Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Only for new ideas really, just to collect everything.
I have several ideas too. Maybe some would not be too hard to implement:
Chance for a digger to bump into methane gas leakage when mining under overhead mountain. Gas cloud (like from gas grenade) emerges at the spot for random duration from 5h to 3 days.
Chance to spoil surrounding floors with dirt when moving or deconstructing furniture (no one had ever cleaned dust behind that dresser for years)
Also might be kinda cool to find small amount of hidden silver/gold when deconstructing floors or walls in ancient ruins.
Tiny chance to pop one small insect bug when cropping mushrooms or centipede when cutting mushroom tree. It would not do much damage to harvester but will entice if occurred once or twice per game.
Emphatic pawns (sensitive or with high social) should have a chance of spontaneous vomiting once they in vicinity of someone else's puke. Chaining barfing never ceased to be funny since hospital tycoon.
Medics could have chance of increased duration of positive effects of drugs on them.
Pacifist pawns could have a chance to pacify manhunters which targets them and gets in melee range.
Mid-winter, storage with crops might eventually spawn a rat or two inside walls if colony doesn't have pet cats.
Visitors with family-relations could have a chance to 'borrow' very cheap junk items before leaving.
Once in a while you may have a contact with orbital trader from enemy faction. If you don't get a clue and trade with him, he won't charge you, but will send a drop pod with wastepacks instead of goods.
Extinguishing drugs, affected by fire, could randomly make firefighters high.
Also pawns stoned with smokeleaf could start socially relaxing in the midst of firefighting, rapidly increasing their entertain and mood.
Guns jamming potentially depending on quality?
Pawns randomly drop resource/items that they are hauling, probably scale with the amount of items and the pawn's manipulation.
Harvesting has a chance to spawn a critter and lower the harvested amount.
Low weight pawns has chance to get knocked down in windy weather
Randomly damaged when chop tree with low plant skill.
exceptionally low chance of throwing the pin instead of the grenade on low combat skilled pawns
low manipulation pawns dropping magazines for weapons when used with mods that use magazines
*Abducted by aliens
*Hit pinky toe on edge of table
*Heart attack
*Gain random trait
*Lose random trait
*Corpse is resurrected
*Changes his/her name to random Millenial name with weird spelling
*All animals in map attack a certain pawn
*pawns of a different ido offer temporary help while on pilgrimage
*an imperial shuttle with gold, biocoded weapons, slaves, or very rarely a psylink nuroformer crash on the map
*Very rarely a non-tox immune pawn with high levels of toxic buildup will get a positive trait or random gene instead of a health condition.
Love what you're doing here, keep up the good work!
best I can get, due to it now crashing (not because of this issue, my pc just froze for a second and I accidentally clicked as it was doing it so yea)
This error pops every time I try to use the "Industrial Automatic Mason" from Project Rimfactory, to make stone blocks, so it's got something to do with the chances affecting the stone cutting would be my guess but idk
"Error producing items for Thing_PRF_StoneWorks484845: System.NullReferenceException: Object reference not set to an instance of an object
at RandomChance.GenRecipeMakeRecipeProducts_Prefix.Prefix (Verse.RecipeDef& recipeDef, Verse.Pawn worker, RimWorld.IBillGiver billGiver) [0x0001e] in <f7c141215b554724b897bbfd73ef35e1>:0
at (wrapper dynamic-method) Verse.GenRecipe.Verse.GenRecipe.MakeRecipeProducts_Patch13(Verse.RecipeDef,Verse.Pawn,System.Collections.Generic.List`1<Verse.Thing>,Verse.Thing,RimWorld.IBillGiver,RimWorld.Precept_ThingStyle,Verse.ThingStyleDef,System.Nullable`1<int>)
at ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler.ProduceItems () [0x00060] in <dbdf46c9160c45d385a1df4f90d4137a>:0
at (wrapper dynamic-method) ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler.ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler.Tick_Patch0(ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler:ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler.Tick_Patch0 (ProjectRimFactory.SAL3.Things.Assemblers.Building_ProgrammableAssembler)
(wrapper dynamic-method) Verse.TickList:Verse.TickList.Tick_Patch0 (Verse.TickList)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch8 (Verse.TickManager)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch6 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
"
(ngl I didn't notice this was a suggestions thread, I was dead tired when I wrote this. So my bad for posting in suggestions, but I am going to leave it unless you want me to delete it to post elsewhere)
a high plant skill pawn having a chance to harvest a plant faster because they got lucky with the crop being easy to harvest/ less peel wastage
low skilled crafter chance to ruin the crafted item
low skilled constructor chance to damage a building further by attempting repair
chance to get a masterwork artwork when on drugs (if its possible)
low skilled animal handler chance to turn the farm animal berserk/hostile by accidentally hurting it (tamed animals)
low chance for an animal to instantly bond when tamed