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Topics - O Negative

#21
A cold snap triggered shortly after a group of friendly visitors showed up.

They decided to leave because the game determined the temp was too dangerous for them to stay.

But, by the time they got to the edge a few were suffering from severe hypothermia. The rest of the "caravan" couldn't leave because their friends were downed, and I guess they were waiting for them to get better? lol



Anyways, in these situations, I expect the caravan to either leave their friends behind or pick them up and haul them off the map with them.

I was able to cheese a TON of good will with this faction by tending them as they fell over. Plus, I got to keep all of their weapons, drugs, etc. afterwards...
#22
Ideas / Reworked Mood/Thoughts
June 02, 2017, 05:11:06 PM
Basic Idea

Remove: Low Expectations +(25/18/12/6)
- I imagine this thought is in place to balance out the early game. I'd like to recommend something a bit more... fluid.

Add: <minWealthTotal>(float)</minWealthTotal> to thoughtDef(s)
- This is basically a check to make sure the colony's wealth is above a certain threshold before the thought can be activated. "Petty" thoughts about eating without a table or being in a hideous environment wouldn't trigger in the early stages of the colony or when a colony has been dealt a devastating blow by a raid. As the colony becomes more and more established, colonists start increasing their expectations for their quality of life. This offers the player a decent recovery time, and opens the door for a lot of other interesting thoughts. I don't see this being exploity, because players are forced to increase their colony's wealth in order to defend themselves from raiders.


Surely, I can't be the only one who's bothered by the current system...
Right? ._.
I'm interested in what everyone else has to say.
#23
When assaulting an enemy base, one can use the "claim" order to effectively claim the doors of the enemy base. This then allows you to "force open" the doors, if you want, and causes the enemy AI to attack their own doors. Given enough time, I've been able to use this to reveal the contents of each room before I assault the base.

Nothing else that generates on the base can be claimed, including walls, and the same should apply for the doors.
#24
Outdated / [A17] Animal Husbandry Raids
May 20, 2017, 06:29:50 PM
Animal Husbandry Raids


Summary
The idea is rather simple: Tribals and Pirates like to bring domesticated animals with them when they raid you.
Makes factions feel a bit more dynamic, and distracts you from the thought that factions have an infinite human population.

Left: Tribal raider with two ally timber wolves
Right: Pirate raider with two ally wargs

Faction bases also spawn with domesticated animals which will help the AI defend their base from your siege.
I've found this to be pretty interesting in my own playthroughs so far.

Goal of Mod
I'm posting this mod because I feel like it's one of those things that should be in the base game.
The goal of this mod is to explore how animals in raids might play out, and how people react to their presence.
Do animals in raids add a new challenge, or even just a different flavor from generic raids?
How do animals in raids affect game balance?
So many questions, but I need the feedback of others to answer them properly.
So, if you're interested, please leave your thoughts here :D
I'm more than interested in what you have to say.



Known Bug(s)
- Object reference not set to an instance of an object
(Noncritical. Only appears when raiders show up with animals in their raiding party. The AI isn't affected, and the game runs like normal. More of a minor nuisance than anything. Already reported in the mod bugs forum.)

[attachment deleted by admin due to age]
#25
I wanted to play around with the idea of tribal raids bringing animals like wolves or wargs with them. So, I added their pawn def to the list of available pawns to generate in the pawnGroupMakers.
<pawnGroupMakers>
      <li>
        <kindDef>Normal</kindDef>
        <options>
          <TribalWarrior>60</TribalWarrior>
          <Warg>1000</Warg>
          <TribalChief>70</TribalChief>
        </options>
      </li>
      <li>
        <kindDef>Trader</kindDef>
        <traders>
          <TribalTrader>1</TribalTrader>
        </traders>
        <carriers>
          <Muffalo>1</Muffalo>
          <Dromedary>1</Dromedary>
        </carriers>
        <guards>
          <TribalWarrior>60</TribalWarrior>
  <Warg>1000</Warg>
          <TribalArcher>100</TribalArcher>
        </guards>
      </li>
      <li>
        <kindDef>FactionBase</kindDef>
        <options>
          <TribalWarrior>60</TribalWarrior>
          <TribalArcher>100</TribalArcher>
          <TribalChief>70</TribalChief>
  <Warg>1000</Warg>
        </options>
      </li>
    </pawnGroupMakers>

As you can probably tell, I was forcing the wargs to spawn :P
It works, mostly, as excepted. The wargs generate and raid the base in the way you would expect a trained animal to.

It just throws an exception when the raid starts.

I've attached the output log in hopes that it'll offer more insight. I don't know how to read these things :P

[attachment deleted by admin due to age]
#26
Help / Low Damage Weapon -> High Goodwill Impact
May 20, 2017, 06:07:27 AM
I'm trying to fix an exploit involving a low damage weapon of mine causing low goodwill impact when used against trade caravans. -1 goodwill impact on this nonlethal weapon isn't cutting it.

Anybody know what I could try?
#27
Unfinished / [A17] Tribal Biological Warfare
May 20, 2017, 05:42:27 AM
Tribal Biological Warfare

Summary
The idea behind this mod is to empower the tribal factions and starts with an interesting gameplay element.
The idea being the use of animal & plant biology in basic weapons; lethal and nonlethal variations of toxic buildup.
A generic "toxin" is collected and used to coat the tips of certain sharp, ranged weapons (blowguns*, bows, and greatbows).
Tribal starts have the upper hand, given that they know how to create the lethal variations of these weapons right off the bat.


Biology
A core segment of this mod revolves around biological studies.

Zoology



Cobras aren't the most deadly of creatures, but they certainly shouldn't be underestimated anymore. Their venom has been reworked so that a single bite will easily kill smaller animals, while only putting humans in bed for a while. Cobras can be milked for their toxin many times once they're domesticated. Cobras cannot be butchered for their toxin.
Animal toxin is a new resource that can be gathered from domesticated animals which produce toxin, in one form or another. Currently, only cobras can be milked for their toxin.

Botany


Healroot is an herb that is well respected for its wide variety of uses. Highly valued by tribal civilizations, and is gaining a decent amount of respect by industrial societies.

Immunology


Organics in RimWorld cannot become immune to toxic buildup. They do, however, produce antibodies capable of cleansing toxic buildup from the body. Unfortunately, organics have to be exposed to toxic buildup before the body will start to produce these antibodies. The body size and immunity gain speed of the individual exposed determines how quickly antibodies are developed. This fact puts smaller and immunocompromised individuals at a huge disadvantage.



Medical Applications
In a world where toxic buildup ravages the body of its victim, it's important to have viable treatments available.

Xerigium


Xerigium is the result of concentrating the adjuvant properties of herbal medicine at a drug lab. Capable of enhancing one's immune system. Xerigium is not effective against toxic buildup.

Antitoxin


Antitoxin is the result of concentrating toxin antibodies with some neutroamine at a drug lab. Incredibly valuable due to its applicability, complicated production process and requisite to be kept within a certain temperature range. Should be taken preemptively, when possible.



Weaponization
Using toxin in weaponry is where a lot of the real fun begins.
Mechanoids are not affected by toxic weapons.

Blowguns
Short range weapon, primarily used to neutralize "friendly" threats.
Blowdarts are minimally invasive, causing the least amount of damage possible, but are not very effective at getting the job done promptly.
Larger targets often need to be hit several times for the full effect of either variant to take effect at all.




Lethal blowgun. Best used as a hit and run/hide weapon.
Nonlethal blowgun. Best used as a way to subdue mentally broken friendlies.
Bows & Greatbows
Shortbows and greatbows are mid-range weapons with decent accuracy.
They are also much more effective at delivering lethal and nonlethal toxic buildup due to the invasive nature of arrows.




Shortbow; comes in (labeled) lethal and nonlethal variations.
Greatbow; comes in (labeled) lethal and nonlethal variations.



Please, feel free to leave any feedback you might have :D
I just prefer that you keep it constructive.
#28
Help / MarketValue PostProcess Curve?
May 16, 2017, 10:11:03 PM
Anyone know where I can find this?
public override float GetValueUnfinalized(StatRequest req, bool applyPostProcess = true)
{
if (req.HasThing && req.Thing is Pawn)
{
return base.GetValueUnfinalized(StatRequest.For(req.Def, req.StuffDef, QualityCategory.Normal), applyPostProcess) * PriceUtility.PawnQualityPriceFactor((Pawn)req.Thing);
}
...
}

I'm looking to get as precise as I can with my weapon balancing, but this applyPostProcess thing is throwing off my numbers.
I'd be incredibly grateful for any information :D
#29
As I prepare to update some weapons I've made in my own mod, I want to make sure I get the market values of everything right also.

BUT, I either have the formula wrong, or there's some inconsistency in the way the market value is calculated for "things" not explicitly assigned a market value.

For instance, at normal quality, when using the formula: marketValue=((stuff1Count * stuff1Value)+(stuff2Count * stuff2Value)+...)+WorkToMake*0.003

*Volume is not an important value here, because the volume of everything I'm using is just 1. Dividing by 1 doesn't change anything.

Pistol: marketValue=((30*1.9)+(2*21))+15000*0.003=$144
The pistol's value is correct in-game at $144
Survival Rifle: marketValue=((60*1.9)+(3*21))+25000*0.003=$252
The survival rifle is supposed to be $252 but shows up in-game as $250


Am I missing a variable here? Or is the game just messing up the calculation somehow? I'm confused.
I didn't know where else to post this, sorry :(
Any feedback would be appreciated!
#30
Abstract

Decembary, Aprimay, Jugust, Septober have all replaced traditional season names; and, sparked a small debate in the process.

Some, myself included, aren't really too fond of these mashed month names. Not only do they take away from the transparency of the game, and thus inhibiting a player's ability to determine what steps they need to take in order to prepare for the weather coming ahead. They also sound really silly if you say them out loud (IMO). I appreciate the creativity that went into coming up with these names, but I don't see them as the proper fit.

I've created this thread as a way to brainstorm possible solutions/alternatives without flooding the thread Tynan made for feedback about the unstable branch build(s).

Feel free to add your own suggestions and upvote any suggestions you like, and I'll try to keep track of it in this original post.


I'd like to start by making the following suggestions:

0) A17 Original (2)
Format: Decembary, Aprimay, Jugust, Septober | 15 days each

1) "Quarters" (1)
Format: 1st Quarter, 2nd Quarter, 3rd Quarter, 4th Quarter | 15 days each

2) Equinox and Solstice (1)
Format: 1st Equinox, 1st Solstice, 2nd Equinox, 2nd Solstice | 15 days each

3) Standard 12 Month Cycle (Earthly) (1)
Format: January, February, March, April, May, June, July, August, September, October, November, December | 5 days each


Added suggestions:

4) Standard 12 Month Cycle (Alternate) (1)
Format: Janose, Febrose, Marchose, Aprial, Mayal, Junal, Julidor, Augidor, Septidore, Octaire, Novaire, Decaire | 5 days each

5) Latin Ordinal Numbers (3)
Format: Primus, Secundus, Tertius, Quartus | 15 days each

6) Greek (2)
Format: Arche, Deuteros, Mesos, Telos | 15 days each

7) Latin Season Counterparts (1)
Format: Vêr, Aestâs, Mutatio, Hiems | 15 days each
#31
If I remember correctly, it's easy to make a weapon look huge when it's been dropped on the ground.

It's not so easy to make a weapon look bigger when it's being wielded. I was just wondering if maybe we've been given a tool to make this easier?
For instance, if <drawSize>1.2</drawSize> could be utilized to make a weapon texture render larger while wielded.
Much in the same way it would render a pawn to be larger.

If not, I'd like to recommend adding it, so that we can make snipers/rifles/rocket launchers of varying lengths


I'm at work (on break, I'm not a lazy bum) so I can't look into this myself at the moment. If someone would be so kind as to let me know, that would be awesome!

Thanks in advance! :D
#32
Circumstance: Unmodded, new game

What happened: Rock chunks one tile above a tree appeared to be on top of the tree, due to them overlapping in the wrong way. This makes rock chunks look like they're "floating" instead of on the ground.

What I expected: The tip of the fully grown tree, one tile below the rock chunk, should have hidden part of the rock chunk. Not the other way around.

Steps to reproduce: Start a new game. Look for a tree under a rock chunk. Observe.

Example:
#33
Ideas / A17 - Hydropower
May 03, 2017, 12:43:51 AM
Now that it's been announced on the ludeon forums, I don't see the need to post a spoiler warning or anything.

A17 features a sort of "flowing river" mechanic/feature. One of the first things that came to my mind when I saw this in-game was hydropower. Another clean-energy option, which could be used to generate small amounts of power when the sun is skittish and when the winds are calm. I understand A17 is close to release, given that it's available as an unstable branch on steam (or at least that's how I interpret it).

If hydropower doesn't make it into the official release for A17, I won't be too upset. I'm sure a modder will pick up the idea in no time :)
#34
Ideas / Rework Infections
March 21, 2017, 06:10:07 PM
Currently, an infected pinky toe that reaches 100% severity is absolutely fatal all of the time. This can be both frustrating and ruin immersion.

I'm not going to make the argument that it should be more realistic, because realism doesn't always equal good story telling or fun.

Instead, I'd like to suggest that infections should slowly damage the part they're affecting, and spread to other parts of the body over time. This would get rid of the frustration associated with death by infected pinky toe, and add a sense of immersion and storytelling for instances where a neglected infection spreads to a person's vital organ(s) which lead to their tragic death.
#35
Help / [SOLVED] Feel free to delete this post.
February 17, 2017, 07:19:07 AM
SOLVED. Sorry about the wasted forum space.

Moderators feel free to delete.
#36
Outdated / [A16] Reworked Cirrhosis
February 16, 2017, 06:18:59 AM
Summary
From what I can tell, there's a lot of frustration associated with alcohol and its ability to destroy a colonist's liver rather spontaneously.
This mod changes the way alcohol damages the liver, as well as the symptoms of cirrhosis as a whole.
Hopefully, for the better!

Changes to "Alcohol High"
Alcohol no longer has a random chance to give a person cirrhosis based on their tolerance to the drug.
Instead, it applies a severity-per-time, depending on how much alcohol the colonist has consumed recently.
Therefore, a person who gets blackout drunk will damage their liver a lot more in much less time than a person who's just... regular drunk.
Moderation is key! Consuming only 1 beer/day will NEVER result in the development of cirrhosis!

Changes to Cirrhosis
Cirrhosis develops gradually & over time, rather than spontaniously.

There are 4 stages:
1) Liver tissue is inflamed; slightly lowered liver function
2) Liver tissue is starting to scar; even less liver function
3) Liver damage significant; moderate pain; even less liver function
4) Liver damage is extreme; significant pain; hardly any liver function; chance of random death

Just as in the core game, cirrhosis is permanent and irreversible.
A liver transplant is necessary for a fresh start.

Feedback Needed!
I personally don't use any drugs in my playthroughs, but I know many people do.
It's hard to balance something you've never used personally, and I hope others can give me the insight I'm missing.
Any and all feedback is welcome! :D

Additional Credits
Thirite | C# BodyPartRecord - Liver Fix

Download | Steam Workshop
#37
Unfinished / [A16] Reworked Cirrhosis
February 16, 2017, 04:03:47 AM
Moved to Releases.
#38
Ideas / Books - Joy and Learning
February 15, 2017, 05:14:59 PM
Basic Idea
It would be interesting to see books as a tradable & possibly craftable item in the game.

Uses
Joy: Pawns could read books for fun!
Not much else to say about this one.
It doesn't have to be super complicated, with genres and stuff.
Maybe use something similar to the tale system to create names for the books?

Skill Development: Skill-oriented books could help people develop their skills to a point of "usefulness."
Give that lvl 1 animal tamer with a burning passion a real opportunity to grow!
Help your doctor with lvl 0 crafting understand how to craft medicine.
#39
In the middle of a more morally driven playthrough, I've found myself caring for a pirate prisoner with a shattered pelvis.

My "playthrough rules" suggest I'm supposed to do everything in my power to keep her safe and well. All of her other wounds are healed, she just can't walk. Its just becoming a bit of a hassle, though. I'm wondering if I can't trick the raider AI into rescuing her?

What do you guys think?
#40
Stories / Kidnapped
February 08, 2017, 02:34:31 AM
One colonist colony, no wander join event.

6 days in:
A mad squirrel cuts my pinky toe.
Pinky toe gets infected.
Prognosis is bad.
Raid.
Colonist loses consciousness due to infection.
Raider kidnaps sick colonist.
Game over.
Wow.

I like to think my colonist was taken care of, and this was just a blessing in disguise.