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Messages - Rimrue

#121
Snafu, I think that was just poorly worded. Creating a growing zone over the ambrosia and disabling the whole thing works just fine for me. :) No need to punch holes in it created individual growing zones. By disabling sowing, growers don't cut the grass or trees either.
#122
Added a few more screenshots which better demonstrate how the traits work. :)
#123
And here I thought raising animals was supposed to be more profitable in A17... Haven't had a trader buy any of my animals yet. They started starving so I had to slaughter a bunch which gave my animal handlers the -5 killed colony animal social debuff.  :/
#124
Thanks for the tip! This does indeed work great for ambrosia. :)

Snafu_RW you want to disable sowing otherwise your growers will rip out the wild plants and sow potatoes or whatever in their place.
#125
At first I did have it as a gather spot, but found pawns would sit there and socialize rather than share tribal lore, so I changed it.

They should still chat and have deep talks while sharing tribal lore, though.

Thanks!
#126
Thanks, guys! :)
#128



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!
#129
I haven't done the math myself on this, but if they do indeed eat that much, I think the best solution (and most realistic) would be reduce the amount of food chickens need to one grass tile per day. I mean scale-wise a tile is the width of a door, so at least 36 inches wide. A 36x36 tile of grass is huge for such a small animal!
#130
Oh duh. That makes sense. Lol

Thanks! :)
#131
Belated happy anniversary! :)

I have a stupid question: how do you place fishing spots? I built a basic wooden bridge out to the deep water, but I can't put a fishing spot on it anywhere. (Keeps telling me the terrain doesn't support it.  :-\ )

Also, could you possibly dial back the commonality on eel leather and squid leather? Maybe to 0.5 or less? It seems like EVERYTHING in the game is now made out of it. Lol

Thanks!
#133
Why couldn't you put a baby in a growth vat and age it up? It's science fiction. You can make the rules whatever you want them to be. ;)

And I'm sure I've seen movies and books and games that use growth vats to age up people to adulthood. That's always how I pictured the "vatgrown soldier" backstory that's already in the game to have worked.

At any rate, I'm not against using other forms of growth accelerants on kids. I just thought the growth vat could be the simplest and easiest means of implementing accelerated growth into the game/mod.

Anyway, it's up to Thirite. It's his mod. :)
#134
Unless I'm mistaking how the growth vat works, I'm pretty sure that will solve all these issues. Have a baby? Pop it in the growth vat. ;) Need new colonists, but nobody's getting pregnant? Clone some colonists and pop them into the growth vat. Lol