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Topics - XeoNovaDan

#101
Ideas / Bill option to make higher Quality items
January 24, 2017, 03:18:38 AM
Pretty self-explanatory and cheap idea: perhaps a bill option for quality-based items where material cost is doubled and work time is increased by 50%, but the chances of getting a high quality item are enhanced directly (in terms of direct boosting) and indirectly (lowering the chances of low quality items).

I think the work time and material costs alone would be enough to offset the benefit that comes from this, and market value shouldn't be any higher than it normally would be.
#102
Stories / The Great Capybara is my Saviour
January 23, 2017, 05:09:23 PM
This is no ordinary capybara... it self-tamed just before a raid happened. Three people: one with a survival rifle, two with clubs. The rifleman had half a brain and went for (then) the three colonists my struggling cassandra extreme tribal start-from-nothing had, but didn't live to see another day. The other two raiders? They went for the capybara, casually strutting its stuff on the 'lawn' of the settlement. It kept them occupied enough for Trumpet (now dead) to nail a drifter, and the survivor fled.

Later down the line, Trumpet succumbed to Malaria (well, was euthanised by Ballard as he clearly wasn't going to make it due to lack of medicine), and Ballard went into insanity and attacked a boar, but was untreated as Riesling was incapable of doctoring, and died.

So it was just young Riesling, 17, on her own, fending for herself, then a refugee, Steven, radios in (somehow) asking for help. Naturally, Riesling was desperate for additional people to protect her, but Steven was a pacifist. Four raiders gave pursuit to Steven, and the only person in the colony who could fight was Riesling, so odds looked pretty grim. The capybara was casually fast asleep on the lawn again, until a raider smacked its head with a club - and Riesling and Steven set up camp away from the base as they knew they wouldn't survive a direct attack, but the Capybara (along with a machine pistol-wielding enemy) managed to kill one of the aggressors.

The capybara was downed, and another raider with molotovs broke away and closed in on Steven and Riesling. Steven ran about the jungle, while the grenadier vainly threw their load at him, missing every single one. Riesling sprayed at the raider with her shoddy LMG... the raider was downed; the attack was repelled, the base was saved.

All thanks to the capybara. Steven went on to tend the Capybara's injuries (even though Steven is terrible at doctoring), and the Capybara still lives at this present hour. This colony would cease to exist if it weren't for Cassandra's unusual charm with self-taming. I owe two debts to this majestic rodent.

The story of this colony's been bad and sad, but very interesting - and not just with the Capybara. This story is definitely something unusual...

#103
Pretty much what it says on the tin: It's possible to give Teetotallers pleasure drugs via administration, when they otherwise can't naturally take them. Noticed this when I had somebody who was on extreme break risk, but they realised they were teetotaller (I had some smokeleaf present) when I tried to get them to smoke a joint, yet a joint could be successfully administered when I tried administering one - complete with HeDiff and thought.

Steps to Reproduce
1) Spawn a colonist in, give them teetotaller trait
2) Naturally confirm they can't take a joyful drug
3) Administer a joyful drug to them
4) Voila
#104
Bugs / [A16] Lose Colonist To Transport Pod Loading
January 21, 2017, 12:57:38 PM
So I was just loading up some new transport pods to see how far I can launch them as to get an idea of a location where to build an outpost, and I chose a single colonist called Jumper to be loaded in there (she's a somewhat decent colonist). I set up the things to be loaded, and then I opened up the world map to get the launch pod radius. After that, I cancelled the launch but Jumper still went into the transport pod, and there's no way to get her out: she's officially disappeared (she's still visible on the colonist bar). In a bid to get her out, I set up the transport pods to be deconstructed (as when I double clicked her on the bar, it'd go to a transport pod), but she still wouldn't come back after all 4 of my transport pods were deconstructed.

Savegame (too large to attach even in ZIP file): https://www.dropbox.com/s/opahmz7xwq09t8q/Congers%20%28Permadeath%29.rws?dl=0
The savegame's at the point as the pods were just about to be deconstructed, as I alt and F4'ed out as soon as the pods were deconstructed in order to do the closest I can to savescum.

Steps to Reproduce
1) Get transport pods (I had 4 pods)
2) Designate a single colonist to be loaded up
3) Cancel the loading process, let the colonist go into the transport pod
4) Deconstruct the pod to find that the colonist isn't there
#105
General Discussion / 14 Year-Old People? Experiences?
January 13, 2017, 06:41:09 PM
Just figured I'd randomly start a thread asking of people's experiences with coming across any 14-year old people (whether it be colonists joining, raiders, or whatever), as they are such a rarity, and appear to be an unintended thing altogether for now.

In the whole time I've played (since September last year), I've only ever seen two 14 year-old people: One was a wanderer join in a colony that met a rather dismal fate by siege (he sadly died by wolf), and I saw another as a raider (he unfortunately died, I felt rather bad for him).

Any of you lot had experiences with 14 year-old people in RimWorld?
#106
    Hello!
    I see you've stumbled upon my mod thread - in that case, welcome!

    As a person who strongly values a more diverse (yet not excessive) but consistent-with-vanilla experience, I strive to make my mods as vanilla-friendly as possible. This means that art direction's generally close to vanilla, and I generally try to balance my mods with care.

    All of my mods also support Fluffy's Mod Manager which makes it easier than ever to keep up-to-date even if you're a non-Steam user, or just dislike Steam's auto-updating.

    Steam
    If you've stumbled across this thread but prefer using Steam, then check out my various steam collections:




    All of my mods below are mods that I'm currently officially maintaining; other mods of mine that aren't here are mods that I no longer officially maintain. Legacy versions of some of my mods can be found on their respective GitHub pages, but not all mods will have said legacy versions.

    To view more information about each mod, either click on its name in the table below or visit its respective Steam page.



       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
       
    Mod Name                                        Last Updated          Download               Brief Description
    Adjustable Predator Count2018-10-17GitHub / SteamGlobally adjust wild predator spawn rates to your heart's content. Fully compatible.
    Adrenaline!2019-09-06GitHub / SteamMakes combat more immersive. Adrenaline and adrenaline junkies!
    Carpenter Tables2019-07-18GitHub / SteamMake furniture at carpenter tables for easier bulk production and control over quality.
    Forbiddable Debris2018-10-17GitHub / SteamAllows stone chunks and steel slag chunks to be forbidden by the player.
    Genetically Engineered Plants2018-10-17GitHub / SteamAdds four lore-friendly plants, all focused around the theme of genetic engineering.
    Memorable Auroras2019-06-20GitHub / SteamColonists (and raiders) will get a lasting moodlet from observing auroras.
    Profitable Weapons2019-07-05GitHub / SteamMakes weapon-based economies viable while not breaking the balance of the game.
    Proper Shotguns2018-10-20GitHub / SteamPump and chain shotguns fire sprays of pellets rather than slugs.
    Ranged Stagger Rebalanced2018-10-17GitHub / SteamMakes ranged stagger duration dynamic, and refactors stopping power.
    Simple Plastic2018-10-17GitHub / SteamAdds plastic and a balanced form of synthread production.
    Stuffed Flaks2018-10-17GitHub / SteamAllows flak vests and flak pants to be made from any metal.
    Survival Tools2019-07-06GitHub / SteamWork speed for certain tasks is now governed by the use of tools.
    Targeting Modes2018-11-27GitHub / SteamHave colonists and animals prioritize targeting certain body part groups: "Aim for the legs!"
    TE Turret Expansion2018-10-17GitHub / SteamAdds three turrets which use Turret Extensions' extended framework, and more.
    Turret Extensions2018-11-27GitHub / SteamExtends the turret framework and turrets give more information when inspected.
    Use That Sniper's Scope!2018-10-17GitHub / SteamSniper rifles will give equipping colonists a moderate accuracy bonus.
    Visible Pants2019-10-06GitHub / SteamAllows you to see peoples' pants in their full glory!
    Watermill Tweaks2018-12-05GitHub / SteamRebalances watermill generators and adds a new incident that affects them.



    Deprecated Mod Repository
    Alpha 17
    Beta 18

    The above mods are mods that I'll no longer be maintaining, but they are free for the picking for unofficial maintenance - no permission required.
    #107


    "In what way is Chemical Damage 'reworked'?"
    The way in which this mod works is that instead of chemically damaged organs offering flat penalties without any real progress or regression; they now work similarly to Chronic diseases where they can progress to the point where they could become fatal (albeit slowly), or they can regress to the point where symptoms are to a lesser extent - but they'll never completely go. Symptoms are also more true to real life in this rework (e.g. cirrhosis and kidney damage now cause pain depending on the stage's severity).

    For the meantime, chemical-related diseases will only progress over time much like a chronic disease, and they'll need to be treated every 7 in-game days. I don't know how to make it so that consumption of the drug directly affects severity, and only do so when the condition is present.

    Chemical-related diseases will typically progress at 0.5% severity per day, but there's a 1-in-6 chance that they'll progress either 20% faster, or 20% slower upon contraction, at which point it's a perfect coin toss what you'll get. Typical average treatment quality required to at least stabilise the condition is 66.666...%, but this changes to 53.333...% for slower progression, or 80% for faster progression.

    If you want to get more technical on this: The severityPerDayTended is -0.0075, and the severityPerDayNotImmuneRandomFactor is 0.88 to 1.11


    Screenshots to showcase the difference!

    Chemical Damage (Brain)

    Stages (spoiler): https://docs.google.com/document/d/1Pfxiqq8lAl0JhC2OQVk2XjgzwaphXoFT1DXcWQ0oBo4/edit?usp=sharing

    Chemical Damage (Kidneys)

    Stages (spoiler): https://docs.google.com/document/d/1-0C9e-944J5G5BxAvyTSQw1ifDJvu0hdUNSCStnb0io/edit?usp=sharing

    Cirrhosis

    Stages (spoiler): https://docs.google.com/document/d/1a6qc4078gnyF382BKY_Nfnu8e4Z9_wNbJNZuPjoS-6k/edit?usp=sharing

    Compatibility
    This mod should be compatible with any other mod that doesn't change the way that chemical diseases work. I'm not aware of any others, so this should be fully compatible with all mods.

    Can safely be added to and removed from existing savegames as it only modifies existing things.


    Credits
    Marnador for their sweet RimWorld Font

    Installation
    Manual: Extract contents of 'Chemical Damage Redone.zip' to RimWorld/Mods folder. Activate in 'Mods' menu in-game.
    Steam Workshop: Standard procedure with all RimWorld Workshop downloads.


    Downloads
    Dropbox: https://www.dropbox.com/s/az8qbxj3bqucjb2/%5BA16%5D%20Chemical%20Damage%20Reworked.zip?dl=1
    Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=841133382


    License
    You are free to include this mod in any mod pack. You can derive from this mod, but please give credit.

    Thank you for checking this out, and at least considering. :)

    Update Log:

    v1.0 (13.1.2017)
        - Public release

    v1.1 (14.1.2017)
        - A few changes made to the stages
            - 'trivial' is now 'managed'
            - 'managed' chemical diseases are slightly more severe in terms of symptoms than they used to be
            - Differences between stages should now be better and less jarring
            - Cirrhosis and Brain Damage have 8 stages
            - Kidney Damage has 7 stages
        - All chemical related diseases start at 50% severity
        - New artwork; the old one was trippy
    #108
    Bugs / [A16] Cannot haul Stolen Items that were Dropped
    January 07, 2017, 04:49:36 PM
    Description
    When an enemy steals your valuables in a raid but they drop some either randomly, or when you down them, you can't recover those items. I just noticed this with Glitterworld Medicine when tribal raiders chased a refugee into my base area, the refugee died, then the tribals came towards my base.

    Once they got near and I downed one, they went to steal whatever they could and leave. One of them picked up the Glitterworld medicine and started making off with it, but they dropped 3 of it in the process. Once downing another tribal, they dropped the rest of the medicine to flee, but now I can't haul it back to my base, or even use it when I assign a patient to Glitterworld Medicine and go to treat them. I'm pretty sure this could apply to other items too.

    When I try to haul the glittermeds, it says 'no empty place configured to store it', even though my stockpile is designated to take everything at normal priority.

    Savegame will be attached to this (in a zip folder as the file would otherwise exceed the 600KB limit, at 5.37MB to be exact). Issue does not resolve even when reloading the save.


    Screenshots



    [attachment deleted by admin due to age]
    #109


    Overview
    XeoNovaDan's Surgery Tweaks makes a few changes to surgery in regards to introducing post-processing to the surgery success chance stat, the doctor's impact on it with medicine skill, and also anaesthetic being more realistic. This mod was primarily made to tackle the controversy of the tail-end of 2016 that is the constant botching of surgeries even with a level 13+ doctor, because of medicine's measly 70% medical potency - so glitterworld medicine was pretty much necessary to reliably succeed at surgery.

    In the case of using this mod in A17 though, surgery is actually going to be slightly (but not that much) harder - and this mod would synergise very well with Linq's Less Arbitrary Surgery once that mod is updated to Alpha 17. The reason why surgery success chance may seem low - e.g. level 6 having a displayed surgery success chance of 71% (actually 71.429%) is because even a clean room increases the surgery success chance by 5% in Alpha 17; as a result, a level 6 surgeon in a clean room with this mod will actually have a 75% (75.00045% to be precise) of successfully performing an operation.

    As with my Shooting Skill Rebalanced mod though, this mod's really a matter of personal preference at this point.

    As previously touched on, Anaesthetic gets a change: instead of anaesthetised colonists immediately getting up in as good a form as they were before receiving their dose of general anaesthetic, there's now a slightly less pleasant recovery process which can last anywhere from 12 hours up to 2 days, while Anaesthetic itself still lasts the standard 6 hours - with symptoms similar to those of real life (e.g. mild pain, vomiting, occasional memory loss, feeling faint). This recovery process is split into 3 stages: the initial 'sedated' stage where the patient is unconscious and feels no pain (6h), the 'woozy' stage where recovery symptoms are at their worst and where the patient feels the high (6h), and the 'recovering' stage which lasts for the remainder of the process with much reduced symptoms (6h to around 40h). As you may have previously observed, Anaesthetic also induces a high for a minor mood improvement - but before you consider essentially repeatedly anaesthetising your colonists for improved mood, the drawbacks through the recovery process will outweigh the high.

    As always, if you like (or dislike) this mod, you're welcome to leave some feedback! With the way that Ludeon Forums works, a post will effectively mean that more people can hear about this mod and enjoy it too - whereas they might not've been able to because they would've never heard of it.

    If there's something you want to be changed: state what you want changed, some detailed description as to why, and potentially what you want it to be changed to - as somebody who aims to make mods as vanilla-friendly as possible, I'm going to be extremely picky about what goes in and what doesn't, so a good place to start is that the suggestion has to be vanilla-friendly.

    Credits
    Marnador for providing the community with a RimWorld Style Font. Thanks :)

    Compatibility
    This mod is compatible with Less Arbitrary Surgery by Linq, as Less Arbitrary Surgery is assembly-based and this mod is no more than a couple of XML tweaks.

    Will conflict with mods that change SurgerySuccessChance & HealingQuality (Stats_Pawns_WorkMedical.xml), and HerbalMedicine & Medicine (Items_Resource_Manufactured.xml). Will also conflict with any mods that change the hediff Anesthetic (Hediffs_Global_Misc). Should work perfectly fine with most (if not all) other mods.

    This mod is savegame friendly, and can be added to and removed from existing savegames without issue - apart from possibly if a pawn is currently anaesthetised (not tested)

    Installation
    Manual: Extract the contents of Better RimDoctors.zip to your RimWorld Mods file (RimWorld/Mods).
    Steam: Subscribe to 'Better RimDoctors' on the Steam Workshop; effectively fire and forget.

    Download
    Dropbox [A17] (v2.1)
    Steam Workshop [A17]


    License
    You may include this mod in any modpack which you choose to make public. You are free to base mods around this one, provided you give credit.


    Update Log:
    v2.1 (26/5/2017)
    - Curve adjusted to fit in with A17's values
        - Post-processed values take room cleanliness bonus into account
    - Capacity factors corrected for A17
    - Sight's effective limit of 100% re-instated

    v2.0 (5/5/2017)
        - Re-brand of v1.3 (should've been called v2.0, in retrospect)
        - Medicine Potency Changes
            - Herbal Medicine: 0.57 -> 0.6 (A16 version)
            - Removed (upcoming A17 version)
        - Healing Quality per skill level changes removed
        - Anaesthetic Hediff's label corrected (Anesthetic -> Anaesthetic)
        - Anaesthetic carries a minute risk of causing Alzheimer's

    v1.3 (7.2.2017)
        - Anaesthetic has been changed
            - Split into a few stages
            - Produces a high

    v1.2 (22.1.2017)
        - Post-process curve rebalanced
        - EPOE patch removed as Post-process curve is sufficiently balanced
            - Additionally, EPOE patch will cease to get support.

    v1.1 (8.1.2017)
        - Revised post-process curve for base mod and patch
        - New graphics for page
        - EPOE patch now has its own (slightly changed) graphic

    v1.0.1 (6.1.2017)
        - Balance patch released for EPOE
        - Page finally finished

    v1.0 (5.1.2017)
        - Mod Released to Public
    #110
    Unfinished / [A16] [Announcement] Better RimDoctors
    January 04, 2017, 12:12:29 PM
    Excuse the terrible name I've come up with for this mod which I'm working on (shouldn't take too long as it's XML), but the aim of it is to address master doctors and above from botching 90% of their surgeries, whilst somewhat trying to keep balance otherwise.

    The way I plan to do this is...
    1 - Increase Surgery Success Chance per level slightly (also remove the sight limit)
    2 - Introduce a post-process curve to Surgery Success Chance (much like there is for Shooting and Melee accuracy)
    3 - Change medical potencies of the following medicines:
        - Herbal medicine: 0.4 -> 0.7 (Slightly lower than what it was in A15 and earlier, same as Medicine is now)
        - Medicine: 0.7 -> 1 (Make it the baseline again)

    I'll also reduce the medical potency per skill level to compensate for the buffed medical potency, so this will have a minimal effect on standard injury and infection treatment. Would appreciate some feedback :)
    #111


    Compatibility
    This mod will mess up work priorities on existing savegames as it does still make a change in the work tab, regardless of how small it is. Advised to screenshot your colony work priorities before applying this mod. It won't break existing saves though.

    This mod will work fine with Fluffy's Work Tab.

    This mod shouldn't conflict with any other mod ever, as it uses XML patching.

    Download
    GitHub
    Steam

    Like this mod? Check out my other mods here!


    Overview
    This mod is no more than a couple of XML patches that makes it so that 'Growing' shows as the relevant skill for the job 'Plant Cutting' in the work tab.

    What does this mean? No more designating your every-withdrawal-under-the-sun, bad back, frail, level 0 growers who will take 10 years to cut down a Poplar tree, unless you really want them to die of Malnutrition when they're 50% done. It also generally makes the Work tab feel more complete as Growing does technically bear relevance to plant cutting in terms of speed, and success chance in the case of harvesting things like berries, or designated crops.

    License
    As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
    #112
    So I'm trying to balance my mod by changing 'PersonalShieldEnergyMax' in Apparel_Shield.xml (under ThingDefs_Misc) from the base value 1.1 to 1.65 (so mercenary slasher shields are more difficult to break), but they will still break in 2-3 shots regardless of the weapon. I tried again with a ridiculous value such as 10, but still the same result.

    I'm currently installing Unity in a bid to get deeper in to see if I can find any possible hard-coding (still couldn't find anything in the Source file in RimWorld's main folder) relating to Mercenary Slasher pawns and Personal Shield health.

    It'd be much appreciated if someone could provide an answer to this, thanks :)
    #113
    Outdated / [B18] Shooting Skill Enhanced (22nd Jan 2018)
    December 31, 2016, 11:14:58 AM


    Compatibility
    This mod will conflict with Draw A Bead.

    Shooting Skill Enhanced can safely be added to an existing savegame, but there will be issues with removing it from an existing savegame if there are any pawns with the 'Proficient Fighter' trait.

    Shooting Skill Enhanced will be fully compatible with any other mod however, including weapon mods.

    Downloads
    GitHub
    Steam

    Like this mod? Check out my other mods here!


    Overview
    Shooting Skill Enhanced makes a person's shooting skill and well-being have a direct effect on their aiming time with ranged weapons, and adds a new trait called 'Proficient Fighter'.

    In the past, this used to be an extensive refactoring of the post-processing curve, but that aspect has now been made fully redundant in Beta 18, hence that aspect now being cut from the mod - this is now effectively just a more subtle version of 'Draw A Bead' with a trait on top.

    People that are less than level 6 in shooting will gradually take longer to aim since they've had far less experience with a ranged weapon (0 barely knows which end of a gun to hold), and vice-versa for those higher than level 9 since they've had more experience. Manipulation has a significant weight on aiming time too until 120%, and sight has a smaller weight until 150%.

    Proficient Fighter is an uncommon trait which increases a person's shooting and melee skill by 3 levels each. It also isn't mutually exclusive with trigger-happy, careful shooter or brawler.

    Credits
    Love and Skullywag for helping with technical issues.
    Marnador for their awesome RimWorld font.
    The Community for suggestions on how to improve this! :)

    License
    As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
    #114
    This is a Scenario I've been working on since yesterday, which features its own mini-lore, and a great deal of mutiplier changes. It's designed in and for Vanilla RimWorld, but it should work with modded instances too. You can download the ZIP file containing the .rsc file, overview text document and installation guide via Dropbox, or in the attachment provided.

    Dropbox: https://www.dropbox.com/s/ul3iql967k63rac/The%20RimWorld%20Ancestors.zip?dl=0

    Description

    ====----------
    Summary: A somewhat unique scenario featuring an unusually bizarre Rim World.
    ====----------

    ====----------
    Description (and lore): An ancient tribe in a location almost devoid of civilization, in the heart of a dense tropical
    rainforest prevailed. It dominated the entirety of the world of which it settled on, eradicating almost all other
    life with the exception of the ever-threatening insects, and the mysterious 'blood machines'.



    One day, the memorial to the four founders of the tribe suddenly disappeared for no apparent reason, and without a
    trace - along with all the artifacts and wealth which this ancient civilization acquired over the millenia of which
    it existed. Through some sort of weird time-space distortion, these four people were resurrected (albeit in their
    late years), and they have to build from the ground-up a whole new civilization, and perhaps a ship in any bid to
    return to their previous life, and finally be at peace again.



    They start with little more than a fraction of the riches and artifacts which the civilization acquired, along with
    an elusive beast of a kind: A Thrumbo.
    ====----------
    Scenario Information
    ====----------
    ====
    Your faction will be a New Tribe
    You will start with 4 people
    Your people will be between 69 and 120 years old
    Arrive in Drop Pods
    ====
    Player starting characters have...
    A 4% chance to start with the Luciferium effect (doesn't automatically include Luciferium Need)
    A 5% chance to start with Luciferium Need (75% to 98% satisfaction)
    A 100% chance to start with a Hangover (19% to 42% severity)
    A 100% chance to start with Toxic Buildup (16% to 32% severity) - not severe enough to cause long-term conditions
    ====
    Stat Multipliers...
    Psychic Sensitivity: 125%
    Toxic Sensitivity: 80%
    Global Work Speed: 133%
    Research Speed: 50%
    Accuracy (Touch): 92% - weapon accuracy at 1-4 tiles
    Accuracy (Short): 96% - weapon accuracy at 5-15 tiles
    Accuracy (Medium): 104% - weapon accuracy at 16-30 tiles
    Accuracy (Long): 108% - weapon accuracy at 31-50 tiles
    Healing Speed: 120%
    Healing Quality: 80%
    Melee Damage: 50%
    Melee Cooldown: 50%
    Ranged Cooldown: 50%
    Aiming Time: 50% - effectively warmup time
    Shooting Accuracy: 97% - this is more significant than you may think, at longer ranges
    Deterioration Rate: 288%
    Armor - Blunt: 90%
    Armor - Sharp: 90%
    Trap Melee Damage: 125%
    Market Value: 167%
    ====
    Incidents created...
       - Chased Refugee (every 10 days)
       - Mass Animal Insanity (every 12 days)
       - Orbital Trader Arrival (every 15 days)
       - Psychic Drone (every 18 days)
       - Psychic Ship (every 45 days)
       ----
       - Fibrous Mechanites (5 days, non-repeating)
       - Sensory Mechanites (5 days, non-repeating)
       - Psychic Soothe (6 days, non-repeating)
       - Plague (37 days, non-repeating)
    ====
    Incidents disabled...
       - Wanderer Join
       - Single Animal Insanity
       - Trader Caravan Arrival
    ====
    Can never build...
       - Sandbags - you'll have to use something like rock chunks instead. Adds challenge (and saves precious steel)
    ====
    Permanent map conditions...
       - Climate cycle - more extreme seasons
    ====
    Start with...
       - 1 Thrumbo
       - 12 Luciferium - A year and 12 days worth, for one person with need (doesn't account pocketed, every 6 days).
       - 1 Great Bow
       - 3 Short Bows
       - 1 Jade Club
       - 100 Silver
       - 55 Gold
       - 1 Psychic Foil Helmet
       - 42 Herbal Medicine
       - 2 Glitterworld Medicine
       - 1 Human Leather Cowboy Hat - The meme of RimWorld
    ====
    Start near...
       - 550 Wood
       - 250 Steel
       - 1 Psychic Foil Helmet
       - 625 Pemmican - estimated 4-5 days worth of food not counting the Thrumbo (either eating trees or dead)
       - 1 Psychic Shock Lance
       - 48 Synthread
    ====
    Scattered around map...
       - 2 Psychic insanity lances
       - 1 Psychic soothe pulser
       - 6 Glitterworld medicine
       - 1 Bionic arm
       - 1 Neurotrainer
       - 55 Hyperweave
       - 137 Synthread
       - 80 Gold
       - 565 Silver
       - 46 Components
       - 533 Steel
       - 280 Steel Slag Chunks - 0.448% map coverage on default size


    [attachment deleted by admin due to age]
    #115
    Ideas / Thoughts for being Poorly or Well Rested
    December 23, 2016, 08:31:20 AM
    One thing I've noticed in my big Alpha 15 colony was that although everybody had at least Excellent quality royal beds, the rest effectiveness would completely throw sleeping patterns out of wack when it compares to the schedule (e.g. schedule is to sleep from 10PM-6AM, but people would possibly wake up as early as 3AM due to the extreme rest effectiveness of royal beds and the bonus of excellent quality)

    I believe that an offset to this would be a thought system for a colonist having certain amounts of rest other than just exhausted, very tired, and tired. However, rest only goes up at 30% of the full rate dependent on bed once it passes 100%, and colonists won't wake up regardless of rest amount until the end of the sleeping period. These are the thoughts and requirements I have in mind:


    Poorly Rested (-3): 75-89% Rest, only occurs if one wakes up but only with 75-89% rest (i.e. doesn't occur if one's already awake). Thought: "I feel heavy and tired from not having enough sleep. Can't we get better beds around here, or a better sleeping schedule?". Lasts until the colonist feels tired, or after 10 hours.

    Well Rested (+2): 104-110% Rest, only occurs if one wakes up from sleeping within this region during the sleeping schedule. Thought: I feel refreshed from having a good night's sleep, and I'm prepared to face another day. Lasts until rest falls below 104%

    Very Well Rested (+4): 111%-120% Rest, only occurs if one wakes up from sleeping within this region during the sleeping schedule. Thought: I feel absolutely rejuvenated from an excellent night's sleep, and I'm ready to take the day head-on! Lasts until rest falls below 111%

    I'd be very appreciative of at least seeing this and considering, but it's okay otherwise too; This is just one of those little things which'd perhaps spice things up a little more.
    #116
    I've noticed that cold insulation figures on apparel will still remain at baseline regardless of quality (whether Awful or Superior for instance); an Awful Duster will still protect from 15°C of cold, and 10.5°C of heat (the latter as it should).

    A Superior Cloth Parka also still only protects from 40°C of Cold, whereas it should protect from 44°C cold. It's nothing really major, but definitely needs looking into.

    Protection figures also work fine.

    Thanks in advance :)

    Edit: Attachments provided (half resolution to curb file size)

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