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Messages - Snowie

#1
Releases / Re: [B18] Psychology (2018-3-18)
March 19, 2018, 04:15:28 PM
Hi! I'm enjoying this mod, and was wondering if you were going to add the Prepare Carefully button that was teased several months ago. If there's already a separate addon and I'm just blind, someone pointing me in the right direction would be greatly appreciated.

Thanks for all your hard work on this mod!
#2
Can confirm, I can't find the research for this mod either. Also get an error when starting up saying that the version is wrong.
#3
Hi! I've been playing with this mod for a little while now, along with a LOT of other mods. So, first some mod compatibility notes:
Rim Disorders and Rumours and Deception recognize babies the same way as regular pawns. So, babies will get upset about the other colonists telling lies about them, and develop disorders like PTSD from being downed. (What is it about the babies getting downed constantly, anyway?) These aren't exactly incompatibilities, since both mods involved work the way they're supposed to, just something interesting to note.

Ok, now some suggestions. I think the main issue with this mod (other than the detours used, making it incompatible with several mods) is that it takes an overly long time for the babies born to grow into useful pawns. Growth vats are an option, but I think tackling this issue in a Sims-esque way would also work. Infants in Sims 4 grow up after 3 days, toddlers grow after 7, and children grow after 11. In RimWorld I think those numbers are pretty low, but altering the growth times to be unrealistic might be your best option. Something like babies grow after 20 days, toddlers grow after 40, and children grow after 1-2 years. It would be even better if they actually aged quickly during this time, so by the time they grow into teenagers their age actually displays 14, not 3. I have no idea how you would do that, of course, but speeding up the growth times until they're teenagers would alleviate the problem of them being useless for too long. You could shorten the pregnancy time too, which could benefit from some sort of indicator of how much time is left until they give birth (like pregnant animals have a day counter).

I understand not everyone is going to agree with me, and will prefer the more realistic age lengths that the mod has now. That's just my thoughts on a way to "fix" the useless baby problem. You could implement it as a setting for the mod, or just a permanent world event that doesn't happen normally and we just add it to the scenario when starting a game. Another way could be to make a pill that the mother takes during her pregnancy, and babies born while their mother is under the influence of the pill grow faster.

Some other ideas I had were the idea of adding child furniture, and a nursery room type. Nurseries wouldn't have the shared room or barrack debuff, and babies/toddlers would be taken here when they were downed instead of to hospital beds. I think the ideas of different mood effects from things like abortions and defending family members would be great--though there should always be a negative effect from having an abortion, not just in late term pregnancies. Earlier term abortions could just have less impact and not last as long as one in the latest term. Nobody I've ever met whose had an abortion isn't affected by it, even if they had never planned to keep the pregnancy. Contraception was a bit of a disappointment to me, since neutroamine is so hard to find in the early game unless you get really lucky. Could you possibly make a second version of it that is like a wash-out fluid of some sort? Using herbal medicine and beer, perhaps? It would have the same effect but you could make it not last as long, so your pawns have to use more materials to keep themselves from getting pregnant.

Anyway, those were just my thoughts and ideas on how the mod could be improved. Thanks for the great mod, and all your hard work. :)