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Messages - Terodan

#1
Ideas / Re: Mental Breaks by Traits
November 19, 2017, 11:00:34 AM
I was probably not clear in my initial post, what I ment was, that the mental breaks should be WEIGHTED according to traits, not that they should be exclusive to one @Sbliko .

The MB System already has to pick from a list of MBs depending on of its a minor, major or extreme one. What I suggest is that a certain traits influences how this choice is weighted. So that a Bloodthirsty one has for example a *3 Modifier for the probability of choosing Berserk or slaughter, which would also make the other options less likely but not rule them out.

This would also make for great storytelling if an unlikely mental break happens, like the Whimp beating up a prisoner or something like that.
#2
Ideas / Mental Breaks by Traits
November 19, 2017, 09:53:15 AM
After reading multible threads on "OMG why new mental breaks!!!" on Steam I was pondering about how I see them. In fact it is one of the things where I am always using the console since half of the time it just feels like RNG trolling that makes someone go berserk or sad wander into a hungry puma when things are already quite bad, like recovering from a dangerous raid etc. On top of that it is more often than not one of the more unlikely pawns like the kind guy going on a killing spree and the bloodthirsty one hiding in his room.

What I would suggest is adding a probability table that makes certain mental breaks more likely than others depending on the traits a pawn has, which would aside from making the mental breaks more realistic also add another way of balancing traits.

How can this look ingame?

For example the psychopath, which is a usually rather beneficial trait, could have a higher probability for berserk break, since that pawn doesn't really care about people and decides its better to be without them.

Abrasive ones would be ideal for insulting sprees, which would also be nice as a small positive to the negative as in "Well at least he wont injure them"

The bloodthirsty ones on the other hand prefer the breaks with physical harm, like slaughter berserk etc since that makes them feel better.

The kind one on a mental break decides that that poor prisoner has to be free like everyone else, and the cannibal is digging up that corpse to see if that guy is still edible, just to throw it in the living room as protest because the others cheated him out of a meal.

The brawler likes to smash things up, the whimp likes to hide in his room.

So what effects would that have besides making mental breaks feel more realistic? More control over the kind of mental breaks you have to deal with. "Do I want that guy if he really tryes to kill everyone if he gets pissed?" "He is probably depressive but at least he will just wander off for a while but not hurt anyone" and so on.
#3
I see the removed option for legs and arm from a split position. the "organ harvesting factory" is indeed lucrative and I also had a storage full of spare parts that I'd regulary sell. But in the end youre using one way or another to get to a good deal of silver by trading, either by selling  300000 statues for example in Vanilla, or 20000 simple meals or you actually do the actually less automated version of organ harvesting, that actually even makes you deal with bad thoughts all the time, since if you don't use other mods to have a colony full of psychopaths (or just dev mode) that does add up, especially if you dont let them walk away on those peg legs you graciously gave them before sending them on their way home, but also decided to take the heart/liver and get the "killed harvesting" bad thought too multible times.

So in fact I think while lucrative it actually did involve a LOT more micro management and effort to actually do that, not to mention in some raids just everyone dies. I dont really play with a lot of mods so all of my weapons are vanilla and I rarely get more than one prisoner and half of that prisoner usually goes to fixing colonists that got injured by that very raid.

On a side note: Is it possible to somehow add the former owner of a body part to it, name tag wise? It would be kinda interesting to see the frankenstein-ification of ones colony by clicking on the health tab  XD
#4
I had the same effect when I gave a colonist, that had lost a hand a bionic arm. The game dropped an arm item that magically had a hand on it again. I guess the game/mod just doesn't carry over injuries from harvested organs. But it is not something that really bothers me.

Since sometimes I have to wait for ages for the next plasteel trader to come by, I dont feel too bad to get a free arm or leg every once in a while
#5
Outdated / Re: [A13] Aristocat's mods
July 04, 2016, 02:52:13 AM
I did try to run a different colony now and with that one it works like intended. I did change the mod order in the meanwhile though.
#6
Outdated / Re: [A13] Aristocat's mods
July 03, 2016, 03:54:12 AM
Thank you all for the awesome mods, I was really happy to see this one exists, after I found the vanilla replacement parts/medical system somewhat limiting. One thing that is somewhat frustrating though are that prosthetics space traders happen to be pretty much the only space traders I seem to be getting these days. Am I just incredibly unlucky or is there just a really high chance to get these in general with this mod? (I REALLY need to sell some art to afford them, you know^^)