RimWorld

RimWorld

104 ratings
Well Met
2
2
3
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
2.712 MB
21 Jul, 2021 @ 2:44am
27 Aug @ 10:08pm
14 Change Notes ( view )

Subscribe to download
Well Met

Description
A mod that aims to increase mechanical difficulty via information hiding. Different categories of information can be configured to be hidden by default for different categories of pawn. Optionally, this information can be learned over time by imprisoning, enslaving, or recruiting the pawn.

Documentation is available here[github.com].

Bug Reports and Feature Suggestions
If you have any bug reports or feature suggestions, please send them here[github.com].

Non-Steam Version
The newest version of this mod can be downloaded here[github.com].

Source Code
The source code can be found here[github.com].

Search terms: unknown trait, hidden trait.
186 Comments
Lakuna  [author] 6 Oct @ 8:56pm 
@Eclipse Yes, this mod can make it so that you learn pawns' skills and passions (in addition to other things) over time.
Eclipse 6 Oct @ 6:03pm 
Is colonist gradual actual skills and passions reveal from that mod? (Not prisoners)

Can’t find that one, seen it before
Lakuna  [author] 31 Aug @ 8:09pm 
@Maconnais I'm not sure about compatibility with other mods since I don't use any other mods myself, but if there's a compatibility change you'd like me to look into please feel free to open a feature request on the GitHub repository.

As far as the settings go, it's something I'll need to do a lot more refining for. I could somewhat easily make every information-pawn category pair have its own learning toggles and difficulty sliders, but the configuration tab would get cumbersome very quickly. I'll need a lot more information about what kinds of configurations people actually care about before I can really start to nail it down.

I'm glad to hear that the mod's been working well for you. I currently consider it to be in something of an "alpha" state, so any opinions and bug reports are greatly appreciated.
Maconnais 31 Aug @ 1:50am 
I've wanted a mechanic like this and glad it's been working really well and pretty performant, thanks for this! Now I can perfectly treat every stranger as a stranger. Does it support RimHUD? I removed the skills column from it for now. I also turned on learning for Neutrals. Does that work for Hospitality guests, I wonder?

I quite like the gradual learning for colonists setting, though I'd wish for a setting to have skills not need learning even with learning on or maybe have a minimum revealed amount of skills when Time as Colonist > 0 so we'd know what job the starting colonists would prefer to do, sort of like asking them their preferences. It's hard to memorize their skills at world gen since Alpha Skills adds a bunch of passion variety to keep track of. I do notice they get a skill revealed eventually at the same time, though it'd be nice to accelerate that reveal to be at the start of my control of them to know who should be hunting and who should stay and cook on day 1.
Dizzy Ioeuy 18 Aug @ 5:01pm 
Ok so X means never know, check means will get to know unless difficulty slider at 0 means always know.

thanks for considering straightening out the logic of the thinking required by the end user. the tool should do the twists, not the user,usually. imo
Lakuna  [author] 18 Aug @ 4:26pm 
The reason some of the settings are negated from each other is that the description describes the way it interacts with the mod. For example, "never hide controls" means that no matter what the other settings are, controls will never be hidden (even if they belong to a category that is hidden). Therefore, changing this to "show controls" wouldn't be accurate because it implies that controls will be hidden if it's disabled, even if the category that they belong to is shown.

Your complaint is heard though, I'll see if I can make it more intuitive. I also intend to write documentation in the next update to explain everything more thoroughly.

2/2
Lakuna  [author] 18 Aug @ 4:25pm 
Checkmarks are for known information, Xs are for unknown information. The ability to learn that information over time can be thought of as a filter on top of that (i.e. if it's known information, you can make it take time to learn instead of being known right away).

Right now, there are three categories for which learning is implemented: traits, backstories, and skills. When any of these are enabled for a pawn type for which learning is also enabled, a slider will appear in the settings to set the learning difficulty. I will be looking to expand which categories can be learned in the future when I find a good way to implement them.

1/2
Dizzy Ioeuy 18 Aug @ 12:16pm 
Ok Mine says "Uknown" now.

So basically the learning enabled v/ or x means v/==yes must learn this. x = no you wont ever learn this it's hidden permanently?

Also is it referring to only traits or to everything with a v/ above that selection opting in to this function? So if not an X.

The problem is this table is too multidimensional in presentation without explanation. Some X mean never, some v/ mean always, some checks mean eventually, some mean enabled versus disabled (X),

Using "Never" hide controls, for example in your query is how the logic goes back and forth between an X cancelling the negative and ENABLING controls, and sometimes a green check meaning to enable because the query is not a negative query.

Suggestion. Make ALL queries of ONE TYPE:
"Never hide controls" becomes "SHOW controls?"
"HIDE faction information" becomes "SHOW faction info"
"HIDE ancient.." becomes "SHOW"

let the user apply one set of logic to the decisions as they go.
Dizzy Ioeuy 18 Aug @ 12:00pm 
v3.3.0.0
Dizzy Ioeuy 18 Aug @ 11:59am 
this is the only one right?

Mod_2553173153_WellMetMod.xml