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Messages - twoski

#226
I am the creator of that mod but it also relies on Haplo's map generator mod. I told Haplo about this bug.

And yes, the bug went away after i made certain that the map generator wasn't placing beds on the map. This also applies to animal sleeping spots/boxes.

So if you want to reproduce this bug, just place beds/animal sleeping boxes on the map before spawning the animals then wait until night time.
#227
Help / Creating new mental breaks
August 08, 2016, 08:09:33 PM
Hey all, i'm trying to mod new mental breaks into the game. Not entirely sure where to start though. The source folder in my game directory seems to be lacking stuff, is it just snippets for reference?
#228
Ideas / Re: More Types Of Severe Mental Break
August 08, 2016, 09:49:10 AM
The antisocial break might work better if it was limited in terms of how long the pawn stays there. Or maybe just have them move far enough from the colony that they can't see any other pawns.
#229
Ideas / Re: Your Cheapest Ideas
August 08, 2016, 12:24:36 AM
More mental breaks that are easy to do: https://ludeon.com/forums/index.php?topic=23011.0
#230
Ideas / More Types Of Severe Mental Break
August 07, 2016, 10:51:45 PM
I'm getting really annoyed with my pawns constantly going berserk. It's a mental break that should happen very rarely but currently it's the only thing that happens when a pawn is severely unhappy. I got a mod that reduces the chance of berserk happening because it's just incredibly annoying and unrealistic for a pawn to go active shooter because they're unhappy.

We need more interesting severe mental breaks, i have a few ideas for simple and cheap ones:

- Antisocial mental break: The pawn moves to the other side of the map for a couple of days and lives on their own
- Animal violence mental break: The pawn finds the nearest animal and takes their anger out on it. If it can't find an animal then it just wanders around.
- Destructive mental break: The pawn walks around and punches furniture/etc, damaging it.
- Self harm/suicidal: The pawn cuts their wrists/arms and causes severe bleeding then sadly wanders around.
- Faint: The pawn becomes very exhausted from being so stressed out and faints on the spot, and has to sleep for a few days before they'll feel better.
- Verbal abuse: The pawn goes crazy and takes out their anxiety on any nearby pawns, ruining their relationship (ie. their relationship with that pawn suffers greatly and goes into the negatives). This would have implications for marriages/lovers.

I would mod these in myself but i don't know exactly what i need to do to do this.
#231
Yep, it is.
#232
This seems to be related to spawning beds via the map generator, i think. Will confirm shortly.
#233
Mod bugs / Massive FPS drop due to sleeping spot bug
August 06, 2016, 08:09:00 PM


steps to reproduce:

1. get my mod: http://steamcommunity.com/sharedfiles/filedetails/?id=737842420
2. start a game and find a building with a bed in it.
3. uninstall bed and install it in your settlement
4. all the animals on the map start throwing the error in the image i posted. and your game lags horribly.
#234
Quote from: keylocke on August 06, 2016, 07:05:44 PM
tribes have been significantly nerfed due to the removal of melee doomstacking.

it has become relatively easy to find chokepoints to gangbang their melee while forcing their other melee to run around searching for alternate routes.

part of the issue i think is that i often only have 4 or 5 settlers by the time i get huge tribes attacking me. sometimes you just aren't lucky with getting injured people to take captive.

and with few people to defend with, even a chokepoint doesn't help much
#235
The last time i played, turrets didn't require you to research electronics before you could research them. I think it is this, coupled with generally more resource bottlenecks (such as components) which has made reaching endgame on challenging particularly hard for me.

I think mainly the issue is i can never seem to get enough turrets up before the game sends a massive tribe into my base and overwhelms my pawns. That specific event can only be overcome with turret farms. Even if your pawns have high stats, you simply can't kill that many enemies before they get up in your face. You need turrets distracting them and killing them so that your pawns can actually focus on killing instead of fist fighting.

Is the game balance going to be re-evaluated any time soon? Or should i just downgrade to Rough from Challenging? Because the difficulty curve seems to have gone up significantly with all these new research/construction bottlenecks being added.
#236
Kind of a humorous bug i think...



This guy got his left arm and right hand torn off by boars, rendering him pretty much useless and incapable of even simple tasks like hauling. Except for some reason he can still doctor people.

A side thought: Missing an arm should be a -50% manipulation penalty, but missing a hand should be like -48%. Because technically if you had 2 stumps for hands you could still (with much difficulty) haul things. Just my $0.02.
#237
Scenarios / [B19] Tomb World
August 04, 2016, 10:19:16 PM
Note: This mod uses Misc MapGenerator. If you do not have it installed you will get errors. Grab it: http://steamcommunity.com/workshop/filedetails/?id=704182588

In this scenario you start off with 3 pawns, but with less useful gear. You have only a couple of knives and a pistol. Most of the food you have is nutrient paste rations. You must find shelter among the derelict buildings from a long dead civilization and rebuild society.

This mod completely overhauls the map generator so you'll need to disable it if you want to play a normal game.

Download it here: http://steamcommunity.com/sharedfiles/filedetails/?id=737842420

Non-steam version here: https://bitbucket.org/twoski/rimworldmods


Licensing:

You may include this mod in a modpack, however do keep in mind that i may update it. It is better if you add this to a steam-based modpack since steam automatically updates when i submit my changes.

You may derive from this mod but please add a visible link to this mod if you do.
#238
Ideas / More Mood Buffs
August 03, 2016, 01:50:13 PM
It seems that there are ample mood debuffs that occur for most situations but not as many mood buffs. I think it would be cool to reward the player for going the extra mile to improve the lives of pawns.  Some ideas:

- Mood buff for killing raid leaders or mechanoids. Straightforward. A pawn would gain happiness for a few days knoeing they protected their base.

- Achievement buff for leveling up. When a pawn levels up they get a small mood buff for a day.

- X days without incident buff. After a pawn goes without being hurt or having a mental break, every month they get a small mood buff for a day.

Stuff like this which subtly rewards players for running a tight ship
#239
Bugs / "Colonist Died" Debuffs Stacking
August 02, 2016, 09:37:10 PM
Not sure if this is a bug, but in my opinion it really needs to be evaluated.

Basically, if you have 2 pawns who are in love and one of the pawns dies, then the living pawn gets 2 debuffs: One because his lover is dead and one because [dead pawn] died. It got even worse when the pawn's bonded animal died.

The guy basically had -30 or -40 mood for half a year. Not only is that basically unmanageable, it just seems wrong. A debuff of that magnitude that lasts that long is an automatic anxiety spiral for the pawn it affects. In my game, the pawn completely lost his mind several times and went berzerk over and over. I eventually had to execute them because no matter what you do, you can't offset a debuff of that size.

If you were stranded on a planet with some other people and your wife and pet died, yeah it would be shitty. But is the appropriate response to this to continually go insane and attack people?

What i'm saying is that these death debuffs either need to have their values adjusted to be a bit more forgiving, or maybe there needs to be a general "mourning dead colonist" debuff and a general "mourning dead pet" debuff, instead of personalized debuffs for every colonist/pet that dies.

That, and i think there needs to be some sort of categorization of mental breaks (ie. mourning pawns are less likely to become murderous assholes and more likely to just become severely depressed), but that's a topic for the suggestions forum.

#240
Bugs / Re: Steel disappears on load
September 14, 2015, 08:40:55 AM
I think it got overwritten unfortunately.