[EPOE Request] Painkiller Ribs, Not A Good Design

Started by RommePawn, September 28, 2016, 03:16:22 AM

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What should happen to painkiller ribs in EPOE

Change it to -3% pain
3 (23.1%)
Change it to -6% pain
2 (15.4%)
Change it to -10% pain
4 (30.8%)
No change, they're good for combat
4 (30.8%)
Other...
0 (0%)

Total Members Voted: 13

RommePawn

[EDIT] How to make this change for yourself, thanks to kaptain_kavern for the tag needed.

Open the ExpandedProsthetics&OrganEngineering folder then Defs >> HediffDefs then edit HediffDefs_Bionics.xml with a text editor like notepad++ or something.

Use Ctrl+F to search for "Painkiller". Find the line that says:
<painFactor>0.9</painFactor>

and change it to:
<painOffset>-0.03</painOffset>

replace the -0.03 with whatever percent you like. I feel 3% is most balanced for my tastes.


Regarding your thoughts on the Expanded prosthetics and organ engineering mod(EPOE)


The vanilla purpose of the painstopper was to fix persistent pain issues. It of course you could install it as a luxury combat upgrade. However, the EPOE mod changes this by making the painstopper cost $13000 silver(base), or if you want to craft it then you need high end research plus 560 gold, 625 steel, 275 plasteel.

This makes the painstopper a premium item and it SEEMS ok for it to be one because their are painkiller ribs which help deal with pain. Unfortunately if you have someone with, lets say 4% pain and you give them a painkiller rib, they will be at 4% pain. This is because painkiller ribs reduce pain to 90% of the original. If you were to give someone 12 painkiller ribs, they would stack to 65% pain reduction(I've tested).

As I said before removing persistent pain was the main use, yet painstopper ribs can't do this, thus they are ONLY good for combat. I personally would never use them for combat as the adrenaline ribs are far better. Pain reduction in combat is a luxury. Speed isn't as much.(+120% speed for if all 12 are adrenaline ribs)

Painkiller ribs should reduce pain by -10% or -6% or something, rather then multiplying pain by 0.9.

Having all 12 ribs being -6% you could reduce pain by 72% assuming no persistent making the painstopper the ultimate pain solution for combat but leaving painkiller ribs to fix persistent pain issues.

One could argue the reduction should be less as persistent pain is always 2-6% per injury. Thus -3% may be more balanced.

Thank you.

Facepunch

Wonder if a negative value of pain would screw with things. Might be why it was done like that
For combat usefulness, I wouldnt. Id rather my colonist go down because of pain rather than being shot to death. But yeah rebalance would be nice

sadpickle

EPOE ribs are sort of poopy in general. I can't even get the drugged rib to craft.

RommePawn

I don't remember having an issue crafting them, think you should post the bug here:
https://ludeon.com/forums/index.php?topic=10571.0

RommePawn

So I thought why don't I just edit the mod itself, I go looking through the files and find \Defs\HediffDefs\HediffDefs_Bionics.xml

Down at the bottom I see PainkillerRib with <painFactor>0.9</painFactor> At first I was like great, I found it, then realized I still don't know what I can do to change it. I have no idea how to reduce pain by a specific value. I guess I can try <pain>-0.03</pain> or something (this through an error). It would be nice if there was a list of tags I could look through. Maybe if I can find scars in the files.

kaptain_kavern

#5
Quote from: RommePawn on October 18, 2016, 01:21:54 AM
It would be nice if there was a list of tags I could look through.

Check my post there, there is link to modding help resources, including tag list and even full xml files commented. Maybe it can help





Searching throughout the code I found you the tag : "<painOffset>0.05</painOffset>" (Mods\Core\Defs\Drugs\Alcohol_Beer.xml line 171); this one should be more appropriate if I understand well what you want to do.... After that there is only one way to discover if it works ....  ;)

RommePawn

It would appear this worked, I will edit the first post with how to change it. Thank you kaptain_kavern. :D I really think this should be part of the base mod. It just makes sense.

kaptain_kavern

Hey I'm glad it worked  ;D   

It take me time to fully understand well your intention (I'm not a natural English speaker and I've learned by myself - so long text can be an issue for me :o) but I feel the same it feel more "logical" that way

RommePawn

Quote from: kaptain_kavern on October 18, 2016, 07:35:39 PM
Hey I'm glad it worked  ;D   

It take me time to fully understand well your intention (I'm not a natural English speaker and I've learned by myself - so long text can be an issue for me :o) but I feel the same it feel more "logical" that way

Perhaps I could have explained better, I'm glad you understand and agree.

lc-soz

I didn't even think about that. Thank you for the idea and solution!

azrael9986

so just to be clear this is a question of if they should stay the same or give a small flat -3, -6, or -10% from your total pain? correct?

Canute

azrael9986,
maybe take a look at the date.
And if you got questions about the mod itself you better ask at the mod topic.