RimWorld

RimWorld

The Edge of Abyss (v1.0.1)
19 Comments
Worgensnack 17 Nov, 2020 @ 5:32pm 
you should look into how this interacts with Pawnmorpher, I'm getting a ton of repeating errors from former human colonists with how they interact with the hope system
bagelhe 20 Oct, 2020 @ 9:07am 
I get these messages only from caravans and visitors
Vectorial1024  [author] 20 Oct, 2020 @ 7:04am 
@bagelhe

Just a check, does that Trebragal pawn have any food need in the needs tab?
bagelhe 20 Oct, 2020 @ 5:31am 
hey got following message

Exception ticking Trebragal (at (219, 0, 5)): System.NullReferenceException: Object reference not set to an instance of an object
at EdgeOfAbyss.Hope.HopeWorker_Food.get_CurrentFoodHopeFallPerTick () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.HopeWorker_Food.Tick150Interval () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.HopeWorker.UpdateHope () [0x00000] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at EdgeOfAbyss.Hope.Need_Hope.NeedInterval () [0x00024] in <0c94fe44cf0a4d818ea665e8c6a05da1>:0
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00022] in <d72310b4d8f64d25aee502792b58549f>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch2(Verse.Pawn)
at (wrapper dynamic-method) Verse.TickList.Verse.TickList.Tick_Patch2(Verse.TickList)

Vectorial1024  [author] 16 Oct, 2020 @ 7:33am 
@Thel Vanemee Bluescales

Basically what I have in mind about system interaction is

(Actions) -> (individual hope values) -> Total Hope -> Mood -> Hope from Mood -> Total Hope -> ...

Each individual hope are independent from each other.

The goal is that players should be rewarded a bit extra for providing good stuff to colonists. Sure, we have the good mood thing, but good mood disappears quickly; what I have in mind is something that can last longer than mood but still requires good action to build up.

This is basically what the Hope system is about.

I try to balance the numbers so that using only the basic stuff does not grant any bonuses in the long run (except a bit of "marginal" bonus that may appear or disappear due to some deep-level RNG). This makes it so that we all try to do good stuff to the colonists.
JessieFeathers 15 Oct, 2020 @ 3:13pm 
well you should explain it more how these effect eachother, cus to me it doesnt seem ballenced at all
Vectorial1024  [author] 5 Oct, 2020 @ 7:29am 
@Thel Vanemee Bluescales

There are problems with the food hope in that it drops too fast, but with fine meals, the food hope value should slowly climb up.

The rest hope is using the rest gain effectiveness to increase the value per tick. Maybe your beds are too good, that I underestimated the hope amount gained from sleeping.
JessieFeathers 4 Oct, 2020 @ 8:54pm 
i dont understand this mod, I give my colonists meals every day, and good bed and rest every night but the hope for these things just keeps going down?? -7??? for fine meals and impressive bedrooms. this mod is broken dont use.
Luisomar_85 19 Sep, 2020 @ 4:14am 
i have RimHud, and about restrictions i uase another mod wich i cant remember the name now lol. Its ok if some pawns havent the hope bar for me, it dont really breaks the game, and give me more choices wen selecting a new paw lol. About the other foods from mods, maybe youre right and it recognize em as just simple meal instead of lavish meals.

Not sure if it would be a huge problem, but you could make it compatible with almost any food mod, if you make the mod search for Nutrition Value instead of category. Buf off curse thats up to you. I still enjoy the mod and the debuff is not something that will kill the colony hehehe, it just adds a bit more of challenge wich is always welcome.
Vectorial1024  [author] 19 Sep, 2020 @ 2:26am 
@Luisomar_85

Strange that the hope tab disappeared, but supposedly, it should show for those that:
- has a mood bar; and
- can receive thoughts

If let's say you have a cow, then because it does not have a mood bar, it does not have a hope tab. Let's say then you have a flying drone from e.g. RimFactory, similarly, because it has no mood bar, it does not have a hope tab. See if those that have soul but do not have hope actually do not have the mood bar.

In the meantime perhaps try RimHUD + Animal Food Restriction, both together adds a new "Food" tab to basically all animals/colonists, see if it works for you
Vectorial1024  [author] 19 Sep, 2020 @ 1:46am 
@Luisomar_85

...yeah, it must be it, v1.0.0 only considers vanilla stuff, so food from mods like Variety Matters behave just like Simple Meal; by the v1.0.0 design, it aint gonna be enough to gain food hope from just simple meal

I did not expect any incompatibilities right at v1.0.0, but given the variety of mods at the Workshop I guess I underestimated things
Luisomar_85 18 Sep, 2020 @ 12:31pm 
Also noticed a conflict with Corruption Core mod. Corruption Core have a soul concept, in wich they pray to a deity (god or evil) and gains some kinds of favors.

It adds a " Soul" Tab, and your mod adds a "hope" tab.

I noticed that if a pawn have a soul, it havent hope and if it have hopes it havent soul. it is weird to think about it, it feels like only soulless people can feel hope lol
Luisomar_85 18 Sep, 2020 @ 12:25pm 
so far i have the mod "Variety matters" wich make people choose different ingredients on the food they choose to eat. I have all kind of meals from diferent mods, most of em as strong or stronger than lavish meal. Not sure if your mod only calculates vanilla meals and maybe thats why the hunger never goes positive :(
Vectorial1024  [author] 18 Sep, 2020 @ 10:20am 
@Luisomar_85

I may need to check the numbers for the hunger hope later because v1.0.0 was kinda just a "proof-of-concept" release, but supposedly, if you feed your colonists e.g. fine meal then the hunger hope will increase more.

At v1.0.0, when a colonist eats something, it goes through a list of stacking multipliers:
- Base value: actual nutrition in food
- Base multiplier: lavish meal 1.5x, fine meal 1.25x, simple meal 1x, nutrients 0.75x, others x1
- x0 if rotten
- x0 if raw
- x0 if corpse
- x0 if cannibalism without consent
- x0 if insect meat
- x0 if kibble (this should be rare)
- x0.75 if improper food for Royalty

(it feels like Stellaris lol)

if there be no mod conflict then it be like above.

(values subject to change in later updates; thinking of a way to deliver above information in-game)
Luisomar_85 17 Sep, 2020 @ 7:11pm 
im not sure if its a mod conflict or no, but my "hunger" hope is always negative, no matter how much i eat or how many diferent kind of foods i have, theres no way to achieve positive hope even with a 100% happy colonist :(
sheeps 13 Sep, 2020 @ 7:18pm 
this seems like an interesting mod - gonna try it out with the diplomacy mod (among... many others) and see how they interact!
Hermes 13 Sep, 2020 @ 9:26am 
air support in this mod is too op, but i am enjoying this mod. Pax Americana!
Avericat 13 Sep, 2020 @ 8:18am 
Interesting mod. I would recommend making the thumbnail words bigger, because right now it is hard to tell among all other thumbnails what this is about. The title isn't really descriptive either. I would recommend a rebranding but I think it is more important to make a more readable and/or attractive thumbnail.
Hatcher 13 Sep, 2020 @ 8:17am 
Inertial dampener for a mood bar, pretty much. Kinda reminds mood mechanics from DF.
Cool idea tho.