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Topics - Arganot

#1
How often do you remember to use your Word of Inspiration? I know I forget it for long periods. What I am looking for is a mod that could be set to have pawns with psycasts (or leader/specialist/moral guide abilities) to use them automatically.

     Solar pinhole - Place a spot that doesn't block placement (similar to "Barely Restricted Spots" by Owlchemist) for Pinhole light and available casters would fill it and refresh it if the duration is low. Exactly like refueling a torch.

     Waterskip - If the psycaster is firefighting they will check an area around them for clusters of (configurable) burning tiles.

     Word of Trust - If a prisoner is set for recruit / reduce resistance and has (configurable) resistance remaining. Highest first would make sense.

     Word of Serenity - When a pawn has a (configurable) tier of mental break.

     Word of Inspiration - Each psycaster can have a set target(s) and if they are already inspired or unavailable there could be a setting to cast on nearest, random, or hold.

     Animal Calm - Hostile animal within (configurable) tiles.

     Immunity Drive / Preach Health - Pawn has (configurable) deficit of of immunity. Worst deficit first. Configurable for Colonist, neutral, and/or prisoner.

     Counsel - Attempt if pawn has > -X mood thought that will persist >Y days. Longest duration / highest malus / lowest mood  first options.

     Convert - Prisoner set to convert with lowest certainty that this won't drastically overshoot.

At first I worried that a pawn would spend their time looping between meditating for focus and dumping it on big casts, but when I look at the list the only one that might do that is Word of Inspiration. Even then it would be the player configuring the pawn to do that and maybe letting their "incapable of almost anything" pawn be free to camp out at the anima tree between pilgrimages to the crafting room to drop Word of Inspiration is exactly what they want.

I think the most important part of this is the ability to configure these rules in mod options and then set each pawn to if they are going to automate that psycast. I am thinking it could have a green check mark or red 'X' much like 'fire at will.' This kind of mod won't be much help if you cant stop important pawns from meditating all day.

And maybe as one last configurable option, separate the cooldowns for leaders / moral guides. Perhaps a system of cooling slower if more than one is on cooldown or just a simple A is X days while B is Y days with complete separation.

This seems like it might be a big undertaking from my point of view, but there really is nothing like it on the workshop from what I could find.
#2
Mods / Effective shooting of enemies
March 21, 2022, 07:34:15 PM
I was looking at mods for my next run when I came to weapon mods to add some variety for the weapon pool. But then I asked myself if any of the weapons are even a weapon I would want to use. Which got me thinking about if there is particular damage numbers that might be better for killing or downing enemies. To determine that however, I would need to know the mechanics of what kills and downs.

The wiki has a fairly in-depth explanation on how the game selects which part of the pawn gets hit, but I wasn't clear on how "internal" damage effects the "external" part. Like if a Lung gets hit for 16, does the torso also take 0, 15 or 16 damage every time / sometimes?

How much damage and which wounds kill / down a pawn?

Then which damage sizes and damage types would be most effective if damage is some times halved or if it isnt halved at all?