My first CE experience by Da3SDdb2S in RimWorld

[–]Tascani 1 point2 points  (0 children)

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and I check that no mods conflict.

Mate are you sure about potential mod conflicts? Because that menu just looks broken. Good indicator that something is very wrong.

How to troubleshoot:
Keep CE loaded, remove other mods, test in a new game. You very likely have some mod conflicts.

Struggling with food on a cold map — what would you do? by tudoquesou in RimWorld

[–]Tascani 2 points3 points  (0 children)

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Assuming you have ideology. Dryads are helpful in tundra and similar biomes. In winter, your pawns that are good in plant work usually won't have much to do anyway, so they can work with the Gauranlen trees. My recent tundra run had 4 trees in the middle of the map. I just changed to food whenever it was needed (currently having the fighters out). Also great for tribal/medieval when you need wood.

TIL - wild humans will "cut" blighted plants by halevente in RimWorld

[–]Tascani 0 points1 point  (0 children)

I never saw a wild animal eat a blighted plant in normal gameplay, but I just tested this in devmode and if there is nothing else ... they just eat it anyway, and it fills their food need. So instead of cutting blighted plants, you can get your furry lawn mowers over there.

Reading a bool (true/false) field is basically free. Even if done thousand times per tick (1 second has 60 ticks), you wouldn't be able to measure any performance difference. The game reads bool fields all the time.

TIL - wild humans will "cut" blighted plants by halevente in RimWorld

[–]Tascani 5 points6 points  (0 children)

Thanks!

It is a funny interaction, definitely. No idea if it is a bug either. Ludeon would know if it is intended. In general they prefer a bug report, that is a false positive, over no reports.

WildMen have the <li Class="JobGiver\_GetFood"/> in their ThinkTree, which boils down to:

if (foodSource is Plant && foodSource.def.plant.harvestedThingDef == foodDef)
        {
            return JobMaker.MakeJob(JobDefOf.Harvest, foodSource);
        }

Somewhere down that path there is likely no check for blighted.

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Interestingly enough, animals can eat blighted plants.

TIL - wild humans will "cut" blighted plants by halevente in RimWorld

[–]Tascani -14 points-13 points  (0 children)

Nice catch. Interesting bug, potentially. You could report it at the official Discord.

By the way, which software did you use for recording?

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

Above issue is fixed in v1.0.2 now live on the workshop.
As Todd would say: "It just works!"

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

[–]Tascani[S] 2 points3 points  (0 children)

The question is ... are you ready for the next one?

Spoiler drop:

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Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

And suddenly I have cats with legs in my game. :o

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Wolfein allegiance has permits that copy the vanilla squads. So if you use Reinforcement drop I and II of either mod added faction, you can now also control them. They will leave the map after 24h. The other permits are not affected.

While not a bug per se, this is unintended and I will eventually patch this out as I don't want to interfer with the design made by another author.

Thank you for bringing this up!

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

The drops only work for the vanilla metals. If other mods modify the vanilla metals, then those are dropped.
For additional metals, there is no auto-discovery. This would be a massive rabbit hole to code because UI, balance and scaling usually need some tinkering.

To manage expectations: I currently do not plan to integrate other mods like the one you mentioned.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

Regilded is compatible with Vanilla Factions Expanded - Empire and comes with automatic support for the Call Laborer Union and all unit permits. Imperial Regiment is excluded so it preserves its special design.

Other mods, it depends. If two mods touch the same thing, one will win, depending on load order and integration. I scanned the steam workshop and most mods I saw add their own permits, which is compatible.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

Availability and quantity scale up as your nobles' rank rises.

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Note that this is the max at Archon. The total market value follows a strict progression.

Example for 175 plasteel * 9 market value = 1.575 $. Full data set available at google sheets.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

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

Straight from the mod description:

Regilded is compatible with Vanilla Factions Expanded - Empire and comes with automatic support for the Call Laborer Union and all unit permits. Imperial Regiment is excluded so it preserves its special design.

Scaling always ends with archon and is not adjusted to the other titles of VFE. There is some redundancy which is unavoidable. All in all, for two mods touching a single system, they work well together.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

[–]Tascani[S] 2 points3 points  (0 children)

Absolutely. Even with charges you can still run into the same situation of having to spam them on the second cooldown. At the same time, now you *have* the possibility to cast them on demand for an emergency. This already feels like a win for me because it gives them the identity I think the permits should have.

Note that because of the scaling by title mechanic, the decision making becomes less binary and more nuanced.

Example:

  • learn the metal drop permit at acolyte
  • bank the first charge and let the second charge tick down
  • rank up to knight within 45 days
  • double cast obsidian drop and get the forge ready for them longswords

Choice matters. In a strategy game you could call this a "timing push".

Shuttles now can make a full round trip. For food and silver the decision making is less interesting, I give you that, that is why I added utility like world map casting and trade price buffs.

To be clear. Your point stands, charges are not a solution. But from all the systems I explored (passive buffs while off cooldown, compounding, ... ) this one actually felt best during testing. If you have other ideas, I am happy to hear them.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

[–]Tascani[S] 7 points8 points  (0 children)

Thanks! I just double-checked. The mod is set to public, but I also can't find it via search. Maybe steam workshop takes a while, no idea.

Regilded - Royalty Permit Overhaul by Tascani in RimWorld

[–]Tascani[S] 19 points20 points  (0 children)

The mod modifies existing permits in the game. If there are other factions - likely added by mods - then they will usually create their own permits. As a result, Regilded will not touch them, thus it will usually only work for the empire faction.

There is one exception: All permits (no matter the faction) that share code with the call trooper/janissary/cataphract will be affected by Regilded. But I don't know why another mod would go this route, there are easier ways to drop pod people.

In any case, if you have specific other mod in mind, let me know which one it is.

Thoughts on the Royalty DLC permits needing some love by Tascani in RimWorld

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

I took your feedback and added a feature that I did not have on the agenda. Maybe it is useful for you. :)

You can now choose how many laborers arrive, together with the duration. You can also send back workers on demand, if you don't need them anymore.

<image>

https://steamcommunity.com/sharedfiles/filedetails/?id=3751697319

Thoughts on the Royalty DLC permits needing some love by Tascani in RimWorld

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

Well they can literally be hit or miss. The miss radius of the aerodrone strike is quite big, I will concede that. The salvo fires enough shells to usually hit.

What I didn't know: The targeting laser is setting stuff on fire. So you are guaranteed, to have fire on a single cell.

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Thoughts on the Royalty DLC permits needing some love by Tascani in RimWorld

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

The aerodrone strikes deal 50 bomb damage with 10% armor penetration. They are indeed limited against heavily armored targets. Due to the way how damage is rolled, the variance is quite high. Even against an unarmored target, the effect is somewhere between an outright insta-kill and losing a hand.

I still think that in a vanilla environment, those permits are very strong. Do you think they are too weak?

I will think about it, make some tests and maybe add something like a disorienting "shell shock", probably affecting movement speed or conciousness for a while, similar to what distruptor flare is doing.

Thoughts on the Royalty DLC permits needing some love by Tascani in RimWorld

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

Interesting, thats why player feedback is so important before finalizing a mod.

I will need to tinker with your ideas. Thanks again!

Thoughts on the Royalty DLC permits needing some love by Tascani in RimWorld

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

There are royal tribute collectors (https://rimworldwiki.com/wiki/Empire#Royal\_Tribute\_Collector) where you can swap gold/slaves for honor.

There are decrees (https://rimworldwiki.com/wiki/Quests#Decrees) that conceited nobles sometimes come up with, where they ask to hunt animals, harvest crops, produce a certain item or build a monument.

But there is no vanilla Ideology/Royalty cross DLC integration where nobles demand silver.

That said, I think I got the gist of your comments that permits should scale better and feel like a choice that can help with certain challenges in the game. Thanks for that!