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Messages - Sh1ne

#1
Outdated / Re: [A17] Vegetable Garden [8/22/17]
August 28, 2017, 12:25:03 PM
Quote from: Madman666 on August 28, 2017, 12:13:44 PM
Quote from: Sh1ne on August 28, 2017, 10:46:48 AM
I've been wondering, if all the different types of alcohol all count towards the same addiction? same with smokeleaves and cigarillos. As I don't want any addictions on my colonists. Also I was wondering which stuff I could stack up and how often my colonists can safely drink / smoke that stuff without addictions, like the information found for the vanilla drugs on the game wiki.

Firstly all alchohol types count towards "alchohol addiction" and alchohol related health states, the way flake and yayo count towards psychoid addiction. And secondly there is no drinking\smoking "safely" as far as I know. Each time an item with addictiveness rate is consumed it rolls for addiction based on that rate. If you're unlucky - you can get an addiction from the first ever bottle of beer your guys gulped down.

according to the rimworld wiki on drugs you can have:
beer - 1 every 2.13 days safely -> so set to 1 every 3 days and you should never get an addiction if your colonists follow your drug plan,
smokeleaf every 2 days safely -> so set to 1 every 2 days,
wakeup every 3 days safely
ambrosia every 1.6 days safely -> so set to 1 every 2 days.

only go juice, yayo and flake are never safe and you can get an addiction from the first use if unlucky.

so now I am wondering if smokeleaf and cigarillos count towards the same addiction, and what the addiction values for the alcoholic drinks from this mod are. I would post a link to the wiki, but unsure if it would violate the forum rules.
#2
Releases / Re: [A17] Psychology (2017-7-16 v2)
August 28, 2017, 11:07:47 AM
I don't know if it would be possible or not, but could there be a system for colonists getting used to something? A lot of people seem to be using mods to disable debuffs after harvesting organs from prisoners or killing them. I personally kind of understand it, but it also seems gamebreaking, which is why I don't use it. So as it kind of fits into the psychology setting of this mod I was wondering if one could make some debuffs and maybe some buffs as well be less potent after it occurred a number of times.
#3
Mods / [Mod Request] Slave Hunter
August 28, 2017, 10:59:12 AM
I would like to see a mod, where there is a slave hunter, actively trying to hunt down specific slaves as you can request. Obviously the prize tag for this should be quite high and possible multiplicative. As a basis I think one could use the vanilla game colonist point system, and then have different tiers for a base price depending on how many points the requested slave is worth minimum and then have multipliers which increase the prize tag for each specific thing that you want. Like "Industrious" have some base multiplier of XY > 1. Also age range and talents as well as which tasks the new slave is allowed to not be proficient in. To make it even harder, so its not completely imbalanced, have each of these requests have a chance to fail and have each of the requests add to the time until the slave hunter returns with his captured slaves and also one should maybe have to pay an advance, so even if a fail happens you still lose some money.

But with this mod one would at least have a way to really get good colonists after the first few, often created by the "prepare carefully" mod.
#4
Outdated / Re: [A17] Vegetable Garden [8/22/17]
August 28, 2017, 10:46:48 AM
I've been wondering, if all the different types of alcohol all count towards the same addiction? same with smokeleaves and cigarillos. As I don't want any addictions on my colonists. Also I was wondering which stuff I could stack up and how often my colonists can safely drink / smoke that stuff without addictions, like the information found for the vanilla drugs on the game wiki.