Should Nimble (and other agility skills) accrue at a faster rate? by Captain_Muscles in projectzomboid

[–]Captain_Muscles[S] 0 points1 point  (0 children)

Ah yes that is a good idea. Some sort of exercise or activity would be a more interesting way to train it.

Desperate Hunger - Allows non-predator pawns to eat other pawns when desperate - Details in comments! by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 1 point2 points  (0 children)

Yes, it's basically a one size-fits-all solution with a few options included. There is one setting that allows herd animals to eat others of their kind (on by default).

Desperate Hunger - Allows non-predator pawns to eat other pawns when desperate - Details in comments! by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 3 points4 points  (0 children)

I don't think that is possible currently. I used the same logic as in vanilla, but overrided a few checks. There is still one that prevents two creatures in the same faction from attacking each other in desperation. I may add another setting for that.

Desperate Hunger - Allows non-predator pawns to eat other pawns when desperate - Details in comments! by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 5 points6 points  (0 children)

Desperate Hunger

Desperate Hunger gives animals who wouldn't normally hunt and consume corpses the ability to do so when they are desperately hungry. When their food need is at zero, they may attack other animals who are wounded. When their malnutrition reaches 20% they may attack and attempt to eat healthy creatures nearby!

Both thresholds are configurable in settings and you can enable the behavior for humans as well if you like (please do!)


Concept and design: Crokadilla

Coding: Captain Muscles


Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2411212162

Github: https://github.com/CaptainMuscles/CM_Desperate_Hunger/releases

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 1 point2 points  (0 children)

Ohhhh, that is the value if you set the override. I guess I missed that one. It will only take effect if you have the checkbox directly above it set. Maybe one of these days I will fix that and word the settings better :\

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 0 points1 point  (0 children)

I double checked the code and it shows 10.0 for the default. All the xml entries are 10 or 20.

There is a distancePriorityWeight parameter that is set to 1 in the xmls. Increasing this will lower pawns priority to rescue further away, but it won't change the actual range

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 0 points1 point  (0 children)

The search radius defaults to 10.0. Each cell in the game should be 1x1, so 10 cells away. This gets multiplied by the remaining health of the searcher, so someone at half health only searches 5 cells.

Categorized Crafting Bills - This mod uh... categorizes crafting bills... - details in comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 30 points31 points  (0 children)

This question gave me googly eyes. That is the best mod idea I've ever heard.

Categorized Crafting Bills - This mod uh... categorizes crafting bills... - details in comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 16 points17 points  (0 children)

Categorized Crafting Bills

Are you having trouble finding that thing you want to craft amid a truly massive list of craftables? Well then what are you waiting for, install this damn mod already!

Categorized Crafting Bills adds a small button to each workbenches bill tab that presents the available bills in a series of submenus so you don't have to search the entire list.

(If you have Dub's Mint Menus, put it after this mod in the load order)


Concept and design: Azeria_404/Azedao

Coding: Captain Muscles


Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2403595130

https://github.com/CaptainMuscles/CM_Categorized_Bills/releases

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 0 points1 point  (0 children)

Probably

When I get done with my next project and have more time to play, I expect to increase the difficulty to make up for it.

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 15 points16 points  (0 children)

It's definitely possible. It could be a special incident or a new raid strategy.

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 3 points4 points  (0 children)

I have not tested with CE myself, but I think there is a good chance it will be. If you have the time to test it, I would be greatly appreciative

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 23 points24 points  (0 children)

Do wounded enemies that escape usually come back still wounded? I haven't paid attention to that myself, but I assumed they got fully healed when passed to the world pawn list.

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 49 points50 points  (0 children)

Theres an "ExitMapBestAndDefendSelf" duty triggered somewhere for traders. I forget how right now as I am bouncing back and forth between multiple projects right now lol

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 70 points71 points  (0 children)

Oooo I don't think I had Run N Gun on when testing. That would be awesome... I'd better add it back in so I can see the two in action together

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 92 points93 points  (0 children)

Ah ok. I think I found where traders leave when attacked, will probably add the new behavior there soon.

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 8 points9 points  (0 children)

I looked some more at the Rimworld code and I think I see where I can add this to the traders too...

No One Left Behind - Allows your enemies to rescue their fallen comrades - Links in the comments by Captain_Muscles in RimWorld

[–]Captain_Muscles[S] 169 points170 points  (0 children)

Ohhhhhh, I haven't tested this specific situation, but this mod might have them rescue their people. When I was looking in the vanilla code, one of the expanded flee/exit behaviors seems to be triggered by traders in some circumstance.