RimWorld

RimWorld

[B18] RimStory
Khaligufzel  [developer] 6 Apr, 2018 @ 7:49am
Ideas and suggestions
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Showing 1-15 of 18 comments
Vice 7 Apr, 2018 @ 6:00am 
I don't know if this is of any interest to you, but perhaps create an anniversary event for the foundation of a/your colony (since you can build multiple settlements now I suppose you would have individual dates at the different locations). For example: on the 5th of Aprimay 5505 the colonists gather to celebrate the founding of their community/colony one year ago.

Great mod btw. :Speech_Love:
Khaligufzel  [developer] 7 Apr, 2018 @ 7:27am 
That's good idea.

I will add it, thanks :)
Gun_Shy 8 Apr, 2018 @ 1:42pm 
It's funny, when I started playing Rimworld, this was the first idea I had for a mod. The only thing that differs is that I imagined a system of in-game tools that allow people to upload the story to a third-party database for easy sharing. That, however, is an incredibly lofty goal, and would take money to keep that database online. Oh well! You started a discussion for sharing, and that pretty well meets that demand.

Great mod! This should be a feature of the vanilla game, easily. Go you!
Khaligufzel  [developer] 8 Apr, 2018 @ 1:55pm 
Thanks for sharing!

I still remember my disappointment when I saw that in "history" tab there is pretty much... nothing ;)

I thought about generating stories from recorded data too! :) I can't say 'never', but it's unlikely to happen Im afraid :(

But in May I want to add two major features!
Last edited by Khaligufzel; 8 Apr, 2018 @ 1:55pm
cstoneburner 10 Apr, 2018 @ 9:57am 
One of the things I like about Days Matter over what I can see of this mod on loading (haven't played with it yet, but will) is that you can set if you want there to be a pary celebrating whatever or not and when in the day it happens. I'd love a similar mechanic but with even more precise timing so I could match it with scheduled joy times, would be great. Oh, and as mentioned above, founding days would be good to memorialize.

It might be fun to get bonded animals records, too. Given the lack of kids one suspects that there is a lot of emotional substitution going on, so things like bonding day anniversaries and funeral/memorial days for them could be a thing.

Maybe recognition for reaching level 20 in skills to substitute for graduation celebrations?
Like 20 Wizards 10 Apr, 2018 @ 11:20am 
I feel like this could be made more immersive. For example, a logbook table, where your settlers can log everything that happened in the last 24 hours when they use it. If they don't log it, it doesn't show up. It could be constructed with a few pieces of wood so you could build it early on. If you want a skill to effect how much gets logged, maybe wardening or negotiating? I know sprite work and implementation is difficult, so I know this idea might be a bit silly, extreme, unreachable, far-off, etc, but I like the idea. Either way, great mod, hope it grows to be one of the best.
Khaligufzel  [developer] 10 Apr, 2018 @ 12:07pm 
@cstoneburner
I don't want to allow planning in my mod. I want to leave it for colonists, to them we don't exists :)
But I think your other ideas fit great in RimStory. My mod already is recording animal bondings, but animal anniversaries would fit IMO in RimStory :) funding event is coming :)

@like 20 wizards
That would definitely fit into RimStory. But Im afraid other people already using RimStory could not like it.
BUT, I think logbook is a great idea. I WILL add it. User in settings can decide to use logbook or not.

Thank you so much for your input guys. Thanks to you, RimStory can evolve to something much better! :)
Last edited by Khaligufzel; 10 Apr, 2018 @ 12:08pm
Dylan 12 Apr, 2018 @ 4:56pm 
Great mod :D I just had a look at it and I think you could integrate birth (animals and also colonist(when using my mod 'Children, school and learning')) with not to much effort (if you are interested in adding it):

[HarmonyPatch(typeof(RimWorld.PawnUtility), "TrySpawnHatchedOrBornPawn")] public static class PawnUtility_Birth_Patch { [HarmonyPostfix] [HarmonyPriority(Priority.Last)] public static void TrySpawnHatchedOrBornPawnFinished(ref bool __result, Verse.Pawn pawn, Verse.Thing motherOrEgg) { try { Verse.Pawn mother = null; Verse.Pawn father = null; Verse.Hediff_Pregnant pregnancyHediff = null; RimWorld.CompHatcher comp = null; if (__result == true && pawn != null && pawn.Faction != null && pawn.Faction.IsPlayer) { try { mother = motherOrEgg as Pawn; } catch (Exception e) { } if (mother == null && motherOrEgg != null) { comp = motherOrEgg.TryGetComp<RimWorld.CompHatcher>(); if (comp != null) { mother = comp.hatcheeParent; father = comp.otherParent; } } else if(mother != null && mother.health.hediffSet.HasHediff(RimWorld.HediffDefOf.Pregnant)) { pregnancyHediff = (Verse.Hediff_Pregnant)mother.health.hediffSet.GetFirstHediffOfDef(RimWorld.HediffDefOf.Pregnant); if (pregnancyHediff != null) { father = pregnancyHediff.father; } } if (mother != null) { if (pawn.RaceProps != null && pawn.RaceProps.Humanlike) { if(father != null) { if (Prefs.DevMode == true) { Log.Message("Colonist born: " + pawn.Name.ToString() + " from mother: " + mother.Name.ToString() + " from father: " + father.Name.ToString()); } } else { if (Prefs.DevMode == true) { Log.Message("Colonist born: " + pawn.Name.ToString() + " from mother: " + mother.Name.ToString()); } } } else { if(father != null) { if (Prefs.DevMode == true) { Log.Message("Animal born: " + pawn.Name.ToString() + " from mother: " + mother.Name.ToString() + " from father: " + father.Name.ToString()); } } else { if (Prefs.DevMode == true) { Log.Message("Animal born: " + pawn.Name.ToString() + " from mother: " + mother.Name.ToString()); } } } } else { if (pawn.RaceProps != null && pawn.RaceProps.Humanlike) { if (Prefs.DevMode == true) { Log.Message("Colonist born without mother: " + pawn.Name.ToString()); } } else { if (Prefs.DevMode == true) { Log.Message("Animal born without mother: " + pawn.Name.ToString()); } } } } } catch (Exception e) { if (Prefs.DevMode == true) { Log.Error("PawnUtility_Birth_Patch: error: " + e.Message); } } } }
Last edited by Dylan; 12 Apr, 2018 @ 5:15pm
Deyon 14 Apr, 2018 @ 12:21pm 
I would love to translate to Dutch but I have never done anything like it. with some directions I think I can pull it of
Deyon 14 Apr, 2018 @ 12:35pm 
also, can you maybe add that I can remove events in my story? since i use the mod multiple raids, everytime i get raided the story menu goes wild and would like to delete some events from the storyline that are not important, like small raids are not of importance, important raids, marriages are important, i would like to keep those and be able to remove raid events in my story tab (just an idea, similiar to what "like 20 lizards" said, be able to command what gets written and what does not
Zanderfel 14 Apr, 2018 @ 2:09pm 
Dunno if this is in the game or not (been a while since I last played), but Relationships would be a nice addition.

Basically:
John likes Joe
John doesn't like Joe
John hates Joe
John is afraid of Joe
John is in love with Joe
basic stuff like that.

But also stuff like arguments:
John is angry that Joe isn't a believer
John & Joe got into a fight over the dog

Or even:
John doesn't like sharing a room with Joe
John prefers sharing a room with Joe
John would like to have free time when Joe is working or asleep

Even Suggestions to the Colony:
John saw some <insert animal name> and suggests we hunt them for <reason>
Joe is worried about our lack of <stuff> and suggests we get/make more before we run out
Lily believes our Colony is not secure enough, she suggests adding gun turrets
Ratchel noticed everyone is getting depressed, we need a way to have fun
Roy is sick of trading with savages, he suggests we enslave them & take their stuff
John thinks the Colony needs to look better than this Dump it currently is



Drekin 21 Apr, 2018 @ 7:13am 
I'm loving the mod so far but I noticed when a lynx killed one of my pawn's bonded animals it did not show up in the story log. Do you think you could add Bonded Animal's Death into the story log as it would affect the pawn a lot if it's pet dog died and because it is important enough to be a notification?
Scarlytte 30 Jun, 2018 @ 6:03pm 
Hi Love the mod. Its a way better way of keeping track of things. Is there any chance you would consider adding a button next to the event, that forces the next piece of art made to commemerate that event? I dont know if it would be possible. But it would be huge for me.
Khaligufzel  [developer] 1 Jul, 2018 @ 1:20am 
Hey, that's interesting idea buddy!
Will see :) Just let me go back from hospital :)
ShredderCody 4 Jul, 2018 @ 9:57pm 
I know you said that it would be unlikely to have a system in which story are added to a 3d party database, but would it be possible to have an option to export the rimstory of a save to a txt file? Its the same thing you see in the rimstory tab just in a txt file outputted somewhere. I dont know how hard/easy it would be, but it would be awesome.
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