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Messages - dburgdorf

#136
Off-Topic / Re: whats the story behind your username
October 22, 2018, 11:26:23 AM
My username here is actually just my real name (dburgdorf = Darryl Burgdorf).

As to the name under which I release my mods....

Well, way back in... good lord... 2004, I was playing City of Heroes, and had a character in a pride-striped costume I named "Rayne Beau." Later that year, EverQuest 2 came out, and I created a druid named "Rainbeau," who became my main character for years. When it came time to assign him a surname, since his crafting profession was a cook, and since he had a "flavor" spell that surrounded him in flames, he became "Rainbeau Flambe."

I've just kind of stuck with the name ever since.

Interestingly, I discovered somewhere along the way that "flaming rainbows" (or "fire rainbows") are actually a legitimate, albeit rare, meteorological phenomenon.
#137
Off-Topic / Re: Count to 9000 before Tynan posts!
October 21, 2018, 02:17:00 AM
Yay! More LEGOs!

#138
Fishing has been updated:

- Added sliders on the options menu to adjust the basic "efficiency" of both pawn fishing and shellfish traps.

- Use of the mod's seafood recipes can now be turned off in the configuration menu, so those who want only vanilla meal recipes available at their stoves can make it so.

- If either "Feed the Colonists" or "Simple Bulk Cooking" is in use, seafood meals will be available for production in batches of four, just as are vanilla meals.

- Carrion crawlers (giant snails) from "Monster Mash" now yield the same snail meat when butchered as do regular snails. They just yield a lot more of it.
#139
Fertile Fields has been updated:

- "Fertile Fields" and "VGP Garden Tools" once again play nicely together.

- Water from "No Water, No Life" should no longer rot into mush.
#140


Last update: 12/05/2018

"Rational Romance" overhauls RimWorld's romance system, fixing some problems and adding some new options. Think of it as a "spiritual successor" to SeveralPuffins' popular but sadly abandoned a17 mod, "Romance Diversified."

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

What It Does:

(1) Adds Orientations. All pawns will now have a trait indicating their sexual orientation, either asexual, bisexual, gay or straight. (Don't worry; the mod doesn't "waste" a trait slot on this, as orientation traits are assigned only *after* regular trait assignment is complete.)

By default, pawns have a 50% chance to be bisexual, a 20% chance to be gay, a 20% chance to be straight, and a 10% chance to be asexual. I set the percentages this way because biological, sociological and historical evidence strongly suggest that, in the absence of cultural imperatives to the contrary, bisexuality is actually the "default" status for most humans. However, the percentages are all configurable in the mod's "options" menu, so you can set things up however you prefer for your own games. If you're radically heterosexist and don't want any gays in your colony, go right ahead and set the mod to make pawns 100% straight. On the other hand, if you want *all* your colonists to be queer, more power to you! And if you just want to play on a planet full of asexuals, where nobody worries about romantic entanglements at all, well, you can do that, too.

(And yes, I'm aware that I'm using certain terms rather loosely. "Bisexual" isn't the only or even necessarily the best term to describe someone whose romantic interests are not governed by gender or gender presentation, but it's a convenient and widely familiar term that fits the mod's needs. Similarly, while I know that not all asexual individuals are aromantic, the game draws no distinction between romantic and sexual relationships, and so the use of the term "asexual," though not strictly accurate, is convenient. On a related note, sadly, there's really nothing I can do to correct the fact that the game forces pawns to conform to the idea of a gender binary.)


(2) Adds New Traits. The mod adds two new traits, "Faithful" and "Philanderer," which influence how likely a pawn is to cheat.

(3) Adds New Activities. The mod adds long walks as a date option for couples, allowing them to socialize and improve their relationships. It also adds casual hookups as a joy activity for single pawns.

(4) Improves Romantic Behavior in General. Pawns will no longer make romance attempts if they've been recently rebuffed, and won't target pawns for such attempts who are currently in mental break or with whom they already have a romantic relationship. Pawns will neither initiate nor receive romance attempts if they have a high opinion of their current lover. And pawns who are gay or straight will be more likely to rebuff romance attempts by pawns of the "wrong" gender, will be more likely to breakup with partners of the "wrong" gender, and will never accept marriage proposals from pawns of the "wrong" gender. Finally, the impact of the Ugly trait on romantic attraction is lessened for pawns who have that trait themselves.

(5) Makes Culture Matter. There is now a cultural component to pawns' romantic interactions, with female pawns from tribal and imperial backgrounds more forward (more likely to initiate romantic encounters or to propose marriage) than males from those cultures, and male pawns from medieval and urbworld backgrounds more forward than females from those cultures.

(6) Adds Support for Polyamory. Polyamorous pawns prefer relationships involving multiple partners to simple monogamous relationships. You can decide in the mod's "options" menu how likely pawns are to be polyamorous. Like the orientation traits, Polyamorous is an "extra" trait assigned after normal trait assignment is complete, so allowing pawns to be polyamorous won't in any way limit their access to other traits. The default chance for polyamory is 0%, as the system isn't yet fully tested, and even if it all works as intended, it may still complicate colony management in unexpected ways. If you do want to include polyamorous pawns in your games, I strongly encourage you to also use Meltup's "Polyamory Beds" mod, which will allow you to more easily accommodate your pawns' desired sleeping arrangements.

(7) Adjusts Romance-Related Mood Penalties. Penalties and/or stack limits for rebuffs and other romantic failures have been reduced. You should no longer see pawns hitting on someone a few times, getting rejected, and then going on a murder spree as a result.

(8 ) Fixes Some Problems in the Game's Romance-Related Code. Female pawns will now be just as likely as male pawns to initiate romance attempts or to propose marriage. Gay pawns will be no less likely than straight pawns to be parents. And male and female pawns will both now prefer partners near their own age but potentially accept either younger or older partners, unlike in vanilla, where men have a strong preference for younger women and women for older men.

Compatibility:

"Rational Romance" can safely be added to a game in progress. (Pawns without orientation traits will be assigned them as they enter into social interactions for which orientation is relevant.) The mod cannot, however, be removed from a game in progress.

This mod is fully compatible with "EdB Prepare Carefully."

This mod is NOT compatible with "Psychology." You may or may not actually notice any problems if you try to use them together, but the mods both alter some of the same vanilla code, and if they're both installed, neither will be operating entirely as intended. For similar reasons, "Rational Romance" isn't likely to be compatible with any other mods altering RimWorld's romance systems, either.

Credits:

The mod utilizes Pardeike's "Harmony Patch Library." (No additional download is required, as the library is included with the mod.)

Obviously, "Rational Romance" owes a great deal to SeveralPuffins' "Romance Diversified." In particular, the code for the new social activities comes directly from that mod. Other mods from which I borrowed code bits and/or ideas include "Less Stupid Romance Attempt" by Dazz Aephiex (for improvements to romantic behavior), "Grim Reality" by SheiFoxy (for alterations to mood penalties), and "Everyone is Queer" by Suzi (for general problem fixes).

Some of the code related to polyamory is borrowed from Linq/Word-Mule's "Psychology" mod.
#141
Off-Topic / Re: Count to 9000 before Tynan posts!
October 19, 2018, 02:08:57 PM
I just cried 8,627 tears, because I realized that since we didn't make it to 9,000 before "RimWorld" was officially released, Tynan will never post here.  He'll be off on a beach in Aruba, enjoying his game-spawned riches, and not pay any attention to us. :)
#142
Quote from: 5thHorseman on October 17, 2018, 06:36:24 PMAgreed. How many people would try to do Factorio with as little hand-crafting as possible without the Lazy Bastard achievement? If Rimworld had a few like that it'd be an amazing spur to get people out of their comfort zones, or even to give them ideas of ways to play.

I've always regarded achievements in games as pointless window dressing that's kind of annoying but usually easily ignored. I've never understood why I'd want or care about a game "congratulating" me for doing X for the first time or Y for to 5,000th time.

Yours is literally the first comment about them I've ever come across that made me think that maybe, if done intelligently, achievements might actually serve something resembling a useful purpose.
#143
Mods / Re: mod that allows for more pawns
October 18, 2018, 02:23:48 PM
Quote from: frogaz on October 18, 2018, 01:04:31 PMthers a mod that allows for more pawns on storyteller, but whats the name and provide a link please  :)

There are a fair number of storyteller mods that allow for increased population. There's one that simply creates versions of the vanilla storytellers with increased population caps (which is, simply enough, called "Double Population Storytellers" or something along those lines), but there are also quite a few custom storytellers, my own included, which feature increased population caps along with other changes.
#144
Off-Topic / Re: Count to 9000 before Tynan posts!
October 18, 2018, 09:44:26 AM


Quote from: AllenWL on October 18, 2018, 05:52:14 AMI vote we start counting backwards instead.

Ugh. Given the trouble we have keeping people on proper count when the count is simply "reply number plus one," I can only imagine the chaos we'd see if we tried counting *backwards*.

Or.... Maybe inciting chaos is your plan? :)
#145
Releases / Re: [B19] Rainbeau's Mods
October 16, 2018, 11:07:37 PM
Quote from: luciddreemer on October 16, 2018, 10:33:41 PMHmmm okay, yeah it just came up as b18 in the list, i changed the version in the text file and vice versa lol just to get it to not show up red but all the files still load up red, do i have to have that mod above any other mods?

If you have a b18 version, simply changing the version number isn't going to make it work in b19. You need to use the actual b19 version. And as I said, at the moment, that's currently only available on Steam.

However, I just checked with Dracoix, and while he's not active here on the Ludeon forums, he said he'll be happy to make it available on Dropbox. I'll pass along the URL as soon as it's available.

EDIT: He got it posted fast. Here's the URL:

https://www.dropbox.com/s/2969yx0a1l7kn0k/ZARS%20Tribal%20Reborn.zip?dl=0
#146
Releases / Re: [B19] Rainbeau's Mods
October 16, 2018, 05:44:16 PM
Quote from: luciddreemer on October 16, 2018, 04:28:51 PMHi i'm sort of new here and to this game but was just curious if there is a link anyone has to the tribal essentials pack or mod for b19.... The one i downloaded was the ZARS tribal reborn.

That is the b19 version, though so far as I know, the only "official" site for the mod right now is on Steam. I'd suggest contacting the new author/maintainer, and asking if he'd make it available elsewhere.
#147
Off-Topic / Re: Count to 9000 before Tynan posts!
October 16, 2018, 09:38:02 AM
And now... FAKE LEGO! (Not to be confused with Fake Gnus.)


#148
I can't address the issue of why things work the way they do in vanilla, but my Pawns are Capable! mod replaces incapabilities with "hated work types" which work essentially as you describe.  ;)
#149
Releases / Re: [B19] Rainbeau's Mods
October 16, 2018, 07:48:21 AM
Quote from: Ruisuki on October 16, 2018, 02:43:54 AMits been a while but i remember in b17 you had some traits such as....

The traits you listed were all from the original version of "Pawns are Capable," which hasn't been updated since a17, as the "no traits" version is, I think, a much better implementation of the core concept.

I'd thought about adding some of those traits to "Consolidated Traits" back in b18, but never got around to doing so.  Kiame's maintaining that mod now; I'd post a suggestion on his thread if I were you, and see if he'll add the ones you like.  ;)
#150
Releases / Re: [1.0] Rainbeau's Mods
October 16, 2018, 12:08:26 AM


Last update: 11/11/2018

"Permafrost," as you'd probably guess, adds a new biome to the game. Permafrost exists on the border between tundra and ice sheets. The ground is permanently frozen, and much of it is covered in ice, but unlike the ice on ice sheets, the ground ice here is at most a few meters, rather than kilometers, thick. There is little vegetation beyond scrub brush, and few animals.

Additionally, the mod also allows water to freeze. This means that lakes, rivers and marshes in any biome will slowly ice over when the temperature drops below freezing, and only thaw again when the temperature rises. It also means that ground ice in permafrost biomes will (very) slowly advance and retreat with temperature changes. (If you don't like this feature, it can be disabled in the mod's "options" menu.)

Note that if you have a fishing spot (whether from my own "Fishing" mod, "Thanks for All the Fish," or "ZARS Simple Fish") located on a water tile that freezes, the fishing spot will be destroyed. You can't fish through ice. Fishing piers from "FishIndustry" are not impacted, though, and neither are shellfish traps from "Fishing," since they're actual buildings with material costs.

- Rainbeau Flambe (dburgdorf)


Steam Workshop Link

Dropbox Link

Compatibility:

I wouldn't expect this mod to conflict with any other mods.

"Permafrost" can safely be added to a game in progress, though obviously, it won't add new biomes to an already-generated map. Trying to remove the mod from a game in progress, however, would be ill-advised.