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Topics - Chthonic One

#1
Unfinished / [A14][WIP] RimToes
July 30, 2016, 06:10:02 AM
In this mod I am rebalancing the movement penalty from foot and toe injuries, and plan to continue with other health statistics.

Currently as it stands, if you lose just two toes on one foot, your leg becomes less useful than a standard prosthetic leg. If you lose all of your toes on one foot, you might as well peg leg your pawn to give him one toes worth of movement back.

I find this to be ridiculous as people who are missing toes can learn to walk and run. People without toes have some trouble walking, but they aren't crippled. Furthermore there are inserts into shoes that help reduce these problems for these people.

Things that are done:
Foot is now considered for 75% of movement
Big toe is now considered for >4% of moment
Middle toes are now considered for >2% of movement each
Pinky toe is now considered for <1% of movement

Things to do:
Create insert objects that can be worn to reduce movement penalty and pain by half. Created at tailor's workshop.
Create crutches for people who have leg injuries to reduce movement penalty at the cost of some manipulation.
Create canes for people who have permanent leg injuries. Canes are equipped and act like weapons.
Need to rebalance pain from lost toes. Walking on feet with missing toes and no support causes pain if done for a long time. Will tie it into comfort stat, as it decreases pain will increase. Give your people with lost toes something to sit at while they work.
May rebalance manipulation and fingers and other senses.

Compatibility:
Currently this mod overwrites the humanoid body file completely. Working on figuring out how to overwrite just the feet without causing humanoids to only have torsos and feet. Next update should include this if I can figure it out.


Missing 2 middle toes, about 2% each brings it to 95% after rounding. Normally this would be 80%


Leg Scar 3 points is worse than the toe penalty, so it overrides it at 10%. If toes were worse, then they would override the scar I believe. I haven't tested it yet.


Missing one middle toe. 98% efficiency instead of 90%

Bugs to watch for and report:
If you see any "Phantom Toes" or "Phantom Feet" on your pawns, first make sure you didn't load a save that didn't originally use my mod. If it was started with my mod, let me have the save file so I can figure out what happened. You should not see these ever.

Updated July 30, 2016:
https://www.dropbox.com/s/chj6fawqgr83nuk/RimToes.zip?dl=0
#2
Help / Body Parts XML
July 29, 2016, 05:23:19 PM
At the top of the BodyParts_General.xml it has a blurb:
Quote<activities>
      <li>Manipulation_way1</li>
   </activities>
   
   means that this body part is responsible for Manipulation activity in group "way1".
   Efficiency of Pawn activity X is minimum of all X activity groups efficiency values.
   X activity group efficiency is average value of all body parts efficiency values responsible for this activity in this group.
   
   So if there are body parts responsible for (1)Manipulation_foo, (2)Manipulation_foo, (1)Manipulation_bar, (2)Manipulation_bar
   then Manipulation efficiency is min(avg((1)Manipulation_foo, (2)Manipulation_foo), avg((1)Manipulation_bar, (2)Manipulation_bar))

I take this to mean that moving efficiency would be:
min(avg((Moving_leftWay1, Moving_Way2), avg(Moving_rightWay1, Moving_Way2))

Since legs are Moving_leftWay1, and Moving_rightWay1, and have 30 hp, and feet are Moving_Way2 in both cases, and hp of 20, then each foot also has 50 hp of toes. I think that this means that if you lose one toe, the foot is at 50% efficiency at that point. Losing two makes it 0% efficiency.

Am I thinking about this correctly? Why do both feet have Moving_Way2 as their activity? Does this cause problems?

Also as an aside, if I choose to modify this file, do I have to include the whole XML file in the same directory structure in my mod folder, or can I just insert the body part I am modifying and cut out the rest? (Of course keeping the <BodyPartsDefs> tags)
#3
Ideas / Toes and Mobility
July 29, 2016, 02:06:44 PM
I understand that losing a toe can greatly impact your balance, but the effect is exaggerated in RimWorld. Here if you lose a single toe, that's 20% of your mobility lost (90% mobility if no other leg problems). Compare that to a simple prothetic leg, which has 30% mobility (85% mobility), if you lose two toes, you might as well replace the whole leg! This is silly!

In reality losing a toe does affect your balance, but with help you can still learn to walk or run. It also causes foot pain from walking too far. However there are special inserts you can get into shoes, similar to prosthetics, that can effectively decrease the discomfort and balance problems. Furthermore losing a pinky toe has little to no effect on balance, while losing your big toe has the most noticeable effect, meaning that not every toe is equal. Finally people who have lost all of their toes are not bed ridden. They can still walk with a little difficulty.

Losing toes should not be such a great penalty that it encourages players to just replace whole limbs. Instead allow a wearable prosthetic toe insert to be made at a tailor shop out of cloth or other such material. Pawns should automatically put them on if they lose toes, and it should diminish the penalty from having a toe missing. Like all wearable items, it should also wear out over time losing effectiveness. I also suggest that the penalty for losing toes be adjusted as such:








Original PenaltyNew Penalty
Big toe:20%10%
Second toe:20%5%
Third toe:20%5%
Fourth toe:20%4%
Pinky toe:20%1%
This would put a toeless foot still above a simple prothetic limb in terms of usefulness (75% limb effectiveness 87.5% mobility if it's one foot), which is where it should be.

As for pain from walking while missing a toe, there should be a similar penalty applied to pain level, and this is reduced with comfort level. After all if you've been comfortable lately, you've been off your feet. This would encourage players to give pawns with toe problems a place to sit while they work. The pain should not start unless the pawn is outside of the neutral area, and is uncomfortable.

Anyways that is my 2 cents. I may try to mod this in myself as a first mod, but I really think this should be in vanilla.