Observed Corpse

Started by slauenbach, December 20, 2014, 02:39:53 AM

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Everteal

You know the feeling when you have had a colony for 3 years and have survived every attack with just mild injuries and the need to fix/rebuild some defenses at worst, and then something utterly unexpected comes by and wipes you off the map, and the only thing you can do is maniacally laugh about the s***storm that you can in no way control and click the load button with a near mental breakdown yourself of trying to figure out how to get around it?

I had that twice. First time was because my heavily fortified colony with nearly 20 fully power armored guys got wiped out by countless rampaging squirrels... which was the most hilariously sad thing I've seen in my life if you ask me.

Second time was because of the reason this thread was opened.


It may or may not be a bug, I honestly don't care because more challenge is better. From now on my every colony has a Psychopath-Hauler-Crafter character for reasons...

jack020

Quote from: Kelian on December 21, 2014, 12:24:26 AM
I thought I noticed this. I just laid out 31 pirate raiders and all my people are basically fetal position crying themselves to sleep for defending themselves... I mean yeah it sucks, but they were there to KILL you...

wait so previous versions didn't had this?

so ok i looked into a previous version and the code layout is completely different. Gonna fiddle with it again, see if i can get a better hotfix then x4.

Panzer

Well, takes a lot of micromanagement, but if you set a colonist to operation he gets sedated and that ll keep him from going insane, he ll be out of action til his fit is over and then some more, but at least he doesnt leave or worse. I usually use the "euthanize" option as that doesnt require parts and medicine to be placed, and switch with one doc between all the soon to be loonies. Dont forget to cancel euthanize afterwards though. :P And you might need to reset your doc by drafting after the last guy got sedated.
Added the changes jack020 suggested to my corefiles, will try it out later, ty very much for that, jack :)

jack020

#18
Quote from: Panzer on December 21, 2014, 07:25:56 AM
Added the changes jack020 suggested to my corefiles, will try it out later, ty very much for that, jack :)

it should be like this:


  <ThoughtDef>
    <defName>ObservedLayingCorpse</defName>
    <duration>10000</duration>
    <stackLimit>4</stackLimit>
    <nullifyingTraits>
      <li>Psychopath</li>
      <li>Bloodlust</li>
    </nullifyingTraits>
    <stages>
      <li>
        <label>observed corpse</label>
        <description>I saw a dead body laying on the ground.</description>
        <baseMoodEffect>-2</baseMoodEffect>
      </li>
    </stages>
  </ThoughtDef>


(for other readers, this can be found and edited in: "RimWorld657Win\Mods\Core\Defs\ThoughtDefs\Thoughts_Memories.xml")

result:




still no progress in making it better then this.

Everteal

Quote from: Panzer on December 21, 2014, 07:25:56 AM
Well, takes a lot of micromanagement, but if you set a colonist to operation he gets sedated and that ll keep him from going insane, he ll be out of action til his fit is over and then some more, but at least he doesnt leave or worse. I usually use the "euthanize" option as that doesnt require parts and medicine to be placed, and switch with one doc between all the soon to be loonies. Dont forget to cancel euthanize afterwards though. :P And you might need to reset your doc by drafting after the last guy got sedated.
Added the changes jack020 suggested to my corefiles, will try it out later, ty very much for that, jack :)

How about building Cryptosleep pods and telling crazies to go chill for a day till they're sane?

Panzer

Apart from being very expensive, cryptopods just kinda "freeze" your guy, thoughts included, so that wont work (as far as I have tried). Might be a good idea when there are too much guys to handle.

@Jack: set the stacklimit to 10 and the moodeffect to -3, didnt get -30 though but around -12, must be a hidden multiplier somewhere but thats for tynan to figure out, or it might be just because the effect multiplier line is commented out.

Got an idea btw, why not make a perk out of this bug, something like psychic sensitivity but with corpses? :P

jack020

#21
Quote from: Panzer on December 21, 2014, 08:20:01 AM
@Jack: set the stacklimit to 10 and the moodeffect to -3, didnt get -30 though but around -12, must be a hidden multiplier somewhere but thats for tynan to figure out, or it might be just because the effect multiplier line is commented out.

there is a hidden multiplier indeed, like i mentioned in this reply: https://ludeon.com/forums/index.php?topic=8390.msg83605#msg83605

it some how gets a 4 from some where. so at that moment i already guessed that there was hidden code some where with mathematics for this.
but i can't find it so i'll leave it to tynan.

xlockeed

Quote from: Everteal on December 21, 2014, 06:15:43 AM

It may or may not be a bug, I honestly don't care because more challenge is better. From now on my every colony has a Psychopath-Hauler-Crafter character for reasons...

WOW 168? That is messed up. I've had 62 max and had to lock the guy in the pretty room for a day. This has to be a bug, I like the challenge as well but it cannot be this high. In that picture it looks like your entire base is suffering pretty badly.
Each year of thy life is the foundation for the next. The man who squanders his youth needs must build his life on a foundation of mud, and then wilt it collapse.

TrashMan

SEDATE should be a medical option.

Everteal

Quote from: xlockeed on December 21, 2014, 09:16:30 PM
WOW 168? That is messed up. I've had 62 max and had to lock the guy in the pretty room for a day. This has to be a bug, I like the challenge as well but it cannot be this high. In that picture it looks like your entire base is suffering pretty badly.
Well as you can imagine nearly everyone out of 32 colonists went ape on each other, not to mention that all the ones in the pic with power armor helmets have miniguns.... It was hilarious!
Quote from: TrashMan on December 22, 2014, 05:26:57 AM
SEDATE should be a medical option.
This ^

Ruin

Can we get some input from Tynan as to what the intended setting was?  This might even be worth a hotfix.

jack020

#26
Quote from: Ruin on December 22, 2014, 01:56:54 PM
Can we get some input from Tynan as to what the intended setting was?  This might even be worth a hotfix.

looking at the original settings it should be a max negative mood of -6

the temporary hotfix i recommended has a max of -8.

But tbf after playing for a few hours with the hotfix i have to say that nothing can make them go nuts now (aslong as no colonists die, no starving, being tired and psychic drone ofc), killing challenge if it comes to the mood/thought department. so i think tynan shouldn't only fix it but also increase the amount of negative mood points you can get from observing corpse.

the tough question is though, how much?

by altering the mood effect we can trial and error this for tynan in advance.

seeing how my "ranged" brawler went over the edge everytime with the slightest negative mood effect from a different source i think i will start with -20.

keylocke

hmm.. i noticed that there are plenty of art in the room, but there are no "beauty" moodlet showing on the thoughts list..


jack020

Quote from: keylocke on December 23, 2014, 10:09:15 AM
hmm.. i noticed that there are plenty of art in the room, but there are no "beauty" moodlet showing on the thoughts list..

i currently have a few plants and multiple pieces of art but nothing either. Not sure if this is a bug or that i don't have enough though.

jack020

#29
Quote from: jack020 on December 23, 2014, 09:52:32 AM
seeing how my "ranged" brawler went over the edge everytime with the slightest negative mood effect from a different source i think i will start with -20.

Attempt 1.

-20 wasn't enough.

attempt 2.

-25 neither. took me a entire day and more to make her snap in the following way.



looking at these screenshots i need to go towards 30 or even 40.

Granted i need to keep in mind that the colonists that get into this situation aren't always in mint condition like my test subject.
My goal btw is to get her to snap but not so fast that you can't do anything about it.

Attempt 3.

-30, still easy in mint condition.

Attempt 4.

-35, getting there. requires happy room/thoughts.

Attempt 5.

-40, requires a proper response for a person in mint condition minus sharing bedroom ofc.



so if there sleepy and/or hungry (or any other additional negative mood effect / trait) you already got a serious problem at hand.

so this 1 looks solid to the point i don't dare to say that -45 (and -8) is a good option. (cause i think with -45 (and -8) additional longer lasting or hard to get rid of negative effect will crush your colonist for sure)

so imo in between -35 and -40 is worth test playing for a longer period of time. Anything higher is probable for the really hardcore players.

-35 being <baseMoodEffect>-8.75</baseMoodEffect> and -40 being -10 in my hotfix.

ofc in the original fix it should still be -2 a corpse, otherwise your colonists will snap in early game.

look at the stats and screens above, test play (late games in) different settings and discuss if your interested in this subject.