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Topics - Hilvon1984

#1
Ideas / Allow bones to heal.
March 03, 2021, 06:10:15 AM
Rinworld is a harsh place, and people tend to het hurt alot. And loking an arm or a leg is not unheard of.

However One thing is bothering me. Sometimes a body part will get crippled not because the whole part was destoryed, but because a major bone in this part was destroyed.
And I am not sure this is a good mechanic to have in the game. Like mending bones is, while slow and not very efficient process, is quite an easy process for our bodies. And if the encompassing body part is still intact. the bone should always be able to naturally heal to some extent.

So my suggestion:
1) "Bone" body parts can not get their hp below 1.
2) If a bone is at 1 hp and it receives more damage, a "scar" is applied to this bone, preventing it from fully healing.
3) If enough scars are accumulated on the bone to prevent it from ever getting above 1hp, the encompassing body part in full is considered destroyed.
#2
So the story.
I am playing with some modded factions (Android tiers, and Moyos in case this matters) + Faction Control mod to prefer rought/savage NPC factions to spawn rather than civil ones.

Got raided by one of modded factions (Moyos) whom I want to make peace with. So I attempted to take prisoners, heal them and release them.
Managed to get 3 prisoners, some with missing legs, so I kept them to myself till I managed to make prostethics for them. Them instead of just shoving them out into the wild naked, I decided to give them a lift, thinking that their faction might appreciate if I return their people directly to them.
I called in Imperial shuttle, loaded all the prisoners, with one of my people. Launched them to a tile next to their selltement, then caravaned them over, opened "offer gifts" interaction option and handed them their people.
With their people being at top health and some implants I gave them, each pawn was worth circa +50 relation, so I congratulated myself on figuring out how to make peace way faster than it normally takes.

And then I noticed that my colonists got hit by 3 stacks of "Prisoner sold to slavery" negative moodlet. Instead of "Prisoner released" buffs I was expecting...

I can see how this behaviour is game system working as intended, but I am not sure game system should be intended to work this way.
#3
Ideas / Please fix Disfigured debuf...
July 24, 2020, 12:56:45 PM
This debuf is really annoying and I believe it sometimes not works as intended.
Like Ok, I understan why a missing nose would turn people away. But hsving a small scar on the eye hafing the same effect is king of strange.
Not even touching the subject that some people might find scars attractive...
But other traits, like "Kind" also have -15 opinion to Disfigured colonists despite being described as not judging people by their looks. Why?
And given that in Vanilla there are very little options to get rid of scars and very easy to get them, this makes Disfigured opinion modifier really annoying.

So... What if you could negate this modifier with the oldest trick people used to hide their scars - wear a mask. Or a veil. You even have those items in the game? If Ugly / Staggeringly Ugly could be negated this way as well, that would be perfect, but I guess this changes the ballance of the game, as Uglyness makes the colonist less valuable, so negating it allows you to have less coloty wealth with no drawbacks... But Disfigured does not drop your wealth so no reason why it should be that persistent.
#4
I am currently trying to improve the Repair Workbench mod to allow items be mended usig not generic "Repair kits" but the ingredients the item was originally created with.
The process of repairing works kind of like coocking with multiple ingredients, with a pawn hauling all the required ingredients and the item to be fixed to the workbench and doing the work. Everything works fine untill an item stars requiring more than 2 ingrediens and some of them are placed not on the table, but next to it. And my process loses track of those ingredients reporting that there aren't enough to do the repairs.
Currently I am using table.IngredientSlots but I guess that only accounts for the slots on the table, so I need to keep track of Cells the ingredients were hauled to, or (if it is possible) of Things that were designated as ingredients.

What would be the best way to get those?
#5
Stories / Crazy tribal defence...
July 14, 2020, 06:07:50 AM
I just had a crazy quest generated to me by the game, I took up the challenge and, oh boy was it a massacre.

The quest suggested me to send a taunting signal to a tribe provoking their attack of about 150 tribespeople.
With two similar sized raids following shortly after.
Oh, and just to give you some perspective - my colony had 18 people, 4 of whom were children below 8 years old (so not really battle worthy) and one incapable of violent. But worry not. The Empire that offered me this quest sent 11 melee champions to help me with defence...

Still I managed to pull through. Had to expend 2 antigrain warheads... 4 people on my side died (thankfully those were the reinforcements champions rather than my own people). The only cataphracht armour set my brawler was wearing got reduced to 25% hp before the brawler went down from pain shock...
Thak was a massacre... And now I have a crapton of corpses all over the base to "help" with my colonist mood...
#6
Ideas / Make Rescue quests make sense again
July 07, 2020, 06:17:53 AM
Before 1.1 you qould get a rescue quest. A person would call you from a location nearby and offer to join you if you can get them out of their trouble.
Now instead of the person calling you you get a leader of a faction calling you and asking to save their friend under the condition they will join you.

Which makes no sense. Maybe instead when the leader of a faction call you, they actually want you to rescue a friend and put her/him into a shuttle for a reward?
And if the person offers to join you, it should only be the case of them calling you personally.
#7
Can we not accept rescued pawns into the colony?
I know this is kind of a rare edge case, but I had a visitor delegation in the colony, then they decided to leave at the same time as raider were begginnig their assault. The delegation got partially killed, partially downed, I got my -15 to relation due to "Chief" being angered. I rescued whom I could, hoping that when I patch them up and they eventually leave this will get me some relations back...
But instead of this all the resqued guests decided to stay with me for good.
And none of them were the people I actually wanted to be around my colony.
I could banish them, but that hurt the mood of my other colonists.

So... Maybe when a rescued pawn can join the colony, it should be not a simple popup that states the result, but a dialog that lets you see the info about potential recruit and either accept or turn them down.
#8
Ideas / Mechanoid disassembly tweak.
June 24, 2020, 08:18:42 AM
First of all - yes, I am still frustrated that you don't get components from disassembling Mechanoids. That makes no sense IMO. But rather than just complain about it, I want to propose several changes that will help make bring the mechanoid recycling back to more power, while (hopefully) not making it too OP.

1) Move the "Shred Mechanoid" bill to Smithing Table out of Machining. Like this is the point of it not yielding any advanced resources because you don't disassemble them with propper tools, but smash them apart breaking all the delicate stuff in the process. As a bonus this will allow tribal start to actually utilize the mechanoid corpses, before they can get to machining which is kind of far ahead.
2) Machining table gets "Disassemble" bill back which yields 1 component. No plasteel though. This bill might be locked behind additional research like "Mechanoid recyclicng". Alternatively this can be moved to Fabrication bench.
3) A specialized workbench can efficiently disassemble mechanoids with their original yields. But it requires "Mechanoid fabricator" item which you get from disassembling Centepede Assemblers from clusters. So to get one you need to get a cluster with correct assembler, then let it spawn 4 additional centepedes, wipe it out without blowing the assembler up, and disassemble the structure.