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Decor is a mechanic that has been lopsided for quite a while in my opinion, both in how Decor-spamming has been a viable strategy since forever(Though, Paintings needing fibers has kind of nerfed this), and how the only time negative decor really matters in the lategame, are Heavi-watt wires.. With the sculptures, gold-metal tiles, and now the new Artifacts, we got all the decor in the world. Thats why Decor values should be changed a bit, where there's more things with larger penalties so you need to plan for Decor space more, a tug of war for decor. And maybe nerf Metal Tile Decor while we're at it. ----------- For one, all machines should have much larger decor penalty, to the point where you really need to keep machines far away from duplicants or balance it out with means of Decor. The Petroleum Generator only grants -15 decor, for example, and in a very short radius too. It should be increased to -40 decor for 5 tiles or so or so, this is a more significant amount. This is just one example, but more buildings should have noticable decor penalties, like research tables, deodorizers, manual generators and grooming stations. Pipes and Gaspipes should both have decor penalties and their Insulated counterpart being uglier, because it feels so wrong that they only have 0, like somethings missing. Regular pipes and gaspipes should have -5 for 3 tiles, and Insulated being -10 for 3 tiles, this means that dragging one through your base isn't as "free", but one singular exposed pipe isn't gonna be the end of the world. Exosuits should have a decor penalty when worn, and it cancelling out Snazzy Suits. Exosuits should be a -50 decor in a 3 tile radius, this is to make that duplicants are no longer perfectly fine with being in an Exosuits for the entirety of the day. Nerf Metal-tile decor, improve plastic tile decor a bit, a simple floor of Golden Metal tiles already brings over +100 decor, this should be changed with either the Metal-tile decor itself being reduced, refined gold has a smaller decor modifier, or that the radius that metal-tiles prettifies things is reduced. And also, Plastic tiles and ladders should have better decor values to match metal tiles better. Plastic tiles would be more insulative, metal tiles would be conductive, both work for decor and movement speed, that would be the best case scenario for these tiles. Refined Gold has a slightly smaller decor modifier, add a new space-age metal/stone that is pretty, if you're lucky to have aquired a golden volcano, you can cover your entire base in gold, reaching ridicilous levels of decor without much effort. Thats why the Refined Gold Decor modifier should be reduced to say, +30% or so. And this new space-age material having +50% like the old refined gold. ----------- These are my two cents on how to improve the decor mechanic, I always ranch sinebugs because its fun, but not because its effective when some space for sculptures and golden flooring would do equally as much and with far less labour in the long run.
96 downloadsSteam Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=960992208 Various configurable PvP features and fixes. Thanks to the guys below for testing, ideas, and help: - Hobgoblino - Electroely - Michi - SplOrange - Sketched_Philo - Maslak - Dorozco - Douglas - Catburger If you've discovered a bug, then report it to the comments below. If you find a feature or configuration confusing, then ask me in the comments below. Features: - Slowdown on hit - Whenever a player is hit by another player, they are slowed down by an initial 50% which gradually wears off in 10 seconds. Additionally, the hammer and boomerang have a small chance to stun players. 'Slowdown speed mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, or 100%. The default option is 50% and the option to turn off this feature is 100%. - PvP damage multiplier - Damage dealt by players against other players is increased from 50% to 100%. 'PvP damage mult' can be configured to 0%, 10%, 25%, 33%, 50%, 67%, 75%, 100%, 125%, 150%, 200%, or 300%. The default option is 100% and the option to turn off this feature is 50%. - Combatlogging punishment - Disconnecting during combat with another player will punished. Players who combatlog will be killed right as they disconnect from the server. The 'Anti-combatlogging' configuration is Enabled by default. - Scoring system - Kills made by each player will be counted and saved. Kills include deaths by melee weapons, ranged weapons, followers, traps, and indirect environmental causes. The 'Scoring system' configuration is Enabled by default. Players can check their own killcount with the '!mykills' chat command. The killcount of another player can be checked with the '!kills <name>' chat command. The three players with the highest killcount can be checked with the '!top' chat command. - Unique scores for each world - Killcounts are saved in '.../mods/workshop-960992208/Scoreboard (<ID>).lua' and each world will have their own file with their unique ID. This means that if a world is regenerated or deleted, then the previous scores will not be carried over. This also means that each of the five world slots will save scores in different files. If this feature is turned off, then the world will use 'Scoreboard.lua' which can be used by other worlds. This means that scores will carry over when the world is regenerated and to any of the five world slots. The 'Unique scoreboards' configuration is Enabled by default. - Random spawn positions - Survival and Endless mode will spawn players in random locations, just like Wilderness mode. The 'Random spawn positions' configuration is Disabled by default. - Newspawn PvP protection - Players below 2 Days cannot attack or be attacked by other players. Individual player age is used, not the world age. 'Player age PvP requirement' can be configured to 1 Day, 2 Days, 3 Days, 4 Days, 5 Days, 6 Days, 7 Days, 8 Days, 9 Days, or 10 Days. The default option is 2 Days and the option to turn off this feature is 1 Day. - Player revival - 'Allow player revival' can be configured to Enabled, Disabled, or Heart only. The configuration is Enabled by default. This means players can revive normally by default. - No ghosts allowed - Players who become ghosts will be kicked and cannot come back to the server until the world is regenerated. The 'Kick ghost players' configuration is Disabled by default. This means that ghosts are allowed by default. - Panflute nerf - The panflute no longer puts players to sleep. Players are now only slowed down by the panflute. Additionally, the panflute only applies its effects mid-way through its playing animation. The animation also can no longer be cancelled by movement. The 'Panflute nerf' configuration is Enabled by default. - Sleepytime Stories nerf - Wickerbottom's Sleepytime Stories book no longer puts players to sleep. Players are now only slowed down by the book. Additionally, its reading animation also can no longer be cancelled by movement. The 'Sleepytime Stories nerf' configuration is Enabled by default. - Sleep Dart nerf - Players put to sleep via sleep darts will immediately wake up. The 'Sleep Dart nerf' configuration is Enabled by default. - Everyone can read books - All characters can now read Wickerbottom's books. The 'Everyone can read books' configuration is Enabled by default. - Increased Abigail PvP damage - Abigail now deals 100% to players instead of 25%. The 'Abigail player damage buff' configuration is Enabled by default. - Wall placement restriction - Walls of any kind can no longer be built around other players, portals, and wormholes. The 'Wall building nerf' configuration is Enabled by default. - Tentacle spawning restriction - Tentacles can no longer be spawned around portals and wormholes. The 'No tentacles at portal' configuration is Enabled by default. - Spider egg placement restriction - Spider eggs can no longer be placed around portals and wormholes. The 'No spider dens at portal' configuration is Enabled by default. - Players can trigger traps - Tooth traps and bee mines can now be used against other players. Traps ignore the last player to place or reset it. Additionally, tooth traps will knock a player's weapon off of their hand and will snare the player in place. Snared players cannot move until the tooth trap is reset or they take damage. Players cannot be snared by more than one tooth trap. The 'Traps trap players' configuration is Enabled by default. - Trap placement restriction - Tooth traps and bee mines can no longer be placed around portals and wormholes. The 'No traps at portal' configuration is Enabled by default. - Convincing bush hats - Players hidden in bush hats will appear as a very convincing berry bush in the map and in-game. Players hiding in bush hats can be revealed by picking, burning, or digging. The 'Bush hat buff' configuration is Enabled by default. - Melee knocks off ranged weapons - Ranged weapons in the hand slot will be dropped when the player is attacked using a melee weapon. Ranged weapons include boomerangs, all kinds of blowdarts, red/blue/purple staffs, and weather pains. The 'Melee disarms ranged' configuration is Enabled by default. - Forced forcefeeding - Moving and sleeping players can now be forcefed. The 'Forcefeeding buff' configuration is Enabled by default. - Players drop long pig - Allows cannibalism. 'Long pig reward' can be configured to Enabled, Disabled, or PvP only. The configuration is Enabled by default. - Hunger and sanity damage - Players take stat damage when hit by other players. 'Hunger and sanity damage' can be configured to Enabled, Disabled, Hunger only, or Sanity only. The configuration is Disabled by default. - Crock pot cooks instantly - The crock pot now cooks any recipe instantly, no waiting time. The 'Instant crock pot' configuration is Enabled by default. - Hammer return percent - The amount of materials hammering a structure will return can be changed. The 'Hammer return percent' configuration is 50% by default. - Player hit dialogue - Some weird feature that SplOrange added. Don't enable this, he's weird. The 'Attacked response' configuration is Disabled by default.