RimWorld

RimWorld

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Useful Terror
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.261 MB
24 Oct, 2021 @ 1:56pm
19 Sep @ 10:00pm
17 Change Notes ( view )
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Useful Terror

In 1 collection by Fuko
Fuko's Mods!
7 items
Description
Building a horror base filled with skullspikes and gibbets was one of the more interesting possibilities in Ideology, but it turned out terror was never needed and redundant with the collar and body strap. In addition, the way terror worked was janky at best, slow to apply because the observation check has a low tick rate, yet quick to fade when the 5 cell observation range gets surpassed. So I changed it!

Primary Changes
Give terror a non-redundant benefit, and make it less janky:
  1. Terror can be used to weaken or nullify the "weapon proximity", "escape route", and "unattended" rebellion penalties. Meaning that outdoor work, hauling/smelting in the armory, assisting in fighting, or even leaving the map with all your colonists is now possible as long as there is sufficient terror coverage.
  2. The terror object observation will remain for 4 in-game hours instead of immediately ending once out of the 5 cell range of the terror object.

Smarter suppression logic:
  1. Wardens will suppress when suppression is under 90%, up from 70%.
  2. If suppression loss per day is 0%, wardens will suppress if suppression is under 100%.
  3. Value can be configured in the mod options.

New heart acidifier implant:
  1. A mini-acidifier installed next to the heart to instill permanent terror in slaves. Causes a slave to have 100% terror anywhere in the world regardless of terror objects. Unlocked by the Poison Synthesis research.

Modified Bliss Lobotomy surgery:
  1. Adds a 100% terror effect to Bliss Lobotomy from Anomaly, which serves as an earlier game alternative to the heart acidifier with more severe downsides.

Terror values adjusted, because there was no reason to use Gibbets or Terror sculptures over the cheaper and better Skullspikes.
  1. Gibbet buffed to 50 terror, up from 25 terror.
  2. Terror sculpture buffed to 40 terror, up from 10 terror, +-5 per quality difference.
  3. Skullspikes are now lightweight objects like Torches, so they can be placed in sand/swampy terrain, over stockpile zones, won't block wind turbines, and be easily walked over.
  4. Placing/selecting terror structures will now show the terror radius.

The combined effect is that terror will both serve a unique role and be an important consideration in base design.



Compatibility
  • 0% performance impact (Less than 0.001ms average in Dub's Performance Analyzer).

  • Safe to add and remove mid-game (remove the heart acidifier from anyone with it first).

  • Independent, isolated, and minimal in scope, with no unsafe modifications to vanilla behavior/code: Should be compatible with nearly every mod, leaves no permanent changes to your saved game, and will not brick your game.

  • Confirmed compatible with Combat Extended, Vanilla Expanded series, Alpha series, Dubs series, and hundreds more.



Updates
~4.1 update: Added a desired suppression level slider in the mod options.
~4.0 update: Updated for 1.6!
~3.3 update: Fixed a tooltip error that can occur if you hover over the Slave Rebellion Interval stat during a rebellion.
~3.2 update: Add 100% terror effect to Bliss Lobotomy surgery from Anomaly, which serves as an earlier game alternative to the heart acidifier with more severe downsides.
~3.1 update: New Time until Prison Break and Time until Slave Rebellion multiplier added in the options! The time until the next prison break and rebellion can now be decreased or increased to fit your preference!
~3.0 update: Now compatible with 1.5! Heart acidifer should no longer spawn on enemies.
~2.2 update: Heart Acidifer will now require the Poison Synthesis research instead of Bionics if Royalty is installed.
~2.1 update: Fixed Heart Acidifier to not be dependent on owning Royalty.
~2.0 update:
- Now compatible with 1.4!
- New Heart Acidifier implant!
- Terror observation effect will now remain for 4 in-game hours, up from 1 hour. This should feel better gameplay wise and will allow for nicer base design, rather than requiring terror coverage for every inch of the base.
- Smart logic to ensure wardens maintain 100% suppression if suppression loss per day is 0%.
- Removed the nerfs to Body straps and Collar, because it was over-complexity and bloat for no real gameplay improvement.
~1.02 update: Removed the meditation focus radius indicator from terror sculptures because double radius indicators is too confusing.
~1.01 update: Added terror radius indicator when placing/selecting terror structures.

Github Link: https://github.com/tenguin/Rimworld_UsefulTerror






Credits to: grape05843924, Mint Fantome, and Pomu Rainpuff for the art sources used in the thumbnail and tanosii_chan for the upvote animation! Give them a visit!
Popular Discussions View All (1)
19
1
8 Oct @ 8:31pm
im pomu
V.XI Kimerian
103 Comments
Monkey Magic 20 Sep @ 4:52am 
Awesome, thanks ^^

The other thought I had on a duration timer was to shove it into character Bio, along with the ones for "last human meal" for cannibals, but I figured that would be even more work XD
Fuko  [author] 19 Sep @ 10:04pm 
@Monkey Magic That's a pretty good idea, I added a suppression level slider to the mod options.

Adding the current duration to the tooltip is a nice idea, but takes too much work to do however. You need to make a transpiler to edit the tooltip dynamically, which is a pain.
Monkey Magic 17 Sep @ 9:23am 
An awesome mod - it bugged me that I built terror buildings in the slave quarters to help keep them in check, only to see the terror immediately fall off the moment they left the room! The extended lasting effect should be vanilla, IMO.

Anyway, a couple of things:

Any chance you could add the current duration to the tooltip for terror?

Also, can we get an option to adjust the maintain level?

My mechanitor has other things to do that run around after temporary slaves all day. She's a solo, but anyone foolish enough to attack who survives gets imprisoned, then enslaves, and forced to work until they can be sold to a trader.

Problem is, with the default set to 100% - that's fine for slaves one wants to keep, but in her case it's a burden keeping her from her other work.
Mc_Dyno 28 Jul @ 9:26am 
FINALLLY! AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHAAAAAAAAAAAAAAAAAAAAAAAAAA
nana_the_ninja 26 Jul @ 8:49am 
@Fuko Thanks for the update!!
Fuko  [author] 26 Jul @ 6:49am 
1.6 Update is Here!!!!! (Don't mind the 1.5 in the image, I don't have the banner files with me ;P)

Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.

I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!

The mod can be added in the middle of a saved game, so no need to restart.

Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.

Have fun~!
Huehuecóyotl 20 Jul @ 9:36pm 
Glad to hear from you, everyone was worried :) Excited to see your mods updated, they're all on my "Can't live without" list!
negimagi_10 20 Jul @ 7:05pm 
thanks Fuko you rock! I look forward to using your mods in 1.6.
Fuko  [author] 19 Jul @ 4:08am 
Oh, new Rimworld expansion is out :lunar2019shockedpig:

I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along :MHRISE_Felyne:

I'll try to get my mods updated in the next few weeks.
OdIn 17 Jul @ 11:37am 
is thi sbeutefull mod gone get updated? or is it still good?