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Messages - 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
Ideas / Re: Toes and Mobility
July 30, 2016, 05:42:44 AM
Just a bump, I created a mod called RimToes which implements a workaround to this. It's a bit clunky, but that's because you cannot weight the tag "Moving_Tool."

I would like to further put in a request for weights to various tags that affect health stats. What these weights mean is that this Body Part provides X parts in Y towards the full functionality of this stat. For example in my mod, I would like to give feet 45 parts, big toe 5 parts, middle toes 3 parts, and pinky toe 1 part. So if you lose your big toe, you lose only 5 parts out of 60 of your movement for the limb. If you get a scar for 20% of the big toe's HP, then you permanently lose only 1 part out of 60 towards your movement for that limb.

I request this because it would expand the flexibility of mods for balancing effects. It would also allow us to get more imaginative with new creatures, like land walking octopuses or other things with unusual body types.

In the mean time I will be learning what I can about modding RimWorld and see if I can change how these work myself. I just think it should be in vanilla. If you want to use my work to update Vanilla, you have my permission so long as you credit me.
#3
Help / Re: Body Parts XML
July 29, 2016, 06:26:30 PM
Well after some testing, I found out that the movement efficiency is directly related to the number of body parts left with the activity "<li>Moving_tool</li>" Adding it to feet and legs improves the situation, but still there doesn't seem to be any XML way to properly weight how much each part is devoted to moving.

I may have to add more foot parts, making them more complicated.

Edit: I did do just that and it works, but not on old saves with people who are already injured. I also found out that I have to include the entire body file for humanoids, not just the legs, or my fix won't work. Here's what I did:

I created 44 fake body parts attached to each foot called "Phantom Foot" that cannot be targeted in combat, nor can they take damage from any source I could find. Therefore they will not show up at all. Each one of these, and the foot itself has the movement tag associated with movement efficiency on it, so they count 1 part for movement. Note: The phantom feet will be lost with the foot they are attached to.

I also created 4 fake body parts attached to the big toe, and 2 attached to each of the middle toes. They are called "Phantom Toes." Like the Phantom feet they should never show up in unless you load an old save with injured people, and the phantom toes are lost with the toe they are attached to. Each toe and phantom toe count for 1 part movement each.

The net effect is that the foot itself counts for 45 parts of your moment ability, the big toe counts for 5, the middle toes count for 3 each, and the pinky toe counts for 1. That is a total of 60 which is a nice dividable number to use. If you lose all of your toes, you lose 25% of your mobility in that leg, and it does not make sense to replace it with prosthetics or peg-legs unless your leg or foot is scarred or lost. If your foot is lost, you instantly lose all 60 points of mobility in that leg regardless of the state of your leg.

This is still not optimal however, as foot scars impact only one of it's 45 mobility parts, however foot scars are pretty rare, so that isn't noticeable. Leg scars are more common.

I am considering doing a similar overhaul of the hands. For now my work is up on the steam workshop under a mod called RimToes. I will be making a forum post in the development section later today about the future of the mod.
#4
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)
#5
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.
#6
Ideas / Re: Hunting Spot Workshop
May 20, 2016, 06:13:11 PM
Crazyarms, in your example, could the squirrel get marked with a hunting icon the second a hunter chooses to target it? This way the hunter can continue the hunt until the squirrel is dead or has left your area, even if he decides to go get dinner first.
#7
Predators and Boomalopes are the reason I build stone walls around my village. Stone does not burn. >.>
#8
Ideas / Re: Let's talk about melee combat
April 25, 2016, 01:53:25 PM
I personally would like to see melee and ranged both get a bit of a rework.

Currently you have a choice. Do I make this pawn a melee only pawn, or a ranged only pawn. The only case where one can be both really involves bionic limbs, which reduce their effectiveness in using their ranged weapon.

Instead I don't see why I should choose one or the other except in certain rare conditions, usually a trait. Instead ranged pawns should be able to carry a small melee weapon, and holster/sling their weapons when an enemy approaches to draw said weapon. A longsword or spear is too large to do this, but a gladius is a short sword, a combat knife, a shiv. All of these could effectively be used.

Also some weapons such as the assault rifle could have a bayonet attachment allowing it to fight like a slow gladius, but allowing more of a defensive value than said gladius. If you ever took bayonet training in the military you'd realize that the weapon makes a good blocking instrument.

For brawlers, the pilum or other thrown weapons should be used. You throw them away at the enemy as you advance. Instead of forcing a pawn however to stop to throw, allow them to advance at a walking pace during the animation, then make them run during the cooldown. This will let your brawler use his 8 shooting attack without making him unhappy to hold a gun.

Certain weapons such as large clubs however should not allow for throwing weapons. I agree that there needs to be low tech shields for these characters. However shields made of wood, or even steel will have a low chance of blocking or deflecting a bullet. Instead I'd like to see plasteel shields as well designed to absorb and deflect bullets while being lighter than steel shields.

This puts characters into several groups for combat:
Noncombat: Those incapable of violence will use a small melee weapon to defend themselves in combat, but they use it defensively to try to disengage, and aren't likely to hurt the opponent.

Guns and Bows: These units carry a small melee weapon. They will sling or holster their gun and draw this weapon if someone is approaching in melee.

Heavy Guns: Guns like the minigun are too large to sling. These units should carry that as a trade off for how effective they can be in combat.

Skirmishers: Those carrying medium or smaller melee weapons into combat should be allowed to have thrown weapons for when they advance. The current shield should not prevent such a low velocity weapon from being used. Medium weapons are of the Longsword variety.

Sword and Board: Those carrying weapons larger than a longsword, that cannot be effectively sheathed can carry a shield instead of having a ranged weapon. This shield can deflect arrows, and occasionally bullets, the best of which is made from plasteel which has a good chance of deflecting a bullet.

As far as injuries are concerned, I feel that if you have a number of competent doctors who can respond quickly, this really isn't an issue. The worst I've had from combat that wasn't a fatality was losing a limb which can be easily replaced. Then again I don't really play on the harder difficulties.
The scars that really get me are the ones that happen to a body part you cannot replace. Torso scars for example. Personally I don't see how a scar should affect HP of a bodypart at all, unless it's completely disfiguring. Perhaps that is what they mean by scars anyways since all other wounds heal completely. Perhaps it should be renamed to disfigurement?