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View Code? Open in Web Editor NEWA RimWorld mod encouraging nomadic play
License: GNU General Public License v3.0
A RimWorld mod encouraging nomadic play
License: GNU General Public License v3.0
Test Nomadic and Sedentary genes
Come up with icons
Would like to have the genes inherit with high probability, but sometimes, it should flip to the other gene in order to generate interesting tension (child of nomads wants to stay put suddenly, child of settlers wants to see the world suddenly).
Find out what the biostatmed and prefix stuff is all about in the defs
Force the gene in the respective scenario (biotech sanguophage scenario forces a vampire..)
As a dev, I want both the afterglow mood de/buffs and the on the road effect for the two traits to have their own description and calculation rules separate from the main mood effect calculations. Right now, all the aspects come from a single algo per trait.
Might want to investigate stages or degrees for those - find out how that works (compare undergrounder stages?).
Add a third scenario that forces some pawns to have Nomadic and some to have Sedentary traits so we immediately get those huge conflicts?
As a player, I want my Nomadic pawns to have some natural comfort. Seeing that the natural goal of creating nice houses is discouraged for Nomads and bedrolls might still give mood debuffs, I want them to have appreciable tent-like sleeping opportunities, akin to what the Camping Tent mod offers. However, that mod still gives pawns mood debuffs if they have to sleep in tents, but a nomad just wouldn't care.
Maybe add a debuff for Sedentary pawns.
For v1.0.0, I've removed the incidents from both scenarios - test out the tick params and put them back in.
During playtesting the Nomadism scenario in v.1.0.0, we had random starting pawns that had both the Nomadic and Undergrounder traits, despite Nomadic declaring a conflict with Undergrounder. Research why the conflict is ignored by the scenario manager.
Do I need to use a fully qualified defname for the vanilla trait "Undergrounder"?
Add a tribe name generator that just uses the vanilla generator, but uses "Nomads" instead of "Tribe"
Steam workshop user handsomegrape said in the mods discussion section:
I also noticed you added a need for outdoors, unless that's from somewhere else, that might be worth mentioning.
(Related to #8?)
Using inheritance did not work for the faction and the pawnkind, had to switch to full-copy.
_Originally posted by @hiergiltdiestfu in #8 (comment)
Follow-up for #3, which offered only the standard texture for the new pasture pen gate. Door textures seem to be hard, need to read up on them first, but don't want to hold up the pasture pens.
In the Nomadism scenario, consider adding shelfs as starting things, so that medicine doesn't immediately spoil in pure outdoor playstyles.
Follow-up for #3
As a player, I want my Nomadic pawns to have some natural comfort. Seeing that the natural goal of creating nice houses is discouraged for Nomads and bedrolls might still give mood debuffs, I want them to have appreciable tent-like sleeping opportunities, akin to what the Camping Tent mod offers. However, that mod still gives pawns mood debuffs if they have to sleep in tents, but a nomad just wouldn't care.
Maybe add a debuff for Sedentary pawns.
As Nomad, it's hard to set up the pens quickly, the herd roams away in the meantime.. slow that down, maybe even disable it (or improve fence construction speed, or have portable fences or so?)
MakeThing error: ShelfSmall is madeFromStuff but stuff=null. Assigning default.
During playtest, a Sniper Rifle was observed as part of the starting things in the Nomadism scenario despite not being declared in v1.0.0.
Investigate why the Rifle generates, and suppress/remove it.
Add translations for all the user-visible label text the mod contains.
In the Steam workshop user comments, handsomegrape asks:
If it adds genes, shouldn't it require biotech? From the looks of the screenshots, it doesn't look like you have biotech installed though.
Initial tech debt:
This would break existing saves, so it'd need proxy traits with the old name, ideally inheriting everything but the defname from the renamed traits (but in initial tests, inheritance doesn't work very well, or I'm just too stupid for it)
As developer, I want to make sure that adding the mod to or removing it from an existing savegame is safe.
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