RimWorld

RimWorld

Gwen's Gone Mental Traits
 This topic has been pinned, so it's probably important
GwenBlanketSpecter  [developer] 29 Aug, 2019 @ 1:23pm
Balance And Feedback
IMPORTANT
  1. All mods will cap out at 15-20 traits
  2. if you want a patch with a mod that adds new thoughts let me know.
  3. if you want a translation patch you are free to do it yourself or find a translator as I only speak english
  4. Traits that are more detrimental than the worst vanilla will have upsides buffed
  5. Traits that are more good than the best vanilla trait will have their downsides buffed
  6. traits that aren't fitting theme theme very well are open to theme edit suggestions before balance
  7. At its core, i feel rimworld is about hard but interesting decisions and drama so i want traits to feel that way.
  8. [h1] use this command with the trait name you are talking about to avoid confusion. [/h1]
VANILLA
I am trying to balance things with vanilla to what little I can with this mod while still having them be interesting.
<label>pyromaniac</label> <description>{PAWN_nameDef} loves fire. {PAWN_pronoun} will never extinguish fires. To relieve stress, {PAWN_pronoun} will occasionally go on random fire starting sprees. This happens more often if {PAWN_possessive} mood is low.</description> <theOnlyAllowedMentalBreaks> <li>FireStartingSpree</li> </theOnlyAllowedMentalBreaks> <randomMentalState>FireStartingSpree</randomMentalState> <randomMentalStateMtbDaysMoodCurve> <points> <li>(0, 50)</li> </points> </randomMentalStateMtbDaysMoodCurve>

<label>gourmand</label> <description>{PAWN_nameDef}'s life revolves around food. {PAWN_pronoun} gets hungry quickly, and will occasionally be overcome with the urge to eat ravenously, even when not hungry.</description> <theOnlyAllowedMentalBreaks> <li>Binging_Food</li> </theOnlyAllowedMentalBreaks> <randomMentalState>Binging_Food</randomMentalState> <randomMentalStateMtbDaysMoodCurve> <points> <li>(0, 50)</li> </points> </randomMentalStateMtbDaysMoodCurve>
Last edited by GwenBlanketSpecter; 3 Sep, 2019 @ 1:05pm
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Showing 1-15 of 48 comments
GwenBlanketSpecter  [developer] 29 Aug, 2019 @ 7:05pm 
Current Suspects
Trait
Concern
Animal Lover
not in quite the best place
Benevolent
their break might be too detrimental. probably needs a buff to its good side
Misotherist
their break is too detrimental. what would make it a hard choice if you kept them or not?
Last edited by GwenBlanketSpecter; 3 Sep, 2019 @ 12:28pm
lilwhitemouse 3 Sep, 2019 @ 10:21am 
Benevolent: Maybe only prison break if the prisoners are fully healed?
lilwhitemouse 3 Sep, 2019 @ 10:23am 
I would prefer to see "{Pronoun} is more likely to have X, Y, or Z mental breaks" rather than "Ze only has X, Y, or Z mental breaks" - if that's possible? Maybe a 50% chance of having the specified one, 50% chance of a random one?
lilwhitemouse 3 Sep, 2019 @ 10:25am 
Damaged Nerves: would love it if it had a linked HeDiff that other mods could possibly cure.

I think it would be great (from a realism perspective?) if the afflicted pawn got lots of minor injuries in the course of their life and never noticed. Maybe they scar more easily, because they don't notice the injuries in time to treat them well? Maybe they don't always "patient" even when injured because they don't notice?
lilwhitemouse 3 Sep, 2019 @ 10:26am 
I would be willing to help add Mod Options that allow players to select which traits showed up in the game, if you were interested in that.
GwenBlanketSpecter  [developer] 3 Sep, 2019 @ 12:21pm 
Originally posted by lilwhitemouse:
I would be willing to help add Mod Options that allow players to select which traits showed up in the game, if you were interested in that.
I want to get them all balanced and fun but I Wouldn't mind such a set of code if it won't cause compat issues. wanted this mod to remain xml only but I can see having at least that. I worry I'll get less balance feedback if folks just ignore the traits that aren't in a good place yet.
GwenBlanketSpecter  [developer] 3 Sep, 2019 @ 12:41pm 
Originally posted by lilwhitemouse:
I would prefer to see "{Pronoun} is more likely to have X, Y, or Z mental breaks" rather than "Ze only has X, Y, or Z mental breaks" - if that's possible? Maybe a 50% chance of having the specified one, 50% chance of a random one?

You can only have a single more likely from my testing. I provided the base code for pyro to show how it works in the top post. MY code follows that code in how it works.
GwenBlanketSpecter  [developer] 4 Sep, 2019 @ 2:59pm 
I"m open to changing things i just need more details in comparison to vanilla.
lilwhitemouse 5 Sep, 2019 @ 9:35am 
@GwenBlanketKnight[Potato] - I checked the code, and it seems to work as described in the name, mostly. If a pawn has one (or more) theOnlyAllowedBreaks of a given intensity, then when that pawn has a break of that intensity (Minor, Major, Extreme), it can only be one of those in the list with that intensity (Minor, etc).

It WOULD be possible to modify that behavior via C#. It would certainly make several of the traits more palatable to me if it only happened 50-75% of the time.
lilwhitemouse 5 Sep, 2019 @ 9:37am 
Originally posted by GwenBlanketKnightPotato:
Originally posted by lilwhitemouse:
I would be willing to help add Mod Options that allow players to select which traits showed up in the game, if you were interested in that.
I want to get them all balanced and fun but I Wouldn't mind such a set of code if it won't cause compat issues. wanted this mod to remain xml only but I can see having at least that. I worry I'll get less balance feedback if folks just ignore the traits that aren't in a good place yet.

No worries about compatibility issues! ...and given how players are happy to complain, I cannot imagine you getting less feedback ;)
GwenBlanketSpecter  [developer] 5 Sep, 2019 @ 2:43pm 
I'm not sure I can do the level of coding to make things more palatable. I also don't consider it complaining. Otherwise what you are doing would also count as complaining. I try to take feedback at face value.
Last edited by GwenBlanketSpecter; 5 Sep, 2019 @ 2:48pm
GwenBlanketSpecter  [developer] 5 Sep, 2019 @ 8:31pm 
But I guess being able to turn things on and off would be worthwhile. I would lvoe if code existed to set different break types at different frequencies istnead of only having the one and only allowed to make things work.
Last edited by GwenBlanketSpecter; 5 Sep, 2019 @ 8:39pm
lilwhitemouse 5 Sep, 2019 @ 9:49pm 
Let me see if I find any time next week to look into this.
GwenBlanketSpecter  [developer] 6 Sep, 2019 @ 7:15am 
I really wanted to just predispose pawns to certain kinds of breaks better. but the best i could do was what I did. I'm open to trying to fix all the traits to be more friendly to play with.
lilwhitemouse 6 Sep, 2019 @ 8:26am 
Actually, making ALL traits have a % chance of a non-specified break would be much easier than making only SOME traits.
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