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Messages - XeoNovaDan

#31
Off-Topic / Re: Countdown to Rimworld 2
July 18, 2019, 03:10:25 PM
8880
#32
Unfinished / [1.0] [RELEASED] Adrenaline!
July 18, 2019, 12:32:49 PM
Note: This mod has now been officially released and discussion has therefore been locked. Thanks for testing, folks!

Ludeon thread: https://ludeon.com/forums/index.php?topic=29503.msg462493#msg462493
Steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1823138604




Preface:
This mod is virtually complete, but the reason I published it on this Unfinished thread before fully releasing it is because I woud like balance feedback and additional suggestions. If you're willing to provide said feedback, that would be very much appreciated!



Overview:
This mod adds, as the name suggests, adrenaline to the game. Pawns gain a burst of adrenaline when they see anything that they perceive as a threat, or whenever they take any damage. In terms of what is perceived as a threat, humanlike pawns will consider other pawns and turrets, with the level of perceived threat being based on 'combat power' ratings and baseline market value respectively; animals only consider other pawns, with the perceived threat being based on the animal's body size compared to the threat's.



Adrenaline in RimWorld primarily affects how much pain a pawn feels as well as their blood pumping, though it also affects their breathing, consciousness, movement and damage dealt in melee combat. Due to RimWorld's time scale, adrenaline will generally be prevalent for around a couple or so in-game hours depending on the duration and intensity of a battle.

Adrenaline can also be gained through the use of adrenaline syringes which can either be purchased or made from neutroamine once Penoxycyline has been researched. You can also have pawns pocket adrenaline syringes via drug policies (or Smart Medicine's 'Stock Up'/Combat Extended's loadouts) so that if they go down, you can make them inject any adrenaline syringes directly next to them which could potentially get them back into/away from the fight.



Additionally, two new traits are added which relate to adrenaline rushes:

  • Adrenaline Junkie - Pawns with this trait get a mood boost from adrenaline rushes, with the strength of the mood boost depending on the intensity of the adrenaline rush
  • Cool-headed - Pawns with this trait will never get adrenaline rushes from being in danger or from taking damage
A pawn cannot be an adrenaline junkie and cool-headed at the same time. Pawns that can't gain adrenaline of any form also won't generate with any adrenaline-related traits.



There are currently four distinct stages of adrenaline rush. The following table details each stage and its effects on a pawn:







Stage          Pain          Blood Pumping          Breathing          Consciousness          Moving          Sight          Melee Damage          Mood Bonus          Other Effects
Slight          x90%          +10%          +10%          +5%          +5%          +5%          1.05x          +4          -
Moderate          x83%          +20%          +15%          +10%          +10%          +10%          1.125x          +8          -
Intense          x75%          +30%          +20%          +15%          +15%          +15%          1.2x          +12          -
Extreme          x65%          +50%          +25%          +20%          +20%          +20%          1.3x          +18          Heart attack risk

Beware though, because adrenaline rushes can lead to 'adrenaline crashes' where affected pawns become lethargic, nauseous and more prone to having mental breaks! The severity, duration and symptom onset speed of an adrenaline crash depends on the intensity and duration of the accompanying adrenaline rush, with severe cases potentially lasting for a few in-game days. Symptoms typically start becoming apparent a few hours after the adrenaline rush starts, though short and mild rushes may not even result in an adrenaline crash.

The following table details each stage of an adrenaline crash:







Stage          Tiredness          Consciousness          Mental Break Threshold          Vomiting (average)
Minor          +30%          x90%          +2%          Once per 5 days
Moderate          +50%          x80%          +4%          Once per 3 days
Severe          +70%          x70%          +6%          Once per 2 days
Extreme          +100%          x50%          +8%          Once per day

Credits so far:

  • Brrainz - Harmony
  • Ryflamer - Adrenaline syringe sprite
  • Mehni - Rubberducking
  • VintageNuke - Idea discussion
  • Ashen and noodlebox - Providing saves for testing purposes
Compatibility Notes:
Mods:

  • Fully compatible with Combat Extended
  • Should work with all other mods too
If you are a modder and wish to make animals or alien races have different adrenaline characteristics, you might be interested in checking out this mod's GitHub wiki: https://github.com/XeoNovaDan/Adrenaline/wiki

Saves:

  • Can be added to existing saves
Links:
Download: https://github.com/XeoNovaDan/Adrenaline/releases
Source Code: https://github.com/XeoNovaDan/Adrenaline
#33
Off-Topic / Re: Countdown to Rimworld 2
July 17, 2019, 07:23:33 PM
8882
#34
Mods / Re: Can anyone champion my mod idea?
July 16, 2019, 07:53:57 PM
Alright, I've put a functional prototype together. Will probably get a playtest version out soon-ish.
#35
Mods / Re: Can anyone champion my mod idea?
July 16, 2019, 06:31:27 PM
Seems like a pretty neat idea that it does seem that hasn't yet been modded in. I'm going to have a little crack at this one!
#36
@JT - Thanks for the insight! I wish I saw this one before I pushed v1.1... oh well, there's always the next update soon™

Speaking of v1.1, that's now out which implements QualityBuilder-like deconstruction of low-quality furniture depending on how the furniture assembling bill was configured. Also adds a Japanese translation by Proxyer.
#37
@Canute - Not at the moment but automatic deconstructing of lower quality furniture would definitely be an interesting challenge to take on, going to have a crack at it now. Regarding skill requirements when targeting certain quality levels, yeah, that wouldn't be practical to design as you touched on since quality in RimWorld is random in nature - even low levels can make good furniture, and vice-versa. Bills allow you to set minimum skill requirements anyway, so I'd personally still leave that to user discretion.
#38


Multilingual Support
中文 - HawnHan
日本語 - Proxyer

Compatibility
Should be safely addable to ongoing savegames. If removed from ongoing savegames, errors will be thrown if carpenter tables were present, though there should be no lasting effects.

Appropriate buildings (buildable and minifiable) from other mods will automatically be made producible at carpenter tables without any additional patching required. Haven't been able to test with Zetrith's Multiplayer but should theoretically work. If using MinifyEverything, place this mod below that one in the load order.

If you find any bugs, please link me to a full output log and give some basic information on how you triggered the bug; this is vital information for me to be able to fix said bugs.

Download
GitHub (source)
Steam


Back to my other mods

Overview
This mod, as its name suggests, adds a carpenter's table to the game. Carpenter tables are where your constructors can produce buildings that are 'minifiable'; buildings such as turrets and beds can be created at a carpenter's table for instance, but not other buildings such as walls or doors - unless you use MinifyEverything of course!

It is also worth noting that carpenter tables do not replace the traditional way of creating furniture in RimWorld; it is still possible to build furniture the good old-fashioned way - though there is an option in the mod's settings to change this (though disabled by default).

The benefits of being able to produce furniture at a carpenter's table as opposed to traditionally placing blueprints include:

  • Having better control over who can make certain furniture without having to micromanage your builders, thus allowing for better quality control (much like QualityBuilder)
  • Carpenter tables benefit from tool cabinets like many other workbenches, thus working at carpenter tables can be quicker than building normally
  • Much less clicking when making lots of furniture at once, as well as not having to look for a big area to place the blueprints

A demonstration of the better quality control offered by using a carpenter's table:





I highly recommend using Dubs Mint Menus with this mod since the carpenter's table will naturally have a lot of bills (especially with loads of furniture mods) and Mint Menus makes that a lot more manageable, and you can also search for furniture by their categories as shown in the thumbnail. If not using Dubs Mint Menus, the bill list is still ordered alphabetically in a bid to make everything easier to find.

Of course, just like when traditionally building furniture, producing furniture at a carpenter's table uses the 'work to build' stats of furniture and its materials. It is also still possible for colonists to fail construction projects at carpenter tables.

Powered by the Harmony Patch Library.

Credits
Mods featured in the thumbnail:

Brrainz for his fantastic Harmony Patch Library.
Marnador for their great work with their RimWorld-styled font.

License
You may use this mod in your mod packs, and you may also derive from the mod. All that I ask is that you please let me know, and give me credit and provide a link to this page.
#39
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 31, 2019, 08:00:05 AM
Follow-up regarding functionality with CE, an error gets thrown when hovering over a Xenohuman pawn mentioning that pawn having a null BodyType (what determines the 'hitbox' for that pawn regarding ranged attacks). Also, armour penetration doesn't seem to be a thing with Xenohuman melee attacks (CE has custom melee attack tool classes IIRC), and Soldiermorph accuracy bonuses translate to pretty insane weapon handling.
#40
Releases / Re: [1.0] Better Loading Mod
January 29, 2019, 07:44:20 AM
Nice mod! However, I do suggest perhaps implementing a Manifest.xml for Fluffy's Mod Manager, since Mod Manager currently says that Better Loading should be loaded after Core.

Edit: This also seems to be incompatible with Zeltrith's Multiplayer since the map will fail to render upon hosting. Reproducible when this is loaded...
* Before Core
* After Core but before Multiplayer
* After Multiplayer
#41
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 22, 2019, 08:26:06 AM
Alright, I'll give it a try with CE. Thanks!
#42
Unfinished / Re: [1.0] Gen-spliced Xenohumans
January 22, 2019, 07:24:13 AM
Hey, is compability with Combat Extended planned?
#43
General Discussion / Re: How do I get a large colony?
January 13, 2019, 08:25:45 AM
Once you get lategame, generally around 4 guys in power armour with decent shooting skills and assault rifles will do the job.
#44
@onerous1 - Ah, this could theoretically be because SeedsPlease may modify the plant harvesting JobDriver and Survival Tools effectively makes its own JobDriver (a copypaste of the vanilla one though tweaked to use Tree Felling Speed instead of Plant Harvesting Speed). This may not actually be that difficult to fix.
#45
General Discussion / Re: Bionic Hitpoints?
December 17, 2018, 01:17:02 AM
Bionics have the same amount of HP as ordinary body parts. The main differences are efficiency and that if the bionics get damaged, the colonist won't feel pain from those particular parts.