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Razilator
@Razilator Radiant Primordial Hive

Yodi, в разных точках мира кенши. Автор специально так сделал, чтоб искать было их с трудом. Я ответить конкретно на ваш вопрос не могу, т.к как почитав комментарии в стиме, ничего дельного по поводу нахождения не нашел.

1 week, 6 days ago
Yodi
@Yodi Radiant Primordial Hive

Где найти этих рекрутов?

1 week, 6 days ago
Razilator
@Razilator RimJobWorld [+18]

Mod updated to the current version.

1 month, 3 weeks ago
Razilator
@Razilator Combat Extended

PyWorker, I will improve you!

2 months, 1 week ago
PyWorker
@PyWorker Combat Extended

My great job at automating uploads! My version: 0.3. I try to improve according to my mood.

2 months, 1 week ago
Razilator
@Razilator Mechalit Core (Continued)

I speak as an admin, I only played with the Mechalit Core mod. Now another person has continued his work, adapting it to Rimworld 1.3.

3 months, 3 weeks ago

Better Pyromania
0

  • Rimworld -> Mods
  • Added: 1 month, 2 weeks ago
  • Updated: 1 month, 2 weeks ago
  • Views: 20
    Author(s): Aelanna
  • Version: 2021-10-13
    Loads: 0
Link Info Language Version Loads Loaded Created by
Go to download 0.845 MB English 2021-10-13 0 16/10/2021 в 13:40 PyWorker
Content
This is a small overhaul mod for Rimworld's Pyromaniac trait, inspired by multiple discussion threads on the r/Rimworld Subreddit. Its purpose is to overhaul the Pyromaniac trait from a self-destructive flaw to a fascination/interest that has both positive and negative benefits.

This mod is safe to add to an existing save, and should be safe to remove from an existing save as well, though you may get a one-time series of red errors from missing needs bars on Pyromaniac pawns.




The following components of the vanilla Pyromaniac trait have been modified:

  • Pyromaniac no longer renders a pawn incapable of Firefighting. (Note, however, that Pyromaniac pawns who have Firefighting disabled from their backstories will still be incapable of Firefighting.)
  • Pyromaniac no longer forces random mental breaks.
  • Pyromaniac no longer reduces the market value of a pawn by 20%.

The following components of the vanilla Pyromaniac trait have not been changed:

  • Pyromaniacs are still only capable of having Fire Starting Sprees as a mental break.
  • Pyromaniacs still gain a mood boost from having an incendiary weapon equipped, however this bonus has been reduced from +5 to +2.
  • [Royalty] Pyromaniacs are still capable of using fires as a meditation focus.

The follow components have been added to the Pyromaniac trait:

  • Pyromaniac now adds a Fire need bar.
  • This bar decreases by 30% every 24 hours (1.25% per hour) while the pawn is awake and not near a source of fire. With an average sleep schedule, this means that an average pawn should take around 4.5 days to go from a full bar to empty.
  • This bar increases at a rate of 12% per hour while the pawn is within 10 tiles of a contained fire. A contained fire is defined as a building that has a visible, open flame on it: this includes torches, darklight torches, campfires, darklight campfires, braziers, and darklight braziers. This does not increase with additional contained fires within their sight radius.
  • This bar increases at a rate of 20% per hour while the pawn is within 10 tiles of an uncontained fire. This does not increase with additional fires within their sight radius, and supersedes the increase from being near a contained fire.
  • This bar increases by 12% every time the pawn ignites a fire. This includes fires ignited during a Fire Starting Spree mental break.
  • This bar increases by 16% every time the pawn fires or throws an incendiary weapon.
  • Colonists with the Pyromaniac trait can do flame-watching as a form of solitary relaxation, seeking out a nearby contained flame and fulfilling their Fire need and Joy at the same time.

Need Level
Mood Effect
95%-100%
+6
80%-94%
+4
65%-79%
+2
35%-64%
N/A
20-34%
-12
5-19%
-22
0-4%
-30




I am still very new to making code-based mods, so comments and feedback are greatly appreciated!
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