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RimWorld => Releases => Mods => Outdated => Topic started by: EdB on January 04, 2015, 06:33:43 PM

Title: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on January 04, 2015, 06:33:43 PM
EdB Scenarios
Try something a little different with the new EdB Scenarios mod.  Each scenario gives you a slight variation to the standard RimWorld start to keep the game fresh with new options.

About the Most Recent Release(s)
Version 1.1.x has added a Random starting location option to all scenarios.  Click the "Advanced" button on the Landing Site screen, and the options will be in the right-hand column of the dialog that opens.  Beyond that, this version adds a number of tools for people who might be interested in creating their own scenarios.  These include:
Version 1.0.x for Alpha 8 includes three starting scenarios that let you mix up the early game experience.  In the long-run, the gameplay remains mostly the same with these first scenarios, but each variant gives you something a little different.  The scenarios include:
Scenario definitions are fully moddable if you want to try to create your own scenario mod.  I haven't had time yet to put together any documentation, but I will work on it.

Please report any bugs in this thread.

Known Issues

How to Use
Extract the contents of the zip file into your mods folder.  Enable the mod from the mods menu.

If you have trouble installing the mod, please look for advice in this thread:
https://ludeon.com/forums/index.php?topic=6223.0

Once you've enable the mod, click the Scenarios button to see the list of available scenarios.

(http://i1295.photobucket.com/albums/b636/edbmods/edb-scenarios-1_zpsa2bacbe1.jpg)

Choose a scenario to play:

(http://i1295.photobucket.com/albums/b636/edbmods/edb-scenarios-2_zps6af1f6e6.jpg)

Download 1.1.2 for Alpha 8 (https://www.dropbox.com/s/9jmkslwqxb21x0h/EdBScenarios-1.1.2.zip)

Make Your Own Scenarios
You can create your own scenarios in a separate mod, and they will show up in the Scenario selection screen.  If you're interesting in trying to make one, take a look at these example scenarios:
Download Example Scenarios 1.0.2 (https://www.dropbox.com/s/7lvon8a2abvatgv/EdBExampleScenarios-1.0.2.zip)

Other thoughts

Here's a log of the changes that you can find in recent releases if you want more detail:


_____________________________________________________________________________

   Version 1.1.2 (2015-01-25)
_____________________________________________________________________________

- Fixed custom start messages for custom loaded maps.
- GenStep_GeneratePlayerStartSpot now supports adding an explicit starting
   location.

_____________________________________________________________________________

   Version 1.1.1 (2015-01-18)
_____________________________________________________________________________

- Added custom victory conditions including:
    - Win after a certain number of corpses from a faction have been counted.
    - Win after a certain number of buildings have been built.
    - Win after a certain number of research goals have been met.
    - Win after a specific buildings have been destroyed.
- Added map generation steps that can be used to do the following:
    - Load a custom map.
    - Add named locations that can be used to spawn things and pawns.
    - Set the camera position and zoom level.
- Removed some of the earlier, sketchy map generation steps.
- Added random start options to the advanced game dialog in all scenarios.
- BUGFIX: Made sure that scenario data is properly reset after the game
   starts so that it's not accidentally carried over when setting up the next
   game.
- BUGFIX: The mod re-injects DefInjected translations for ScenarioDefs when
   it reloads them before showing the scenario selection page.
- BUGFIX: In the Amongst the Wreckage scenario, bionics added to colonists
   in Prepare Carefully are now correctly added when the scenario starts.
_____________________________________________________________________________

   Version 1.0.2 (2015-01-04)
_____________________________________________________________________________

- BUGFIX: Custom crashed ship parts no longer appear in the Ship build menu.
- BUGFIX: Going back and forth from the Select World to the Select Landing
   Site pages should no longer throw up an error screen.
- BUGFIX: The orientation of the crashed ship in the Amongst the Ruins
   scenario is now correctly randomized.

_____________________________________________________________________________

   Version 1.0.1 (2015-01-04)
_____________________________________________________________________________

- Initial release with three scenarios: "Amongst the Wreckage," "Sole
   Survivor" and "Where Are We?"



[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Ykara on January 04, 2015, 06:39:17 PM
Wow, looks amazing! I've just downloaded it and can't wait to play, you're awesome man!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Shinzy on January 04, 2015, 06:55:22 PM
EdBard, I will have to name another Minstrel after you now!
(This is legendary!)

(http://i.imgur.com/89HANHg.gif)

Edit: okay just fired up the 'crash land' scenario =P I know what I'll be doing tomorrow
But good night for now *wreckage survivor shinzy signing off*
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: HBKRKO619 on January 04, 2015, 07:08:40 PM
OMG, a mod who choose randomly a landing site o-O, I waited for this since ..... always. I always asking to my girlfriend to click where she wanted on the map while I didn't watch the screen to have a random site I didn't know. You made my day with this mod EDB, thank you :)

And, you can maybe talk with Katavrik to see if it's possible to incorporate his crash landind mod in yours because ...... it's exactly what is about xD
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: MisterLock on January 04, 2015, 07:30:51 PM
This seems awesome,definately like the random crash landing option,I always squeeze my brains out in the selection in which biomes I choose,this i'll make it easier I think?Also this'll allow me to play biomes I kinda never play(Normal forest)

Also,not meaning to judge or anything,but will you able to support all your current mods?I remember sometime back you mentioned something about not wanting to maintain more then 2(Prepare Carefully and UI).If you can then it's awesome,just don't wan't you to dissapear like the original creator of the Prepare Carefully idea(I'm really sorry I can't remember the mods original name and author :( )
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Iwillbenicetou on January 04, 2015, 07:41:31 PM
Next, SWAT, Glitterworld Commando's, houses, zombies (you get a "fort" with some embrasures and a wall to keep safe in the beginning). And much, much, more!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 07:44:03 PM
Quote from: MisterLock on January 04, 2015, 07:30:51 PM
...will you able to support all your current mods?I remember sometime back you mentioned something about not wanting to maintain more then 2(Prepare Carefully and UI).

I haven't really been putting a ton of new features into either Prepare Carefully or the Interface mod, so it's mostly just a matter of updating them when new alphas come out (painful for a few days, but not terrible).  I was definitely a little hesitant to add a third big mod.  We'll see how it goes, but it should be ok.

Quote from: MisterLock on January 04, 2015, 07:30:51 PM
If you can then it's awesome,just don't wan't you to dissapear like the original creator of the Prepare Carefully idea(I'm really sorry I can't remember the mods original name and author :( )

The CCM mod (https://ludeon.com/forums/index.php?topic=4554.0) was created by Argain.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Iwillbenicetou on January 04, 2015, 07:45:31 PM
Argain created his own game. Look at my ideas...
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Igabod on January 04, 2015, 07:45:41 PM
Quote from: HBKRKO619 on January 04, 2015, 07:08:40 PM
... I always asking to my girlfriend to click...

What is this girlfriend you speak of? I didn't know anybody who played this game had time for human interaction. What is this madness?

[edit to add] Also, EdB, you mentioned that the scenarios are moddable right? I think a lot of people will be submitting several custom scenarios to you in the near future, so a lot of your work will be done for you with this mod. I plan on figuring out how to do it and sending you at least one scenario. Love this mod already and I haven't even downloaded it yet. I'm going to add it to the mod list and then download it and start playing. Working on my advanced lamps update can wait an hour.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 07:57:33 PM
Quote from: Igabod on January 04, 2015, 07:45:41 PM
Also, EdB, you mentioned that the scenarios are moddable right? I think a lot of people will be submitting several custom scenarios to you in the near future, so a lot of your work will be done for you with this mod. I plan on figuring out how to do it and sending you at least one scenario. Love this mod already and I haven't even downloaded it yet. I'm going to add it to the mod list and then download it and start playing. Working on my advanced lamps update can wait an hour.

Important clarification: you can create your own standalone scenario mods, and they will just show up in the list if both your mod and the Scenarios mod is active.  No need to send anything to me at all.

Lots of credit to Tynan for setting up the mod framework as he did.  It was much easier than I expected to define a brand new definition type and have the game just pick it up automatically.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Igabod on January 04, 2015, 08:01:17 PM
Quote from: EdB on January 04, 2015, 07:57:33 PM
Quote from: Igabod on January 04, 2015, 07:45:41 PM
Also, EdB, you mentioned that the scenarios are moddable right? I think a lot of people will be submitting several custom scenarios to you in the near future, so a lot of your work will be done for you with this mod. I plan on figuring out how to do it and sending you at least one scenario. Love this mod already and I haven't even downloaded it yet. I'm going to add it to the mod list and then download it and start playing. Working on my advanced lamps update can wait an hour.

Important clarification: you can create a standalone scenario mod, and it will just show up in the list if both your mod and the Scenarios mod is active.  No need to send anything to me at all.

Lots of credit to Tynan for setting up the mod framework as he did.  It was much easier than I expected to define a brand new definition type and have the game just pick it up automatically.

Awesome, even better. That means even more of your work is already done for you. I assume this mod would need to be activated first in the mod order list and then the standalone scenario mod.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 08:03:42 PM
Quote from: Igabod on January 04, 2015, 08:01:17 PM
Awesome, even better. That means even more of your work is already done for you. I assume this mod would need to be activated first in the mod order list and then the standalone scenario mod.
Actually, I have a little trick that I do where I reload all of the scenario definitions when you land on the scenarios page.  This works around the mod order problem, so you don't even have to worry about it.  It seems to work--we'll have to see if it holds up in the real world.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 08:18:32 PM
Quote from: EdB on January 04, 2015, 08:03:42 PM
Quote from: Igabod on January 04, 2015, 08:01:17 PM
Awesome, even better. That means even more of your work is already done for you. I assume this mod would need to be activated first in the mod order list and then the standalone scenario mod.
Actually, I have a little trick that I do where I reload all of the scenario definitions when you land on the scenarios page.  This works around the mod order problem, so you don't even have to worry about it.  It seems to work--we'll have to see if it holds up in the real world.

Worth mentioning that there's potentially more complexity in these mod loading situations.  I am putting together an example scenario mod that will address questions around this.  If you're building a scenario with custom code, there's an emphasis on using reflection when you want to reference classes defined the Scenarios mod to avoid mod load order issues.  I will include code samples and utility classes to try to make this as easy as possible.

I would love to see an addition to the vanilla game that gives me some way to mark a DLL in a mod as a library and have it get loaded first.  You still wouldn't be able to have libraries depend on other libraries, but mods could make use of code in libraries.  It would make code-sharing much easier for more complex, code-based mods.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: ItchyFlea on January 04, 2015, 09:21:35 PM
OMG Yes! ;D
This is something I've wanted to see in the game since I made some scenarios back in the pre-alpha/a1 days.

Now to remake my favourite scenario and see how it goes. :)

EDIT: Does this allow for win conditions? Will win conditions be a definable thing in the future?
EDIT2: You'll probably cover this in your example mod but, is it possible to have a pre-made world loaded up by the scenario? My favourite scenario had a nice little world that went with it. (Windy Valley (https://www.youtube.com/watch?v=8DPDK6v79sg))
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 09:27:14 PM
A quick bugfix release, 1.0.2:
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 09:32:17 PM
Quote from: ItchyFlea on January 04, 2015, 09:21:35 PM
Does this allow for win conditions? Will win conditions be a definable thing in the future?

I have not explicitly added a win condition mechanism, but I have been thinking about how that would work.  It will be important to have that in there.   With some coding, you could add a custom win condition now, but it would be nice to have something a little more explicit.  I'd definitely be interested to hear how people would like to use something like that.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: unifex on January 04, 2015, 09:48:43 PM
Looks awesome.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: ItchyFlea on January 04, 2015, 09:51:31 PM
Would it be possible to have the scenario load a pre-made save file? While there definitely appears to be more than enough control available via .dll's, people like me may have trouble writing a .dll to create the world in the way we want.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: EdB on January 04, 2015, 10:19:58 PM
Quote from: ItchyFlea on January 04, 2015, 09:51:31 PM
Would it be possible to have the scenario load a pre-made save file? While there definitely appears to be more than enough control available via .dll's, people like me may have trouble writing a .dll to create the world in the way we want.

I should add better support for that.  It is possible now to embed portions of a savefile into the scenario file and load those.  In other words, you can include the terrain and a list of things from a savefile in the scenario, but it's all a little experimental now and probably not friendly enough to use.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Stannis on January 05, 2015, 12:21:12 AM
Truly amazing!

This is why it's time to bite the bullet and release on Steam.

Modding can take the game so much farther than standard development and modding communities are a function of install base.

Besides, if you could press a button and make 10 million dollars, wouldn't you?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: PotatoeTater on January 05, 2015, 01:23:56 AM
You make the best mods man, love them!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: ItchyFlea on January 05, 2015, 04:41:05 AM
I'm not entirely sure where to put this (it's more a test than anything else) so I'll put it on this thread:

This is the Harsh Start scenario.
You only get to choose the storyteller and the world. The game/mod will choose where you land, as well as who you land with.  You get a tiny amount of starting resources scattered around the map, but no food.

Download: Harsh Start Scenario v1.0 (https://ludeon.com/forums/index.php?action=dlattach;topic=9000.0;attach=5794)

How to use:
Activate it in-game like an ordinary mod, then access it via the Scenario menu.
Deactivate before loading any existing saves, as this scenario is incompatible with existing saves.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Temeez on January 05, 2015, 05:46:10 AM
Simply awesome, well done! :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.1 - Released 4 Jan 2015)
Post by: Shinzy on January 05, 2015, 06:17:49 AM
Quote from: EdB on January 04, 2015, 09:32:17 PM
Quote from: ItchyFlea on January 04, 2015, 09:21:35 PM
Does this allow for win conditions? Will win conditions be a definable thing in the future?

I have not explicitly added a win condition mechanism, but I have been thinking about how that would work.  It will be important to have that in there.   With some coding, you could add a custom win condition now, but it would be nice to have something a little more explicit.  I'd definitely be interested to hear how people would like to use something like that.

As having spent countless hours on making campaigns/episodes for WC2, WC3, HoMM2-4, NWN (Name dropping to the max! *ahem*) and bundle of other games nobody's ever heard of where in half of them the only winning condition could be just to mercilessly slaughter everyone who wasn't you =P

I can say the condition doesn't matter that much =P anyone willing to do a scenario would likely turn their imagination knobs to eleven anyway and have whatever available win condition to work for their "story"

Anyhow, some good win conditions (specifically rimworld in mind) could be to build/dismantle a certain building / stock up enough of certain types of item on your stockpile or just make sure there isn't any hostile pawns on your map
or all three =P

win condition slaughter enough tribals stack them up to a stockpile and then use them to build an unholy altar (or a beacon to call a rescue ship, the tribal bodies ofc were needed to spell big enough 'help' sign on the ground so the passing spaceships would see them)

*shrug*
(premade maps would also be a huge thing like itchy said!)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Romi on January 05, 2015, 06:59:32 AM
One word: Amazing!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: thefinn on January 05, 2015, 07:00:32 AM
Brilliant man.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: geekest_cat on January 05, 2015, 07:00:40 AM
This is so awesome and... vanilla!* Thanks!

*Obviously meant as a praise, for how much I'd like that someday EdB mods are included in the vanilla game.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Katavrik on January 05, 2015, 10:14:16 AM
Thank you for this mod and your help.
I've just upgraded my mod (Crash Landing: https://ludeon.com/forums/index.php?topic=8967.0), and now it can work with EdB Scenarios as a scenario.
It was easier for me to make a scenario with crashlanded starting colonists within your mod, than to decompile and write the code from the blank. And thats why your mod is great.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: TheSilencedScream on January 05, 2015, 12:03:52 PM
I really like the ideas behind this!

Please keep expanding on scenarios, these are fantastic. :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: StorymasterQ on January 05, 2015, 07:49:03 PM
Quote from: Shinzy on January 05, 2015, 06:17:49 AM
Quote from: EdB on January 04, 2015, 09:32:17 PM
Quote from: ItchyFlea on January 04, 2015, 09:21:35 PM
Does this allow for win conditions? Will win conditions be a definable thing in the future?

I have not explicitly added a win condition mechanism, but I have been thinking about how that would work.  It will be important to have that in there.   With some coding, you could add a custom win condition now, but it would be nice to have something a little more explicit.  I'd definitely be interested to hear how people would like to use something like that.
Anyhow, some good win conditions (specifically rimworld in mind) could be to build/dismantle a certain building / stock up enough of certain types of item on your stockpile or just make sure there isn't any hostile pawns on your map
or all three =P

A Rimworld win condition would be: "Generate an awesome story". *drops mike*

...Sorry, Mike.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Shinzy on January 06, 2015, 06:28:04 AM
Quote from: StorymasterQ on January 05, 2015, 07:49:03 PM
Quote from: Shinzy on January 05, 2015, 06:17:49 AM
Quote from: EdB on January 04, 2015, 09:32:17 PM
Quote from: ItchyFlea on January 04, 2015, 09:21:35 PM
Does this allow for win conditions? Will win conditions be a definable thing in the future?

I have not explicitly added a win condition mechanism, but I have been thinking about how that would work.  It will be important to have that in there.   With some coding, you could add a custom win condition now, but it would be nice to have something a little more explicit.  I'd definitely be interested to hear how people would like to use something like that.
Anyhow, some good win conditions (specifically rimworld in mind) could be to build/dismantle a certain building / stock up enough of certain types of item on your stockpile or just make sure there isn't any hostile pawns on your map
or all three =P

A Rimworld win condition would be: "Generate an awesome story". *drops mike*

...Sorry, Mike.

You heard the man Edbard! get on it! need to calculate some kind of formula to measure ingame awesomness
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: sheogorath01 on January 06, 2015, 11:15:31 AM
If its not to difficult could you make it so that a random starting location can be chosen with the other two scenarios? you could always just play "Where are we" with one colonists (Only problem with this is the points would be super inflated with this in comparison to "Solo Survivor"), but for "Amongst the Wreckage" and other possible future scenarios it would be a useful feature.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: RemingtonRyder on January 09, 2015, 12:38:55 PM
I think Sole Survivor is my new favourite thing. Thanks for this! :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: TheSilencedScream on January 09, 2015, 02:07:09 PM
I hate to jump on the "Could you" train, but if you get the opportunity, could you allow the scenarios and Prepare Carefully to work together? I think I could replicate Sole Survivor with PC, but I couldn't do so with Amongst the Wreckage.

Otherwise, I can't customize the characters that I begin with.
Even if you can't make it work, thank you again - these scenarios really are game changers. :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: sheogorath01 on January 09, 2015, 03:08:53 PM
Quote from: TheSilencedScream on January 09, 2015, 02:07:09 PM
I hate to jump on the "Could you" train, but if you get the opportunity, could you allow the scenarios and Prepare Carefully to work together? I think I could replicate Sole Survivor with PC, but I couldn't do so with Amongst the Wreckage.

Otherwise, I can't customize the characters that I begin with.
Even if you can't make it work, thank you again - these scenarios really are game changers. :)
You already can. You just need newest (1.6.1) of Prepare Carefully. However in the Amongst the Wreckage you get the ones you choice (1-6 usually) and 5-7 downed on average that you cant.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: dareddevil7 on January 09, 2015, 04:32:25 PM
I have an idea for a scenario, Warzone, You crash on a planet with two huge factions constantly fighting eachother, and things are escalating, can you escape before things go nuclear? random events would be like the two factions show up on the map at the same time, but in different places, another would be like stray artillery or other things impacting the map, maybe even hitting a colonist, and random supply drops that missed their target
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Mechanoid Hivemind on January 09, 2015, 04:37:07 PM
Quote from: dareddevil7 on January 09, 2015, 04:32:25 PM
I have an idea for a scenario, Warzone, You crash on a planet with two huge factions constantly fighting eachother, and things are escalating, can you escape before things go nuclear? random events would be like the two factions show up on the map at the same time, but in different places, another would be like stray artillery or other things impacting the map, maybe even hitting a colonist, and random supply drops that missed their target
Id have to say when they show up, They would have to be passing by because if they visit you then fits gonna hit the shan man. but i like the idea
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: TheSilencedScream on January 10, 2015, 10:01:18 AM
Quote from: sheogorath01 on January 09, 2015, 03:08:53 PM
Quote from: TheSilencedScream on January 09, 2015, 02:07:09 PM
I hate to jump on the "Could you" train, but if you get the opportunity, could you allow the scenarios and Prepare Carefully to work together? I think I could replicate Sole Survivor with PC, but I couldn't do so with Amongst the Wreckage.

Otherwise, I can't customize the characters that I begin with.
Even if you can't make it work, thank you again - these scenarios really are game changers. :)
You already can. You just need newest (1.6.1) of Prepare Carefully. However in the Amongst the Wreckage you get the ones you choice (1-6 usually) and 5-7 downed on average that you cant.
Thanks. Thought I had the newest version, but apparently I downloaded Prepare Carefully less than an hour before it was updated. /doh

I know Tynan's delaying on a Steam release, but if this game has Steam Workshop, that'd make life much easier. I have too many mods. xD
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Igabod on January 10, 2015, 10:16:58 AM
Quote from: TheSilencedScream on January 10, 2015, 10:01:18 AM
Thanks. Thought I had the newest version, but apparently I downloaded Prepare Carefully less than an hour before it was updated. /doh

I know Tynan's delaying on a Steam release, but if this game has Steam Workshop, that'd make life much easier. I have too many mods. xD

There is a mod installer and auto-update tool being worked on right now. Check it out HERE (https://ludeon.com/forums/index.php?topic=8524.0).
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Kolljak on January 12, 2015, 10:10:48 AM
I was wondering could you make a scenario where its lone survivor combined with Random location. i kinda want both.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Ramsis on January 12, 2015, 10:53:53 AM
Welp it's time to reopen the old Reddit thread with all the scenarios people thought up...
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Igabod on January 12, 2015, 11:05:32 AM
Quote from: Kolljak on January 12, 2015, 10:10:48 AM
I was wondering could you make a scenario where its lone survivor combined with Random location. i kinda want both.

I like this idea too. It could be called the exile scenario. Exiled to a distant planet for your crimes against humanity, you must now strive to survive in an unfamiliar place.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: ItchyFlea on January 12, 2015, 03:25:21 PM
Quote from: Igabod on January 12, 2015, 11:05:32 AM
Quote from: Kolljak on January 12, 2015, 10:10:48 AM
I was wondering could you make a scenario where its lone survivor combined with Random location. i kinda want both.
I like this idea too. It could be called the exile scenario. Exiled to a distant planet for your crimes against humanity, you must now strive to survive in an unfamiliar place.

Here you go: Lone Survivor Combined with Random Location (https://ludeon.com/forums/index.php?action=dlattach;topic=9000.0;attach=5955)
I used the description Igabod gave for the scenario name and description. Just activate this as a mod in-game and the scenario will show up in the list.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Igabod on January 12, 2015, 04:07:00 PM
Quote from: ItchyFlea on January 12, 2015, 03:25:21 PM
Quote from: Igabod on January 12, 2015, 11:05:32 AM
Quote from: Kolljak on January 12, 2015, 10:10:48 AM
I was wondering could you make a scenario where its lone survivor combined with Random location. i kinda want both.
I like this idea too. It could be called the exile scenario. Exiled to a distant planet for your crimes against humanity, you must now strive to survive in an unfamiliar place.

Here you go: Lone Survivor Combined with Random Location (https://ludeon.com/forums/index.php?action=dlattach;topic=9000.0;attach=5955)
I used the description Igabod gave for the scenario name and description. Just activate this as a mod in-game and the scenario will show up in the list.

Itchy, you are the man. Gonna have to try this out tonight. I may not get as much work done on my next update for the plants mod as I was planning on doing now.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: StorymasterQ on January 12, 2015, 07:45:58 PM
Am I seeing this right? EdB makes a mod and then people make mods of his mod? Well, content for his mod.

Is Rimworld already entering a modception stage? It's not even out of Alpha yet :D
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Igabod on January 12, 2015, 07:54:36 PM
Quote from: StorymasterQ on January 12, 2015, 07:45:58 PM
Am I seeing this right? EdB makes a mod and then people make mods of his mod? Well, content for his mod.

Is Rimworld already entering a modception stage? It's not even out of Alpha yet :D

Wait till you see the mod of ItchyFlea's scenario. It'll be a mod within a mod within a mod within a game that is nothing more than a mod itself. The madness is only beginning.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: ItchyFlea on January 12, 2015, 08:54:41 PM
"We must mod deeper"?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Szymanski on January 13, 2015, 12:08:17 AM
Lots of fun! :) Made an account just to say so! :D
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Snowpig on January 13, 2015, 10:37:30 AM
I have an idea for a scenario in this mod:
"Good Morning"
...instead of playing people crash-landed on the planet you play a group of people who just climbed out of their ancient cryptopods: naked, no/few resources, no exit -> they have to dig themselves out.

to spice things up add at least one (random) colonist with a very low mental break threashold  :P
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Kolljak on January 13, 2015, 09:33:15 PM
Thanks mate should add it straight into your links on page 1.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Igabod on January 14, 2015, 03:49:49 AM
Quote from: ItchyFlea on January 12, 2015, 03:25:21 PM
Here you go: Lone Survivor Combined with Random Location (https://ludeon.com/forums/index.php?action=dlattach;topic=9000.0;attach=5955)
I used the description Igabod gave for the scenario name and description. Just activate this as a mod in-game and the scenario will show up in the list.

I just played my third game with the Exile scenario. It was by far the most interesting one. I got dropped off in the desert in the middle of spring (chose a random starting date and everything) and used Prepare Carefully on my randomly generated colonist who had Green Thumb as a trait to add psychopath and cannibal. I left everything else exactly the way the random generators made it. Got a good start despite being in the desert, I grew a huge potato patch and a few bamboo fields for the wood and a small patch for xerigium which turned out to be vital. Got a nice little stockpile of all the necessities stashed in a big freezer that I built right away. I eventually built my colony up to 4 colonists and 2 prisoners who wound up becoming food. Defended against numerous pirate and tribal raids and ate like a cannibal king. Then winter hit. I was in the desert so I wasn't expecting winter to get down to -50 during the day. I had no winter clothing prepared or anything. My starting cannibal got a parka off of the first raid of winter which was just 3 tribals but two ran away as soon as the other died. I was feeling pretty confident about my chances on this game due to my previous success. But then there was a cold snap right after that first raid. I lost one colonist to hypothermia rather quickly. The other two without a parka were in the shivering stages of hypothermia at that point. And then a pirate raid with 6 guys, 2 had m-24's and the other 4 had m-16's. My 3 surviving colonists were armed with an R4 (for the cannibal) and pistols for the others. The M-24 made quick work of one of them with a single headshot. M-16's took down my cannibal but didn't kill her. So I decided to use my last standing colonist to rescue the cannibal and fall back and let the turrets around the corner take care of a couple of guys at least and even the odds a little. As the guy picks up his fallen leader (as I began to think of the cannibal) and takes maybe 5 steps, he is sniped by the m-24. The pirates decided to kidnap whoever they could (my cannibal) and leave. Game over.

Basically, that was exactly everything I could have hoped would happen with that scenario. I landed in a biome I rarely play, did well, was hit hard by weather that isn't typical of that biome, and died in a valiant battle against superior foes.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Kolljak on January 15, 2015, 04:41:25 PM
Quote from: ItchyFlea on January 12, 2015, 08:54:41 PM
"We must mod deeper"?

VERY WELL CHALLENGE ACCEPTED

Combine Crash Landing and Random Start Locatin

"Emergency Landing"

Now its your turn :D
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: EdB on January 15, 2015, 09:29:53 PM
I will be adding the ability to go with a random starting location in any scenario in the next release of the mod.  I done this by adding the option to the advanced options dialog (along with standard map size and starting month options).

Beyond that, I've been working on adding features for people who might interested in trying to create their own scenarios, including:
It's taken me longer than I'd hoped to get some of that working.  Now I just I need to try to find a good stopping point before releasing it.  Hopefully, it will be sometime this weekend.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Kolljak on January 16, 2015, 01:28:55 AM
When do you think we might see this next update [as in the random start to any update]
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Katavrik on January 17, 2015, 06:16:57 AM
I have a problem with localizing scenario descriptions.
Those ones, that located in scenarioDefs directory. By default it contains english language. To add another language for texts in defs directory i need to make a DefInjected dir and add corresponding files with localized texts. But it does not work for ScenarioDefs. The error message appear: "Error loading language from ...\CrashLanding\Languages\Russian: dir ScenarioDefs doesn't correspond to any def type. Skipping..."
I think that because of ScenarioDefs is not a standard defs.

Is there a way to make a translation with defInjected files?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: EdB on January 17, 2015, 11:05:56 AM
Quote from: Katavrik on January 17, 2015, 06:16:57 AM
I have a problem with localizing scenario descriptions.
Those ones, that located in scenarioDefs directory. By default it contains english language. To add another language for texts in defs directory i need to make a DefInjected dir and add corresponding files with localized texts. But it does not work for ScenarioDefs. The error message appear: "Error loading language from ...\CrashLanding\Languages\Russian: dir ScenarioDefs doesn't correspond to any def type. Skipping..."
I think that because of ScenarioDefs is not a standard defs.

Is there a way to make a translation with defInjected files?

There are two problems here.  One that you can fix, and one that I'll need to fix.

Because it's a non-standard definition type, you need to name the DefInjected directory using the full package name.  Instead of "DefInjected/ScenarioDef", it should be "DefInjected/EdB.Scenarios.ScenarioDef".  This will get fix the error message that you're seeing.

Once you've changed that, the translations will either work, or they won't.  It will depend on the mod loading order.  If the Scenarios mod is loaded before your Crash Landing mod, they should work just fine.  If it's loaded after, it will not work, and you'll see a bunch of warnings in the console.  I have a workaround for the mod loading order problem for the scenario definitions themselves but not for the translations.  I will fix this in the next version, which I plan to release either today or tomorrow.

EDIT: I changed something when I was testing this out before my initial reply, and my description was incorrect.  The first part is still right--you need the full package name for the directory.  The mod loading order does make a difference in what you'll see in the console.  You may see a bunch of warnings if your mod loads before the Scenarios mod, but your translations will not work regardless of mod loading order.  I need to fix this.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Katavrik on January 17, 2015, 09:26:45 PM
Quote from: EdB on January 17, 2015, 11:05:56 AM
Quote from: Katavrik on January 17, 2015, 06:16:57 AM
I have a problem with localizing scenario descriptions.
Those ones, that located in scenarioDefs directory. By default it contains english language. To add another language for texts in defs directory i need to make a DefInjected dir and add corresponding files with localized texts. But it does not work for ScenarioDefs. The error message appear: "Error loading language from ...\CrashLanding\Languages\Russian: dir ScenarioDefs doesn't correspond to any def type. Skipping..."
I think that because of ScenarioDefs is not a standard defs.

Is there a way to make a translation with defInjected files?

There are two problems here.  One that you can fix, and one that I'll need to fix.

Because it's a non-standard definition type, you need to name the DefInjected directory using the full package name.  Instead of "DefInjected/ScenarioDef", it should be "DefInjected/EdB.Scenarios.ScenarioDef".  This will get fix the error message that you're seeing.

Once you've changed that, the translations will either work, or they won't.  It will depend on the mod loading order.  If the Scenarios mod is loaded before your Crash Landing mod, they should work just fine.  If it's loaded after, it will not work, and you'll see a bunch of warnings in the console.  I have a workaround for the mod loading order problem for the scenario definitions themselves but not for the translations.  I will fix this in the next version, which I plan to release either today or tomorrow.

EDIT: I changed something when I was testing this out before my initial reply, and my description was incorrect.  The first part is still right--you need the full package name for the directory.  The mod loading order does make a difference in what you'll see in the console.  You may see a bunch of warnings if your mod loads before the Scenarios mod, but your translations will not work regardless of mod loading order.  I need to fix this.

I understand. Thanks for reply. I will delay this translation for next update of my mod.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Lord_Mime on January 17, 2015, 11:26:17 PM
Loving this mod.   Downloaded it a few days ago and have been enjoying the various challenges this offers.  Please keep up the wonderful work.   if i find any bugs or other tidbits I shall let you know.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.0.2 - Released 4 Jan 2015)
Post by: Manly on January 18, 2015, 01:13:57 AM
EdB (and heck...all you other amazing modders!) Thank you SO much for your efforts on behalf of the community.  I love your mods. :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 18, 2015, 05:21:34 PM
I've released a new version of the Scenarios mod, v1.1.1.

This release adds the random landing site options to all of scenarios--just click the "Advanced" button on the Landing Site Selection screen, and you'll see the options in the dialog that opens.

I've also added some feature to help those who might be trying to create their own scenarios.  These include:
Hopefully, this will give some more flexibility to those who are interested in trying to create scenarios--without forcing them to do C# coding.  I'd love to get feedback on the changes.

I still need to do more documentation, but I added a batch of example scenarios that you can look at to try to figure out how to create your own.  You can find the download link in the original post.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: ItchyFlea on January 18, 2015, 09:18:55 PM
If I remove GenStep_Wreckage and replace the GenStep_GenerateColonistGear and GenStep_GenerateColonistBionics with GenStep_GenerateColonistDropPods, when the map generates the game starts throwing NullRefExceptions.

Am I missing something?

From the output_log:
System.NullReferenceException: Object reference not set to an instance of an object

  at RimWorld.StoryWatcher_Wealth.ForceRecount () [0x00000] in <filename unknown>:0

  at RimWorld.StoryWatcher_Wealth.RecountIfNeeded () [0x00000] in <filename unknown>:0

  at RimWorld.StoryWatcher_Wealth.get_WealthTotal () [0x00000] in <filename unknown>:0

  at RimWorld.HistoryAutoRecorderWorker_WealthTotal.PullRecord () [0x00000] in <filename unknown>:0

  at RimWorld.HistoryAutoRecorder.Tick () [0x00000] in <filename unknown>:0

  at RimWorld.HistoryAutoRecorderGroup.Tick () [0x00000] in <filename unknown>:0

  at RimWorld.History.HistoryTick () [0x00000] in <filename unknown>:0

  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 18, 2015, 10:03:42 PM
Quote from: ItchyFlea on January 18, 2015, 09:18:55 PM
If I remove GenStep_Wreckage and replace the GenStep_GenerateColonistGear and GenStep_GenerateColonistBionics with GenStep_GenerateColonistDropPods, when the map generates the game starts throwing NullRefExceptions.

Am I missing something?

I think the error that you're seeing is this: there is a limitation in the game that I have not been able to workaround.  If there are zero resources on the map (I don't mean resources in a stockpile--I mean just resources on the map in general), you can get this error.  At minimum, you need to place a single resource somewhere on the map--or scatter some resources around like in the vanilla game.

Here's what the vanilla map generator step that scatters resources randomly around the map would look like in the scenario definition:


<li Class="Genstep_ScatterThingGroups">
<thingDefs>
<li>Steel</li>
</thingDefs>
<minSpacing>15</minSpacing>
<countPer10kCellsRange><min>1.4</min><max>1.4</max></countPer10kCellsRange>
<spotMustBeStandable>true</spotMustBeStandable>
<groupSizeRange><min>3</min><max>6</max></groupSizeRange>
<stackCountRange><min>40</min><max>60</max></stackCountRange>
</li>


This one will scatter groups steel stacks randomly around with the map with 3-6 stacks per group and 40-60 per stack.  The countPer10kCellsRange determines how many groups will be spawned on the map.

I just realized that I forgot to include this resource scattering in the Standard Start example scenario that I included.  That's a pretty big omission--I'll need to go back and fix that.

But yeah, you need to have at least one resource on the map, or the game will throw that exception--it's something that fails when the game is trying to count how many resources the colony has.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: Katavrik on January 18, 2015, 10:16:37 PM
Updated my Crash Landing (https://ludeon.com/forums/index.php?topic=8967.0) to be compatible with your Sceanrios 1.1.1. Scenario translation works fine. You've done a great job.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 18, 2015, 10:33:24 PM
Quote from: EdB on January 18, 2015, 10:03:42 PM
I just realized that I forgot to include this resource scattering in the Standard Start example scenario that I included.  That's a pretty big omission--I'll need to go back and fix that.

Uploaded a fixed version of the scenario examples that includes the missing resource scattering in the Standard Start example.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: Mechanoid Hivemind on January 20, 2015, 02:02:22 AM
Config error in EdbScenariosWatcherManager: EdbScenariosWatcherManager has no label

Um whats this mean?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: StorymasterQ on January 20, 2015, 03:30:40 AM
Quote from: GiantCookieEater on January 20, 2015, 02:02:22 AM
Config error in EdbScenariosWatcherManager: EdbScenariosWatcherManager has no label

Um whats this mean?

Probably similar to this issue from the first page?
Quote from: EdB on January 04, 2015, 06:33:43 PM
Known Issues

  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdBWreckageController: EdBWreckageController has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: Mechanoid Hivemind on January 20, 2015, 01:05:06 PM
Quote from: StorymasterQ on January 20, 2015, 03:30:40 AM
Quote from: GiantCookieEater on January 20, 2015, 02:02:22 AM
Config error in EdbScenariosWatcherManager: EdbScenariosWatcherManager has no label

Um whats this mean?

Probably similar to this issue from the first page?
Quote from: EdB on January 04, 2015, 06:33:43 PM
Known Issues

  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdBWreckageController: EdBWreckageController has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
its completely different thats why i asked
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: ItchyFlea on January 20, 2015, 04:22:58 PM
The Exiled Scenario has been updated to work with the new version of EdB Scenarios. I have also improved it by removing *all* starting resources from the world.
A single piece of silver spawns in the world to avoid a base-game issue.

Download: Exiled for EdB Scenarios 1.1.1 (https://ludeon.com/forums/index.php?action=dlattach;topic=9000.0;attach=6076)
How To Use: Activate this like a normal mod. It will then appear in the scenario menu.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: ItchyFlea on January 20, 2015, 09:23:09 PM
EdB: Is it possible to alter where colonist drop pods land in a scenario when a custom map is loaded? Right now the colonists are landing in the wrong spot on the map.

If it isn't possible, can I request a new feature?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 21, 2015, 11:07:37 AM
Quote from: ItchyFlea on January 20, 2015, 09:23:09 PM
EdB: Is it possible to alter where colonist drop pods land in a scenario when a custom map is loaded? Right now the colonists are landing in the wrong spot on the map.

If it isn't possible, can I request a new feature?

I should have thought to add that feature, but I did not.  Give me a couple of days, and I will add it.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 21, 2015, 10:22:29 PM
Quote from: GiantCookieEater on January 20, 2015, 01:05:06 PM
Quote from: StorymasterQ on January 20, 2015, 03:30:40 AM
Quote from: GiantCookieEater on January 20, 2015, 02:02:22 AM
Config error in EdbScenariosWatcherManager: EdbScenariosWatcherManager has no label

Um whats this mean?

Probably similar to this issue from the first page?
Quote from: EdB on January 04, 2015, 06:33:43 PM
Known Issues

  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdBWreckageController: EdBWreckageController has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
its completely different thats why i asked

I renamed it, and forgot to update the post, but it's the same thing.  If you're curious, this is an invisible building that I add to the map to track things like custom victory condition progress.  I haven't found a way to make a building 100% invisible, but leaving that label blank gets me 98% there.  I'd rather not have the warning, but that's why it's there.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: Mechanoid Hivemind on January 22, 2015, 01:31:48 AM
Quote from: EdB on January 21, 2015, 10:22:29 PM
Quote from: GiantCookieEater on January 20, 2015, 01:05:06 PM
Quote from: StorymasterQ on January 20, 2015, 03:30:40 AM
Quote from: GiantCookieEater on January 20, 2015, 02:02:22 AM
Config error in EdbScenariosWatcherManager: EdbScenariosWatcherManager has no label

Um whats this mean?

Probably similar to this issue from the first page?
Quote from: EdB on January 04, 2015, 06:33:43 PM
Known Issues

  • You will see a warning in log when starting the game with the mod enabled: "Config error in EdBWreckageController: EdBWreckageController has no label."  This is intentional--I needed to workaround another issue, and leaving that label blank was the best way that I could find to do it.
its completely different thats why i asked

I renamed it, and forgot to update the post, but it's the same thing.  If you're curious, this is an invisible building that I add to the map to track things like custom victory condition progress.  I haven't found a way to make a building 100% invisible, but leaving that label blank gets me 98% there.  I'd rather not have the warning, but that's why it's there.
Okay thanks EdB thats why i was asking because it never happened till i added that exiled scenario. Also that scenario lags so often it make is so hard to play even with out other mods in the way, idk if you can look through it to see what it is or what. thanks again 
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: ItchyFlea on January 22, 2015, 04:51:55 PM
Is it possible to get a scenario that loads a custom map to use the <startMessage> tag?
I've got one there, and in what I'm fairly confident is the right location, yet the scenario refuses to display it.

Could it be because I don't have any colonists arriving via droppods, and instead am expecting the player to use the existing colonists on the map?

EDIT: Got it to work by changing the <type> to New and adding this line <li Class="EdB.Scenarios.GenStep_GeneratePlayerStartSpot" />

Unfortunately this changed the camera position to the center of the map, something I don't want to have happen.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: EdB on January 23, 2015, 12:52:28 AM
Quote from: ItchyFlea on January 22, 2015, 04:51:55 PM
Is it possible to get a scenario that loads a custom map to use the <startMessage> tag?
I've got one there, and in what I'm fairly confident is the right location, yet the scenario refuses to display it.

Custom start messages are broken for custom maps.  I am working on a fix now.

You can change the camera location at any time during map generation:


<li Class="EdB.Scenarios.GenStep_Camera">
    <location>
        <position>(100, 0, 50)</position>
    </location>
</li>


Also, I'm adding the ability to set an explicit starting position.  I'm just about done with that.

Thanks for the feedback--it's really valuable.  Are there anything else missing that I should try to include before I do the release with these fixes?
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.1 - Released 18 Jan 2015)
Post by: Kolljak on January 23, 2015, 01:32:33 AM
EdB your good at C++ got any links to a Learning C++ page :D or wana help me with one of my projects :D trying to get ahold of a few people to help me make a "Total Conversion" type mod that makes the game hardcore difficult to battle the war on boredum.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Joeman9833 on January 29, 2015, 01:56:24 PM
This is actually a really great mod. More interesting than the regular start. Really looking forward to more different scenarios if you decide to make more.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: rdz1122 on February 03, 2015, 01:28:46 PM
Is anyone else having trouble with saving/loading from the "Amongst the Wreckage" scenario?  I can start and play fine, but if I save/load, I just get a black screen with sound.  I have tried on a few revisions of this mod, and same thing each time.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on February 03, 2015, 11:34:12 PM
Quote from: rdz1122 on February 03, 2015, 01:28:46 PM
Is anyone else having trouble with saving/loading from the "Amongst the Wreckage" scenario?  I can start and play fine, but if I save/load, I just get a black screen with sound.  I have tried on a few revisions of this mod, and same thing each time.

Sorry that you're having trouble with it.  Unfortunately, I can't duplicate the problem. Are you changing your mod configuration between when you save the game and when you later load it?

If you try to bring up the console (using the ` key) after the error happens, that may show some error messages that give you a better idea of what's happening.  Other than that, you can take a look at the game's log file to see any errors that are appearing there.  Feel free to send me a message with any errors that you see.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: rdz1122 on February 09, 2015, 07:08:21 PM
Hi EdB,

I tried again today, after deleting and reinstalling, same effect.  i can hear sounds, but just a black screen.

Where can I find the error log to send/review?  When I hit ~, it shows a couple of errors at the beginning, but they look like trying to spawn humans out of bounds.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on February 09, 2015, 11:03:38 PM
Quote from: rdz1122 on February 09, 2015, 07:08:21 PM
I tried again today, after deleting and reinstalling, same effect.  i can hear sounds, but just a black screen.

Where can I find the error log to send/review? ...

It can be found in the game directory: RimWorld671Win\RimWorld671Win_Data\output_log.txt
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Zandor on February 10, 2015, 06:25:52 PM
I am having the same black screen problem, here is my log


Non platform assembly: data-0AB60010 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AB60010.dll
Initialized the EdBInterface mod

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0AB97430 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AB97430.dll
Initialized the EdB Prepare Carefully mod

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0ABC5A50 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ABC5A50.dll
Initialized the Pawn State Icons mod

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0ABF1F10 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ABF1F10.dll
Non platform assembly: data-0ABF7668 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ABF7668.dll
Non platform assembly: data-0AC12E58 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC12E58.dll
Non platform assembly: data-0AC20260 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC20260.dll
Non platform assembly: data-0AC70010 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC70010.dll
Non platform assembly: data-0AAB1C28 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AAB1C28.dll
Non platform assembly: data-0AC7FB48 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC7FB48.dll
Non platform assembly: data-0ACFA008 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ACFA008.dll
Non platform assembly: data-0AD17418 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD17418.dll
Non platform assembly: data-0A32B988 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0A32B988.dll
XML error: &gt;

             doesn't correspond to any field in type ThingFilter.

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

Non platform assembly: data-0AC971D0 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC971D0.dll
Non platform assembly: data-0AD25A38 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD25A38.dll
Non platform assembly: data-0AD46038 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD46038.dll
Non platform assembly: data-0AD6B858 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD6B858.dll
Non platform assembly: data-0AD42020 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD42020.dll
Non platform assembly: data-0ACBDF78 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ACBDF78.dll
Non platform assembly: data-0AD74870 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD74870.dll
Non platform assembly: data-0AD77C78 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD77C78.dll
Non platform assembly: data-0AD7C288 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD7C288.dll
Non platform assembly: data-0AD84A98 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD84A98.dll
Non platform assembly: data-0AC31A08 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AC31A08.dll
Non platform assembly: data-0ADA1008 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ADA1008.dll
Non platform assembly: data-0ADBF008 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0ADBF008.dll
Non platform assembly: data-0AD27240 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD27240.dll
Non platform assembly: data-0AD898A8 (this message is harmless)
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AD898A8.dll
PSI Injected

(Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49)

NullReferenceException: Object reference not set to an instance of an object
  at RimWorldIconMod.PSI.Update () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0

  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0

  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at Verse.Find.get_ListerPawns () [0x00000] in <filename unknown>:0

  at RimWorldIconMod.PSI.OnGUI () [0x00000] in <filename unknown>:0

*repeat *repeat etc....
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Zandor on February 12, 2015, 06:44:45 AM
I am using Epyk mod pack and tried to use this as well and it does not work together which is sad as it would be a very nice completed pack of mods together.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: ItchyFlea on February 12, 2015, 02:22:51 PM
Quote from: Zandor on February 10, 2015, 06:25:52 PM
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AB60010.dll

Looks like someone torrented RimWorld....
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Latta on February 12, 2015, 02:38:06 PM
Quote from: ItchyFlea on February 12, 2015, 02:22:51 PM
Quote from: Zandor on February 10, 2015, 06:25:52 PM
Fallback handler could not load library C:/Users/Quincee/Downloads/Torrents/RimWorld/RimWorld/RimWorld657Win_Data/Mono/data-0AB60010.dll

Looks like someone torrented RimWorld....
Lol that's funny
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Epyk on February 12, 2015, 02:42:14 PM
Be sure to purchase the game if you like it!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: tresflores on February 12, 2015, 08:35:23 PM
i get that error(spawn out of bounds one or cancled job looks shady) sometimes but i didnt torrent or bootleg it or what ever as far as i can tell its from running too many mods but i get it even more when i run skully wags i run 30 plus mods or so so its kinda my fault
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: tresflores on February 12, 2015, 08:36:36 PM
actually ow that i think about it it only happens when i run prepare,scenario and extended bionics and surgery at the same time
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on February 16, 2015, 11:42:18 PM
Quote from: rdz1122 on February 03, 2015, 01:28:46 PM
Is anyone else having trouble with saving/loading from the "Amongst the Wreckage" scenario?  I can start and play fine, but if I save/load, I just get a black screen with sound.  I have tried on a few revisions of this mod, and same thing each time.

I don't have an answer for this problem, but I think I might know what's going on with the problem that you mentioned in the Prepare Carefully thread with Katavrik's Crash Landing mod.  I released a patch version of Scenarios (v1.1.2) a couple of weeks ago that I didn't really announce--I just quietly upped the version in the original post.  The Crash Landing mod is built against version 1.1.1, and I think the failures that you're seeing with the "Crash Landing - Hard" scenario are caused by this version mismatch.

With the alpha 9 release so close, it's probably not worth it for Katavrik to update his mod to fix this, but if this is in fact the problem, hopefully it'll get sorted out when we do our alpha 9 updates.

In the meantime, use Scenarios v1.1.1 (https://www.dropbox.com/s/8a3bnby59pakdlp/EdBScenarios-1.1.1.zip?dl=0) instead and let me know if this fixes the problem for you.  And definitely let me know if it fixes the Crash Landing problem but doesn't fix the Amongst the Wreckage problem.  That one might be something else.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on February 22, 2015, 01:34:07 AM
Just a quick update on the Scenarios mod and Alpha 9: I haven't decided what I'm going to do with this mod yet.  The re-introduction of the ability to mod map generation means significant changes and may force me to rethink the overall approach to how scenarios work.

I'll probably take my time with it--I wouldn't expect to see an Alpha 9 release for at least a week, maybe longer.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: HBKRKO619 on February 23, 2015, 09:27:42 AM
Take your time EdB, you do great mod and I will wait the time needed to play with :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Kolljak on February 24, 2015, 11:02:18 PM
EdB why dont you just "have" 3 check box's into the Advanced options of the map "select your spawn" the options being. 1. Random Start 2. Crash landing 3. Lonestart. and let people toggle the ones they want :D.

lol idk why i spelled the word "ass" instead of "have" i fixed my post tho lol
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Vexare on March 07, 2015, 04:39:18 PM
Quote from: EdB on February 22, 2015, 01:34:07 AM
Just a quick update on the Scenarios mod and Alpha 9: I haven't decided what I'm going to do with this mod yet.  The re-introduction of the ability to mod map generation means significant changes and may force me to rethink the overall approach to how scenarios work.

I'll probably take my time with it--I wouldn't expect to see an Alpha 9 release for at least a week, maybe longer.

Hi EdB, I'm posting to give you encouragement for this Mod. It's the first Mod I've ever used with RimWorld (though I'm no stranger to modding in other games) and I really loved it. The three choices you gave were perfect and added a lot of flavor to the start of the game which can get boring after repeated wipes/restarts during the rapidly changing Alpha phase.

I've been playing A9 vanilla (it's tough!) but now I'm ready to mod again and adding your Prepare carefully and UI mods. I understand why you're taking longer to revamp this one but I hope you won't give up on it because random start is a much needed addition to RimWorld!

Cheers!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: akiceabear on March 07, 2015, 06:47:07 PM
I agree that random start is a great feature!
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: HBKRKO619 on March 18, 2015, 08:48:38 PM
Hi EDB, a quick post to say that I loved the random start provided by this mod. I absolutly don't know where you are in your update or even if you can update this (with what you said ^^) but good luck :)
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: rdz1122 on March 21, 2015, 09:44:31 AM
EdB, thank you for the three mods you created that add so much to the game; I use Prepare Carefully and UI all the time.  Looking forward to your thoughts on Scenarios, whether to update to A9, or come with a new direction.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Kolljak on April 22, 2015, 07:04:06 PM
Do you plan on Updating this? or are the updates coming so fast that you cant keep up :D i know the feels its why i dropped Project EONs till at Least Steam Release or 1st beta build.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on April 22, 2015, 08:34:58 PM
Quote from: Kolljak on April 22, 2015, 07:04:06 PM
Do you plan on Updating this? or are the updates coming so fast that you cant keep up :D i know the feels its why i dropped Project EONs till at Least Steam Release or 1st beta build.

Right now, it's tough to find the time to do it.

It's possible that the most popular feature of the mod (random starts) could find its way into a separate "advanced starting options" mod, but that's not something that I've started working on yet.

I really like the idea of scenarios, and I was hoping that modders would create more of their own scenarios using the mod, but I think the way that I set it up is more complicated than it should be, and I just didn't have time to write up proper documentation that would help.

Unfortunately, the re-introduction of map generation modding in alpha 9 made the process of updating the mod more difficult than I would have liked, and I just haven't had a chance to put in the time needed to revisit the whole thing.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Kolljak on April 22, 2015, 08:46:21 PM
idk why you dont just intigrate this into Perpare Carfuly for less work and less mods it would fit perfectly.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Kolljak on April 25, 2015, 01:31:10 PM
i could... attempt to fix this one.. tho my XML knowledge is mostly in the modifying of Defs.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Kolljak on April 26, 2015, 09:34:14 PM
Never mind my .dll skills are 0 lol.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on April 26, 2015, 10:59:13 PM
Quote from: Kolljak on April 26, 2015, 09:34:14 PM
Never mind my .dll skills are 0 lol.

Yeah, there's actually very little XML work that needs to be done in this mod.  It's mostly code.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Xubrim on April 26, 2015, 11:23:13 PM
Not volunteering or anything, but curious. I've written some code for other game mods in the past, but new versions of those games only seemed to add things like new functions/game defined variables. Some bugs may pop up, but nothing major.

I've get the vibe that with Rimworld the code needs to be fairly heavily tweaked with each update. Why is that? Disclaimer: I've only looked at a couple source .dlls here.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Latta on April 26, 2015, 11:32:26 PM
Because there are often major name changes. (yes, major) And sometimes how a method work changes too, or even gets removed.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: EdB on April 26, 2015, 11:39:56 PM
Quote from: Xubrim on April 26, 2015, 11:23:13 PM
...I've get the vibe that with Rimworld the code needs to be fairly heavily tweaked with each update. Why is that? ...

I think it's mostly a function of the game still being in alpha.  Along with new features, there's a fair amount of refactoring that happens with every new release.

And if you happen to skip an alpha like I did with this mod, it just makes it that much more work to update.
Title: Re: [MOD] (Alpha 8) EdB Scenarios (v1.1.2 - Released 25 Jan 2015)
Post by: Xubrim on April 27, 2015, 12:57:19 AM
I'm assuming there's no documentation on Tynan's changes. If a major change happens, do you just try new stuff until you find something that works? Is there more of a system than that?