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Topics - O Negative

#61
General Discussion / Plants Wiki Updated + Questions
October 06, 2016, 06:18:44 AM
Hey guys and gals,

So, I decided to make a wiki account and update the RimWorld Plants Wiki with what I know.
Took me about 5 edits to get rid of all of the spelling/grammatic errors lurking around, because I just kept missing some :P
I'm interested in a few things, if anyone has any answers:

  • Should I include information about natural light levels depending on latitude and day-of-year?
  • How do I edit the values given in those little tables listed at the bottom?
Also, does anyone know of a good place/resource to learn how to edit these pages? I'm grasping the basics, but some things are still going right over my head :(
#62
As I probe the code of the game for hints of unfinished future content, I noticed a mental break which is disabled: GiveUpExit

My question is why the mental break is disabled.

I understand that this kind of mental break might be extremely annoying for some, and that makes it a really hard thing to balance. Personally, though, I love the idea of colonists potentially leaving the colony [and them being able to change their minds, which looks like it's already implemented]. As long as they're rather casually walking away as they leave, and I can send another individual to "arrest" them. Especially for the more intense biomes. Who wants to live in the desert or on an ice-sheet, anyhow? ::)

I know there's no guarantee of Tynan answering, but any insight would satisfy my curiosity :)

Until then, probably just going to mod/re-enable this for my personal playthroughs :D




  <MentalBreakDef>
    <defName>GiveUpExit</defName>
    <mentalState>GiveUpExit</mentalState>
    <baseCommonality>0</baseCommonality>  <!-- Note: disabled -->
    <intensity>Extreme</intensity>
  </MentalBreakDef>
  <MentalStateDef ParentName="BaseMentalState">
    <defName>GiveUpExit</defName>
    <label>giving up and leaving</label>
    <stateClass>MentalState_GiveUpExit</stateClass>
    <category>Sad</category>
    <prisonersCanDo>false</prisonersCanDo>
    <recoveryThought>Catharsis</recoveryThought>
    <blockNormalThoughts>true</blockNormalThoughts>
    <nameColor>(0.65, 0.9, 0.93)</nameColor>
    <beginLetterLabel>gave up</beginLetterLabel>
    <beginLetter>{0} is leaving the colony.</beginLetter>
    <beginLetterType>BadNonUrgent</beginLetterType>
    <recoveryMessage>{0} has had a change of heart and is coming back to the colony.</recoveryMessage>
    <baseInspectLine>Mental state: Given up and leaving</baseInspectLine>
    <tale>MentalStateGaveUp</tale>
    <allowBeatfire>true</allowBeatfire>
  </MentalStateDef>


This is mostly a message to Tynan (and any other developers)
#63
Mods / C# Math Question (verification)
September 28, 2016, 03:29:44 PM
Hi All,
I'm working on a spreadsheet which I'm going to be using on a mod I'm working on, and just had a question about how the math works out for a certain equation:

GrowthRateFactor_Fertility (GRF) =  TileFertility (TF) * fertilityFactorGrowthRate (f_FGR) + [1- fertilityFactorGrowthRate (f_FGR)]

Given:

  • TF = 1
  • f_FGR = 0.5

Calculation:

GRF = 1 * f_FGR + [1 - (f_FGR)]
GRF = 1 * 0.5 + [1 - (0.5)]
GRF = 1 * 0.5 + [0.5]
GRF = 0.5 + [0.5] = 1


Just want to verify that this is correct. If it's not, someone let me know haha.
#64
I'm going to try to keep this short, I promise :)

Currently, the only way you can "Win" the game of RimWorld is to build a ship and fly off of the planet with it. This effectively despawns the ship you built, as well as all of the colonists you loaded onto it. What you're left with is an abandoned colony, waiting to be discovered by a wanderer or simply destroyed by the elements. Maybe you're satisfied with yourself. Or, if you're like me, you've begun to feel like you've just intentionally sacrificed everything you just worked so hard to achieve.

Personally, I would like to see at least one win condition which requires you to stay on the planet you've just landed on. The win condition I have in mind involves the eradication of the "pirate" factions which are present on the planet. A more complicated idea involves a sort of "End of the Mechanoids" story line. But, that's a whole 'nother ball game. Here's the basics of my idea for a colony-to-stay win condition:

NPC Factions Have a Population (Counter)
When you arrive, each faction has a few hundred or even a few thousand members (*cough* tribals *cough* *cough*). This population counter goes down with every death you witness (or hear about). Perhaps the population of a faction who has successfully kidnapped one of your colonists will even go up.

Bonus Points: If the devs wanted to, they could come up with some sort of reproduction equation, too. But, that should definitely have a carrying capacity (cap) so that numbers don't escalate into the billions :P

When a Faction Reaches 0 Population, They Have Been Eradicated
Most notably, when you've slain the last member of an enemy faction, you have officially "Won" the game in a much more interesting way than just leaving the planet. The planet is much safer, now. Or is it? :o

That's it! :D




Why I think this is a good idea:

Ever since I started playing RimWorld and reading the forums, years ago, I've seen constant suggestions, cries and even complaints (is that the right word?) for more interactions between the player colony and NPC factions. Most of them wanting to take the fight back to the raiders! I feel like this is a good middle ground.

While you still can't leave your base to assault an enemy one, you gain the satisfaction of knowing their numbers are thinning with every failed raid. Time and energy put into maximizing your defensive abilities feel more satisfying than ever. Recruiting an enemy is suddenly even more meaningful because you've actually turned one of their own against them! Not to mention, this wouldn't stop you from experiencing the original win condition; you could still build your ship and leave if you wanted to.

I understand that this would require a rework of the equation used to calculate raids, which makes me a little sad. I'm still hoping that it isn't too much of a deterrent from the idea. Let me know what you guys think of the idea.
#65
Ideas / Scar Rework [Small]
September 16, 2016, 09:40:08 PM
While I have a great appreciation for RimWorld's medical and injury system, I think we can all agree that it has its flaws.

One thing which has always bothered me is the pain scars cause to their victims. The decrease in functionality of the scarred body part is perfectly acceptable, for realism and gameplay reasons. However, the idea that all scars cause noticeable pain is just beyond me. Mostly because of how much the pain effects my colonists' moods.

For instance, I have a scar along the majority of my left forearm, caused by a second degree burn I received years ago. It didnt hurt after it healed and it doesn't hurt now, though. Am I just weird? What are your guys' thoughts on this?

My thought is to just remove the pain component from "scar" damage by setting the pain-per-damage (if that's what it is still called) to zero, which I'm certain is incredibly easy to mod in. But, I see no reason as to why this can't just be Vanilla.
#66
Stories / Two Colonies - A Balancing Act
September 08, 2016, 01:09:42 AM
I decided to try something different, today. Earlier, I found myself wondering: "What if I set up the western side of the map as an allowed area, and the eastern side of the map as an allowed area, and then put half of my colonists on each side?"

Guys, this is so much fun, in my humble opinion. If you're looking for a unique challenge, I would definitely recommend this. It's like having a multiplayer feature, except you're playing by yourself (  :'( )




So far, the western and eastern colonies have already developed specialities. While the western colony is largely agriculturally oriented, the eastern colony has become a tech conglomerate and is already starting to produce weapons of decent quality. These "districts" have no interaction with each other, and are actually separated by the beginnings of a thick stone wall. Should any members of either colony start to cause issues within their precinct, they will be migrated to the other side. I've decided that if neither side is a good fit (can't get along), the colonist will be imprisoned, sold, or terminated.




I'll try to let you guys know if anything interesting happens from here on :)
#67
Ideas / Alpha Beavers -> (Blood) Locusts
September 01, 2016, 03:34:36 AM
When I play RimWorld, I'm asking to dish out and receive as much pain as possible. You may not agree, and that's fine :D . These are just some thoughts on the Alpha Beavers event:

Problems with Alpha Beavers:
- I love the Alpha Beavers event, but it feels a little bit too silly. And, honestly, a bit too easy to combat. I'm usually able to gun Alpha Beavers down before they consume even 3% of my biome's trees.
- I never really feel like I'm in any danger, especially once I reach the late game. They're just eating trees that I have no use for anymore. If anything, the game just threw free meat and pelts my way.

Suggested change:
- Don't get rid of beavers, or their tree-eating mechanic. It's still awesome!
- Just, replace the Alpha Beaver event with something a bit more... intimidating? The first thing that comes to my mind is a "swarm" of locusts that consume all of the plant life on the map (at least all of the plants they can actually get to without forcing their way into your base), and then they move on.
- If you want bonus brownie points (in my book), you could have them consume any living thing they see (including each other) after all of the vegetation is gone. I'd think of this as a man-hunter pack on steroids ;D




As a side note, I understand that this may never happen. That's okay. I just wanted to entertain the idea, and see how many of you agreed :)

So, please, let me know what you all think! Especially if your name is Tynan Sylvester ;)