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Messages - System.Linq

#466
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 03, 2017, 08:03:51 PM
Oh, did you get the sabotage event when you were raided? Here's a tip: You can trigger it early by finding and arresting the colonist.
#467
Releases / [1.0] Less Arbitrary Surgery (2018-10-30)
January 03, 2017, 07:45:48 PM


This mod changes surgery success to be less arbitrary and random. It doesn't change your surgeon's chance of success, but it does change failures in the following ways:
   
-If they don't succeed, they get a second chance to succeed with non-lethal injuries.
-If they fail, they have a chance to only give non-lethal injuries based on their surgery skill (as they identify that the patient is dying and abort the surgery).
-If they fail that, then the death on failed surgery chance is reduced by their chance to successfully complete the surgery.
-If the surgery is not lethal, the difference between catastrophic and minor failure is based on the surgery success chance, instead of being a literal coin flip.
-Only impaired pawns will ever have ridiculous surgery injuries.
-Surgery failures will cause infection. Pawns injured during a successful surgery may get an infection, depending on the doctor's skill.
-Instead of doing 30 damage on a minor failure and 65 on a catastrophic failure, minor failures do 10-20 damage and catastrophic failures do 30-60. This makes it so that some surgeries (like on the head) are not disproportionately lethal even on minor failures.
-Instead of doing between 50-100% of a part's remaining health in damage per surgery injury, failures do between 10-25% of a part's remaining health, so that an injury is far less likely to kill or sever a part on a patient unless its total damage exceeds the part's remaining health.
-You will receive the body part or implant back on a minor failure.
   
Compatible with Psychology, EPOE, A Dog Said, DE Surgeries, and Mechanite Augmentation. If you've tested your mod with this and confirmed its compatibility, contact me to add it to the list.

Download
I recommend you download it from the Steam Workshop to receive automatic updates. Visit the Steam Workshop page to subscribe here.

If you do not have RimWorld on Steam, but you have a forums account, you can also download it manually through the attachment. Note that the mod requires HugsLib to function.



License
Can include in modpacks with credit. Can reuse/edit code with credit.

[attachment deleted due to age]
#468
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 03, 2017, 07:39:55 PM
Thank you! I put a lot of effort into it, I thought it was really cool, it's gratifying that you liked it and got a good story out of it. It's got a bug right now that disables one of the sabotage actions. After the update it should be even more mysterious.
#469
Outdated / Re: [A16] Several Puffins' RimDisorders.
January 03, 2017, 07:12:28 PM
Quote from: Several Puffins on January 03, 2017, 06:25:45 PM
Quote from: ArthoriusBalen on January 03, 2017, 02:20:05 PM
Great mod!! One question, the anxiety of this mod is compatible with the on from Psychology mod??

I'm afraid I don't know. It probably isn't, but I think your best bet is putting this second in the mod list.
Anxiety from Psychology is not "incompatible" with this mod, but it will add both types of anxiety.
#470
How'd you fix that, then? I'd like to add new work types mid-game.
#471
The work priorities getting messed up is not a bug. It happens whenever you install a mod that adds new WorkGivers mid-playthrough.
#472
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 03, 2017, 04:32:25 AM
Quote from: Treason5240 on January 03, 2017, 03:57:56 AM
Just a suggestion for the "sabotage" event: make it only able to trigger when you have more than a single colonist.

Three days after landing, my "rich explorer" had this even trigger and that was all she wrote.

I've already done that, just not released it.

Quote from: doodeeda on January 03, 2017, 04:19:29 AM
I am too attached to my colonists for the sabotage event heh.

You can recapture and re-recruit them.
#473
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 03, 2017, 12:45:20 AM
It will pass after 40 days, or when one of the clique leaders exits the map/dies.
#474
Outdated / Re: [A16] Psychology (2017-1-2 v2)
January 02, 2017, 10:42:57 PM
Updated to 2017-1-2 v2.
#475
Outdated / Re: [A16] Psychology (2017-1-2)
January 02, 2017, 06:53:23 PM
Quote from: coffeedude42 on January 02, 2017, 08:52:53 AM
First I wanted to say that I love the mod and the improved ways it handles moods.

One thing I'm curious about, though, is if there was a specific reason you chose the name the trait relating to multiple romantic partners "polygamous" over the more general "polyamorous"? It's pedantic, to be certain, but the latter word is probably more accurate to how you describe the trait.

On the "polygamy" aspect of the trait, however, I think I might have found a small bug with regards to it. When multiple pawns with the trait become involved with each other, and then a pair in the grouping choose to get married, when they do subsequent marriages within the grouping cause "ex-wife/husband" relationships labels and their negative modifiers to be applied amid the grouping, even though they remain romantically involved.

This is probably an edge case--I got the situation using Prepare Carefully to initialize the starting group of colonists as finances of one another to see how the trait interacted with itself. Maybe that situation doesn't arise in gameplay on its own?

Regardless, as a someone in a poly relationship it's neat to have this modded into the game. Now I get to send my happy triads off into the great wide world to, in all likelihood, ultimately murder and devour one another. Fun! :-)
That's definitely a bug! I'll get it fixed and also rename the trait to Polyamorous because you're right, it's a better name. I know a few poly people, I just didn't think of it when I was making the trait.

Quote from: Grogfeld on January 02, 2017, 11:54:21 AM
As this mod interact with many aspects of social behaviour of our pawns I like to point out few things that I noticed. I must admit that Clique is making my game less fun, or made in a couple of days because now it much better. My colony went from almost friendly society to a 2 rival groups only because I captured one of pawns that crash landed in drop pod. She created relationship with recruiter and few ingame days first clique was erected. The funniest thing is that recruiter had all colonist as friends, and few minutes later even her husband was "enemy of my clique" for her, although it was few days ago before new updates. I admire scoop of this mod and changes that makes game more lifelike but this was too "FUN", in a dwarf fortress like style, with berserking, and death and ... manhunter boomalopes pack in the middle, great stuff :D. I had to arrest leader of one group to calm her down because she attack everyone around, even doctors that patched her wounds, now she's constantly in a bed because when someone tries to patch her she attack like she have rabies so doctor applies "anaesthetic" with fist and everything is now OK.

I don't like to criticise without some suggestions so to make things less intense maybe add to every possible social fight trigger, a safe-check, like "health below some threshold" forbids starting fight. Or one fight in a day. I know that social fights are normal between rival groups, but I don't think that starting a fight after you just got your conciousness back is a good idea, also gameplaywise it's less fun to watch when "peace loving" colony goes to prison architect, gang fighting, Alcatraz.

OR

My example was just a bad luck with transition between updates, and bad decisions like capture survivor, and not just rescue her  :D
Hahaha, that's pretty funny. I'm a little confused as to how you described the clique, though. Did it work like this?
A) Pawn was captured and recruited
B) Pawn makes friends with their recruiter
C) Clique event happens, pawn starts a clique against another colonist
D) Recruiter is pawn's only friend, and so he is the enemy of everyone else he was previously friends with

If so, the recruiter should have had a much smaller chance to trigger fights with people because he was friends with them too. The pawn that hated everyone should be the one having a bunch of fights. It wouldn't just be her, either; if other people disliked her, then they would be picking fights with her as well. Fights have a chance to start whenever one pawn interacts with another, so they will only happen when pawns talk to each other.

If you don't want your pawns to be fighting all the time, then you have to come up with some sort of solution. If one of the clique leaders is removed from the colony (sent on a caravan, killed, etc.) then everyone will stop fighting. You can also try to separate the two cliques so they don't interact. Cliques also will never form if your colonists all like each other.

Quote from: Grogfeld on January 02, 2017, 11:54:21 AM
On a plus side I gained another medic, and in my scenario with 70% of global learning speed it's hard to go from 2 lvl skill to 10 lvl :D
Oh and with how game calculate pawns health when decides to send riders I haven't got raid for 35 days... but I don't know if it's a good or bad thing.

Also, not related to topic of my rant, how fast "faction imprisoned me" opinion modifier change? I noticed that after few seasons(?) it start to drop so I'm curious when it starts.
The "faction imprisoned me" modifier goes away after a few seasons, yes.
#476
Oh snap!! I'll definitely be testing it soon.
#477
Those are the Atari ETs of cybernetic stomachs.
#478
I love Hospitality so much I'd be happy to volunteer my time updating it to A16, even to adapt it to use HugsLib. I just wouldn't want to waste any work Orion has already done.
#479
I really don't understand your reasoning, you seem like you're being really petty. You're making a modder's resource, and yet you won't budge on things that would give modders more options when using it. Now you're going to bin something that would help other modders (and notably not me, because I obviously figured out how to use it already since I'm running into this problem) in response to criticism?

Your response to feature requests shouldn't be to pick up your ball and go home. That's childish. I'm not being demanding, you are making a library to serve modders. I'm a modder. I'd like to use your library a way that's not currently allowed but I see no reason why it shouldn't be. What are you going to do now, take it down entirely?
#480
It's a dumb choice. I see no sound logic behind it and it makes that feature unusable for me. If you're making a modding library, shouldn't you put a little thought into it besides "I chose to do it this way, deal with it"?