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Messages - Aristocat

#16
Quote from: xcontrax on March 11, 2017, 12:25:07 AM
Would love to add this to the game, but like the person above me said a bit OP.

Perhaps reduce the values by half instead of almost removing them completely
and I don't think removing the scar mood decrease is a good idea. As a person whom has a IRL surgery scar I can tell you sometimes it's painful. So if you're aiming for realism I say keep it.

But anyway I'm glad someone is making the effort to reduce the debuffs in the game, they do feel unrealistically too much.

Reducing value by half will make it easier than reducing duration.

For instance, if you get - 30 mood for a day they will go berserk, but if you - 15 mood 3 days they won't and easier to prevent berserk with drugs or whatever.

Also, the problem with scar is that it's permanent mood loss with no way to prevent it(without other mods anyway.). You have scar doesn't mean you get depression, or double depression if you already have depression.
#17
Quote from: AngleWyrm on March 10, 2017, 10:17:24 PM
Quote from: Thirite on March 10, 2017, 05:54:52 PM
This is getting kind of ridiculous for what was just supposed to be a middle finger to some pedos from 4chan.

pedos, nazis, jews, christians, hippies, sinners, hicks, unclean, lepers...
Play that tune long enough and you'll definitely belong to one of the sets of people that don't deserve to live.
#18
Get Over It

Description:

Get Over It decrease ridiculously long mood debuff to more reasonable hours. Also make a scar no longer permanent - 5 mood debuff. Prisoner part is separated due to OPness.


Features:

- Ate without table thought duration decreased to 30 minutes from 12 hours.
- Disturbed sleep thought duration decreased to 30 minutes from 12 hours.
- Was imprisoned thought duration decreased to 1 day from 5 days.
- Observed rotting/corpse thought duration decreased to 1 hour from 5 hours.
- Innocent prisoner died thought duration decreased to 2 days from 6 days.
- Rebuffed by/Had to rebuff thought duration decreased to 2 hours from 3 days.
- Little pain mood debuff decreased to 0 from 5.
- Moderate pain mood debuff decreased to 2 from 10.

Get Over It - Prisoner

- Someone's organ harvested thought duration decreased to 1 day from 7.5 days.
- Know guest/colonist/prisoner died thought duration decreased to 1 day from 7.5 days.
- Prisoner sold thought duration decreased to 1 day from 7.5 days.

Download:

Get Over It  v1.0

Get Over It - Prisoner  v1.0


Known issues:

Please report any bugs, oddities or suggestions.

Incompatibilities:

It should be save compatible and can be removed from save.

Please report any incompatibilities.

LICENSE :

You can do whatever you want with mods as long as you credit the original author.

#19
Quote from: Derp on March 07, 2017, 01:41:48 PM
I needed to increase the rate of downing for a scenario (medieval lord and a bunch of serfs. Whiny little snowflakes keep berserking just because they don't have rooms or furniture or cooked food or joy time) so I tried this mod out anyway (the lite version, with the addons), and I gotta admit that you're right, it works well.  I've had a few enemies bleed out before I could get to them, but on the whole the 2/3 chance to drop dead when downed is a bigger killer of pawns I want to keep. 

I think that even with the doubling, bleeding is less of an issue than in vanilla. Pawns now drop after two or three shots, so the common situation where a pawn bleeds out from a severed limb while the doctor treats their dozens of tiny bulletholes first is much less likely to happen.  If you can get them to a bed and a doctor with an hour or so to spare, they'll probably make it, whereas anything less than five is often terminal in vanilla.

Scar pain is still annoying though.  Are you sure you didn't increase it?  My scribe spawned with a minor scar that gives her enough pain for a mostly permanent -10 mood.  I have to coddle her almost at much as my lord just to keep her functioning.  A scar reduction would be a big help, since you're fiddling with pain values as it is and everyone agrees that it's a problem.

Glad you liked the mod.

For scars though I'm pretty sure I didn't increased it.

Scars
http://imgur.com/dTvqJzV.jpg

Permanent injury
http://i.imgur.com/BJJPDrK.jpg


<Override.Def Type="HediffDef" Target="Gunshot">
<injuryProps Mode="Replace">     
      <bleedRate>0.12</bleedRate>
      <painPerSeverity>0.025</painPerSeverity>
      <averagePainPerSeverityOld>0.00625</averagePainPerSeverityOld>
<canMerge>false</canMerge>
<destroyedLabel>Shot off</destroyedLabel>
<destroyedOutLabel>Shot out</destroyedOutLabel>
</injuryProps>
</Override.Def>


<averagePainPerSeverityOld> Is pain scars cause. So if you have 5 damage scar it causes 3% pain.

I think the problem is not that scars cause pain but it causes too high damage on body and permanent mood debuff.

I'm making a mod that reduce mood debuff durations and pain debuff. So little pain cause 0 mood loss while - 10 become - 2.

It also looks like scars don't cause much pain but Permanent Injury isn't considered scar and cause extreme pain, which is kind of realistic I suppose, but I will try to fix it although I'm not sure it's even possibly fixed it if it doesn't even considered scar.

If you have trouble with berserks you can try psychology mod.

Quote- Berserk (extreme): The same mental break you know and love, but its frequency is greatly reduced. Bloodlust pawns now have the greatest chance to go berserk, followed by psychopaths, then brawlers. (idea credit twoski)
- Sadism (extreme): The pawn will go after the colony's prisoners and pets, as well as wild animals, and brutalize them. Psychopaths have the greatest chance to become sadistic, followed by bloodlust pawns, then brawlers. (idea credit twoski)
- Self-harm (extreme): The pawn will cut their hands and arms and hide in their room. Masochists have the greatest chance to self-harm. (idea credit twoski)
- Tantrum (extreme): The pawn will destroy nearby furniture and buildings. (idea credit twoski)

https://ludeon.com/forums/index.php?topic=24648.0

If you have trouble with scars and permanent injuries you might want to get DEsurgeries mod for scar removal although that take quite research.
#20
Quote from: Lurmey on March 05, 2017, 05:35:23 PM
I did a little testing in a pre-existing colony with these variables:

  • Emergency Treatment loaded before RWP
  • Edited RWP's workgivers.xml as instructed
  • Doctor work set up with 1's on Firefight and Patient, and 2 on Doctor
I exhausted my doctor at night time, forcing her to run laps around the colony while drafted. Upon undrafting, she immediately attempted to go to sleep. I downed another colonist and undrafted my doctor again, she tried to go to sleep. I forced her to rescue the downed colonist and upon rescuing them, she prioritised treatment over sleeping.

Conclusion: It works as intended, but they do not prioritise rescuing downed colonists over fulfilling their own needs. I will check if this can be fixed by making the same change to another section of RWP's workgivers.xml right now.

RWP doesn't seem to affect the priority of rescuing downed colonists. Perhaps this can be implemented as a feature of Emergency Treatment, or could the same edit be made to a vanilla xml file to give rescuing other colonists an emergency priority?

They will priorities rescuing downed colonist over sleeping if you add emergency tag in them, but that's kind of dangerous I think, due to time it takes to go rescue and back and repeat.
#21
Outdated / Re: [A16] Priority Treatment
March 07, 2017, 08:36:14 AM
Quote from: Igan on March 05, 2017, 03:35:14 PM
Is there a Steam release planned?

Sorry, I don't have steam version.
#22
Quote from: Madman666 on March 04, 2017, 10:16:51 AM
Yep, I expected something like that. RW's bodypart and combat damage system is so amazingly complex! That was what initially drew me in this game. Unfortunately while being interesting, it also introduces unforseen problems, when it comes to adding or drastically changing this system... Oh, well.

As for balance, pawns should definitely die if their pseudo-torso is destroyed its already made unbleeding and painless which is a massive boost to a person survivability, as you can pull them away in time even if heavily injured, while you'll need to carry fleshy pawn with a second one. Otherwise it'll already be closer to artificial "Arni" than to a living colonist. Complete robot could be good, but thats another theme alltogether.

It seems not possible to make new torsos lethal without making other organs non-lethal because pawn dies when one of the activities reaches zero but all activities are already used.

I played the game a bit more with VE-CO and I think they are already pretty strong if you get them bionics so I want to focus on difference things; make game more quality over quantity. Planned features so far :

Quality Weapons : Quality of weapon increase or decrease cooldown based on quality. Make quality more significant on accuracy and melee damage - done
Quality tools and Military Equipments : "Accessory" tools and military equipment for colonists. I.e. gloves and boots to decrease aim time and increase move speed. Tools that increase work speed. Quality of equipment decrease or increase tool's effectiveness
Healthy : Eating healthy meals make pawn more stable and diligent. Make colonist move, learn, recover from wound faster while decreases mental break threshold. Not sure how exactly this should be done. Maybe add some sort of vitamins? Wouldn't that be too complicated?

Another one : Craftable personal shield and modded personal shield that regenerate extremely slowly but has 5 times health.

---

Vanilla bleeding version has been released for VE-CO.
#23
I tried to find this for hours! Simply best mod.
#24
Quote from: Lurmey on March 04, 2017, 08:14:59 PM
Quote from: Aristocat on March 04, 2017, 09:09:24 AM
Ok updated it.
Thank you! I must ask, though, is this compatible with mods such as Refactored Work Priorities and Fluffy's WorkTab?

It should be compatible with fluffy's worktab. It seems not compatible with RWP however.


Try change this in Refactored Work Priorities/workgivers into

<WorkGiverDef>
<defName>DoctorTreat</defName>
<label>give treatment</label>
<giverClass>RWP.WorkGiver_TendPrioritized</giverClass>
<workType>Doctor</workType>
<verb>treat</verb>
<gerund>treating</gerund>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<priorityInType>70</priorityInType>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>



This.

<WorkGiverDef>
<defName>DoctorTreat</defName>
<label>give treatment</label>
<giverClass>RWP.WorkGiver_TendPrioritized</giverClass>
<workType>Doctor</workType>
<verb>treat</verb>
<gerund>treating</gerund>
                <emergency>true</emergency>
<requiredCapacities>
<li>Manipulation</li>
</requiredCapacities>
<priorityInType>70</priorityInType>
<prioritizeSustains>true</prioritizeSustains>
</WorkGiverDef>
#25
Outdated / Re: [A16] Priority Treatment
March 04, 2017, 11:54:53 AM
Quote from: Lethe on March 04, 2017, 11:15:10 AM
This mod seems like it justs does what settings doctoring to 1 in vanilla? But I guess that only works for work hours or...? I'm not following exactly how it's different. Could you clarify?

Also, if the doctor wakes up to tend to a patient do they still get the disturbed sleep debuff? :\   

In vanilla even if you set doctoring to 1 they don't start treating if they have other serious issues i.e. filling joy, eating, sleeping or they need treatment. This mod make tending as emergency and will take priority over every job if it's set to 1.

I think they do priority tending over sleeping if you set it to work hour.

If they started sleeping first and patient need treating afterward they don't automatically cancel their job(currently sleeping) but you can draft and undraft them and they'll do it. Drafting them will cause disturbed sleeping however.

This is pretty much same as firework. If you don't set firework to 1 they take other jobs over the firework.
#27
Outdated / [A17] Priority Treatment
March 04, 2017, 09:02:58 AM
Priority Treatment

Description:

Colonists priority treating wounds over sleeping, eating and joy.

This mod set doctoring as same priority as firefighting, as in emergency. Doctoring should be set as priority 1.

Example :

Click to see larger image.

Vanilla





W/ Priority Treatment


Ludmila and Wallace woke up from bed to treat patients.




Download:

Priority Treatment  v1.1


Known issues:

Please report any bugs, oddities or suggestions.


Incompatibilities:

It should be save compatible and can be removed from save.

Please report any incompatibilities.


LICENSE :

You can do whatever you want with mods as long as you credit the original author.


Change log :

1.1
Updated to A17
Now self treatment, animal treatment are also emergency.
1.0
Released.

#28
Quote from: Madman666 on March 04, 2017, 05:20:56 AM
Quote from: Aristocat on March 03, 2017, 10:23:06 PM
I don't think it would really cause incompatibilities. You might need copy installing exoskeleton.xml and add new torsoes but I think that would be it. This mod change coverage but it works perfectly fine with EPOE for instance. It might be incompatible with save though, because new bodies.


Well, then we should post this idea to EPOE's author to see if he's willing to implement something like that. By the way - if you wanna increase the amount of people playtesting your mods - I suggest Steam Workshop if you have access.

I don't think Ykara will implant something like this, it's kind of too big overhaul.


Adding new body parts for some reason just didn't worked. I thought this would be cakewalk but honestly not sure what did I do wrong.

I instead replaced clavicle and pelvis with upper torso and lower torso, which both inside torso, and high chance to hit when attack hit torso. So basically, in vanilla if you get hit in torso you suffer 100% blood loss. With divided you suffer 30% from torso itself and 100% from either upper or lower torso. So when you replace either upper or lower you only suffer 30% from torso... Not sure if this will work as exactly intended though.

http://i.imgur.com/H4PuQIa.jpg

http://i.imgur.com/vOXGLsI.jpg
I didn't add exoskeleton recipe yet, so it's arms instead.


The problem would be whether it's balanced or not. Also although they are torso they when destroyed they don't immediately kill pawn. Lower torso will paralyze(down) pawn while upper torso will remove manipulation. Another problem I encountered was bodies.XML seems can't use painfactor, although I admit I didn't even tried it.

I think I should have made "new torsos" outside of "original torso", but I'm not sure how do I do it.

Another way is just not replace either of it and increase hit chance of organs more and decrease bleeding amount of torso. Since torso injury that didn't hit organs probably weren't that significant injury it's kind of realistic. It should also followed by increased hp of organs as otherwise organs will destroyed in practically every battle. This is also much easier way.
#29
Quote from: Derp on March 03, 2017, 11:27:53 AM
Quote from: Aristocat on March 03, 2017, 01:45:53 AM
What does this mod lacks? Or is it the state of perfection? Did anyone even played it? It's updated 2 days ago btw, or was it 3.
I have not played it.  The increased pain sounds very promising*, but bleeding out is already too much of a problem, considering that A) doctors don't factor it in when prioritizing wounds to treat, B) there's no quick way to treat downed enemies, and C) even if there were, the "innocent prisoner died/patient died in my care" morale loss is considerable and long lasting.

*BTW, would it be possible to mod in increased pain for untreated wounds, roughly-vanilla pain for bandaged wounds, and greatly reduced pain for permanent injuries?  Scars and old gunshots have the opposite problem, in that they can be quite debilitating for no good reason at all.

I think problem with not increasing bleeding is that this mod already decrease difficulty considerably. I'm 3 years in and not even single colonist died from torso destruction because all of them downed before that happens, and without bleeding, pawns will be practically invincible. Though, I felt thrice bleeding really went too much and I will consider release no increased bleeding version as well.

This mod doesn't increase pain from scars but I can reduce them further.

Quote from: Madman666 on March 03, 2017, 09:56:18 AM
Quote from: Aristocat on March 03, 2017, 08:44:23 AM
You can decrease pain and bleed injuries in torso cause by 1/3 and instead put it on organs, so when you replace organs you no longer bleed or feel pain as much.

I think there might be other ways, how about dividing torso by 5 parts, but these torso parts doesn't have linked body parts so they can be replaced?

I don't really know much about how whole bodypart system works, there are some limits like you can't increase health on bionic parts without raising normal part's hp or you can't add armor to them and etc. I don't even know if you can divide torso like that at all. I just like that bionic parts don't bleed and don't cause pain when hit (at least I think they don't cause pain...). Now you can change pretty much everything and EPOE's options are vast - you can pretty much make full android... BUT. Torso still squishy and it has ~30% of being hit out of all parts pawn has it the biggest chance obviously enough. And you can't replace it, without auto deleting all thats attached to it as Ykara said at EPOE's thread. And even if you counter it by somehow dividing torso onto parts you can change - I can't imagine how to do that.

To make a non-bleeding robot pawn I want to have, you'd have to redirect torso's hit chance to some new bionic parts you can install. And changing hit chance will obviously mess with vanilla bodypart system and as such will be incompatible with everything related to bodypart modification including EPOE, which I can't play without)) I think in this case the best we can hope for - is that in future Alphas big T opens up more of the game code in xmls, making it more flexible for us to play around with.

I don't think it would really cause incompatibilities. You might need copy installing exoskeleton.xml and add new torsoes but I think that would be it. This mod change coverage but it works perfectly fine with EPOE for instance. It might be incompatible with save though, because new bodies.
#30
Quote from: Madman666 on March 03, 2017, 05:54:33 AM
That'll be just unbalanced insanity with such big increases to hp. What I wanted is just a totally non-bleeding colonist by replacing all bodyparts, who can be, when downed, just brought in hospital, damaged parts set and quickly heal. What I'd really like is some sort of armor value built-in to artificial bodyparts, but that can't be done because game mechanics reasons, sadly. I do like EPOE to the point I can't play without it, because it allows reanimating deadwight colonists back by curing disabilities))

I played with your mod a bit, but not enough to offer more suggestions - It was an end of the month and there was crapton of work to be done ASAP.

You can decrease pain and bleed injuries in torso cause by 1/3 and instead put it on organs, so when you replace organs you no longer bleed or feel pain as much.

I think there might be other ways, how about dividing torso by 5 parts, but these torso parts doesn't have linked body parts so they can be replaced?