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Messages - UberWaffe

#1
I think it would really help if the chance of success (all factors taken into account) was displayed next to the operation when you pick the surgery to perform.
Or alternatively somehow displayed next to the surgery choice once a surgeon is assigned to the task.
(With hoverover providing a breakdown of what is affecting the chances.)

The colonist's surgery success change is not the actual success chance, it is misleading.
#2
Mods / Re: Nominate a mod to be included in RimWorld!
August 12, 2016, 03:32:02 AM
Quote from: sefin_88 on August 11, 2016, 09:48:09 AM
EdB's Prepare Carefully.  This is by far my most favorite mod.  I like to set my colonists up a certain way before I send them off to fend for themselves.  :)
+1
#3
Mods / Re: What would make the game easier to mod?
August 04, 2016, 01:50:42 AM
These might exist/be possible, but from the XML-auto documentation it doesn't seem to be.


For pawns allow a property that determines the healing speed.
Say <baseHealRate>13.0</baseHealRate>
Currently if you give something a high <baseHealthScale>13.0</baseHealthScale> (say like a Thrumbo) it still heals wounds at the normal pace of 1 hp per healing step. Which means it can take ages to fully heal up after being wounded.


For <lifeStageAges> let <ImmunityGainSpeed> be part of life stages (seems to be hardcoded to drop off around 60-ish now, regardless of expected age).

Say
<lifeStageAges>
<li>
<def>AnimalBaby</def>
<minAge>0</minAge>
<ImmunityGainSpeed>1</ImmunityGainSpeed>
</li>
<li>
<def>AnimalJuvenile</def>
<minAge>6.0</minAge>
<ImmunityGainSpeed>1.2</ImmunityGainSpeed>
</li>
<li>
<def>AnimalAdult</def>
<minAge>25.0</minAge>
<soundCall>Pawn_Thrumbo_Call</soundCall>
<soundAngry>Pawn_Thrumbo_Angry</soundAngry>
<soundWounded>Pawn_Thrumbo_Pain</soundWounded>
<soundDeath>Pawn_Thrumbo_Death</soundDeath>
<ImmunityGainSpeed>1.2</ImmunityGainSpeed>
</li>
<li>
<def>AnimalOld</def>
<minAge>180.0</minAge>
<ImmunityGainSpeed>0.9</ImmunityGainSpeed>
</li>
</lifeStageAges>



Edit:
Also the ability to assign restFallFactor to trait definitions, and not just HeDiff stages definitions.
Ex: Traits that make pawn require more sleep overall, or less sleep overall.

In addition to this, the ability to always give certain traits to certain animal / species.
Ex: Make a new trait "Energetic" that halves the rate at which the pawn becomes sleepy. Always make all Wargs have it.