RimWorld

RimWorld

Fog of Pawn (Hide enemy bio, 隐藏属性)
43 Comments
Brad  [author] 22 Jul @ 9:27am 
disguise kits used to use a item layer patch from ratkin, I did not know that. It is fixed now, sorry
Brad  [author] 22 Jul @ 9:26am 
@高不成 修了
高不成 22 Jul @ 2:59am 
It seems like the mod was never added at all. Until today, I suddenly found two camouflage items on the map... The names and descriptions of the camouflage items are not in Chinese...
LifeIsAbxtch 17 Jul @ 11:55am 
This is like Creepjoiners but with extra steps. I LOVE THIS!
Brad  [author] 17 Jul @ 6:52am 
@Harmonea alright, fixed now
Brad  [author] 17 Jul @ 6:43am 
@Harmonea I lied, I'm way too lazy with testing. Will find a better fix
Harmonea 16 Jul @ 9:52am 
Very neat mod. But, what are we meant to do with the disguise kits that drop? They just stay on the ground, not haulable and not deteriorating.
Pluto 14 Jul @ 9:19am 
YIPPEE!
Brad  [author] 12 Jul @ 12:44pm 
@PetLoverSpy added a path, now safely removable - all truths will be revealed when mod is removed
Brad  [author] 12 Jul @ 10:18am 
@PetLoverSpy You can just tune the settings for all to be truthful. You reminded me that I'll need to double check remove mod logic
PetLoverSpy 11 Jul @ 11:53pm 
Oh thank you for that fix, I was pulling my hair out trying to figure out why my highmate sucked at social! I’ve really been enjoying playing with this in general, although I’d added this without thinking to my current save where I wanted a more truthful, working together vibe. Is it safe to remove this mid save?
Brad  [author] 11 Jul @ 12:08pm 
@Bobibobibu @Pluto @Tenty @冰谌团子 Fixed, now skill related genes should display and behave correctly, and added traits will not be masked initially. Any feedback is appreciated.
Brad  [author] 11 Jul @ 10:47am 
@Bobibobibu fixing it rn, sorry for the wait
Brad  [author] 11 Jul @ 10:14am 
@Pluto I'll look into it right away, thank you for telling me
Pluto 11 Jul @ 9:01am 
There seems to be a bug where my Xenotype pawn is only as good as their learned construction level, ignoring the "great construction" xenogene entirely. They could still perform tasks at the appropriate level, but they botched it almost every time. Can you look into it? Uninstalling the mod fixes the problem but id love to do a long play through with it.
Brad  [author] 3 Jul @ 3:22pm 
@Bobibobibu Character Editor 1.6 is not working for me at the moment, getting favoriteColor field not found error. Are you running these mods in 1.5? For now just abstain from adding traits manually lol, I'll fix it as soon as possible
Bobibobibu 3 Jul @ 12:26pm 
Any way to fix conflict with Character Editor that all traits added in Character Editor show the description of "this trait is currently unknown..."
Brad  [author] 1 Jul @ 4:03pm 
@azrazalea it works on enemies by default, head into mod settings there's a bunch of options that you can tune for it to fit your desire.
冰谌团子 1 Jul @ 3:32pm 
感谢、很喜欢这个mod
azrazalea 1 Jul @ 2:10pm 
Thank you for this awesome looking mod! Excited to try it out. Does this work on enemies? I was using https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3290742314 in 1.5 before which partially worked (for instance, it didn't work on rimhud and required modifying rimhud config to get around it). It sounds like you are accounting for this and hiding it from other mods too right?

If it isn't automatic, if we could have an option to hide more/most information for non-colonists/enemies (or make it default if you like it) that would be really great! No more knowing exactly which pawns you want to rescue/capture before you talk to them.
Brad  [author] 1 Jul @ 9:03am 
@Tenty @冰谌团子 Fixed, should account for genetic alterations
Tenty 30 Jun @ 8:10pm 
Fat fingered the + key and didn't notice until I posted, it should be "false trained level = target trained level - aptitude". Using the same example, the math would be "false trained level (6) = target trained level (10) - aptitude (+4)"
Tenty 30 Jun @ 8:08pm 
@Brad thank you for replying! I'm an amateur coder at best, but I would guess it would be something like "false trained level = target trained level + aptitude" so that someone trying to say they have 10 in a skill who also has an aptitude of +4 in that skill (i.e. a "good [skill]" gene) will correctly claim that their trained level is 6 with their final skill level being 10.
Brad  [author] 30 Jun @ 2:47pm 
@Tenty Thanks for the support. What should be the correct calculation? The example you gave puzzled me, but we can work on it together.
Brad  [author] 30 Jun @ 2:42pm 
@冰谌团子 你的问题我没看懂
Tenty 29 Jun @ 4:31am 
Great idea, but needs a little bit more work atm - the thing that immediately jumps out at me is that the stats (seemingly in general, might just be fogged) don't account for genetic alterations - i.e. a pawn claiming they have 4 in a stat won't account for having the "awful" gene for that stat, resulting in a display saying they have a learned stat of 4, -8 from the awful gene, rounding to 0 to avoid a negative number, for a final result of 4.
冰谌团子 29 Jun @ 3:36am 
有个问题、上了这个基因天赋等级不生效
Kaschey 26 Jun @ 2:25pm 
Holy s-, this sounds delightful! Will definitely try it on my next playthrough :D
Ishchyaboi 24 Jun @ 3:35pm 
this might be a core mod. it's hard to call rimworld a story generator when you have all the information and you have to provide all the dynamism. at that point, you're just playing with toys.
i can't think of a collection/campaign scenario i wouldn't want to toss this into
Brad  [author] 20 Jun @ 4:57pm 
@VitaKaninen Don't have to be colonists, should work unless my code is wrong
VitaKaninen 20 Jun @ 4:53pm 
If you use this with the Prison labor mod, can you determine what their real abilities are, or do they have to become a colonist first?
CrackaJack 20 Jun @ 3:55pm 
hehee, cant wait :D lvl 19 builder who took a week for an awful bed, hid his alcoholism and then ran away with all the beer drunk as hell... a soldier losing it, locking himself in a room with a rifle after placing landmines everywhere...
Brad  [author] 20 Jun @ 3:11pm 
@CrackaJack I'm still fixing a lot of the basic stuff, I just made the mod setting more readable. I will certainly add something were scammers will turn hostile and do ahole stuff
CrackaJack 20 Jun @ 2:57pm 
i loved the alpha animals "mime" already, and hunting for the metalhorror etc, and guests turning hostile... i´ll sure as hell use the settings to reduce the chance of truthful pawns by a lot, irl those people are rare. gimme the a-hole scammers, insecure pretenders and dangerously unstable ;)
this´ll give the game some "human" character, one more step away from clothed ants
CrackaJack 20 Jun @ 2:51pm 
sounds great! gotta say i always wanted stuff like this in the game, happy to see someone found a way
Brad  [author] 20 Jun @ 1:22pm 
@CrackaJack Sleepers in my mind are agents who don’t even know they’re sleepers—until something triggers them. I want to add more story and more drama for sure, but currently held back by all the code
CrackaJack 20 Jun @ 12:53pm 
cant wait to try this. do sleeper pawns not know theyre sleepers, or are they trained professionals? or different case by case?
just thought, what if a sleeper could be a hitman, sent to kill one colonist, or a thief trying to grab a specific item, maybe even waiting for it to show up?
thiefs could be funny, imagine somebody living in your colony camouflaged for weeks, just to run off with a stack of yayo in the end...
or a saboteur, trying to take down power with a bomb which triggers a raid when successful :P
saboteurs could be cultists too, causing shambler outbreaks. hidden xenotypes could make sense, so you could have sneaky vampires feeding on your people, or neanderthals trying to act human.
Brad  [author] 20 Jun @ 9:17am 
@free kill No, 1.6 has some different syntax than 1.5
free kill 20 Jun @ 8:32am 
would this be fine to add in 1.5 game?
shawyer 20 Jun @ 8:09am 
I love this idea.
高不成 20 Jun @ 3:29am 
神级模组,我很喜欢
tipofthemorning 19 Jun @ 4:55pm 
"they asked if i had a degree in theoretical physics, and I answered that I had a theoretical degree in physics. They said welcome aboard!"
Pudding 19 Jun @ 2:56pm 
Really cool idea