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Topics - zgrssd

Currently stuff like "Raiders hate you" is hardcoded into the game.
I do not think it should be. I think that should be the result of having incompatible Memes and Precepts - or having compatible Memes and Precepts.

A Raider Nation (one with a Religion that supports raiding) should be at odds with all non-raiders. But at least start neutral will all fellow raiders.

Several Precepts that lack a balancing factor (like "Cannibalism: Allowed") could be balanced simply on everyone else thinking you are a crazy cannibal for even consiering it allowed.
This fix: "- Change animal products and processed food to not generate negative thoughts related to meat-eating precepts. Vegetarians and carnivores alike can now eat these without being bothered."
Caused a balance issue: It is now better to select Fine meal and manually disable "Meat", then actually use Vegetarian Fine meal.

Fine meals can use 0.25 vegetarian, 0.25 Animal Products or meat. So a total of 0.5 nutrition used.
Vegetarian fine meals use 0.75 vegetarian (Carnivore use 0.75 meat), much more.

But a Fine meal made from Vegetarian+Animal Products would have all the benefits of a Vegetarian fine meal, none of the drawbacks.
General Discussion / Why "Gauranlen" tree?
July 29, 2021, 07:13:20 AM
Usually with the naming there is some obvious idea where they come from:
"Mechanoids"? Mechanic + oids. Not a bad description for killer robots.
"Boomaloopes"? You milk them for chemfuel and they explode on death. "Boom" is a very apt word. And "loopes" makes me think of Herbivor for some reason.

But for "Gauranlen Trees", I can not think of anything. I looked around for "Gaura" the propable root/core of the word:
On Wikipedia I found one genus of flowering plant and no shortage of Hindu/Indian terms:

Google Translate is guessing for Rumanian:
The meanings of "hollow" or "den" (has the Queen inside) and "earth" would make some sense. And there is a chance some other languages use it similary.

So, does anybody have a idea?
What could it be based on?
How would be it pronounced?
Ideas / Nudism improovement ideas
July 27, 2021, 01:27:30 PM
Each Ideology is not only about doing a "thing". But actually being good at doing a thing.
The Vegetarian and Carnivore Memes limit what you can do, but do come with some bonuses to offset it: Better Farming and Ranching yields.

So, Nudism:
Currently it blocks out all physical and thermal protection from being worn without issues.
In fact it even blocks most headslot items, including the ones specific for other memes.
That means it is a penalty, but no kind of bonus to offset it.

Suggestion: See-through material
The simplest way would be to allow them to make see-through clothing. All clothing is explicitly tagged as "conflicts with Nudism requirement". So these clothing pieces would simply not be tagged that way.
They could offer some degree of protection, without being nearly as good as armor.
Naturally it can also not be colored.

Mechanics wise, I would say a special set of clothing. "See-through clothing". They could be made from Textiles (not leathers). And they would require some of the Coloring Plants for the "see-through" treatment. In fact, we could propably mod such clothing in right now.
Of course the big issue here is that the clothing list is already becomming a bit full.

Suggestion: Skin Paste
Given that they show a lot of skin, they should have realy good skin-care!
So why not give them a option to grant their skin inherent protection?

They could make Skin Paste out of plants (again maybe the coloring plant?). That paste could grant their naked skin some protection: One might grant Thermal resistance.
Another might grant Armor Protection (Barkskin?), on top of some thermal proteciton.
That protection should only work if no other clothing is worn on the spot (needs light/exposure to air to work).
If the user also has a Skin Augmentation, it would not add to that - it would be one or the other.

Suggestion: Psionic Forcefield
Members of a Nudism cult subconsciously create a psionic forcefield around their body. it protects them from thermal and damage. That one only works if they do not wear clothing and grows weaker with each piece of clothing (on top of the Mood penalty).

If a purely passive effect seems to good, they might have a "shielding ritual" that applies the effect for a year to every participant.
Colonists, Traders and Raiders should propably start with about 1 Quadrum of running effect left when they enter the map. That avoids any issues with Nudist raiders dying of thermia before they reach the base.
I had a Colonist with "Wimp", which gives a "certainly loss factor" of x200.

However the loss rate for her current Relegion was relevantly slow then of a neutral pawn - rather then 3 times the speed.
Pawns do not wake up if recreation time has been sheduled.
I keep having issues with Pawns ping-ponging between:
- going to late to bad, because they had a tantrum
- having a tantrum because they are recreation starved because they slept to long

As there is also no way to order recreation like you can work, there is no easy way to fix that.
The following steps to reproduce:
- select a tile
- select a custom Ideologion
- select the memes
- on the page where you select precepts, hit back until you are returned to the world map

When selecting a tile, you are no longer given the option to create a custom ideoligion. You can only select already existing ones and adapte the precepts.

Moderator Note:
Ideo creation has been changed since this bug report, this error no longer exists. T hanks for the report!
I think we all have our view of memes. This is how I see Memes and Precepts.

Animal Personhood/Rancher
These unfortunately have one huge penalty - they can not use pemmican.
Pemmican requires plants and meat. And it is the only long lasting food that tribals without refridgerators can get.
Some replacements food product - preserved food/vegetation? - would go a long way to fix that issue.

Specific issues:
Animal Personhood seems to suffer from a Vegan/Vegetarian mixup.
While ranchers inability to even grow human food crops should lock out stuff like Fungus, which has a lot of uses besides

Pain is virtue/Pain Idealized
This basically has no downside. Comfort will not be a thing you can afford early game and flipping the pain effect is downright broken.

At first I thought it was powerfull, but I quickly realized the Indoors bar is way to sensitive. We will spend a lot of time outdoors, farming or hunting.
I actually need a specific hex to even have a chance to meet the requirements.
It takes forever to mine into the mountain or even do stonecutting, at the same time we only have to do it rarely:
The mining specialist is only rarely usefull - namely when digging somewhere new. The rest of the time he is realy just someone that lost most crafting type skills.
Maybe you could rework it to a "Stoneformer", that also gains some bonus to Stonecutting job? Or reduce the lockouts a bit, to account for it not being usefull a lot of the time?

Tree connection
Aside from the implementation issue with not having my pawns cut trees automagically, there is a lot of substantial issues with that:
- the lack of wood for burning can be somewhat offset by Fibrecorn. But the lack of wood building material is a huge issue. You do not get any skill in stonecutting or construction to offset it.
- the tree clearing might be the worst issue. A single tree does not block 1 tile - it blocks a 3x3 area for many things. Especially farming and roofs
- there is no way to only cut grasses, but leaving the trees alone.

- give us Pen level cutting controls for all fields. Ideally with a master/default setting.
- a much increased Fibrecorn yield would be very helpfull. Remember that FC is the only reliable source of wood for Tree Conneciton. And they should like wood as building material.
- maybe Tree connection could get to ignore the tree clearing for most purposes? They could plant diectly around the tree with no side effect, for example.
- maybe a work intensive way to move trees? That way a poorly placed tree can be relocated safely to where it does not hurt.
- instead of giving them more wood production, how about another way to build instead? Dwarf Fortress has the "grown" wood, which is shaped to grow into useable form and then be shed. Effectively making "Kosher Wood".
Humanity is already mastering a non-magic/sci-fi version of this. In a time of psionic trees and animals we can milk for rocket fuel, it would be childs play. Game wise we would plant the walls using a Grower. And then they would grow into full walls after a few days.

My main issue is that most headgear for some reason is classed as "nudists hate it". This should be drastically reduced, especially for items unlocked by another meme.
Of course the biggest issue after that is the total lack of armor and thermal protection. There should be some way to ease this. Maybe some sort of mago-technical paste they can apply to increase their temperature resistance and give themself some armor? Humans got a lot of skin and nudists should have realy good skincare products.

The bonuses are only useable for Psionics. While the penalties affect everyone.
And I am not sure what the Blindfold does.

Cannibal/Canibal: Don't care
Why would I ever set my colony below "Don't care" on the Cannibalism setting? It unlocks a whole additiona food source for no penalty.
However the Cannibal feast is too hard to pull off, with the price for Cannibal Platers. 200 Human meat is a lot in the early game, especially if you also need to eat meat regulary. Meanwhile it becomes trivial later.
Maybe you could add smaler platers and have them work like Ritual Seats? One plater is required, but more aid the Quality.

Flesh Purity
Not being able to use Cybernetics at all is a huge penalty. But they add Biosculpting, Drug use and even Scarrification to the list.
You basically have to run it with "Pain is Virtue" or the inevitable scars will cripple your colony. Nevermind limb loss!
And it does not offer any bonuses for it that I can see.

The following precepts are non-brainers, as they lack any visible downside and do not need any meme to pick:
- Execution: Don't Care
- Slavery, Organ Use, Cannibalism: Acceptable
- Insect Meat: Loved
- Skullspike: Desired (to easy to get skulls)

The incentive to pick items is very low. The possible upside is a mood buff. The guaranteed downside is a mood penalty if you wear anything else, especially armor.
I just intentionally empty the clothing requirements. I see no reason for it.

I see no reason to ever pick a Fixed Date Ritual and we can always swap between the two.
I think the fixed date ones should get a buff:
- Stronger Additional Rewards
- Flat increased success chance, as people can prepare for it (or manage their expectations based on the year thus far) - thus resulting in a better perceived festival
- maybe 1-2 fixed date ones could be required? While I would prefer a incentive, that could also aid them being useable.
When selecting a site to settle, one figure is among the most important ones:
How long the Growing period is.
A hex with 20/60 is leagues harder to survive in then one with 40/60.
While a 60/60 would be trivially easy on the food front.
The need for hydroponics and refigeration is directly dependant on that figure.

At the same time when doing caravans, I would like to see which tiles is forageable right now. This is not so much a indicator of growing season lenght, but if growing is in-season right now.
Bugs / [1.3]Vegetarian vs Vegan
July 25, 2021, 03:30:21 PM
I think you got a very common mixup between Vegan and Vegeratrian.

Vegeratrian - categorically excludes Meat, but allows animal products.
Some specific or particulary cruelly created animal products - like leather/pelts, industrial chicken farming - can also be included, usually on Ethical grounds.
Some others might have to be exluded for other reasons (like lactose intollerancy)*
And some simply by preference.
But generally Vegetarian would be Plant + Animal products.

In generalized gameterms, they should be okay with plant and animal products for their food. With maybe a exception for Fertilized eggs.
But stuff like leather might also be avoided, the same way non-cannibals avoid human leather.
However the heavy survival situation and the limits on killing animals in the first place with Animal Personhood, should make leather clothing a non-issue for all but extreme survival situations.

Vegan - categorically excludes all meat and all animal products.
That is what the current "vegetarian meals" map too. Incorrectly.

*In fact a friend of mine has that issue. Vegetarian by choice + Lactose intollerancy by DNA.
She can only eat a subset of all vegetarian products, as Lactose is in a lot of things.
However she can use "Vegan" as a shortcut. If it is vegan, she knows it is Vegeratrian + milk free. But she still prefers manually screening Vegetarian meals, rather then going for Vegan. Or taking her Medication against the intollerancy.

Moderator note:
We have reviewed the terms and meals and have made changes as of recent builds.  Thanks for the feedback however!
Bugs / [1.3.3069]Can not give Caravan Medicine
July 24, 2021, 03:08:30 PM
The addition of automatic Travel Supplies is nice.

However for some reason it insists on 0 Medicine.
And I can no longer manually assign Medine.

This is especially bad as this was going to be a rescue operation. So I expect injury!
I had a nestbox with Fertilized eggs inside the pen.
The chicks hatched.

I still had to wrangle the chicks. Despite being hatched inside it, they did not count as part of the pens population.
Ideas / Sacrifice autostrip/special clothing
July 24, 2021, 11:02:33 AM
Given that a sacrifice will die, it would make sense that it would be stripped before the ceremony.

Alternatively or in addition, maybe there could be a sort of "sacrificial clothing" the sacrifice has to wear for good effect?
When a pawn is pruning the Gauranlan tree, he will not follow the shedule when it is bed time.

I have to cancel the action via draft/undraft to get them to realize it has been bed time for 4 hours...

Moderator Note:

Multiple pruning refinements have been made since this post, please make a new report if still having issues!
When binding to the Gauranlan tree, I did not know that Planting skill would be required for most of the work.
So now I am stuck with a Plant 1, no passion bound person. That is also my Warden and only Cook.

I want to rebind it, but can find no way to "drop connection". Does cuting down the tree give back the seat? Would it trigger the Tree Lovers hate for cutting trees?
Something is broken with pathfinding or you added intentional suicidedness to sad wander.

Notice Eagle on one of the field. He is currently in a sad wander.
Notice the one Insect hive on the entire map, near the cursor in the upper right.
The map is literally square kilometers in size.

Yet of all the places, Eagle will consistently beeline directly into the hive.
Not even accidentally wander into it - he beelines right into it.
General Discussion / Slavery - what is it good for?
July 23, 2021, 07:00:20 AM
I am struggling a bit to make slavery work for me. And others might too. I thought talking about this might help me and others.

Firs the rules:
- Slaves can work any job, even ones they are normally incapable in
- they can not be drafted. Never tried to arm them so I am unsure if they they can hunt
- supression is fundamental. The Slave Body Strap (Torso, outer) and Slave Collar (Headgear, Neck) provide passive slave supression. But otherwise the Warden has to regulary threathen them.
- the strap blocks the Parka and Duster and the hat is taken too meaning, limited thermal resistance. Tribal wear and Shirt+Pants are still options..
- they still have moods and still can have mental breaks
- I am hopefull they are still considered as a non-colonist for mood debuffs

As they still eat food and still can have mental breaks, I see only a few uses for slaves:
- better then Prisioners. Prisioners eat food and take space. Slaves eat food, but work
- as a result, it is mostly good for keeping pawns around you want to use later (selling, organ harvesting, canibal eating, sacrifice?)
- can override "incapable off" pawn limitations

Did I miss any effect or is that the limit of effects in vanilla?
By my knowledge, currently the trader inventory is weighted random based on type.
But I think it could be weighted based on the Ideology settings as well.

In the basegame the traders have no way to predict what the colony might want. But with Ideology, they can. They know that the Muffalo Worshippers will propably buy Muffalos. And will not buy muffalo meat.
The guys having specific clothing rules can propably use more of that clothing.
Certain starts spawn random animals (basically anything but Naked Brutality).
However with Ideology, there might be a venerated animal (or two).

Could the random animals be less random, and try to match the venerated animals when possible?
Crashlanders and Triabls would propably bring and try to save the object of their veneration.
And the rich explorer just brings it along as part of the gear.
Bugs / [1.3.3067]Error during map creation
July 22, 2021, 08:05:56 PM
The error message is "Failed to find all necessary river flow data".

RimWorld 1.3.3067 rev1397
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
RimWorld.VersionControl:LogVersionNumber ()
Verse.Root:CheckGlobalInit ()
Verse.Root:Start ()
Verse.Root_Entry:Start ()

Initializing new game with mods:
  - Ludeon.RimWorld
  - Ludeon.RimWorld.Royalty
  - Ludeon.RimWorld.Ideology
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Verse.Game:InitNewGame ()
Verse.Root_Play/<>c:<Start>b__1_2 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()

Failed to find all necessary river flow data
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.Log:ErrorOnce (string,int)
RimWorld.GenStep_Terrain:GenerateRiverLookupTexture (Verse.Map,RimWorld.RiverMaker)
RimWorld.GenStep_Terrain:GenerateRiver (Verse.Map)
RimWorld.GenStep_Terrain:Generate (Verse.Map,Verse.GenStepParams)
Verse.MapGenerator:GenerateContentsIntoMap (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int)
Verse.MapGenerator:GenerateMap (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>)
Verse.Game:InitNewGame ()
Verse.Root_Play/<>c:<Start>b__1_2 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__27_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()