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Topics - paragonid

#1
I would like any cloths to be marked as used any time someone wears them, dropping the value of them.
Mood debuff can be applied if it was used by anyone except the original pawn.

It should eliminate "strip alive enemies" minigame from tainted mechanics. In that sense, all cloths are kinda tainted just because someone already worn it.
#2
Mods / Searching for diseases overhaul mods
December 19, 2016, 06:16:53 AM
Another day in the same time 8 out of 10 of my colonists became sick with muscle parasitises (or whatever it's called). It wasn't the best time.. i got dazed and left my colony.

I dislike full randomness of disease mechanics and the need to micromanage medicine.
I tried to search for mods that overhaul diseases, but couldn't really find anything. I guess I could plain turn them off. But still, is there any mods making diseases interesting and more realistic?
#3
Mods / Mood effects configuration
November 28, 2016, 08:02:13 AM
I'm tired of some mood system aspects, most of my problems are already solved by other mods, but I want simpler configuration for it.

Basic idea is to have inputs for mood effects, so you easily can adjust it for your taste. Number inputs or range sliders, whatever.

For example, range sliders as "Prisoner sold"  |--------|---------| , so chosen value gives you -5.
                                                                -30     ^ 0        +30

This is raw idea, I'm web developer and know my stuff, but I'm 0 in dll or RimWorld modding, so I can't evaluate if I should invest my time in it and the result will worth it.
There're questions I can not answer yet:
0) Is it worth at all, when I can just go and modify Defs files for myself
1) Is it worth to make it Rimworld mod instead of 3rd party tool
2) Will mod solution be maintainable between different Rimworld versions and other mod-friendly

There're many things for me to learn about Rimworld modding before it will become more than just an idea,
but if someone can advice, direct me or help me with it, please save my lazy sorry ass.


Meantime, I will link and explain what other mods did good in my opinion, basically, explaining "mood modpack" I would like to use for myself.
1. [A15] Don't Drop When Psychotic
2. Realistic Moods and Needs - especially valuable change in here is "Many mental breaks are now changed in order to be more realistic (ex. Bezerk now requires the trait Psychopath in order to even occur)".
3. I forgot where did I see it. Only "Sensible" (trait) colonists care about selling/taking apart prisoners for organs.
4. Mood Adjustments - many reasonable values
5. CriticalMoods - reasonable breakdowns