Military Background Pawns - "Barracks Life" Perk / Shared Room Debuff

Started by canodab, October 24, 2015, 09:02:48 AM

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canodab

Hi there! First off, I want to say that I thoroughly enjoy playing Rimworld.
It's a fantastic game that my wife and I play routinely.

In my youth, I joined the military. For years, I lived in an environment
where I was constantly bunked up with other military personnel. Yeah,
we didn't like living in the same room all the time, but we got used to it.
It reached the point where I could fall asleep in a GP tent shared with a
room of guys and hardly notice them getting up or going back to sleep
between firewatch / guard shifts.

MY SUGGESTION: it might be interesting / realistic if pawns with a
military background (commissars, marines, soldiers, naval scientists,
engineers, etc) had a "Barracks life" perk in which they did not suffer
from / took only a minor hit from the "shared room" or "disturbed sleep"
debuff. They're already used to it from their experiences - and
might be more understanding or willing to bunk up with other folks.

A simple (but I think realistic) suggestion from a Marine. :)

Boston

Personally, I think that that "debuff" should just get removed in general. It ..... doesn't make any sense.

I mean, you have crash-landed on a frontier planet, with little-to-no hope of rescue. Tribals and pirates attack all the time, and you are alternately cold/hot and hungry. You would think that the people would be happy just to be alive, and learn to "not sweat the small things".

"Hey, yeah, sleeping with all these other people sucks, but you know, we could be sleeping on the dirt somewhere, or even dead! Comparatively, this is rather alright"

Instead, you have people bitching when they have to share sleeping quarters, or even when their bedroom "isn't impressive enough". If I had the option, I would be shaking those "greedy" colonists and smacking the whiny ones upside the head.

TheGentlmen

The wealth thing used to go from a huge +mood ->+mood -> nutrual -> -mood -> huge -mood. But people complained. Result is: He lowered the base mood then changed to a enourmous +mood -> slightly smaller +mood -> even smaller + mood -> tiny +mood -> nutrul.

What your basically asking for is the same. Lowering the base mood, then turning the debuff into a nutrual mood, then making actualy having a bed/not sharing/ext a buff.

Hopefully I anin't speekin' gibberish.

canodab

AS the game is designed right now, it -discourages- players from using a barracks.
BECAUSE as the barracks fills up, more and more colonists will be moving in and
out of the barracks - giving anyone sleeping in the room MULTIPLE
"disturbed sleep" traits. If you have EIGHT colonists living in a barracks right now,
it means that more than one of those colonists will suffer from a pretty massive
"disturbed sleep" debuff. Eventually using a barracks and housing multiple colonists
in a barracks becomes kind of silly.

WHAT IF there was a mechanism that actually -encouraged- using a barracks?
WHAT IF some colonists were O.K. living in a barracks? ... A colonist with a
military background probably would be more O.K. with living in a barracks.

It would create gameplay in which a player might be encouraged to continue using
and maybe even spruce up and decorate a barracks room!

................


I AM -NOT- SAYING:

I'm not saying that the "shared room" or "disturbed sleep" debuff should be
removed at all. Leave that alone.

I'm not saying that it has anything to do with the relative wealth or appearances
of the rooms at all. Leave all that alone, too.

................


ALREADY FUNCTIONAL IN-GAME EXAMPLES:

PSYCHOPATHIC colonists are not bothered by corpses or violence. The
"observed corpse" negative mood doesn't apply to them.

BLOOD LUST colonists like to fight - and get a POSITIVE MOOD boost
from violence.

................

I AM SUGGESTING that if a colonist has a -MILITARY- background, they might
have a characteristic, like, for example, "BARRACKS FRIENDLY" or
"BARRACKS LIFE", that prevents that colonist from suffering from the "shared
room" or "disturbed sleep" negative mood variable.

It would create a situation where civilian colonists and military colonists could
- at the players choice - actually use a BARRACKS room with colonists who
would not mind living in a barracks. Because military personnel generally
are more accustomed to living in a BARRACKS than civilians.

It means that if you put MILITARY colonists into a crappy, dirty, not very
well made BARRACKS, they would still probably hate that room. BUT
military colonists would not suffer from the "shared room" or  "disturbed sleep"
negative mood traits. They would still react and behave  normally to
everything else.


That is all I'm suggesting. Period. :) Nothing else.

REMworlder

Removing or changing the barracks debuff based on background makes sense, especially for the colonists with a military background. RimWorld lore specifically mentions vat-grown-type soldiers having special mental preferences and traits oriented towards military life. Adding a trait or two that addresses shared space would be a nice fix to this discrepancy.

That said, I'd say the barracks debuff does make sense for many RimWorld backgrounds. Used to live in a fantastic glitterworld mansion and now you're sharing a shoddy blood-stained room? Bad thoughts. Starship trader used to having an entire ship to himself? Bad thoughts.

Loki88

If you make a list of all the backgrounds you feel should not have the shared bedroom debuff, I'll have a poke around the code to see how doable it is with back stories. The other ones mentioned before like psychopath that remove certain mood debuffs are traits and not a back story. It seems like it should be doable enough though.

canodab

Loki88,

I went through the backstories this morning for both the childhood
and adulthood backstories. I've broken them up into two lists:
DEFINITE and POTENTIAL.

The DEFINITE list offers backstories that (I feel)  should not be affected
by the  "shared room" or  "disturbed sleep" mood factor for realism
sake.

The POTENTIAL list offers backstories that _probably_ would not
suffer from the "shared room" or "disturbed sleep" mood factor,
but I wanted to leave that open for discussion.

:) Also, I'd be happy to test it out, too, if the coding or config
file could be provided.


..................

DEFINITE

[DEFINITE - CHILDHOOD]
- Idealistic cadet - Military upbringing / lifestyle
- Medieval slave (2) - Pressed into military service
- Officer cadet - Military upbringing / lifestyle
- Scout - Military lifestyle / training
- Starforce cadet - Military lifestyle / training
- Vatgrown medic -Military lifestyle / training
- Vatgrown slavegirl - Raised to be around others
- Vatgrown soldier - Military lifestyle / training
- War child - raised under wartime conditions
- War refugee - raised under wartime conditions
- Youth soldier - Military lifestyle / training

[DEFININTE - ADULTHOOD]
- Army Cook - Military lifestyle / training
- Combet Engineer - Military lifestyle / training
- Medic Soldier - Military lifestyle / training
- Military commissar - Military lifestyle / training
- Military inventor - Military lifestyle / training
- Navy scientist - Military lifestyle / training
- Paramilitary Agent - Para-military lifestyle / training
- Space Marine - Military lifestyle / training

..................

POTENTIAL

[POTENTIAL - CHILDHOOD]
- Abductee (2) - lived on a pirate ship in close proximity.
- Cave Child - lived in a cave network with tribe / community
- Caveworld tender - lived with other tribals in close proximity
- Caveworld tunneler - lived with other tribals in close proximity
- Child slave - lived on a pirate ship in close proximity
- Drug mule - lived in an orphanage / in tight quarters
- Fire tender - lived with other tribals in close proximity
- Industrial orphan - lived in an orphanage workhouse / in tight quarters
- Medieval slave (1) - lived under slave conditions
- Mercenary recruit - lived under para-military conditions
- Orphan (1) - lived in an orphanage
- Orphan (2) - lived in an orphanage / very social
- Rebel slave - lived under slave conditions
- Son of a huntress - Raised by tribals
- Tribe child - Raised by tribals
- Work camp slave - Raised under slave conditions


[POTENTIAL - ADULTHOOD]
- Colony settler - Colonial lifestyle / Shared quarters
- Deep space miner - Probably lived in tight quarters with other miners
- Housemate - raised families / children in potential tight quarters
- Medieval farm oaf - Probably lived in tight quarters with other oafs

Wex

All this weird discussion could be stopped by the addiction of a couple traits, namely: DEEP SLEEPER - no malus from disturbed sleep; and the one discussed at the beginning: BARRACK LIFE - no debuff from shared room.
We then need: LIGHT SLEEPER - Guess what, having him near noisy activities, will give him multiple instances of disturbed sleep, even with closed doors; SLEEP DISORDER - You NEED an empty room to sleep, otherwise it will be an all nighter for you.
"You are not entitled to your opinion. You are entitled to your informed opinion. No one is entitled to be ignorant."
    Harlan Ellison

Loki88

Quote from: canodab on October 26, 2015, 09:28:14 AM
Loki88,

I went through the backstories this morning for both the childhood
and adulthood backstories. I've broken them up into two lists:
DEFINITE and POTENTIAL.

The DEFINITE list offers backstories that (I feel)  should not be affected
by the  "shared room" or  "disturbed sleep" mood factor for realism
sake.

The POTENTIAL list offers backstories that _probably_ would not
suffer from the "shared room" or "disturbed sleep" mood factor,
but I wanted to leave that open for discussion.

:) Also, I'd be happy to test it out, too, if the coding or config
file could be provided.


..................

DEFINITE

[DEFINITE - CHILDHOOD]
- Idealistic cadet - Military upbringing / lifestyle
- Medieval slave (2) - Pressed into military service
- Officer cadet - Military upbringing / lifestyle
- Scout - Military lifestyle / training
- Starforce cadet - Military lifestyle / training
- Vatgrown medic -Military lifestyle / training
- Vatgrown slavegirl - Raised to be around others
- Vatgrown soldier - Military lifestyle / training
- War child - raised under wartime conditions
- War refugee - raised under wartime conditions
- Youth soldier - Military lifestyle / training

[DEFININTE - ADULTHOOD]
- Army Cook - Military lifestyle / training
- Combet Engineer - Military lifestyle / training
- Medic Soldier - Military lifestyle / training
- Military commissar - Military lifestyle / training
- Military inventor - Military lifestyle / training
- Navy scientist - Military lifestyle / training
- Paramilitary Agent - Para-military lifestyle / training
- Space Marine - Military lifestyle / training

..................

POTENTIAL

[POTENTIAL - CHILDHOOD]
- Abductee (2) - lived on a pirate ship in close proximity.
- Cave Child - lived in a cave network with tribe / community
- Caveworld tender - lived with other tribals in close proximity
- Caveworld tunneler - lived with other tribals in close proximity
- Child slave - lived on a pirate ship in close proximity
- Drug mule - lived in an orphanage / in tight quarters
- Fire tender - lived with other tribals in close proximity
- Industrial orphan - lived in an orphanage workhouse / in tight quarters
- Medieval slave (1) - lived under slave conditions
- Mercenary recruit - lived under para-military conditions
- Orphan (1) - lived in an orphanage
- Orphan (2) - lived in an orphanage / very social
- Rebel slave - lived under slave conditions
- Son of a huntress - Raised by tribals
- Tribe child - Raised by tribals
- Work camp slave - Raised under slave conditions


[POTENTIAL - ADULTHOOD]
- Colony settler - Colonial lifestyle / Shared quarters
- Deep space miner - Probably lived in tight quarters with other miners
- Housemate - raised families / children in potential tight quarters
- Medieval farm oaf - Probably lived in tight quarters with other oafs

I will have a poke around. It will probably take me a while as I'm no pro at this and I'm limited on time lately.

Loki88

Quote from: Wex on October 26, 2015, 11:48:01 AM
All this weird discussion could be stopped by the addiction of a couple traits, namely: DEEP SLEEPER - no malus from disturbed sleep; and the one discussed at the beginning: BARRACK LIFE - no debuff from shared room.
We then need: LIGHT SLEEPER - Guess what, having him near noisy activities, will give him multiple instances of disturbed sleep, even with closed doors; SLEEP DISORDER - You NEED an empty room to sleep, otherwise it will be an all nighter for you.

Those traits are a good idea, but getting them to roll 100% on the back stories mentioned above might require more farting around than I'm capable of. Never tried something like this before so I'm really not sure :P

canodab

Loki88,

For simplicity sake, I think trying to add a trait to the backstories mentioned
in the lists - a trait called for simplicity sake - "BARRACKS FRIENDLY" ...
that would functionally do nothing more than eliminate the "shared room"
and "disturbed sleep" debuf ... would be all that would be required.

I'm trying to look at the coding myself, and I'm fiddling around with the
PSYCHOPATH / BLOOD LUST coding to see if I could jury-rig something.

I appreciate the interest, though!

canodab

It looks like something in the Defs suggests that a "trait" can nullify a thought.

So if a trait "BARRACKS FRIENDLY" could be created and then added to some
backgrounds, and then named as a nullifying trait in the thoughts Def,
that would do it.

The problem is that I also have never really tinkered with stuff like this.

Loki88

Quote from: canodab on October 26, 2015, 12:58:16 PM
It looks like something in the Defs suggests that a "trait" can nullify a thought.

So if a trait "BARRACKS FRIENDLY" could be created and then added to some
backgrounds, and then named as a nullifying trait in the thoughts Def,
that would do it.

The problem is that I also have never really tinkered with stuff like this.

That part's not to hard, I have made a few mods before. what I haven't done is tie a trait to a backstory. That part I know is doable (it's been done in other mods) I'm just not sure how :P

canodab

I actually just finished modifying the defs - and added a "Barracks friendly" trait that will be randomly
assigned to colonists.

I see what you were saying now, though. I can't find the backstories.

Here's a screen shot of my work. :) Now to test it. Hehe.


[attachment deleted due to age]

Loki88

If you wanted to, for now, you could use EdB Prepare Carefully to give your starting Derps colonists that trait manually. Or there's always the Dev menu "give trait" command  :P