Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Overview
Tired of inconsequential injuries like tiny eye scars making your legendary constructors fail three constructions in a row, or tiny digit loss crippling your growers and animal handlers? This mod's for you, folks!
In vanilla RimWorld, the following success chance stats stop developing past level 8:
Animal Product Yield
Construction
Harvest Yield
As a result, a level 15 with an eye injury will still only have the same success rate as a level 8 with the same injury. This doesn't make sense since the level 15 has had significantly more experience, so the tiny injury shouldn't really affect their chances at all, or only minimally.
This mod addresses that.
Now past level 8, the above stats will actually continue to develop, albeit very slowly. This means that minor injuries will no longer effectively cripple the well-functioning of your master constructors, and so on!
https://ludeon.com/forums/index.php?topic=36916.0
http://steamcommunity.com/sharedfiles/filedetails/?id=1204378444
Fix the cause (injury) == fix the resulting effect (fail chance).
Mod: DE Surgeries
http://steamcommunity.com/sharedfiles/filedetails/?id=967947023
True, but that doesn't change the fact that a level 20 has no better chance to not fail than a level 8 in vanilla.
Wounded level 20.
And I'm myself perfectly fine with it. Cmon, you can be best athlete in the world, but with your bones broken you can fail even on simplest tasks.
Skills don't offset needs for basic reflexes and quickness in sport, so why it should do in Rimworld? Game tries to be as close to reality as it possible without turning into boring mess.
There's nothing bad to save your best pawns (near 20 doctor, crafter and artist) from combat at any cost, even in giving them some shields to be safe. I actually find it's cool and again - realistic (look on real world army, some specialists are keept far away from real bloody fight if possible).
No, the mod I posted changes the fact that past level 8 you have no better chance to not fail than *any* pawn with a higher level. Past that level in vanilla your only gain is a greater chance at creating higher quality items. This mod does not affect the quality tables just the fact that post-level-8 you do get a small increased chance to not fail.
In current vanila past 8 you have 100% chance to not fail.
Your mod only reducing importance of wounds, so it's sounds like pure cheating to me (IMHO ofk). No way that any "experience" will save even world-wide champ in boxing against some street thugs if he became blind. Again - it's realism.
Also it's making drug addicts colony even easier to manage and build
IMHO best to use some mod that allow fix wounds with risky operations or bionics (anyway we have it in basic game - it's sci-fi not nowadays!).
Ah right. Well, the mod author is saying that with *both* having the same injury the level 15 should have a higher chance than level 8. Which I do agree with.
edit: apparently author of mod is stating that post level 8 increases are allowed. Does this mean they are increasing past 100%? I somewhat agree with you at that point. Not sure if there is a great compromise between the two.
Here are the base tables:
<li>0.75</li>
<li>0.80</li>
<li>0.85</li>
<li>0.875</li>
<li>0.90</li>
<li>0.925</li>
<li>0.95</li>
<li>0.975</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
<li>1</li>
Here are the new tables:
<li>0.75</li>
<li>0.8</li>
<li>0.85</li>
<li>0.875</li>
<li>0.9</li>
<li>0.925</li>
<li>0.95</li>
<li>0.975</li>
<li>1</li>
<li>1.0125</li>
<li>1.025</li>
<li>1.0375</li>
<li>1.05</li>
<li>1.0625</li>
<li>1.075</li>
<li>1.0875</li>
<li>1.1</li>
<li>1.1125</li>
<li>1.125</li>
<li>1.1375</li>
<li>1.15</li>
So it increases them up by 1.25% per level for a max gain of 15 % at level 20. Think I can live with that, seeing as an injury reduces that number by quite a bit more than that I believe.
if the body isn't physically letting one perform at 100% then there's an efficiency problem.
They're humans after all, not regenerating lycans or "immortals".
The argument the mod is making is that take a level 8 and a level 15 (or even a level 20) BOTH with the same injury, the level 15 should be slightly better at it. Not that anyone should be perfect. I mean without the injury the vanilla game is already assuming you are perfect above level 8.
And I do believe the mod doesn't have the perfect method for all cases, but of course neither does vanilla.