[Outdated] Marvin's Hot and Cold Pack IV

Started by RemingtonRyder, December 12, 2014, 12:10:53 PM

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RemingtonRyder

Some of the winter pawns are allowed to choose their outer layer, which may mean they'll choose a winter jacket rather than a parka. The insulation isn't as great as a parka but it doesn't slow them down.

There's also a chance, however slim when they have a large apparel fund, that they don't pick an outer layer.  Any chance you remember which pawn type did that?

Kaballah

Eh don't worry about it, I've been playing with your current version ~9 hours and I never had a visitor or invader just wander in and die of exposure.  I did get a couple of guys that were under-dressed but they were literally like two out of fifty or so.  The only thing that seems a bit strange is that in this current version/current game session it feels like I'm getting a lot less friendly visitors than other sessions.  Does your place on the map/nearness to NPC capitals affect that at all?

Overall I'm super chuffed about your mod + EdB Prepare Carefully, I'm running a Donner Party scenario and having a wonderful time with it :3

RemingtonRyder

That's something I started to address with the 1.4.5 test version. There are less friendly visitors to begin with simply because the pawns cost more points to spawn in, so the game fails to spawn in even one visitor.

Glad you're enjoying the mod! :)

Kaballah

Quote from: MarvinKosh on March 15, 2015, 12:23:03 PM
That's something I started to address with the 1.4.5 test version. There are less friendly visitors to begin with simply because the pawns cost more points to spawn in, so the game fails to spawn in even one visitor.

Glad you're enjoying the mod! :)

Oh yeah, I actually got a console message to that effect.

You know what, I'm gonna say it, I think parkas are still a bit too good.  Maybe I've just been lucky but even when I take colonists with full food/rest bars, deploy them to shoot at centipede mechanoids until their bars are completely empty and let them stagger home, I have yet to have anyone get past "shivering" hypothermia in a parka.

Also the point value for the hydroponics kit means you can start with several of them with Prepare Carefully - the point value of the kit is something you control in your mod's data though right?  I think you should make it impossible (or at least require blatant cheating) to start with, it really takes all the sting out of the cold start, especially with your no-fault power supply kits (which you can also start with for very cheap).  All the other items, eh whatever, but hydroponics requires research to unlock and it seems hugely cheesy to be able to start with like 10 hydroponics kits.  Zero would be more appropriate.   :D

Kaballah

Another suggestion on similar lines, you may wish to tinker with the numbers and frequency of animal spawns - I was surprised to be able to just be overflowing with food with a pretty small amount of irregular hunting, because there's so many large meat animals on the map all the time.  That's not how tundras in bitter winter really work, starvation should be a really major threat until you have a really solid farm constructed.  Or you, y'know, try that tempting "long pig" ... sitting right over there ... in the snow ...

oh god im so hungry  ???  just one bite

RemingtonRyder

I'm not sure how to hide certain kits from Prepare Carefully. The outdoor battery kits, for example, aren't carried by traders so you have to build them yourself. I'll have to ask EdB and see if it can be done. :)

I did make high-quality parkas (and other apparel) less OP, by the way. The bonus factor to insulation at the top end was actually more than three times what you could get from muffalo leather!

When you eventually need to replace your existing parkas, you'll either have to hope you can loot ones which are in good condition, or craft them.

I'll examine the spawn rate for animals in the Harsher Tundra mod, which I also recommend - although you would need to start a new map to take advantage of it.

Kaballah

Quote from: MarvinKosh on March 16, 2015, 02:35:38 AM
I'm not sure how to hide certain kits from Prepare Carefully. The outdoor battery kits, for example, aren't carried by traders so you have to build them yourself. I'll have to ask EdB and see if it can be done. :)

Simpler option, you can just make the point cost unreasonably huge to make it really blatant that they're not something you're expected to start with, but if someone really wants to override the point total then they can.

QuoteWhen you eventually need to replace your existing parkas, you'll either have to hope you can loot ones which are in good condition, or craft them.

Oh, I'm using the mending workbench mod so I guess that alters my perception of this.

QuoteI'll examine the spawn rate for animals in the Harsher Tundra mod, which I also recommend - although you would need to start a new map to take advantage of it.

Neat, you should maybe mention and link that mod in your OP.  durr I see it IS in your OP, thanks, I'll check it out.

RemingtonRyder

Updates galore today, folks!

First of all, there's Winter Is Here v1.4.5 which is out of testing at last. Please please remove your old Winter Is Here folder before installing this one, as some files have been renamed, and having two files defining the same things could throw some errors.

This update includes some fixes, some additions from my Space Meals mod, low-point pawns, and also adds support for the Wastelanders addon. Wastelanders overrides the winter pawns with some that are more suited to warm conditions. You can toggle it on and off as needed in the mods menu without needing to change anything in the Winter Is Here folder.

Secondly, a slightly modified version of Harsher Tundra, bringing it up to v1.0.2 and as usual, a compatibility patch for Biodiversity. It reduces the commonality of animals in the Tundra biome.

Also, if you head over to my Misc Small Mods topic, I've updated the Ice Sheet mod with a new ice texture and again, lower animal commonality.

Enjoy! :)

Kaballah

Quote from: MarvinKosh on March 16, 2015, 10:55:31 AM
Secondly, a slightly modified version of Harsher Tundra, bringing it up to v1.0.2 and as usual, a compatibility patch for Biodiversity. It reduces the commonality of animals in the Tundra biome.


Great, I had just started a tundra map with the last version of mods (literally 5 minutes ago) and was coming to mention how abundant the walruses were, so great timing :)


RemingtonRyder

Okay, here you go, v1.0.2, that should work. Don't know what happened there but I'll have a look at the original post too. :)

Kaballah


Kaballah

Looks great so far, except trees seem a lot more plentiful?  tbh I'd be fine with no trees at all, you start with a reasonable amount of wood if you're careful with it, and you can trade for more.  Real-world tundra has no trees.

The sparse animal spawns seems fine so far, and friendly visitors are more frequent as well as properly dressed (cloth parkas).   :)

RemingtonRyder

I'll consider taking out the trees then. I'm not even sure if they can grow enough to yield some wood before reaching the end of their lifespan.

Kaballah

The ones I cut down left wood, although I didn't really look at how much.  Tbh there's way more wood on the map than you'll ever need in the lifetime of your colony unless you're super wasteful with it.

I like it that as the weather gets colder I'm getting only the smaller critters (hares and squirrels) but there seems kind of a lot of them, I had something like 30 at any given time (300x300 map).  Never more than one or two of the larger animals at a time though, after it starts to cool off, which is great.  I just wiped on the first big siege (12 invaders vs. my 5, only 3 of whom were combatants  :-[ ) so I hadn't had a chance yet to check out full on winter yet, but so far it's great!