[A17] Pawns Are Capable! (No More Disabled Work!) Updated 06/14/2017!

Started by Rimrue, May 31, 2017, 04:18:41 AM

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Rimrue

And thank you for giving my mod a try! Hoping others will too and weigh in on their experiences playing it. :)

As for Dropbox, I updated the link in case it wasn't working.

Thanks!

faltonico

I can understand if a pawn cannot beat a fire if it had somekind of traumatic experience before... but hauling? "-Are you saying you are too good to haul you piece of shit?-"
Once it is finished, i'll probably will be able to give it a try.

SpaceDorf

I read you mentioning Editable Backstories ..
Is your mod compatible and/or replaces it ?
Or do I need to start a new game ?
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
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Rimrue

My mod replaces Editable Backstories. Not sure what happens if you run them together. You probably will need a new game, though, as I am not sure what it will do to existing pawns. Probably reroll their backstories, skills and traits. Lol

Thanks!

SpaceDorf

Quote from: Rimrue on June 12, 2017, 04:02:22 PM
My mod replaces Editable Backstories. Not sure what happens if you run them together. You probably will need a new game, though, as I am not sure what it will do to existing pawns. Probably reroll their backstories, skills and traits. Lol

Thanks!

I was thinking of replacing EdB with your PaC Backstories Midgame ..
it is always a pain when the colony is finally running and a new mod comes along ..
Damn this community  :o
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Rimrue

Okay, I did some testing and it definitely rerolls all the backstories if you replace EdB with PaC midgame. Sorry!  :-\

Sniper Pilot

Is it just me or do pawns now spawn/created with these hindrance traits more than vanilla would? maybe its just me.

Rimrue

I think A17 increased the chances of pawns spawning with incapabilities. And since this mod simply replaces the incapabilities with negative traits, unfortunately you'll still spawn plenty of "useless" pawns.  :P

SpaceDorf

Quote from: Rimrue on June 13, 2017, 11:00:59 PM
Okay, I did some testing and it definitely rerolls all the backstories if you replace EdB with PaC midgame. Sorry!  :-\

Thank you for trying. I know users have the weirdest Idea.

I will try and find a way !
Maxim 1   : Pillage, then burn
Maxim 37 : There is no overkill. There is only open fire and reload.
Rule 34 of Rimworld :There is a mod for that.
Avatar Made by Chickenplucker

Rimrue

If you figure it out, please let me know. I'm sure other players would appreciate knowing. I've tried adding the EdB backstorydef files to the PaC files, but they still end up being rerolled for some reason. :/

Rimrue

New update!

- All traits are working as designed
- Non-colonists no longer get a mood debuff for being assigned work
- 74 of the 232 player-created characters now added

(Dropbox file updated)

Once I've got the rest of the player-created characters added, I will be releasing this mod. I still have a couple other things I want to do, but I think they can be added after the release. :)

AngleWyrm

Some testing feedback


I like the notion of mood effects for performing a task they dislike, but the traits don't state up front the amount of damage they will do to mood. It would be good to have that written into the description box the same way all the rest of the traits do, instead of having to rummage through the xml to find it.

I suspect the motive was a sense of tentative plans with unusual values on the order of -50 to -75 mood for being assigned a job they don't want to do. I realize that multiple percentage factors have problems stating what they do, and so it's often the case that such strings of percentages have been rendered meaningless out of context. For example, click on an animal's info tab and their wildness doesn't look at all like what takes place when a colonist attempts to train them.

Nevertheless I do think it a good idea to have the value presented, and when adjustments are made to show new values.

Balance


Since these numbers are not the typical mood buff/nerf values I'm curious on how they might have been achieved. If no specific method has yet been used, then as a suggested direction consider how long a pawn will bear the burden of an unpleasant situation (or multiple) until they lose their cookies and start breaking stuff.


xpath patching


It should be possible to remove all of the WorkDisables from all of the /Defs/REB_Code.BackstoryDef records in one fell swoop, and using a patch sequence might work to install buffs/nerfs and/or traits.

Sketch at left is a simple schema representation of a pawn backstory. Schema attached.

[attachment deleted by admin due to age]
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh

Rimrue

Thanks for the feedback, AngleWyrm. :)

Quote from: AngleWyrm on June 15, 2017, 02:51:08 AM
It would be good to have that written into the description box the same way all the rest of the traits do, instead of having to rummage through the xml to find it.

Not quite sure what you mean by this. Do you mean the description box that pops up with the alert? Or do you mean the description of the mod? Or do you mean something else? There's no reason to go rummaging through the XML. Just assign a pawn a job and then check their needs. Lol They'll let you know what they think. ;)

Quote from: AngleWyrm on June 15, 2017, 02:51:08 AM
If no specific method has yet been used, then as a suggested direction consider how long a pawn will bear the burden of an unpleasant situation (or multiple) until they lose their cookies and start breaking stuff.

This is exactly how the negative mood debuffs were calculated. Lol I started with -20 and -30 and found they weren't strong enough to break a pawn in less than a day. So I just kept upping the debuff until it did. ;)

Quote from: AngleWyrm on June 15, 2017, 02:51:08 AM
It should be possible to remove all of the WorkDisables from all of the /Defs/REB_Code.BackstoryDef records in one fell swoop, and using a patch sequence might work to install buffs/nerfs and/or traits.

Hmmm... Not sure how that would work. It would be easy enough to patch remove all the disabled work, but to patch replace the disabled work with forced traits would be a lot more difficult as each backstory is unique. In theory it's a good idea, though!

Thanks!

Rimrue

BTW, if anyone else is getting double alerts when their pawns are assigned to work, please let me know. I think I may have goofed somewhere in this latest update. Lol

AngleWyrm

Quote from: Rimrue on June 15, 2017, 06:08:49 AM
Quote from: AngleWyrm on June 15, 2017, 02:51:08 AM
It would be good to have that written into the description box the same way all the rest of the traits do, instead of having to rummage through the xml to find it.

Not quite sure what you mean by this.



Quote from: Rimrue on June 15, 2017, 06:08:49 AM
It would be easy enough to patch remove all the disabled work, but to patch replace the disabled work with forced traits would be a lot more difficult as each backstory is unique.
The xpath patching laboratory (just west of Raccoon city's hive facility) has a mechanism for executing sequences of xpath statements -- along with other assorted miscreants in the pursuit of a better society.

In order for such equipment to be useful, there would need to be a default mapping of work disables to forced traits. There are only a dozen or so work disables, so further development of the concept would be to xpath the set of back-stories that have each specific work disable, and then perform two operations, removal of the work disable and insertion of a forced trait.
My 5-point rating system: Yay, Kay, Meh, Erm, Bleh