[DEVBLOG#115] Vanilla Social Interactions Expanded synopsis
Added 2021-02-14 14:54:44 +0000 UTCHey folks and welcome to another development diary. This time you won't see too many images, in fact, none, as this devblog is focused solely on how we plan to expand social interactions in our new upcoming mod which should release this month if all goes to plan.
OVERVIEW
Vanilla Social Interactions Expanded means to bring much more needed life to your pawns as well as the overall world map. This mod alters what pawns do in their spare time, adds some much needed quests that breathe fresh air into otherwise boring and stale game. Pawns now also have aspirations that can be fulfilled to gain powerful mood buffs, and the whole inspiration system is also changed.
GOALS
- Make the opinion of pawns matter!
- Make pawns feel more alive.
SPECIFICATIONS
Each of the following mechanics should be able to be disabled in mod options, as I’m aware some people might not like some of those.
MEMORIES
Memory system represents the long-lasting relations affecting thoughts. Memories can last anywhere between a year to 25 years and directly represent what a certain pawn thinks of another pawn. Memories don’t always occur, there should be a percentage chance of an event becoming memorable. Following things can be memories:
"[NAME] butchered my bonded pet, I will never forgive him." Opinion -35
"[NAME] dug up and exposed the corpse of my friend, I will always despise them for this." Opinion -45
"[NAME] ate human flesh, I will always be afraid of them." Opinion -25
"[NAME] binged on food. How wasteful." Opinion -10
"[NAME] was hiding in their room. Weirdo." Opinion -5
"[NAME] cured my friend, I will always be grateful to them." Opinion +10
"[NAME] saved me from the raiders, I will always be in their debt." Opinion +25
"[NAME] has been my friend since childhood, we have so much in common that no one can separate us." Opinion +25
"[NAME] insulted me. Words cut deeper than daggers." Opinion -10
"[NAME] wandered in sadness. I feel pity for them." Opinion -5
"[NAME] went into sadistic rage. It’s absolutely disgusting." Opinion -20
"[NAME] binged on drugs. I don’t need a junkie in my life." Opinion -10
"[NAME] threw a tantrum. They need to be taught some self control." Opinion -10
"[NAME] went berserk. I can never feel safe around them." Opinion -20
"[NAME] went on a fire starting spree. It was so close and everything we know would have turned to ash. How can I forgive that?" Opinion -20
"[NAME] broke our prisoners free. It could have ended very badly!" Opinion -10
"[NAME] went on a murderous rage. What if I’m their next target?" Opinion -85
"[NAME] ran wild. Weirdo." Opinion -10
"[NAME] slaughtered our animal in a blind rage. I despise them." Opinion -10
"[NAME] and I had a social fight." Opinion -10
"[NAME] and I had a nice chat. It feels like we can talk about anything." Opinion +10
"[NAME] Was badly injured in battle. I admire their courage." Opinion +5
"[NAME] Saved me from my wounds. I will always be in their debt." Opinion +10
"[NAME] rebuffed me. I thought they were the one." Opinion -10
"[NAME] broke up with me. Will I ever find someone else?" Opinion -10
"[NAME] stole my lover away from me. What makes them so much better?" Opinion -10
"[NAME] failed a medical operation and killed one of us." Opinion -10
"[NAME] resurrected me." Opinion +25
"[NAME] tamed me, I will always be glad of the wonders they've shown me." Opinion +25
"[NAME] didn't attend our wedding ceremony! Was it so hard to come and just be with me on that day?" Opinion -5
"[NAME] removed the prisoner's organs! How can a person be capable of such a thing?" Opinion -10
“[NAME] was previously our enemy. I don't trust them.” Opinion -25
"[NAME] is royalty. I’m impressed." Opinion +10
"[NAME] attended my wedding." Opinion +5
"[NAME] arrested me." Opinion -10
"[NAME] tamed a thrumbo. What a legendary feat." Opinion +15
INSPIRATION CHANGES
Inspiration system is changed slightly with this mod, as well as new inspirations are added corresponding to various tasks. Whenever a pawn now gets inspired, it should let the player know what to do in order to unlock a large mood buff, as each inspiration now comes with an objective.
Work Frenzy
Change: <beginLetter>[PAWN_pronoun] will work faster for the next 8 days.\n\n[PAWN_pronoun] would like to do some work.</beginLetter>
If pawn with Work Frenzy has finished any work (crafting, building etc), this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Go Frenzy
Change: <beginLetter>[PAWN_pronoun] will move faster for the next 8 days.\n\n[PAWN_pronoun] would like to join a caravan and venture into the world.</beginLetter>
If pawn with Go Frenzy has been sent in a caravan, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Shooting Frenzy
Change: <beginLetter>[PAWN_pronoun] will shoot more accurately for the next 8 days.\n\n[PAWN_pronoun] would like to go on a hunt.</beginLetter>
If pawn with Shooting Frenzy kills a wild animal, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Trade
Change: <beginLetter>[PAWN_pronoun] will get a significant trade price bonus when closing [PAWN_possessive] next trade deal.\n\nThe inspiration will expire after 8 days, or when the deal is done.\n\n[PAWN_pronoun] would like to close a trade.</beginLetter>
If pawn with Inspired Trade trades with someone, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Recruitment
Change: <beginLetter>[PAWN_pronoun] will successfully recruit the next prisoner regardless of difficulty or resistance.\n\nThe inspiration will end after 8 days, or when the prisoner is recruited.\n\n[PAWN_pronoun] would like to recruit a prisoner.</beginLetter>
If pawn with Inspired Recruitment successfully recruits a prisoner, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Taming
Change: <beginLetter>[PAWN_pronoun] will successfully tame the next animal regardless of difficulty.\n\nThe inspiration will end after 8 days, or when an animal was tamed.\n\n[PAWN_pronoun] would like to try and tame an animal.</beginLetter>
If pawn with Inspired Taming successfully tames an animal, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Surgery
Change: <beginLetter>The next time [PAWN_pronoun] performs a surgery, [PAWN_possessive] chance of success will be doubled. A small minimum chance of failure still applies.\n\nThe inspiration will end after 8 days, or when the surgery is performed.\n\n[PAWN_pronoun] would like to perform a surgery.</beginLetter>
If pawn with Inspired Surgery performs a surgery, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Creativity
Change: <beginLetter>The next item, art, or furniture [PAWN_pronoun] creates will be two quality levels higher than it would otherwise be. This even allows the creation of legendary items.\n\nThe inspiration will end after 8 days, or when the creation is completed.\n\n[PAWN_pronoun] would like to create a masterwork or legendary item.</beginLetter>
If pawn with Inspired Creativity creates a masterwork or legendary item/structure, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Below are new inspirations added by this mod.
Inspired Planting
<beginLetter>[PAWN_pronoun] will be able to sow any plants regardless of their Plants skill level for the next 8 days.\n\n[PAWN_pronoun] would like to sow at least 50 plants.</beginLetter>
If pawn with Inspired Planting plants 50 plants, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Party Frenzy
<beginLetter>[PAWN_pronoun] will gain recreation twice as fast for the next 8 days.\n\n[PAWN_pronoun] would like to attend a party.</beginLetter>
If pawn with Party Frenzy takes part in a party, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Research
<beginLetter>[PAWN_pronoun] will conduct research 5x as fast for the next 8 days or when the research project is completed.\n\n[PAWN_pronoun] would like to complete a research project.</beginLetter>
If pawn with Inspired Research finishes a research project, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Mining
<beginLetter>[PAWN_pronoun] will gain twice the yield of any rocks or ore mined for the next 8 days.\n\n[PAWN_pronoun] would like to mine at least 50 rocks.</beginLetter>
If pawn with Inspired Mining mines 50 rocks of any type, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Learning Frenzy
<beginLetter>[PAWN_pronoun] will gain experience in skill at twice the normal rate for the next 8 days.\n\n[PAWN_pronoun] would like to level up any skill to level 10.</beginLetter>
If pawn with Learning Frenzy levels up any skill from below level 10 to level 10, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Inspired Cooking
<beginLetter>[PAWN_pronoun] will cook twice as fast for the next 8 days.\n\n[PAWN_pronoun] would like to cook at least 50 meals.</beginLetter>
If pawn with Inspired Cooking cooks 50 meals of any type (including Vanilla Cooking Expanded), this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
Flirting Frenzy
<beginLetter>[PAWN_pronoun] will be much nicer to others in social interactions, as well as much more sophisticated in romantic interactions, resulting in lower chances of being rebuffed for the next 8 days.\n\n[PAWN_pronoun] would like to engage in some lovin’.</beginLetter>
If pawn with Flirting Frenzy engages in lovin’, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood
Melee Frenzy
<beginLetter>[PAWN_pronoun] will land all their melee hits for the next 8 days.\n\n[PAWN_pronoun] would like to go defeat an enemy in melee combat.</beginLetter>
If pawn with Melee Frenzy kills downs/kills enemy in melee combat, this pawn should receive following mood buff:
Inspiration satisfied - I have completed my aspiration! - +20 mood lasting 15 days
If a pawn does not satisfy one of the inspirations, following mood debuff occurs:
Inspiration not satisfied - I have failed to complete my aspiration. - -5 mood lasting 15 days
OBTAINING NEW TRAITS
Over time, pawns can develop new trait. Each pawn can only develop one new trait (to prevent pawns that are alive for a long time from having 56 different traits). There is a few different circumstances in which pawns can develop a new trait, each comes with a unique letter informing the player what trait has been developed and why. Pawn can develop literally any trait (as long as it’s not nullified by another trait that pawn has). Chances of developing a new trait should be low, maybe 10%. Circumstances of developing new traits are as follows:
Prisoner recruited
<letterText>When you recruited [NAME], it turned out that [PAWN_pronoun] has the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: When you recruited John, it turned out that he has the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Resurrected using Resurrector serum
<letterText>When [NAME] died and got brought back to life, [PAWN_pronoun] noticed that they now have the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: When John died and got brought back to life, he noticed that they now have the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Catatonic
<letterText>When [NAME] succumbed to the catatonic mental breakdown, [PAWN_pronoun] has developed the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: When John succumbed to the catatonic mental breakdown, he has developed the [TRAIT_name] trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Family member died
<letterText>When [NAME]’s family member died, [PAWN_pronoun] has developed the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: When John’s family member died, he has developed the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Catharsis after a mental break
<letterText>[NAME]’s extreme mental break caused a permanent character change, as [PAWN_pronoun] has developed the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: John’s extreme mental break caused a permanent character change, as he has developed the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Developing immunity to an infection/malaria
<letterText>The time [NAME] spent fighting the deadly illness was enough time for a self-reflection, as [PAWN_pronoun] has developed the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: The time John spent fighting the deadly illness was enough time for a self-reflection, as he has developed the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
After a raid that took a long time to defeat
<letterText>After recent events and the difficult raid the colony faced, [NAME] reflected upon themself and developed the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: After recent events and the difficult raid the colony faced, John reflected upon themself and developed the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Birthday event
<letterText>[NAME] took a moment to reflect upon themself on their birthday, which resulted in developing the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: John took a moment to reflect upon themself on their birthday, which resulted in developing the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Brain injury
<letterText>When [NAME] suffered a brain injury, [PAWN_pronoun] noticed that they now have the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: When John suffered a brain injury, He noticed that they now have the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
Bestowing ceremony (Royalty only)
<letterText>Possibly the greatest moment in [NAME]’s life, a bestowing ceremony, allowed them to develop the [TRAIT_name] trait.\n\n[TRAIT_description].<letterText>
Example: Possibly the greatest moment in John’s life, a bestowing ceremony, allowed them to develop the Perfectionist trait.
John strives for perfection in his work. They will naturally produce better quality products at the expense of time. However, making a low quality product will upset them. Additionally, they may very rarely quit a project mid attempt if they don't like the direction it's going in.
VENTING
If a pawn is at risk of suffering a mental break (mood at 0), this pawn can search for a nearby pawn that they have at least 50 opinion of and try to vent. This pawn will then approach his friend and vent the issue, resulting in a mood buff called ‘Sharing the burden’ but the other pawn will now receive a ‘My friend vented to me’ mood debuff.
Sharing the burden - It felt good to finally unbottle my feelings to a friend. - +20 mood lasting 3 days
My friend vented to me - My friend unbottled their feelings to me. - -5 mood lasting 3 days
FRIEND AND BEST FRIEND
New PawnRelations are added. Currently, the game only has Pawn relations by blood (family) and by choice (lover). Now, we are also adding two new relations:
Friend - If both pawns have more than 50 opinion of each other, they can become friends. This unlocks the Venting mechanic mentioned before.
Best friend - If both pawns have more than 80 opinion of each other, they become best friends. Just like ‘Opinion of my lover’ thought, there is now ‘Opinion of my best friend’ thought that scales in the same way opinion of lover does. Pawns can only have one best friend.
TEACHING
During normal chit-chat, there is a chance a colonist will try to train another colonist in a particular field. A following message is then displayed:
Log entry: [PAWN_1] discussed [SKILL_name] with [PAWN_2].
This can only happen if PAWN_1 has higher [SKILL_name] than PAWN_2.
Effect of this chat is giving some skill XP to both pawns.
MANY HANDS MAKE LIGHT WORK
Global Work Speed is affected by other pawns who do the same work in radius. Two crafters working side by side on two separate projects will work faster than two crafters working in two separate rooms.
Multiplier is +0.1x per person which means 4 cooks cooking at the same time will cook 40% faster.
Radius should be relatively small - perhaps 10 tiles.
DISCORD
If pawns with low mood and opinion of each other spend too much time together in the same room (for example working at two different workbenches next to each other), they can throw a group social fight, which leads to a greater decline in opinions between each other.
NEW GROUP ACTIVITIES
A number of new group activities is added, similar to vanilla Party. These activities don’t necessarily involve the whole colony!
Grabbing a beer
Two colonists decided to grab a beer and socialize together.
Had a nice chat with a beer - I enjoyed the little chit chat and a cold one in my hand. - +5 mood lasting 3 days
Binge party
Similar to the Viking feast, but much shorter. Colonists will binge on alcohol, drugs and food for the entirety of the night.
Attended binge party - I had a great time at the binge party. - +12 mood lasting 10 days
Outdoor party
Pawns will walk outside and watch sunset together. One of them might start building a campfire. Pawns will sit and talk with each other. If it’s winter, they will build snowmen.
Attended outdoor party - I had a great time outside! - +8 mood lasting 10 days
Funeral
Colonists gather around the recently killed colonist’s grave/sarcophagus and stand there in silence for a moment.
Attended funeral - May they rest in peace. - +5 mood lasting 10 days
If a pawn has a thought about the target’s death (for example My Lover died), that thought gets removed and they get:
Got some closure - I will cherish every memory. - -5 mood lasting 15 days
Birthday party
Colonists gather to celebrate somebody's birthday party. This party has a chance to occur ONLY if a birthday event occurred very recently. Every attendee gets:
Attended birthday party - I had a great time at the birthday party - +8 mood lasting 10 days
A pawn that had birthday most recently gets the following thought:
Had a birthday party - They threw me a birthday party! - +10 mood lasting 15 days
DATING
Before pawns get into a relationship, they can date. These are some activities they can do together, and at the end of the activity there is a chance (scaled with their opinion of each other) that they will begin a relationship. While two colonists conduct these actions, they keep conversing. Only compatible pawns can take part in dating.
Going for a walk
Two colonists decided to go for a walk together.
Skygazing together
Two colonists decided to go skygazing together.
Viewing art together
Two colonists decided to go view art together.
Building a snowman together
Two colonists decided to go build a snowman together.
UNITED WE STAND
At the end of every raid, pawns receive a small mood buff or debuff depending on the severity of losses they sustained.
All colonists are downed or killed.
Crushing defeat - We have lost. There is no hope. - -20 mood lasting 10 days
Some colonists are downed. Raid isn’t defeated and doesn’t retreat - enemies succeed.
Close defeat - We have lost, but at least some of us are still standing. - -10 mood lasting 10 days
Raid defeated, but heavy losses sustained. Large amount of pawns downed or killed.
Pyrrhic victory - We have suffered heavy losses, but we have prevailed. - +5 mood lasting 5 days
Raid defeated, but some losses sustained. A small amount of pawns downed or killed.
Close victory - Some of us have fallen so that we can stand strong. - +10 mood lasting 10 days
Raid defeated with no losses sustained.
Decisive victory - Together, we are unbreakable. - +20 mood lasting 5 days
HOSTILE ENVIRONMENT
If a pawn has an average opinion of less than 0 from other colonists, that pawn gets a mood debuff that scales based on that opinion using following formula:
Average opinion / 5 = Mood debuff.
A pawn with an average opinion of -30 from others will have a -6 Mood debuff.
Bad reputation - I'm not having fun here. Nobody seems to respect me!
NEW MANAGEMENT
Whenever a leader of a faction changes, their relations with you change by a random number to indicate a new set of policies and different state of foreign affairs.
Original letter is changed:
Now it should also mention at the bottom:
Relations between {0} and {PlayerFaction} have changed by [X].
[X] can be anything from -50 to +50.
ONE NIGHT STAND
Pawns can now engage in One Night Stands. It’s essentially lovin’ that’s not restricted to couples, but can result in two pawns becoming a couple. This should happen very rarely and only if conditions are met.
Player receives a blue letter called One night stand.
The letter reads as follows:
[PAWN_Name] engages in a one night stand with [PAWN_Name2]. Whilst both pawns receive all the benefits of regular lovin’, they are not a couple.
This action significantly increases their opinion of each other and can result in a new romantic interest.
So here’s what happens: PAWN_Name goes to the bed of PAWN_Name2 if it’s a double bed, and they sleep together for this one night only. While they do that, they engage in lovin’.
Conditions that need to be met:
- At least one of these two pawns has a double bed.
- Neither of those pawns are married or in relationship.
Outcome:
- Both pawns receive the vanilla Got some lovin’ mood buff.
- Both pawns receive a relation boost of +20 to each other.
Comments
I love this, and look forward to replacing Psychology, but was wondering if it was possible for sexuality traits to be their own separate thing from regular traits? It sucks for a whole trait slot to be occupied by something like gay. bisexual or w/e. This issue could even be solved by pawns with those sexuality traits being given another trait so they aren't missing out on much more interesting traits. I only keep Psychology around because it has it's Kinsey scale, but if VE did something that would be fantastic, and lead to less incompatibilities and errors among a bloated mod list. Also with United we Stand, I'm noticing some inconsistency with how long the mood buff lasts, is that intentional?
Rinklestein
2021-02-17 12:08:43 +0000 UTCI recommend Syr's Invididuality mod for that. It mostly adds new traits (which I think are very well executed, but you could turn off with Vanilla Traits Expanded if you wanted); but it also changes Sexual Orientation, Confidence, and Psychic Sensitivity into non-trait values that every pawn has and are randomized.
DrKaine
2021-02-16 20:54:25 +0000 UTCSadly, one night stands in single beds is impossible to do code wise as no two pawns can ever share a single tile ingame
Oskar Potocki
2021-02-16 18:12:09 +0000 UTCAll looks really good, but just two questions. First, how do funerals work with funeral pyres? Do they work the same way? Secondly, would it be at all possible to allow for one night stands to happen in a single bed? The way it is set up, it would essentially never happen as a requirement is that a pawn must not be in a relationship, but you have to have a double bed to have a one night stand and why would you build a double bed if they are not in a relationship?
2021-02-16 17:57:32 +0000 UTCThis is amazing, looks like I will be finally able to replace psychology in my mod list
Michael Cooper
2021-02-15 18:42:53 +0000 UTCGoddamn that's expansive. I like it
Leo Durocher
2021-02-15 15:45:42 +0000 UTCI think this is the most important part here. This would really make a deep change. ''One year ago, my wife died'' then your pawn wants to go check her grave Or maybe ''One year ago we defeated X enemy''. Couple that with Royalty and you can make it an optional ''victory speech'' for example. Maybe you could dedicate monuments and certain larger art pieces to certain events, then people would gather there yearly for a morale boost?
Celsica
2021-02-15 08:47:46 +0000 UTC❣️❣️
2021-02-15 01:42:17 +0000 UTCIt all sound so good, would go great with mechanics like the RimStory mod - if pawns have memories now they could also remember certain days (great wins, date's of deaths, etc.) and throw a party / raise a glass. We honestly need more parties / gatherings in RimWorld.
1Sopel6
2021-02-15 00:14:09 +0000 UTCI love it! At first, i though it would have less things and not to be so interesting but, the ways to get traits, changes to inspirations, the dating, etc... well. Can't wait to add it to my modlist <3 Just a suggestion: It would be interesting if you can lost traits on similar ways that you get them :D
Federico Torres
2021-02-14 23:17:58 +0000 UTCSo sims and rimworld combined 🤔🤔🤔 I like that
2021-02-14 20:44:28 +0000 UTCAll I need is this and just the part of Rational Romance that decouples orientation from being a trait (making it a permanent property) and assigns it randomly on chargen statistically.
Zachery Gaskins
2021-02-14 20:12:12 +0000 UTCLooks great. I actually had a thought for this: What about a mechanic in which pawns favored sitting by each other for certain activities? My initial thought was for eating. Imagine a large banquet hall of tables and benches, like a cafeteria. Pawns collect food but there's some logic in where they choose to sit, favoring to sit next to pawns they have higher opinion of/are friends with and unfavoring of sitting near those they dislike. I can't remember if there is any traits like 'loner', either in vanilla or VTE, but if so, those pawns would have special logic where they try to avoid sitting next to anyone at all. Perhaps expandable to other activities if necessary/possible. I don't know, just a thought I had while reading through this.
2021-02-14 17:56:32 +0000 UTCTheres an incredible amount here. My only concern is the mental break memories may combine with something like the nobody respects me and cascade. I'm excited to see how all of it turns out
Anthony Phillips
2021-02-14 17:22:42 +0000 UTCOh man, I love this. I think I'm even more hyped for this mod than the vehicles one!
Lyn the Cookie
2021-02-14 16:22:29 +0000 UTCWoah, looks huge! Does this mod bring any changes to what pawns do when they are idle?
Tay'Yeer
2021-02-14 15:33:09 +0000 UTCI can already imagine the size of workshops that will squeeze the "MANY HANDS MAKE LIGHT WORK" buff to the extreme. On the same note, it will make for a nice conundrum to decide between building more workbenches for the buff or building the larger ones included in VFE Production module for their higher base work speed.
ZenoLord
2021-02-14 15:31:34 +0000 UTC