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Topics - wwWraith

#1
Ideas / Temperature insulation per bodyparts
March 06, 2018, 06:32:38 AM
I've always thought that it's not very realistic that a single wool tuque can keep the pawn comfortable in the snow even if they are naked otherwise. I think that the insulation stats should be applied only to the bodyparts covered by the item in question, as armor do. Of course it'll require rebalancing of item stats, officially adding hand/footwear and changing the mechanics of frostbite, etc., but it'll make outfitting less straightforward and more interesting.
#2
Mods / [Mod request] Restrictions for wandering pawns
February 23, 2018, 08:19:02 AM
I think it would be good if the pawns with the "wandering" job (including animals and visitors but excluding those in mental states) would be made unable to have their destinations set in the rooms marked as hospitals, bedrooms and prisons (probably also barns, kitchens and laboratories; ideally it should be configurable).

It would be much more efficient than messing with restriction areas. This way they won't disturb sleeping pawns, spread filth and provoke other incidents while still being able to do other jobs in these rooms. Injured animals will stay at their beds in hospitals when needed while not wandering there without cause. Idle pawns will concentrate in more "common" areas resulting in more social interactions.
#3
Help / TaleDef types
February 21, 2018, 07:06:49 AM
I'm trying to change the expirability of some tales. I saw 3 values of <type> in their defs: Volatile, Expirable and PermanentHistory.

1. What's the difference between Volatile and Expirable? I see that there is <expireDays> in the latter but I saw tales of Volatile type were removed after some time, too.
2. Is there a type that will make the tale permanent without adding it to the History graph?
3. I saw sometimes even PermanentHistory tales (e.g. Marriage and RaidArrived) weren't generated at all. What's the cause of it?
4. I never saw some tales related with death like KilledLongRange or KilledColonist. What's the cause of it?
#4
Mods / [Mod request] Culture and techlevels overhaul
January 15, 2018, 08:16:51 AM
I know there are mods for changing techlevel like Tech Advancing. But I think in RimWorld techlevel have some different meaning than e.g. ages in Civilization. I'll try to explain it.

I think about techlevel here as a sum of common knowledge and cultural traditions familiar for the given society. Tribals have more difficulties researching advanced techs not because their brains are smaller (after all, their ancestors most probably came from the other worlds by travelling through space) but because "industrial" colonists already have some familiarity with at least basic concepts of these techs: from their initial education and/or common experience, things they see or hear about every day. E.g. if we take 2 researchers with equal stats (equal "brainpower") but first raised in tribal society and second - in industrial and order them to research electricity, second will be able to remember some things like that there are electrons, conduits and isolators, voltage/amperage, ac/dc, magnetic and thermal/light effects, while first will have to invent these concepts from scratch (even to realize at first that he need these concepts), often wasting his time with wrong hypotheses.

So I'm suggesting to add "culture level" as a stat for every pawn. Then, researching speed should be calculated from this stat of the particular researcher, not the colony's techlevel.

1. Defining the culture level of the pawn.
Backstories have tags (<spawnCategories>) that may be used to detect which types of society the pawn could be from. Rainbeau's Editable Backstories may help with examples. I think that the best way is just to choose one from all the tags that pawn's backstories have. E.g. if their childhood was tribal and adulthood was suitable for industrial/spacer societies, we can't reliably say which of these cultures that pawn was accustomed to at the last, so let the random choose it. Or we can use only tags from pawn's adulthood is their age allows to think that they have spent enough time in that society.

2. Researching.
Change the amount of research points producing by individual pawn according to the difference between their culture level and research project's techlevel rather than increasing researching cost if its techlevel is higher than that of the colony. E.g. researching Electricity will require 1200 research points but tribal researcher will produce these points twice slower than industrial or spacer.

3. The colony's techlevel.
I think that colonists' culturelevel should adapt to colony's techlevel with a time passing, albeit slowly (probably several years per level). There could be different ways to make the colony's techlevel change, too. Probably it'd be better to make as in said Tech Advancing mod, based on the percent of researched techs from that and higher techlevels. While the idea to make the colony techlevel also being able to degrade (e.g. after some particularly devastating raid bringing the industrial colony back into stone age) looks tempting, I don't think it would be really worth to implement because most probably the colony will be restored (or abandoned) sooner than their researchers will change their culture levels. The other way could be to calculate the colony's techlevel as an average of all the culture levels of colony's pawns.

The main goal of this mod will be to make the researching process more diversified and realistic. It will generate situations like one pawn being the quickest researcher of low-level techs while other could beat them on higher techlevels. It will encourage the player to keep several pawns as appointed researchers and give more meaning to their backstories. The chosen method of changing the colony's techlevel will matter for strategic decisions. Also the cultural differences between pawns may be used for some social situations like it was in Rumours & Deception.
#5
[under construction...]


Mod name and link
   
Version
   
Date
   
Description
[W] Boots and Gloves    0.18.1    31.01.2018    Adds some boots and gloves.
[W] Clear Way    0.18.0    02.02.2018    Makes the filth to slow pawns (a little) so they should (at least sometimes) avoid stepping on it and spreading it more.


I know that my English is not good, so if someone will want to help me to improve the text used in the mods and/or their posts, feel free to tell me.
Also I don't rely on my art skills so I tend to use any existed textures rather than trying to create them myself. So if someone will want to draw them, I'll be grateful. Currently there is a need for:

  • light/heavy/tactical boots/gloves.


All my mods should be compatible with ModSync Ninja unless otherwise stated in their post. However it doesn't mean that they require it.