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Messages - jimutt

#2
jimutt's mods


Welcome!
This is the location where I will be showcasing and listing my current and future RW mods. I'm still very new to the scene and I will initially be
focusing on mood- and need related modifications.

Mods:

--- Milder Breakdowns ---
This mod only changes the behaviour of the most extreme/critical breakdowns, not all of them. In vanilla the only general critical breakdown is "Berserk", where the affected pawn goes crazy and tries to knock out his fellow colony members. Milder Breakdowns reduces the possibility of the Berserk mode to occur and instead makes it possible for a number of the other milder breakdowns to happen even if the mood level is critically low.

Now the following breakdowns are enabled as extreme/critical breakdowns, and "Berserk" is the most rare:
- Psychotic Wander
- Sad Wander
- Hide in room
- Binging Alcohol
- Berserk

Current version: v1.0
Download: https://www.dropbox.com/sh/stqpotm70dsfesa/AACjgqIoqm7Rjj7yzw3ECVbJa?dl=0
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=730597267
Changelog:
1.0 - Inital upload




-- Let's share bedroom ---
This small mod makes your pawns prefer shared bedrooms (gives them a tiny +1 mood boost) instead of wanting their own room. This could be pereferrable in tribal gameplay or other scenarios where it makes more sense for your people to live and sleep together.

Current version: v1.0
Download: https://www.dropbox.com/sh/ufe6xgt2xekweos/AAD5H021ft56YnsFj3eiar1Ia?dl=0
Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=730598352
Changelog:
1.0 - Inital upload




Author
Me (jimutt)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License
Unless anything else is stated all current and future mods will be released under the MIT license.
You are free to use my mods in modpacks, but please leave a link to this thread and mention me as the author of the used mod.
#3
Ideas / Re: Berserk!
July 22, 2016, 09:01:18 AM
I think it's quite clear that peoples opinions differ about how different things should affect the mood of our pawns. Personally I think I'll try to put together a rebalance mod which suits tribal gameplay better. Putting less weight on separate rooms, dirt etc. I still believe that the Berserk mental break need some modifications and rework but when it comes to general "mood modifiers" I guess it depends a lot on the player and what kind of backstory you've made up for your own characters and game.

Although if you just want to get rid of the Berzerk break I put together a really quick Def edit which you can get here: http://steamcommunity.com/sharedfiles/filedetails/?id=729294240

As someone mentioned "Berzerk" is the only "Extreme" level mental break right now though. So I decided to replace it with the "psychotic daze" break for now.  Though my plans is to put together a larger more cotextual rebalance mod later on. Haven't been looking into Rimworld modding very much but I do work as a software developer so it really shouldn't be impossible. Just need some more of that precious time...
#4
Ideas / Re: Berserk!
July 22, 2016, 04:19:07 AM
Just wanted to drop by and say that I fully support those who think the Berserk feature is broken and really improperly implemented. I agree with toothyp1cks about the unrealistic and frustrating nature of this behaviour state.

I got especially upset about it when I recently played a custom tribal scenario where I started out with a couple of tribesmen and very limited supplies. The game actually played out well and I managed to fight of most threats pretty good. Well, until my tribe started going berserk... And let me tell you the reasons of this:

* Someone watched outsiders die (well that's reasonable, could probably make people feel bad)
* Almost all my tribesmen felt they lived in an ugly environment. REALLY? If I choose to start the game as a tribe (which is an official feature introduced in the last patch) I don't expect my "tribe" to come from some kind of utopian super city with all the luxury items you can imagine. Still I had a lot of flowers etc. and in general I believe the environment for my tribemen was more pleasant than how most tribes with the same technology level would live in IRL.
* People was sleeping in the same room. Yeah, sure. I know this has been a basic characteristic that has been in the game for a long time. But well... If you look at most both recent and prehistoric tribes you will find something that's pretty common: Tribesmen do/did not have a separate room only for themselves. And guess what? It doesn't make them sad! Wierd? No, don't think so.
* Someone's dog got attacked by a cobra and died. Yes, this is a sad event. But I'm pretty sure the nature of this tragic loss still would not contribute to someone going nuts and trying to kill the whole tribe. No, there are many more important things to focus on.

I don't know, perhaps I could have prevented some of the above by tweaking the scenario settings (haven't been looking into those that much yet) and make the game behave a little more realistic. Though I realised I've perhapsed ranted more about the lack of adaptation for the "tribe" feature than the actual berserk mode. I still believe that the Berserk mode is a misaligned and strange behaviour for normal "colony" game play as well though.

Some basic ideas to improve the system:
* Perhaps keep the berserk mood but make it extremely unlikely that it will ever occur.
* Introduce more types of mental breaks, which are more likely. As some people have already suggested.
* Make tribal gameplay make sense (doesn't really belong to this thread though).
* Tweak the mood system to make a little more sense. For example look at the IRL scenarios toothyp1cks described and try to realise how ridiculous the current in-game mental/mood system is.
* Allow us to fine-tune a lot more settings when creating a scenario, then you can maybe keep the current Berserk mode for those who like it. If there just would be an easy way to make the mental break-downs to behave a bit more realistic.

It's a great game in general though, but this is to me a big issue which (for me) ruins much of the immersion and gameplay experience.