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Use of alcohol in influencing social interaction.
Thanks for suggesting. However, I think what you are asking is having the intoxicated hediff influence social interaction chance. This should be implemented by the AlcoholIntoxication mod, as it makes a direct link between a hediff and the game component. There is no place for personality to impact this relationship.
thats fair. i did consider this. but then had a well they are just cheating them selves moment.
i also considered suggesting a timer but that once again is more performance overhead.
the best solution i can personally come up with is a new mod that is an athletic competition mod. but that is you know, a new mod.
maybe tie it to personal best in some way? single stored value. checked once a quadrium. maybe have them flex in front of something reflective?
leading on from that maybe make it dependent on another colonist somehow. after x sessions not time frame dependent. another colonist can compliment them giving sense of progress? reset counter potentially with 10% extra before next trigger.
it could be linked into overall stats. so times exercised could be found in pawn information as well.
dunno if any of this is useful but its a fun thought experiment for me. For a Mod set thats been in my always add mod list.
Yes, thinking about mod design can be difficult, especially when you also consider performance, but it can also be very fun and rewarding. It can be kind of like solving a puzzle that can have multiple answers.
And I think it's always good to share ideas, however silly you think it is, because it can also lead to some unexpected insights.
The problem with Rimbody is that, unlike vanilla I doesn't track anything at all in its goal to be performative. Rimbody is extremely state-agnostic, which is one of the reason why you can change the muscle/fat value using the edit button at will and have no consequence: the current state is the only thing Rimbody cares about. It doesn't keep track or constantly refer to some record.
There are only three record-ish values besides muslce/fat that Rimbody keeps track of: one is Gain (the yellow bar), second is fatigue, and the other is memory (consists of the last 5 workouts the pawn has done).
Gain and fatigue is constantly being restored, just excelerating when pawns are asleep. So they don't really have any 'cut off' point that Rimpsyche can use as a reference to start counting the sessions.
Memory gets wiped when pawns sleep (it uses the vanilla hook that gives pawns 'slept in cold' etc memory). Using this is, in essence, the same as using "sleep" as the reference point to start counting workout sessions.
The problem with this approach is that there are sleepless pawns.
This becomes even more difficult when we concern cardio workouts. It doesn't even track gain or fatigue. They take considerably longer per each workout though so we could just assign pawns some progress value when they do a single workout, but it would have to be very small value, considering it's still very short, and consequently pawns won't be able to get bigger mood than 1.6 from it.
Good thing is that I am the author, so if I decide to just add some field I can add it to start tracking something. But I wouldn't want to, as there are people who use Rimbody without Dispostion, and forcing performance impact on them for the sake of Dispsotion users is something that I don't want to do.
I'll keep this in mind and try to come up with some performative way to solve this. Thanks for being interested.