Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - lunaticneko

#1
Mod bugs / Re: Cannot do anything
November 15, 2021, 05:56:21 AM
I've been trying to track this one down myself, but in my case, there is an error associated with LWM Deep Storage.

I'm sorry to piggyback onto your thread, but mine don't have log right now (at work -- yes I look at forums at work).

Importantly, people on LWM Deep Storage's github page discussed the issue, and they seem to be pointing fingers towards the base game that contains "a vanilla bug exposed by modding".

https://github.com/lilwhitemouse/RimWorld-LWM.DeepStorage/issues/110
#2
Ideas / Re: Player Reputation
February 14, 2021, 08:09:55 PM
That's why I tried to explain that these qualitative values are not universal. For almost everything you do, there will be someone who agree and disagree.

Only some of the factions that consider themselves moral will hate poaching. War Criminal debuff is intended to be subjective, affecting only the "SJWs" and the victim factions. Pirates and tribes don't care about contraband, but the Empire probably will. Some factions might have "an eye for an eye" attitude and keep track of how many men they lost, and they will execute the same number captured from you. Probably.

But the reason for this qualitative system is to put the game on more than a single -100~+100 scale. I think factions should form qualitative opinions more than like or dislike. This isn't The Sims 2000 anymore. People can have mixed or complicated feelings, and this should be reflected somewhat in RimWorld.
#3
Ideas / Player Reputation
January 15, 2021, 09:23:22 AM
Player actions should result in qualitative reputation, known by the other factions. This may be positive or negative, such as:

* Poacher: Frequently taming or killing rare species. Hated by Good Outlanders, for example. Modders can implement WWF or SJW factions to suppress the player.
* War Criminal: Caused by executing enemies in the field or sending mutilated prisoners back. Enemies are more likely to take personal revenge by executing downed pawns in subsequent raids or pursue total annihilation. Raids from affected factions are also larger.
* Thrumbo Killer: Among protected wildlife species, Thrumbos are among the most respected by the tribespeople. Killing Thrumbos in sight of other factions or while being observed may reduce relations with tribes or trigger raids.
* Contraband Trader: Trading in animal horns and drugs increase frequency of outlaw raids, deterioration of relations to peaceful factions, and attracts more drug users in subsequent raids.
* Imperialist: Being too fond of the Empire affects your relations with other factions.
* Cannibal: Different cause, similar effects to War Criminal, and stack with each other.
* Dependable: Completing many quests generate even more quests.
* Hermes: Earned by frequent trade. Your colony attracts caravans and may even drive hostile relations into neutral.
* Honorable: Enemies may accept your surrender and agreement to pay to dismiss a raid. Earned by sending enemies back alive and well, or avoid executing downed enemies when you go out to raid them.
* Sanctuary: Your colony has earned a reputation of being a leader of multiple factions. Your allied factions, who may be enemies of each other, respect your status as "the Geneva" and will never fight each other while in your territory. It also allows you to arrest and detain a few peaceful visitors without causing hostility (they believe that you have a just reason).
* Enemy of Mankind: Multiple factions will band into a coalition to raid and purge you. How much of an asshole are you?
* Mech Killer: More mechanoids for you, and other factions will warm up to you for this.
* Seclusionist: Serially avoiding trading (just don't talk to the traders) and traveling (limit yourself to about no more than 5 tiles on the world map) earns you this reputation. It reduces threats from humans while increasing other incidents.

How do they know?

* Other factions will know if they are present in your colony.
* They may also send scouts, not visible to you, to check on you. You can notice their presence if you have your own hunters outside patrolling the perimeters of your territory.
* You may live on a trade corridor where pods frequently fly over. Outlander settlements sometimes send observers with their pods to locate natural resources or migrating animals to hunt. Your weed plantation might be detected.
* Some of your colonists may report to other factions using the comms center. You can reeducate them if you catch them. These colonists tend to get "spared" during raids.
#4
Ideas / Outfit rules inheritance
January 06, 2021, 07:37:12 PM
It should be possible to inherit clothing rules.

Inherited rules are in tri-state: a piece of item is either allowed or rejected (overriding the parent outfit), or follow the parent outfit.

This should allow more types of outfits to be quickly created and centrally managed, such as role specialization for protection suits introduced by different mods.
#5
Mods / Re: Mod suggestion - realistic death
December 02, 2020, 11:51:58 PM
Have you tried Death Rattle mod yet? Or is it not to your liking? Although it doesn't have much in terms of life support, DR has quite a lot of different delayed death mechanisms.
#6
Ideas / Re: Your Cheapest Ideas
December 02, 2020, 11:47:02 PM
Decorations & UI & QoL

Many features, yes, but individually each is cheap and do not affect gameplay.

* Signs made by art system, but you can set the text. The text balloon pops up as you mouse-over (without clicking).
* If an empty shelf or small container has only one allowed item/category, show a "ghost" of that item/category.
* "Hammer" a wall corner into a curved (circular) or cut a small 45-degree angle. Aesthetic only. Does not affect health or any other stat. Wall must be full health before such modification.
* Half-grid placement so you can place, e.g. a one-tile small throne in the middle of a two-tile carpet. Both tiles the throne straddle on will be unavailable to any other object.
* Separate planning brushes into walls, floors, and objects similar to Prison Architect.
* Different/broken power nets have different colors, also similar to Prison Architect.
* If possible: in-place replacement function, so you can replace a bed by a better one. The original and the replacement item must have the same dimensions.
* Pawns about to die (80%+ disease/infection, less than 10% HP overall, less than 10% HP in critical organs, or less than 3 hours of blood left) should have a skull or a grim reaper on the pawn bar. This does not include vegetative state pawns (near-dead brains but still alive).
* Ability to toggle "linkable coverage" visibility, such as coverage of bedroom furniture.

Above ideas do NOT affect any gameplay or mechanic balance.

Next is my own idea that affects gameplay:

* Idiotproof door. Only pawns and advanced-intelligence animals THAT HAVE HANDS/ARMS with at least 30% manipulation can open it. Upside: No more boomalopes in fuel rooms. Downside: Broken-arm redditors cannot open the door.
#7
Ideas / Re: Your Cheapest Ideas
March 26, 2020, 09:14:38 PM
Top Royalty pawn being crappy (incapable of too many jobs, low skills, bad traits) gives "Idiot Leader, We're All Gonna Die!" negative mood. (Yes, the phrase was taken from a Thai political protest, let's see if we can make a better one.)
#8
Mods / Re: Mod suggestion - alternative currencies
March 23, 2020, 10:00:08 PM
Regarding limitations, I think these would also work:

Physical: All factions honor gold and silver. Native to the main game, the price of gold should be permanent or be less fluctuating.

Paper: Scrips may be based on gold or silver currency. Like real-world equivalents, they can also be cashed at the issuer for the backed metal (except the Imperial money, which is fiat). Each faction honors their own and their allies' scrips at face value. Neutral factions are at their discretion ("sometimes"). Hostile factions never honor each other's scrips. All factions honor the Empire's scrips, regardless of stance. However, scrips are not honored or issued by any tribes. All non-tribal factions *tend to* pay you or offer tender in their own scrips (The Empire: almost always). If a faction is completely wiped out of the map, all of the faction's scrips become worthless.

Cryptocurrency: Only Industrial or above factions may honor crypto. Trade ships always honor crypto, and they do not require beacons to send. To access the full amount of cryptocurrency, at least one functioning comms terminal is required at one of your colonies to store and access the wallet. Use of crypto increases mechanoid attack risks due to extra "heat" generated from frequent transactions. If you kill someone and they drop hardware wallets, you must salvage/hack them using high-tech research bench to access the money inside. This is an expensive operation which may or may not succeed.
#9
I really, really missed this mod. Welcome back to my modlist :)
#10
Ideas / Re: Steam Workshop: Language Categories
October 01, 2019, 01:05:05 PM
I'd like to second this idea. For better organization, they should just be split.

[Mods], [Scenarios], [Language Packs]
#11
Ideas / Re: Your Cheapest Ideas
October 01, 2019, 01:01:46 PM
Sparring. Almost the same as social fights, but damage is limited (participants try to contain damage and avoid wounding), pawns may do so for extended period of time, actually gain enjoyment, and improve social relations. Pawns with bladed weapons will not spar with unarmed pawns.
#12
Ideas / Re: My problem with skill decay.
August 27, 2018, 03:23:07 AM
"Yeah, I might be a bit rusty, but don't underestimate me. That deer is good as dead."

I think there should be a "mastery" factor that reduces slightly over time. If your mastery is at 100%, there is zero decay, but at 0% the decay proceeds like vanilla. It should also allow a higher "no decay" zone. Mastery basically is there as a proof that the pawn does have a long-term understanding of a skill, independent on mechanical capability to do it at the time. Mastery should also allow a pawn to get back up to speed faster.

This mechanic will obviously reduce the effectiveness of neurotrainers, but I think that should be okay. How I imagine is that neurotrainers are supposed to be supplementary to manual learning, not as a complete replacement.

Mastery reduces faster (from 100% to 0%) if a pawn has brain dysfunction.
#13
Ideas / Re: Nutrition bag. [mod is fine though]
August 27, 2018, 03:12:31 AM
Something like:

IV Drip Tech

Researchable tech upgrade to Vitals Monitor. Allows them to accept three IV products, "expanders", "nutrition", and "medicine", all at the same time.

Expanders reduce the consciousness penalty from blood loss, keeping pawns alive longer ("expanded volume hediff" effective only if blood loss is also present) especially when the pawns have multiple complications. Nutrition reduces need for food consumption as food need is slowed down. Medicine drips prevents future infections and slows down existing ones.

Nutrition drip products are the simplest to make. Both IV medicine and expanders require specialized technology, successively harder to produce. All of them can be manufactured at a drug lab using neutroamine, (standard) medicine, and some unique ingredients (I suggest that since expanders are meant to be used in blood systems, they should require some more difficult chemicals to be prepared).

The more patients are hooked to a Vitals Monitor, the faster the three "fuels" will drain. If a patient doesn't need something, then it won't be used. For example, diarrhea patients need only nutrition, and won't deplete expander or medicine supply.
#14
Ideas / Re: Nobody makes one meal at a time!
August 27, 2018, 03:03:59 AM
I think a bill should be able to be set to "bulk" mode instead of relying on mods to add bulk jobs. The options for the bulk mode should be the minimum and maximum batch size, with larger batch sizes being more resource- and time-efficient at the cost of experience gains (10x meal prep and 10x meal cook should gain more exp than 10x meal prep then throw it all into the wok, etc.). The game should also set a hard limit to max batch size according to realism and practicality.

For example, if you set a "cook [4~10] simple meals", but have ingredients for 7, then the pawn makes 7.

This would allow more kinds of jobs to be done in batches, not just cooking.

It should be possible to reasonably cook 20x simple/fine meals and maybe up to 5x lavish meals at a time.
#15
I think ANY of the nonstandard voltage levels should result in risk of device failure.

Low Voltage => 4x failure risk
Slow Voltage => 2x failure risk
Overcharge => 4x failure risk
OVERCHARGE!!! => 16x failure risk

This is not about short circuiting but about device failure in general, the ones that require component replacement.

Also, there should be a way to increase frequency (Hz) of the power grid. This would cause 2x failure rate (in addition to voltage-based changes) but makes everything work 41% faster (a factor of sqrt(2) just because I like it). This increases not the power output of the grid, but the speed of the devices themselves. Turrets would fire faster. Research benches would perform at 141.4% speed. So forth.