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I have tried to set up the value so that pawns that don't do strength workout would have to do excessive hard works to have their muscle mass go over 35, so they will most likely stay "Standard physique" if they don't work out.
I think losing muscle for doing cardio/balance workout doesn't make sense. You get toned when you run. But if you want to change how that works, you do you. You can change the muscle gain/lose of workout machines by following the below instruction.
1. Go to your mod folder where Rimbody is installed.
2. In rimbody mod folder, go to Mods/Get Rimped/Patches
3. Open Rimbody_GetRimped.xml
4. Find the machine you want to change
5. Change the <strength> and <cardio> value as you see fit. setting strength of Treadmill and ExcerciseBike to -0.5 should do what you want.
Unfortunately, running strength factor is hard coded in the dll, so it can't be adjusted. But I will add a setting value for hauling factor when I have the time so that you can set up to make hauling don't give any muscle growth at all.
The game already has something like calories, referred to as "nutrition." When a pawn eats food, the food need (food bar) increases based on the nutrition value.
-Fat gain is based on this food need, more specifically, integral of the food need raised by the intake of nutrition.
-Fat loss is determined by other factors such as your current body fat, age, current activities and other variables.
Combining these two, you essentially get the system you described. You gain calorie from eating food and the surplus value compared to the maintainance makes you fat (your food need rise based on the nutrition value of food, and you gain fat when the integral of this food need goes above fat loss)
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I think the key point of your suggestion—having a 'calorie' value assigned to all food, distinct from 'nutrition'—is to make it so that meals with vegetables and meals with meat (for example) will have different effects on fat gain, even though both satisfy a pawn’s food need completely.
From an implementation perspective, this would cause significant compatibility issues if done thoroughly, and would have little to no impact if done broadly, while also putting a strain on performance. It would also require players to micromanage the ingredients they use to prepare meals.
From a realism standpoint, in real life, people get hungry when their blood sugar levels drop, and blood sugar is definitely related to calorie intake, which in turn affects fat gain. So, having a 'calorie' value related to fat gain that isn’t directly linked to food needs (how full they are) seems unrealistic to me.
Also, I believe people gain weight in real life if they sit around or lay in bed a long period of time as long as they have the same food intake. The difference is that real people usually require less food when they are inactive, while Rimworld doesn’t account for this in its food needs calculations.
I hope I didn’t overwhelm you with this wall of text! The mechanisms behind fat and muscle gain and loss are something I’ve thought about quite a lot, so I wanted to take the opportunity to explain the logic behind the current implementation. I really appreciate your insight and the ideas you’ve shared. I still wonder from time to time how the system could be improved, so I enjoy hearing various perspectives. Thanks again!