FYI the old mod is incompatible with version 1.6 (has display issues with RimRound’s bodies). I don’t have a Discord but I’m wondering how active the community is and whether there’s developer interest in fixing what version 1.6 broke.
There’s a 1.6 branch on the Github already, been working fine for me so far.
Can you give a link to that? I might be missing something in searching for it.
(It’s at the bottom of the original post, just not as a hyperlink.)
Hell~o, me again!
I just came up with an idea or two, so here goes!
1.) this is expanding on my earlier idea of raiders/tribes who fatten up their captives. I recently started playing the game and learned about quests where you can rescue colonists from certain camps. My suggestion would probably involve adding an item or two into the game, basically carts that can be pulled either by other pawns or riding animals. When you get the quest, a warning is added saying “by the way, you’ll probably need to prepare for a hefty captive”. Additionally, how much effort it could take could depend on the wealth of the colony, like raids do.
2.) this is minor one, but is there already a function that causes colonists with the “Gourmand” trait to slightly fatten up if they work with edible food?
At the moment Gormand makes it impossible to manage an heavy pawn. I believe priority if change to the trait is wanted is to tune the hunger rate or remove it entirely.
Mods using the Vehicle Framework can give you that cart functionality - there’s even one that adds giant landcrawler vehicles you can build on (though it may still be a bit until it’s updated to 1.6).
Though I definitely want a prison rescue event like that - either for retrieving your own pawns or for recruiting new ones. This mod is already peak with its full set of artwork, but events and backstories would really elevate it even further.
Is there a way to make the Not Regal bed count as a royal bed? I tried making a weight = status kind of playthrough and the royalty DLC is giving my Archon a permanent mood debuff unless I have her sleep in a royal bed.
Is there a way to increase the volume of the SFX (burping, sloshing, rumbling, etc) further than what is allowed in the in-game UI? I’d love to crank it up, but I really can’t hear any of the sounds unless I mute the music and have the game volume super low. Even then, the sounds of construction and plant cutting often drown them out.
You can edit the XML files directly. In the RimRound folder, go to: 1.6/Defs/SoundDefs/
Then in the file of your choosing, change to your preferred value. The two numbers represent the minimum and maximum sound volume. If they are the same number (e.g. 40~40) that means it is the same volume at all altitudes.
That item is not working correctly yet. In theory you could add/change the XML, but it would require you to find the appropriate tag.
Of note, the Ratkin mod changed to a new mod for 1.6 coverage and now the ratkin pawns no longer have the Rimround widgets on them.
Is BlueEggplant’s B.E.P. races compatible? the little fairies for instance have a max nutrition capacity of .3, meaning when they join a colony full of normal pawns and eat the full meals, most of the meal’s nutrition is getting wasted technically, but I can’t help but imagine the cute little fairies getting a belly after finishing the meal.
Heeey, wondering. Is the feeding tube working for anyone in 1.6? I use both devtool and traditional means to the techtree, but on both of those two saves they don’t work.
How do we fatten pawns if this doesn’t work? Though feeding is said to be a feature, I have never seen this ever in any of my saves and my current leader of the colony is simply losing weight back to her last vestige of mobility. This is quite frustrating.
The feeding tubes work for me, but RR’s nutrient paste network has been more than a little buggy for as long as I remember, even before 1.6 came around. I tend to just Cherry Picker it out and just use the Vanilla Expanded mod that does almost the same thing.
Though feeding is said to be a feature, I have never seen this ever in any of my saves
The autofeeder does have functions to feed automatically, but otherwise it’s just done through the diet gizmo. If you’re talking about like pawns feeding each other for recreation or whatever there’s not really that kind of feeding, just the vanilla behavior of nursing pawns feeding pawns that are incapable of movement/manipulation.
Idk how you’re having issue keeping a pawn’s weight up though. I can usually get pawns up to like 500kg or so over time by just setting them to fullness mode and taking them off of jobs like hauling, and once a couple gluttonium fabricators are built weight starts being a genuine hazard to my colonies.
They’ll only hand-feed immobile chars if they have the medical job assigned (or warden in the case of prisoners).
Honestly kinda feel that the bedside autofeeder from Vanilla Nutrient Paste Expanded works better than the one included in RR. It doesn’t take diet settings into account, only feeding a meal at ~30% nutrition, but it’s entirely reliable and simple to set up. If it could be patched to follow diet settings, that’d be golden.
Just tried this out for the first time this week and it’s best in class, currently using the 1.6 beta branch (downloaded a week ago at most). I always think social simulation games are the perfect candidate for these kinds of mods and RimWorld particularly with it’s lawless wasteland setup has a LOT of opportunity for shenanigans.
I notice in the settings there is a single option referencing lactation, is this an unimplemented feature or just a minor tweak to funactionality in the base game? I own Biotech (and only Biotech) and haven’t yet played with the pregnancy mechanics so I’ll admit to having no idea how that works but as a Lactation Enjoyer:tm: having a lactation induction pill/medical operation/etc would be nice for some cattle shenanigans.
Or perhaps this is best served by another mod I’m simply unaware of. Either way that setting is the only reference to lactation I could find in the entirety of the mod so I would appreciate some clarification on what this mod brings to the table there.
The second main thing I’m unsure of is how the hell you are supposed to use the nutrient refinery. I understand the feeding system is a bit unrefined at the moment but that’s the only element of it I’ve had any issues with.
I presume (as the game doesn’t seem to explain anywhere how it actually works) the general idea is that it’s supposed to be a bridge between two food systems, converting X units of feed from a lower concentration of nutrition to 1 unit of the target nutrition. I lost patience fiddling with it before I could figure out if its mechanics were bugged or simply obtuse.
I think a much simpler system (both for the player and the programmer writing the code) would be for the nutritional density to be set at the dispenser (ideally with a proper slider or similar UI element but if rimworld doesn’t allow that through modding than the up/down buttons are fine too).
It could still require the current research to be available and perhaps implemented as an upgrade building (like the multi-analyzer) or simply grant all dispensers connected to its food network the capability. It’s a little gamey but WAY less out-of-bounds of vanilla mechanics and much easier to trial-and-error your way through.
I think trying to implement a proper fluid system into the game is a really cool idea but a terrible inclusion as a minimum-viable feature. I would recommend making a simple but functional reskin of the vanilla power mechanics first, and then deciding from there if you want to invest the effort in really selling the illusion of fattening sludge crawling through pipes.
These are my biggest criticisms with the current version of the mod. Overall there is a ton of cool shit here, 9/10 stars easy.
Keep up the great work.
EDIT: OH, and the delay for sound effects seems to be affected by the timescale, which really isn’t how that should work in my opinion. I LOVE sound for kink purposes but if you play at max speed (which I basically always do with a properly established colony) you are ASSAULTED by burps and the like constantly, and oh boy if a caravan is visiting…
I think the cooldowns for sound effects should always be real-time for the sake of user experience (and there should be a global limit of the number of sounds that can play in a short period to prevent ear-bombs)
Maybe some people prefer it this way but at the very least having a toggle for realworld vs. gameworld timescale for sound effects would be nice.
In the version of the 1.6 Beta I’m using, there is a “Fatten” option for prisoners but it’s kind of pointless because you still have access to the diet widget for imprisoned pawns (clarification: at least for colonists you’re arrested. Haven’t tested if capturing downed enemies works this way). Therefore, you can get them huge the same way as everyone you have direct control over: simply switching to fullness mode.
You can stretch their stomachs out faster by adjusting the settings (the two vertical cyan-ish lines over the fullness meter) but these frequently seem to end up set to invalid options that result in them (presumably) being rendered off-screen so you might have to reset them to valid values by clicking the little refresh button in the widget.
Even if you like bursting I would probably leave it disabled because (at least in fullness mode) they are seemingly quite eager to explode themselves by eating a meal 20x their stomach capacity.
Yea I neglected to bring up prisoners cuz in my experience it hasn’t worked properly ever, or at least since before Anomaly. Not just the fattening job on prisoners but in general, regardless of what settings I have prisoners on, wardens will almost constantly just feed them when they get hungry. Before I just gave up on managing bursting in my colonies there would be like a 95% prisoner mortality rate from wardens combo stunlocking them to death with 15 nutrient paste meals.
“Milkable Colonists” adds a craftable drug that can induce lactation outside of pregnancy, in males, or without Biotech. It can also be uncommonly found sold by traders or carried by guests/raiders (usually with an addiction to it).
There may also be Biotech mods for relevant genes.