness/strictly necessary needs.  Many of these will likely be adjusted for balance after testing.

artifact mood effect 15 -> 5
Expectations -> now 2/4/6/8
damaged/tattered apparel now -> -2/-4
crowded penalties -> -3/-6/-12
shared bedroom -> -2
naked -> -4
joywire -> 10
disturbed sleep -> -1 (part of the logic is they wouldn't wake up every time)
ate raw food -> -4
ate corpse -> -10
joy buffs/penalties cut in half
comfort statuses reduced
ugly and pretty reduced
cramped and spacious reduced
psychic drones reduced
random moods reduced
Impressive room buffs reduced
party, sex, and attending wedding buffs reduced a bit
ugly/beauty 'opinions of' reduced
brawler/prostophs reduced
optimist/pessimist/depressive halved

ThingDefs_Races


Cougar speed increased from 6.5 to 9

Wild Boar speed increased from 5 to 6.5

Warg Speed increased from 5 to 8

Yorkshire speed increased from 3.1 to 4

Husky Speed increased from 5.2 to 7

Labrador speed increased from 5 to 6.8

Cat speed increased from 4 to 6

Hare Speed increased from 5.5 to 6.5

chicken speed increased from 2.1 to 4

Pig speed increased from 3.6 to 4.5

cow speed increased to 5.5

Alpaca speed increased to 5

Bear speed increased to 6.7

Muffalo speed increased to 5.5

Iguana speed increased to 4.5

Rhino speed increased to 6.6

Dromedary speed increased to 7.5

Elephant speed increased to 6.5

ThingDefs_Items


Beer and Chocolate joy increased a bit

Meal items + milk give more joy, paste is only -.01 instead of -.04

Herbal medicine potency reduced from .75 to .5

Rice/potato/corn day to rot start increased by +50%

Gold beauty increased from 6 to 9

ThingDefs_Buildings

Art sculptures half the work and resources, 2/3rds the beauty.
Snowmen doubled beauty 4 to 8, half the work

Crash ship part HP doubled

Beds work to make doubled, immunitygainspeedfactor slightly increased, stuff to make decreased

All other furniture reduced in resources needed, double work to make

standing lamp power consumption 150 -> 100

Tube television work to make quadrupuled, same as billiard's table now

Comp trader power consumption 200 -> 100

Multi-analyzer bonus .1 -> .2

Work table speed factor .06 -> .12

FirefoamPopper beauty increased from -8 to -2

Power generators resources needed doubled, work needed times 10

battery work needed x5, +50% resources.  Efficiency increasesd from .5 to .75.

Wind turbine beauty -12 to 0, battery beauty -18 to -3

NutrientPasteDispenser work needed x5, resources needed increased somewhat. Hopper work needed x2, resources decreased somewhat

Fueled Smithy consumption halved, capacity halved

Electric Stove power consumption 350 to 200

Fueled stove capacity and consumption halved

electric smelter work needed x5, power reduced from 700 to 450, heat per tick doubled


Turret power needed 350 to 100, work needed x10, mortars work needed x5, all beauty -60 to -10

Dead fall trap resources drastically reduced from 70 to 15, work to make 2000 to 6000

ThingDefs

PersonalShieldEnergyMax increased from 1.1 to 1.7

filth and animal filth a bit more work to clean, sand is same amount of work

work to sow plants quadrupled, work to harvest doubled, growth time doubled

Wild plant harvest times cut significantly, growth time doubled

9 of 30 max folders edited so far

Various tailored apparel resource to make reduced

thingDefs

Trees take much longer to cut down, grow back at half speed

Weapons generally increased in damage, guns longer to make, melee/bows weapons quicker, all use less resources

terrainDefs

floors take much longer to make, less resources needed

StorytellerDefs

statDefs

Accuracy made into a gradual increase, overall drop in shooting accuracy, even bigger drop for melee accuracy (ranges from 10% at level 1 to 70% at level 20)

Learning factor changed from 1 to .4

eating speed 1 to 1.3

carrying capacity reduced to 20

recruiting chances increased by 33%

bonus factor per level for social chat doubled

bonus factor per level for diplomatic gifts doubled

bonus factor per level for trade discount doubled

bonus factor per level for mining speed halved

bonus factor per level for smoothing floors halved

bonus factor per level for research halved

bonus factor per level for construction halved

damage modifier for shoddy through legendary quality narrowed

recipedefs

Kibble work +50%

cremate work doubled

beer brew work doubled

install painstopper and joywire work tripled

new part surgery work x3 to x4 (x4 for scythe, powerclaw, heart)

RaidStrategyDefs

raiders other than sappers should now most likely stage before attack

difficultyDefs

for extreme, threat scale changed from 1.3 to .2

colony mood offset decreased from -10 to -20

incidentDefs

Wanderer Joined event baseChance tripled