RimWorld

RimWorld

Ideology: More Precepts
 This topic has been pinned, so it's probably important
llunak  [developer] Jul 30, 2021 @ 12:13pm
Feedback/balance
Please report any problems with precept balance or similar issues here.
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Showing 1-6 of 6 comments
Trajda Aug 13, 2021 @ 2:10am 
If you really work on Pacifism&Violence balance as you said, here is a suggestion on how to do it.

Hurting people - is bad. People should feel regrets, some people might get a minor mental breakdown. I would recommend lowering the duration, but 6 days looks like an average vanilla duration, so the debuff number has to be even smaller. Stacking shouldn't be per hit but per colonist.

Killing people - is very bad. It should be split into two debuffs.

Right after killing - a major mental breakdown is expected. 6 days is too long in my opinion, but it is vanilla balanced and the mood system requires it, because the mood changes slowly, not immediately.

Long-lasting memory - people will hardly ever forget about all the people they have killed. -10 for 60 or 120 days sounds exactly what we are looking for. This is how ex-military drunks have been invented.


The most important part: There is no benefit in this meme. It doesn't give you anything. At least a simple mood buff "x days without violence" should suffice (or rather two mood buffs "I did not use violence for X days" and "no violence in the colony for x days"). And/Or you could use Custom Ritual Framework to create a "Banishing the thug" event. And/Or you could ask somebody for some C# code to create some peacemaker abilities for a priest or a whole new role.

I wanted to tell you one more thing, but I can't remember it.

Peace!
lego116 Aug 14, 2021 @ 1:27pm 
I would like raid to be able to be put on the other types of rituals.
Xurker Aug 24, 2021 @ 6:19am 
this is such a great mod, I thought some of these were vanilla! I was wondering if you could add some benefits to picking the Pacifist meme, like unlocking some type of "social specialist" or medical specialist, or giving pacifists medical and social bonuses, something to offset the malus of being a pacifist in such a violent setting, also I noticed pacifism unlocks symbol burning, but isnt symbol burning used to trigger raids? I feel like thats something pacifists wont necessarily want, maybe you can add a pacifist version that does the opposite like summon military/labor aid or increase factions goodwill depending on outcome? I dont know how difficult it is to implement but maybe even a hindrance to the next raid on you sort of like the "sometimes raids go wrong" mod where if you get the best outcome the next raiders that attack you are all stoned and drunk or they are followed by insectoids aggressive to them
Païtiti Oct 14, 2021 @ 6:15am 
Hey,
I've been playing with your mod for about 75h now and want to give 2 points of feedback. Alcohol meme seems not to work as intented. I had a brewery type colony, beers and other alcohol everywhere around base, drug policy to unlimited and open rooster yet they still had this negative moodlet of wanting alcohol most of the times. And that was with "Alcohol wanted" and not higher. So I dont know how to satisfy that need without having them manually drink all the time. Maybe it's my fault somehow if so pls explain what Ive done wrong here.

Secondly, the Nomads. It is funny cause I would have done it exactly like you did. I really like it but I find 30 days too short to stay in one place. If you look at nomads it would make sense to have an annual cycle imo. 30 days it too short for my taste. Could you add an option to change that? Or have different levels of nomadism require different timers? Like 30/50/90 days or something?
Vanilla Traits Expanded adds a trait "wanderlust". Your pawns get angry when staying in the colony for too long but if you take them on a trip they are satisfied again. Maybe you could add something like that to the Nomads? A small reconcilation for nomads if they just cannot go somewhere else atm because of weather or the 3 premium prisoners you really want to convert before you leave etc.
Comfort is bit iffy. Quite soonish the Pawns stopped being able to sleep in regular beds. sleeping on the floor whereever they exhausted themselves instead of using a "substandard" bed. feels like beds and facilities should give a slowly accumulating mood debuff rather than outright denial.
llunak  [developer] Jun 30 @ 9:40am 
@Kollege X: You set up the most strict level and then are surprised it is the most strict level. I have adjusted the wording to make this clearer, but this is working as intended.
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