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Topics - Rimrue

#1
Bugs / A18 Zone bug?
October 28, 2017, 11:54:16 PM
I think I may have found a bug but I'm not sure. Sometimes it seems like zones stop working properly if I resize or add to them. Growing zones, stockpile zones, and animal zones have all had weird glitches at one time or other where stuff won't get stored, animals won't stay in their zones, or plants won't get sowed or harvested. Deleting the zone and recreating it usually seems to help.
#2



Description:

Your colony has just survived a brutal pirate raid. Your base is on fire and all your colonists are downed save one--Priscilla the Pop Star Pirate. She's incapable of firefighting and doctoring and she sure isn't going to haul anything or do any cleaning. Guess your colony is done for. Or is it? Not if your pawns are capable!

This mod completely revamps the traits system in Rimworld. Incapabilities have been replaced with traits. Pawns are now no longer incapable of performing jobs. However, based on their traits, they may not like the jobs assigned to them. Not only will they be extremely unhappy if you assign them a job they don't want to do, they will be slower at doing it, and more likely to do a bad job or even fail at it. But in a pinch, when your base is burning down or your doctors are incapacitated or you just need someone to do some hauling, all your pawns are 100% capable!


New traits to replace incapabilities are:

All Thumbs - Crafting
Anti-Social - Social
Brown Thumb - Growing
Burns Water - Cooking
Claustrophobic - Mining
Dislikes Animals - Animals
Dunce - Intellectual
Hates Hospitals - Caring
Inept - Skilled Labor
Pacifist - Violence
Philistine - Art
Pyrophobic - Firefighting
Slacker - Hauling
Slob - Cleaning
Snob - Dumb Labor
Useless - Skilled Labor and Dumb Labor


Additional Traits:

Animal Lover - loves animals and will be very unhappy if assigned to hunting
Early Bird - loves being up early, but hates staying up late
Neat Freak - gets a mood boost for every bit of filth they clean
Outdoorsy - loves being outdoors but hates being indoors
Rockhound - gets a mood boost for every rock they mine
Shut In - hates being outdoors but loves being indoors


Update notes:

3.2

-Pawns are now much less likely to generate with a childhood and adulthood backstory that conflict with each other. E.g. Healer will no longer spawn with the Vengeful Child backstory which makes them hate doctoring.

- The "assigned to hated work" debuff now lasts a minimum of 3 hours.

- Added a configuration option in the mod menu to allow the possibility of pawns to spontaneously generate a hatred for particular jobs (but only if a pawn has no passion for the work), just as they can spontaneously disappear.

3.1

-"Incapable of (none)" no longer appears in the pawns generation screen or the character tab, allowing for up to nine traits to generate. All pawns now generate random vanilla traits (usually two to three), no matter how many "incapable" traits they generate. Useless pawns are no longer so useless!

-The Brown Thumb trait is now linked to both growing and plantcutting as originally intended.

-Pawns with the Animal Lover trait will no longer generate assigned to hunting.

-Non-violent is now called Pacifist

3.0

-Mood debuffs are now time-based. The longer a pawn is assigned to a work type he or she detests, the larger the debuff will become.

- There is now a lingering "I was assigned to work I hate" debuff which will last half as long as the work assignment (but no longer than a day).

- Pawns will no longer generate with assignments to hated work types.

- The severity of mood debuffs is now configurable in the options menu. So if you don't like the default debuff levels, you can select lower or higher settings.

- The work tab now highlights hated work types in amber, so it's easy to tell which jobs pawns hate and which pawns are assigned to those jobs.

- There is now a chance, albeit exceedingly slim, that a pawn assigned to a hated work type will decide it's not so bad after all, and lose the negative trait. But don't expect to be able to just assign pawns to work they hate and wait for their hatred to vanish. Mental breaks are much more common than epiphanies! ;)

- The mod now utilizes a LanguageData def file, to make translation easier.

2.0

- Pawns will no longer have passions for jobs they hate doing. It's possible they still may spawn with skills higher than level 2 or 3, but you can just assume some evil task master had assigned them to doing the work until they got somewhat passable at it.

- Player-created characters will no longer generate random backstories. You can be assured when Engie is rolled it really is Engie. ;)


Compatibility notes:

- This mod can now be added to games without breaking saves. However, existing pawns will not get the new traits, but their incapabilities will disappear. If that's an issue, hold off until you start a new game to install this mod.

- This mod is now 100% compatible with both Rainbeau's Editable Backstories and Rainbeau's Editable Backstories Lite and can be added to games without breaking saves. However, existing pawns will not get the new traits, but their incapabilities will disappear. If that's an issue, hold off until you start a new game to install this mod.

-Now compatible with the Allow Tool mod.

- As of Version 3,0, this mod will DELETE pawns if they are assigned to work they hate or still have a mood debuff from work they hate when you remove the mod. Remove this mod mid-game at your own risk!

-----

Download Pawns Are Capable! 3.2 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=949431734

Older Versions:

Download Pawns Are Capable! 3.2 on Dropbox:
https://www.dropbox.com/s/a6o2inzau91jqg2/PawnsAreCapable3.2.zip?dl=0

Download Pawns Are Capable! 3.1 on Dropbox:
https://www.dropbox.com/s/6rwjghp3i9wnx12/PawnsAreCapable3.1.zip?dl=0

Download Pawns Are Capable 3.0 on Dropbox:
https://www.dropbox.com/s/3v3gn47ap0p2tzd/PawnsAreCapable%203.0.zip?dl=0

Download Pawns Are Capable! 2.0 on Dropbox:
https://www.dropbox.com/s/ksacdn7yhrru9zk/PawnsAreCapable2.0.zip?dl=0

Download Pawns Are Capable! 1.0 on Dropbox:
https://www.dropbox.com/s/un8fbt08n6zl35s/PawnsAreCapable.zip?dl=0

-----

Credit in no particular order:

* Fluffy for helping code the Neat Freak and Rockhound traits
* NoImageAvailable for helping with the added trait generation
* Rainbeau Flambe for helping with everything else!
#3
This mod is now released! :)

https://ludeon.com/forums/index.php?topic=33693.msg344166#msg344166

Pawns being incapable of certain jobs is always a much debated topic on this forum. The latest discussion (found here: https://ludeon.com/forums/index.php?topic=32541.msg332750#msg332750 ) got me thinking about the issue and I think I may have come up with a solution that allows players to assign work to pawns, but still allows some pawns, as Tynan put it, to be "useless." So rather than debate it further on the forums, I thought I'd just go ahead and make a mod to demonstrate my idea--the same way the Children & Pregnancy and Simple Sidearms modders did.

It's getting very close to release now, it just needs some tweaking and fine-tuning.

So how does it work?

This mod completely revamps the backstories and traits system in Rimworld. Pawns are now no longer incapable of performing jobs. However, based on their personal traits and backstories, they may not like the jobs assigned to them. Not only will they be unhappy if you assign them a job they don't want to do, they will be slower at doing it, and more likely to do a bad job or even fail at it. And, yes, there is a Useless trait. Lol

What works:

18 of the 20 new traits 20 of the 21 ALL 22 of the new traits!  :)
121 vanilla basic backstories
78 custom backstories
28 74 of the 232 :o player-created characters
Alerts for when pawns are assigned to jobs they don't want to do

What doesn't:

The Neat Freak and Rockhound traits don't actually do anything at this point
The Pyromaniac trait still disables firefighting
The player-created character names also random-generate backstories. If you're looking for any of the original characters, you may have to re-roll (hit the random button) a lot at the start to find them.
Occasionally you will end up with a pawn with a passion for a job or who has a high skill stat for a job but also has a trait that makes them hate it. I'm still working out how to stop that from happening.  :P

What needs work:

Balancing the mood debuff so it's a deterrent but not ridiculous (So far no negative feedback about this, so maybe it okay?)
Adding the rest of the player-created characters
Get Rockhound and Neat Freak working Works now! (Thanks Fluffy! :D )
Patch Pyromaniac
Possibly adding new traits if they fit with the rest (open to suggestions!)
Figure out how to highlight jobs pawns don't want to do in the Work Menu
Make non-colonists not get a mood debuff for being assigned work. No more unhappy non-colonists! (Only exception being non-violents still get a debuff for holding a weapon.)

Extra-special thanks to Rainbeau for letting me use his Editable Backstories mod as a framework and for walking me through some modding hiccups!

Also extra-extra-special thanks to Fluffy for helping me out with my C# code.

Please download Pawns Are Capable! on Dropbox here (I won't be uploading it to Steam until I've finished adding the rest of the player-created characters):

https://www.dropbox.com/s/ic53knqaadfl89z/PawnsAreCapableV17.1.4.zip?dl=0

Please note you will need a new game unless you want your pawns backstories regenerated!

And please let me know what you think!

Thanks!
#4
Help / A17 walls
May 18, 2017, 03:36:04 PM
What happened to walls? In A16 I was able to use ItchyFleas's log walls, but the only way I can get them to work in A17 is to overwrite the regular wood walls texture. As far as I can tell the XML hasn't changed. Help?
#5
Bugs / Tribal Backstories
May 16, 2017, 06:23:44 PM
Not sure if this is a bug or not, but since you removed Priscilla the pop star pirate from the tribal starts, would you consider removing some of these others?

Riesling Bacchus
Ralph Humps Brock
Samantha Sam Haxton
Linghao Trumpet Zhang
Emily Coyote Luckhardt

Thanks!
#6


For those players who want to play a Tribal scenario but don't want to rush into research or who want to add some tribal elements to their colony, this modpack combines my Tribal Joy, Tribal Beds, and Tribal production mods, plus more!

Furniture:
-Double Sleeping Spot (for scenarios starting out with couples)
-Blanket Beds (both single and double, made from fabric or hides, they're a step up from sleeping on the floor)
-Storage Box (a place to hide ugly items or protect them from the elements if stored outside)

Joy objects:
-Hoop and Arrows (tribal version of horseshoes)
-Three Stones Game (tribal version of chess)
-Tribal Lore Fire (a place for tribals to gather and share stories. Gives a small Social skill boost.)

Production:
-Butchering spot
-Brewing spot
-Art spot
-Stonechipping spot
-Tailoring spot
-Researching spot
-Stone Oven (a primitive oven for cooking food. A step up from the campfire.)
-Smokepit (a small fire to make smoked meat)
-Crafting Basket (tribal version of the toolchest, made from hay, boosts production speed)

Items:
-Smoked meat (preserved meat, can be eaten as is or made into pemmican)
-Psychoid tea (can be used as a social drug or to fight disease)
-Cooked eggs (since you can't use eggs in pemmican)
-Popcorn (gives joy, but not much nutrition)
-Large and small totems
-Large and small rugs
-Urns and decorative pots
-Patchwork Leather (low quality leather patched together at the crafting spot, a good use for all those scraps taking up space in your storage)

Weapons:
-Spear (craftable at the crafting spot, no research necessary)
-Great Bow (craftable at the crafting spot, requires Smithing research)
-Pila (same as Great Bow)

Security:
-Earthen Mounds. (Gives more protection than rock chunks, but not as much as sandbags. Constructable on diggable terrain.)
-Pitfall Trap (a pit with pointy spikes at the bottom, requires Basic Traps research)

Apparel:
-Woven hats and cloaks (made from dried grass or pounded bark, they keep the sun and rain off)
-Muffalo headdress (what every self-respecting Muffalo Shaman should be wearing on the Rim! Like the cowboy hat and bowler hat it gives a small Social boost to the wearer.)
-Tribal Helmet (a wooden tribal helmet, requires Smithing research)
-Tribal Armor (a tough hide coat with wooden slat armor, requires Smithing research)

Walls and Floors:
-Log walls (like wood walls, but with a log texture)
-Barn board floor (uses less wood to build)
-Rough paving (uses less stone to build)
-Random paving (requires research)

I intend to add tents when Nandonalt's Camping Stuff mod is updated for A17.

Credit in no particular order to:

* Earthen Mounds texture by CuproPanda

* Tribal Armor breastplates texture by 3DGrunge

* Pitfall Traps by Bacon Bits https://ludeon.com/forums/index.php?topic=25708.msg260860#msg260860

* Smokepit and patched leather by Tammabanana, https://ludeon.com/forums/index.php?topic=28381.0

* LogWalls by ItchyFlea, https://ludeon.com/forums/index.php?topic=10623.msg105055#msg105055

* Psychoid Tea by Mouflon https://ludeon.com/forums/index.php?topic=30011.msg305386#msg305386

* Stone and wood floors by Telkir, https://ludeon.com/forums/index.php?topic=4373.0

* Double Sleeping Spot by TrueDestroyer, https://ludeon.com/forums/index.php?topic=26249.0

* Pottery by MasterDihtung, https://ludeon.com/forums/index.php?topic=26910.msg272217#msg272217


Download Tribal Essentials V17.1.9 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=928716116

Download Tribal Essentials V17.1.9 on Dropbox:
https://www.dropbox.com/s/zdosthqkh17ejg5/TribalEssentialsModPack.zip?dl=0

-----



Tribal Planet removes Outlander, Pirate, and Mechanoid factions from the game, leaving just Tribal factions and the Spacer faction (since it breaks Ancient Danger rooms to remove them). It also introduces a new Tribal Raider faction to replace the Pirate factions. Like Pirates, they raid you just because and can not be appeased with silver or by releasing prisoners.

***PLEASE NOTE: this mod now requires Humanoid Framework to run correctly!***

Subscribe to HAF here: http://steamcommunity.com/workshop/filedetails/?id=839005762

Download HAF on Github here: https://github.com/erdelf/AlienRaces/releases/

* Credit to sledrave for the idea http://steamcommunity.com/sharedfiles/filedetails/?id=845316690

Download Tribal Planet V17.0.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=932161110

Download Tribal Planet V17.0.1 on Dropbox:
https://www.dropbox.com/s/eb7ne2oo3lbuwhx/Tribal%20Planet.zip?dl=0

**Please also note HAF is not compatible with Children & Pregnancy. If you wish to run both Tribal Planet and Chlidren & Pregnancy, then please use the version of Tribal Planet linked below. You will need to install/subscribe to Rainbeau's Editable Backstories for the mod to run correctly.***

Tribal Planet REB on Dropbox
https://www.dropbox.com/s/eb7ne2oo3lbuwhx/Tribal%20Planet.zip?dl=0

Rainbeau's Editable Backstories:
https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968

Rainbeau's Editable Backstories Lite:
https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969

-----



This mod adds a new Tribal Raider faction to the game. Just like pirates, they will raid just because and cannot be appeased with silver or released prisoners. Be forewarned, worlds which include Tribal Raider factions can be quite hostile to newcomers!

***PLEASE NOTE: this mod now requires Humanoid Framework to run correctly!***

Subscribe to HAF here: http://steamcommunity.com/workshop/filedetails/?id=839005762

Download HAF on Github here: https://github.com/erdelf/AlienRaces/releases/

Download Tribal Raiders V17.0.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=93228588

Download Tribal Raiders V17.0.1 on Dropbox:
https://www.dropbox.com/s/60wcw2muayg7m0y/TribalRaiders%20HAF%20Version.zip?dl=0

**Please also note HAF is not compatible with Children & Pregnancy. If you wish to run both Tribal Raiders and Chlidren & Pregnancy, then please use the version of Tribal Planet linked below. You will need to install/subscribe to Rainbeau's Editable Backstories for the mod to run correctly.***

Tribal Raiders REB on Dropbox
https://www.dropbox.com/s/sp56kquxz6nmddg/TribalRaiders%20REB%20Version.zip?dl=0

Rainbeau's Editable Backstories:
https://ludeon.com/forums/index.php?topic=32192.msg329968#msg329968

Rainbeau's Editable Backstories Lite:
https://ludeon.com/forums/index.php?topic=32192.msg329969#msg329969

-----



Tribal Joy adds three new tribal Joy items. Three Stones Game is the tribal version of Chess. Hoop and Arrows is the tribal version of Horseshoes. And Tribal Lore Fire is a place for tribals to gather and share stories with each other. It even gives a slight boost to Social skills.

Download Tribal Joy V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927848137

Download Tribal Joy V17.1.0 on Dropbox:
https://www.dropbox.com/s/572stcvh6qm5agm/TribalJoy%20%5BA17%5D.zip?dl=0

-----



Tribal Beds adds new Tribal Blanket Beds. Made of fabric or hides, they're a step up from sleeping on the ground.

Download Tribal Beds V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927871420

Download Tribal Beds V17.1.0 on Dropbox:
https://www.dropbox.com/s/hs3p89psbax1ohi/TribalBeds%5BA17%5D.zip?dl=0

-----



Tribal Production adds new production spots for art, stonecutting, butchering, tailoring, brewing, and researching. It also adds new tribal art (totems and rugs which can be created at the art spot), woven hats and cloaks and a muffalo headdress (which can be crafted at the tailoring spot), cooked eggs and popcorn, a storage box for hiding away your ugly items or to protect them from the elements if stored outside, and a crafting basket to boost productivity.

Download Tribal Production V17.1.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=928950643

Download Tribal Production V17.1.1 on Dropbox:
https://www.dropbox.com/s/19s8fc1m8a2aymh/TribalProduction%5BA17%5D.zip?dl=0


-----



What's the one thing that's been missing from Rimworld? You guessed it. Poker! This mod adds a new poker table joy item. Not only does it give your colonists joy to play poker, but they get a small boost to Social skills too.

Download Pawns Play Poker V17.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=927867598

Download Pawns Play Poker V17.1.0 on Dropbox:
https://www.dropbox.com/s/kesq2h588451xbe/PawnsPlayPoker%20%5BA17%5D.zip?dl=0

-----



Tired of your colonists being in a bad mood because they ate without a table? Now colonists can take a packed lunch instead.

Made from prepared meals, packed lunches can be eaten anywhere without getting the "ate without table" negative mood.

Credit to Aerial and DariusWolfe for the idea. :)

Download Packed Lunch V17.1.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=926660910

Download Packed Lunch V17.1.1 on Dropbox:
https://www.dropbox.com/s/mabvr0bqdwe3vgx/PackedLunch.zip?dl=0

-----

My A16 versions can be found here:
https://ludeon.com/forums/index.php?topic=31879.msg326327#msg326327

As with all my mods, please feel free to use them in a modpack if you like, just please credit me. :)

Thanks!
#7
Ideas / MRSA (flesh eating disease)
May 14, 2017, 02:11:36 PM
Since infection balancing has been an area of controversy in A17, with some saying it is too easy, I got thinking what about adding MRSA (flesh eating disease) to the higher difficulties? I would suggest it could only affect pawns who already have an infection and have a fairly low chance of occurring. Would require Glitterworld medicine to treat. Or good old amputation (provided it occurs in a limb, of course ). Or possibly even both if things are dire enough. Lol
#8
Help / Crafting with hay?
May 02, 2017, 12:37:58 PM
Not sure if this belongs here. Please move if it doesn't.

So I am looking to make hay a craftable resource. Has anyone else done this yet? (I did a search but found nothing.)

As far as I can tell if I create a stuff def it should work. My concern is will it affect its consumability? I wouldn't want my muffalo to starve because I want to craft some straw hats. Lol

Anyone know?

Thanks!
#9
General Discussion / Seed and Coordinates?
April 25, 2017, 04:36:29 PM
I did a search, but couldn't find the answer. Is there a way to get the seed and coordinates for a game you've already started playing? Is it recorded in the game save file somewhere, for instance?

Thanks!
#10
I am a complete noob at this, having only started trying to make my own mods in the last couple of weeks, but my goal is to add some new tribal items to the game.

So far I have succeeded in creating a new board game joy item called Three Stones Game. It works exactly like the chess game, but has a tribal theme.

I've also added a joy object called Tribal Lore Fire. It's a place for tribals to gather and share stories with each other. It also gives a small Social skill boost. It's not quite what I had in mind when I started making the mod, but my skills just aren't that good yet. Lol

I'm still in the process of attempting to create a joy item called hoop and arrows which will work exactly like the horseshoe game, but, again, with a tribal flavour. If I can figure out how to get into the DLL files to find the horseshoe game code, I should have this done fairly shortly. Or if someone wants to take pity on me and do it for me, I'd be forever appreciative. Lol

I don't think there are any bugs with it, but if you spot any, please let me know so I can fix them.



I've also created a set of blanket beds (single and double). Made from fabric or hides, they're a step up from sleeping on the ground.

Again, I don't think there are any bugs with it, but if you spot any, please let me know so I can fix them.



Just added a new mod called Tribal Production. It adds new crafting spots for art, brewing, butchering, and stonecutting. It also adds some new tribal artwork (totems and rugs) and a crafting basket which boosts productivity.

Tailoring spot now added. You can now make woven hats and cloaks made of grass or softened bark. :)

There are no major bugs that I could find, but there does seem to be a glitch with the stonecutting where types of blocks are counted together instead of individually in the "do until you have" bill. I hope to sort that out soon.

Also it overwrites the hay defs so it may conflict with other mods.



Tribal Joy V16.1.1 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=910594028

Tribal Joy V16.1.1 on Dropbox:
https://www.dropbox.com/s/9evckj8wmyfmyqd/Tribal_Joy.zip?dl=0

Tribal Beds V16.1.0 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=911999206

Tribal beds V16.1.0 on Dropbox:
https://www.dropbox.com/s/bvsi91xzxj8eczm/TribalBeds.zip?dl=0

Tribal Production V16.1.3 on Steam:
http://steamcommunity.com/sharedfiles/filedetails/?id=912820972

Tribal Production V16.1.3 on Dropbox:
https://www.dropbox.com/s/tyd8fpm9omymih1/Tribal_Production.zip?dl=0

If you want to use any of these in a modpack, feel free, just please credit me. :)

Also, I am in the process of creating my own modpack using these plus some others that work well for tribals. Watch for it soon! :)

Thanks and enjoy!
#11
Mods / .cs file help?
April 22, 2017, 12:23:10 AM
I have learned enough about modding to get myself into trouble it seems. Lol

I am trying to create a new joy object based off the horshoe pin but can't find the .cs files I need to complete it. I've got all the xml files tweaked but when I try to build the new joy object in the game I get a bunch of errors.

Can anyone direct me to where I can find the .cs files? Or if they have them can they share them?

Thanks!
#12
Mods / [Mod request] prosthetic eye
April 10, 2017, 09:51:25 PM
Can I push my luck and request one more mod?

It would be nice to have something to bridge the gap between disfigured and bionic eye for colonists who suffer the loss of an eye (or even a severe eye injury). I know there are mods for an eye patch, but it seems a bit weird that installing one would require surgery. So I was thinking a prosthetic eye would perhaps work better. Since there's no glass in the game, maybe it could be made of wood? I think it would work much like the peg leg or denture (if it required a material to make). One wood, one medicine, one doctor who won't kill your patient. Lol

(I realize historically prosthetic eyes weren't made from wood, but since glass isn't a thing in the game, I don't know what else to use. Marble? Limestone? Silver? Gold? Plasteel?)

Sight would still be reduced to 50% but the -15 disfigured moodlet would reduce to 0 (and maybe pain increased by -5 since it's a wooden eye and therefore uncomfortable?).

If anyone is interested, please let me know!

Thanks!
#13
Mods / Mod Request: Painting Spot
April 09, 2017, 09:03:28 PM
I would like to introduce paintings to my game along with sculptures. I know there are some mods that do this, but they require hanging stuff on walls. I'd prefer the artwork to sit on the floor like the other objects in the game.

Here's how I see it working: You place a painting spot (like a crafting spot) on the floor. Then you can create a bill to create paintings. Like sculptures there would be small, large, and grand options Materials required would be something like 5/25/50 (for small/large/grand)wood/steel/plasteel/stone/jade/silver/gold/uranium/etc. for the easel and something like 25/75/150 cloth/synthread/hyperweave/leather/etc. for the canvas. Work amount would be similar to sculpting 400/800/1600. The resulting painting would then be placed on the display easel in a room and would generate beauty based on the materials used plus the quality, again, similarly to sculpture.

It would require someone with art skills creating a new sprite for it, though, as I don't think there's anything currently in Rimworld that could be coopted.

Anyone interested in creating this, please let me know!

Thanks!

Rue
#14
Mods / [Mod Request] Smokeleaf oil
March 07, 2017, 07:36:28 PM
I know basic painkiller mods have been requested before and are included in some advanced medicine mods, but I would like to request a simple (hopefully!) mod to add smokeleaf oil.

I've given a bit of thought to how it would work in the game and especially to keeping it balanced:

It would require researching (500 research points) and the drug lab to produce, but will offer the same painkilling effects as smokeleaf joints (×0.2) but won't have the speed penalty, consciousness penalty, or high on smokeleaf joy bonus. Also it won't cause asthma or carcinoma later in life for regular users. And has 0% addiction.

It would also require more smokeleaf plants and time to produce (8 smokeleaf and 8 time).

I think that would keep it balanced, while still being useful to players.

Oh, and for art I think the neutroamine sprite coloured green would work.

Thanks to anyone interested in giving this a go!

Rue