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Messages - AnActualDuck

#1
Currently I self restrict but I would like it if the fluid ideology had a more restrictive variant. Allow me to explain in a bit of detail.

As it stands you can choose a meme and then basically go ham on all the other settings, then after a few rituals you get to add new memes and once again have full access to modify the presets. However, I would like to see a mode where you choose your initial starting meme, can't change any presets for that meme, get only the two starting roles of leader and proselytizer, and can set up just one ritual event. Then the points you earn could be spent on buying changes to your ideology. New meme still costs 10, but want to add a role/building/ritual? 6 points. Want to modify a preset? 1 point per tier (so you can't just jump something from abhorrent to required for a single point). Points could also be earned from more than just rituals. Convert someone? Points. Masterwork ideology art? Points! Inspirational leader speech? Sure, points, why not.

Obviously none of this is hard and fast rules it's just a general concept. However, the core idea of wanting to restrict how much you can do all at once with a fluid ideology is really want I want to sell. I want building my ideology to feel even more progression based than fluid ideology currently allows. Sure I can self impose these rules, but given the opportunity I'd like to see this sort of ideology system actually in game
#2
Misc is feeling a little cluttered, don't you think? At first I was thinking about how some of it could be moved to other categories, like furniture, but furniture is feeling a little cluttered too! Here's some things I'd do to possibly help clean things up a bit. If I missed something feel free to chastise me. Or if you just generally think this is a bad idea you may also chastise me. Also, I'm attempting to avoid creating dlc specific tabs and instead distribute the dlc content throughout vanilla tabs

Since a lot of Ideology content fits well in furniture, I think it's best to separate out some furniture categories otherwise we're just shifting the clutter from one category to another. For starters, create a Lighting tab where the lamps, braziers, torches, and their darklight counterparts can go.

Next I'd make a "Decorative" category for steles, drapery, dressers, end tables, plant pots, skull spikes, gibbet cages, shrines, reliquaries, and ideogram. Potentially the grave and sarcophagus could go here.

This frees up the primary furniture tab to be basically your tables, seating, and bedding. So ideology seating can be moved here. I'd also consider placing the lectern here since it links with seating. I'd personally move the tool cabinet out of misc and in to here or the decorative tab as well.

Other things I'd move to non furniture related areas: the loudspeaker, lightball, and drums feel as though they could fit better in the recreation category. Dance parties to count as recreation, afterall. I'm sure other ceremony items could also be placed in recreation as well (effigy, christmas tree, incense shrine, bong). I'd also put the pen marker in structure because for whatever reason it feels right to me there.

There, this keeps the amount of architect tabs to an even number and redistributes stuff in a way that feels sensible to me. There may be a better way to do it, but I just feel like the misc tab is getting a little too thicc and this is my two cents on how I'd do it.
#3
Ideas / Firefoam belts
September 03, 2021, 06:41:37 PM
I've always maintained that firefoam popper belts that deploy if the person wearing it catches fire should be in game. Now that the utility slot is well expanded on, I think it even more than ever! Like the smokepop belt, it could have multiple charges, the aoe could be a small 3x3 so the colonist and only immediate surrounding squares are extinguished.

I'm so tired of inferno cannon centipedes causing everyone to just scatter in to the open and run around like idiots while they get picked off by lancers. If they won't become an official thing, does anyone know of a mod that adds them?
#4
I notice my warden was able to drop one of my prisoner's certainty by a whole 20% at a time and the other prisoner literally 1% at a time. What factors play in to this? Does reducing will or resistance help at all?
#5
Yeah, I definitely don't want to take away forceful proselytizing since it's a legit thing, but a few more organic ways to convert would be nice.

Also, since you mentioned the priest cooldown, I just had a moment of clarity in regards to that. Why the heck can they proselytize one person every few days? Surely it's the recipient that should have the cooldown, not the priest. Door to door knocking to convert people is totally a thing. Maybe that's OP? I dunno.

I'd make proselytizing like taming, you check off on the colonist to convert and the priest goes about it.
#6
If an event ends up being successful, all colonists (not prisoners) of a different ideology will lose certainty in their own ideology. Just seems reasonable that non participants would be looking in at people having a good time and going "gee golly I wish I could join."

And while it could be as simple as just event happens, certainty lost, there are ways to make this more elaborate by adding an "invite to join" section when setting up an event. Then make a risk/reward system where a few different things could be factored in to adjust the potential certainty change. Factors like your ideology's tendency for bigotry, the ratio of people practicing the ideology to those who are not, and the usual factors associated with rituals could all be taken in to account. However, the risk would be that adding in outsiders to an event, especially if colonists are bigoted, may also drastically alter whether or not the event is successful.
#7
My cannibals who expect executions regularly are upset when I harvest organs or if I execute someone. They get the "someone's organs harvested" and "an innocent prisoner was executed" mood debuffs as well as the ideology mood debuff for not having executed anyone recently. I attempted execution by ritual as well as an in prison execution, only the latter upset the colonists, but neither of them satisfied their desire for an execution. Anyone else experiencing this?

Moderator note:

Thanks for the report.  Some of this has been addressed, and some of it is intended.  Cannibals aren't all the same, some may not want organs harvested, some may not want to execute innocent prisoners and only eat the guilty.
#8
Since the update to 1.3.3059 when I start up I'm getting a debug log error and now my saves won't load. I've tried all the basics like validating files and reinstalling but still seeing the debug error. Unmodded game.

Error in question:

Could not resolve cross-reference to Verse.RulePackDef named PlaceMakerCommon (wanter=include)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.RulePackDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.RulePackDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
#9
Thanks! A shame it's not usable anymore, but I'm glad to have that itch of wondering what the heck something is finally scratched
#10
I remember a mod that used to let you amputate limbs off pawns and it would give you a small amount of human meat but I can't remember what it was called (or if it's even working for 1.2). Anyone know what this mod was?
#11
I was thinking, given that psytrainers already allow for skills and ability, why not have them modify traits. Seems fitting. "Psytrainer: Careful shooter" self explanatory I think. If colonist doesn't have max traits, it just adds the trait. If colonist has max traits it replaces a trait at random, offering some slight risk to using it.

I could think of other fun ways to expand on this, like a brain implant that gives an additional trait slot. "Memory eraser" surgery items that allow you to remove a trait of your choosing. Or, instead of psytrainers for traits, the entire thing could be shifted to brain surgery using "Personality chips." Modifying traits seems like a relatively untapped modding area unless I'm seriously overlooking it. I can find a few neat ones, but I definitely think it has a lot more potential.

I am dumb otherwise I'd consider making this mod myself, if anyone out there with the skills to mod finds this idea interesting and opts to make it let me know! I'd be thrilled to see it.
#12
This would make it so if you never mined any, never traded for any, and didn't start with any you could still acquire components and progress through the entire research tree.

I'd make components researchable after the smithy table and craftable at the smithy table. Having them here seems more appropriate for technology progression since the machining table requires them. For balance I'd just make the amount of time it takes to make one at a smithy table high enough to make mass production in the early game not worthwhile. Then each more advanced table (machining, fabrication) can have a decreased required work time so production can keep up with the increasing requirements as tech advances.

Looking around I can find mods that make them craftable at the machining table. However, as mentioned, the machining table requires components to itself be crafted. I'm looking to create a complete sense of independent tech advancement by being able to get through the entire research tree without the need to start with, trade for, or mine components.
#13
What? I'm asking if a mod exists not how to make a mod. I am not interested in coding or making mods, I just want to know if something exists that lets me cause a reduction to condition for items that were dropped by enemies
#14
To specify; if you down an enemy and they drop a weapon it'll get a -X% (I'd choose 60%, but I'd bet a mod would have a slider for that) to it's condition. I would also like to be able to anything worn that, upon death, would receive a -X% to condition. Ideally a threshold % could also be applied so that the items don't go below a certain % when dropped.

For example, if you set the threshold of 10% and the reduction on death to 60%, if an enemy dies with armor at 60% it will only drop it to 10% instead of 0%.

What I'm looking to accomplish is using the profitable weapons mod but without the looted modifier it has. I'm also interested in getting rid of the corpse modifier from looted clothing. This way they both retain their appropriate values for sale. Just doesn't make sense to me that weapons have such a huge value loss and also how merchants would even know where if clothing came off a corpse. The % decrease for dropped/death items would just help to mitigate the potential profits from a raid. It would also remove the mood debuff for wearing a dead man's apparel but at the exchange of all looted apparel being tattered. This is just what personally makes sense to me.

So, my long winded explanation out of the way, have a bullet point of what I'm looking for:
- Decrease the condition of items dropped by downed pawns
- Decrease the condition of apparel worn by a pawn at death
- Does not effect stripped clothing from living pawns
- A minimum possible condition for dropped items and corpse apparel
- Sliders to adjust each of these to personal preferences
- Ability to specify which pawns would be effected (Colonist, Friendly, Hostile)

If you know of a mod like this and can point me in the right direction I'd appreciate it!
#15
Mods / Mod suggestion/idea for more artifacts
April 19, 2020, 12:11:51 PM
I was playing during a volcanic winter and thought "It'd be neat if there was an artifact that could cancel out major long lasting events." However, cancelling out an event entirely feels unrealistic (I guess that matters) and OP so I started thinking about artifacts that could help with mitigating the effects of these larger events without completely breaking them.

Weather Control - Hotter | Weather Control - Colder: Primarily for temporary temperature modification. Lasts several days and up to a week. 10 to 20 degrees(f) of map temperature change 

Artificial Sun: Lights the map as if it were daylight for several days up to a week

Weather Control - Purified Rain Storm: Causes a rain storm that lasts several days to a week. Rain washes away toxicity while present (nullifies toxic fallout) and disease recovery speed is increased for any wet colonists. Being wet by purified rain also gives a mood buff instead of a debuff.

I know these may seem OP and can obviously be used to help the player in more ways than just mitigating events but if they are priced right and super rare I feel like they fall in line with other artifacts just fine. Some mods out there add in some pretty powerful long events (that I enjoy!) and these artifacts would be a fun way to combat those events for late game when you're super rich and finally have a stock of such things.

Just some thoughts I had, whether they get used or not I enjoy getting my thoughts written out and sharing them, thanks for reading!