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RimWorld => Mods => Unfinished => Topic started by: FilUnderscore on October 07, 2018, 09:19:10 PM

Title: [WIP] [1.2] Persistent RimWorlds
Post by: FilUnderscore on October 07, 2018, 09:19:10 PM
Persistent RimWorlds.

A mod that allows multiple colonies on the same rimworld (planet).

Features:
* Feature not currently implemented, but is planned.

Downloads / Testing:

Contributions:
Title: Re: [WIP] Persistent RimWorlds
Post by: Sheepdawgbro on October 08, 2018, 10:11:53 PM
Im excited for this mod, I made a forum account just to comment.

I like the UI you have. If you do implement factions for player colonies, you could probably have a faction selection screen while making a new colony- new faction or one of the ones present already (player made, or perhaps even the world generated ones, if the technical side of it plays nice)

In addition to showing my support, I had a question. It appears that the date and time is saved on the persistent world level in the video you posted. So playing a season on colony A, then a season on colony B will bring the world forward two quadrums for both A and B.

I like it, but it may cause some problems with nearly completed crops dying before harvest on the balance level. My other concern was that it may cause issues with birthdays and aging on the technical level, but I dont know how the game handles those in the first place.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on October 09, 2018, 02:00:19 AM
Quote from: Sheepdawgbro on October 08, 2018, 10:11:53 PM
Im excited for this mod, I made a forum account just to comment.

I like the UI you have. If you do implement factions for player colonies, you could probably have a faction selection screen while making a new colony- new faction or one of the ones present already (player made, or perhaps even the world generated ones, if the technical side of it plays nice)

In addition to showing my support, I had a question. It appears that the date and time is saved on the persistent world level in the video you posted. So playing a season on colony A, then a season on colony B will bring the world forward two quadrums for both A and B.

I like it, but it may cause some problems with nearly completed crops dying before harvest on the balance level. My other concern was that it may cause issues with birthdays and aging on the technical level, but I dont know how the game handles those in the first place.

Great question, I haven't really looked into the effects of time progression in other colonies yet - however it will have a role in a number of things, I don't want it to cause too much micromanagement if there's no need for it. Perhaps mod settings will let those who want some things affected that others don't want be possible. The mod is still in a pretty early stage and its taken a considerable amount of time to implement the base of it, however once that's out of the way, the process should go smoothly.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on October 10, 2018, 08:56:46 AM
Just an update, the mod has been updated to unstable 1.0 and nearly nothing has broken for the most part. Dynamic map loading has a basic implementation at the moment, but I hope to utilize more of it soon - the reason for dynamic map loading is that it will allow an infinite amount of colonies throughout the world without slowing down loading times or taking up memory with unneeded data.
Title: Re: [WIP] Persistent RimWorlds
Post by: raydarken on October 10, 2018, 02:20:40 PM
Brilliant idea. Holy cow, I'm really excited for this!  :D :D Thank you for your work on this mod, I will be following your progress closely!
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on October 17, 2018, 12:33:15 AM
So up until recently, I've been spending time constantly going over more efficient ways to load worlds and exploit RimWorld's game saving and loading system by using Harmony patches that are rarely used by other mods - meaning less compatibility issues until a mod arises that overrides the same parts of the loading system I override. I have stabilized the dynamic map loading system and will be posting a video soon to showcase this feature, however at the moment there are a few bugs involving caravans with wrong colonies and sometimes objects on the planet view not switching to the correct type. These will be fixed within the next few days and then another update video will be posted to show the progress that has been made.
Title: Re: [WIP] Persistent RimWorlds
Post by: Ruisuki on October 18, 2018, 10:39:14 PM
very ambitious project i hope it succeeds
Title: Re: [WIP] Persistent RimWorlds
Post by: jpinard on October 27, 2018, 12:30:34 PM
This sounds awesome!
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on October 28, 2018, 01:01:53 AM
author. I have a question. So.. Will it be possible to be a same faction with other colonies?
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on October 28, 2018, 01:11:34 AM
Quote from: lehniers on October 28, 2018, 01:01:53 AM
author. I have a question. So.. Will it be possible to be a same faction with other colonies?
The system doesn't affect your other settlements (houses/villages on world map by your faction that form when "Settle" is clicked) that you have in for example, a single colony game. Colonies in this mod are completely unrelated and are different factions that you can visit (visit their actual maps and see buildings), given that you are allies with that colony and not enemies.
Title: Re: [WIP] Persistent RimWorlds
Post by: Ruisuki on October 28, 2018, 01:49:06 AM
could persistent characters be a thing? If you created 8 of your friends through something like prepare carefully but dont want to start off as an overpowered colony, maybe pick 4 characters to crashland with and 4 others that have a chance of encountering/part of an existing faction?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on October 28, 2018, 02:47:07 AM
I see. then.. will it be possible to share pawns except capturing or selling?
And if they are different faction, will the system which decreases relationships when settlements are built nearby other factions work between the colonies?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on October 28, 2018, 02:51:44 AM
please post any link that we can donate to you. I can do nothing but appreciate your extrarordinary work ;D
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on October 28, 2018, 03:14:59 AM
still, can you offer an option for other colonies to be regarded as same factions?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on October 29, 2018, 01:21:45 AM
Author. Can you tell us when do you expect your project will be released to public?
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on October 29, 2018, 04:37:12 AM
Quote from: lehniers on October 29, 2018, 01:21:45 AM
Author. Can you tell us when do you expect your project will be released to public?

For a stable release, I would expect at the earliest, mid-late December should everything go to plan, otherwise it would be near the beginning of the new year. For pre/unstable releases, I plan to have them coming before then and will be made available on the source code repository once testing commences (most likely end of November/beginning of December), in which anyone willing to play-test this mod can do so at their own risk, to help stabilize the mod for release.

Quote from: Ruisuki on October 28, 2018, 01:49:06 AM
could persistent characters be a thing? If you created 8 of your friends through something like prepare carefully but dont want to start off as an overpowered colony, maybe pick 4 characters to crashland with and 4 others that have a chance of encountering/part of an existing faction?
I'm not really sure at the current time, this could be an optional addon for the mod after release, it will be something that I'll be looking into throughout development.

Until then, I'll keep you all updated with development and I've got that video planned in a few days time to show what I've been working on for the past few weeks. :D
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on November 01, 2018, 05:40:32 AM
A new video has been uploaded to YouTube to showcase a refined UI and (some) new functionality the UI has to offer. The whole system has been made a lot more stable (there is a small saving bug at the end of the video which has been fixed now) and loads quickly as demonstrated with the number of colonies in the world when loading. The colonies tab is for the most part functional (leaders have yet to be fully implemented, with things such as mod compatibility between Psychology's mayor system / Fluffy's relations tab), with switching colonies on the go (no longer needing to load the whole world again!)

https://www.youtube.com/watch?v=zbBpCu11GYA
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on November 02, 2018, 11:51:46 PM
fantastic.
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on November 07, 2018, 09:38:12 AM
another question. are seperated colonies able to raid each other?
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on November 08, 2018, 11:35:37 PM
Quote from: lehniers on November 07, 2018, 09:38:12 AM
another question. are seperated colonies able to raid each other?
At this moment of time, no. In the future, I plan for this to become a feature. It just hasn't been implemented yet.
Title: Re: [WIP] Persistent RimWorlds
Post by: PM_ME_NAKED_SINGULARITIES on November 27, 2018, 08:33:32 PM
Is this mod still being worked on?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on December 06, 2018, 04:45:00 AM
author. aren't there any kind of progress report?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on December 13, 2018, 05:49:17 AM
come on. I'd stopped playing till you finish this mod..
please give us any progresses
Title: Re: [WIP] Persistent RimWorlds
Post by: NobodyImportant on December 18, 2018, 08:26:29 PM
To quote Yahtzee from ZP:
"YES! YES!!! ALL OF THAT! IN MY FACE!! NOW!"

Holey moley this is a great mod idea.
Finally my dream of having a couple of colonists from space and a couple from a tribe could come true!

Question though:
To create a new colony, do you have to go through the new game menu? Or could you just  click on a tile on the worldmap, select an icon and do EDB Prepare Carefully before settling.
Another question. What happens to the other active colony? The problem with vanilla is that if you have multiple colonies the game simulates all of them even if you don't have pawns in some making it awful in terms of system resources used.
Would it be possible to select a colony on a hex to remain saved and unsimulated while you go focus on a different one and then be able to select it again to be active again? Sortof like a softer "abandon settlement" button.
The things on each hex of the world map are stored separately anyway, so it should be possible to do this right? Using the Abandon algorythm but keeping the save data.
I'm asking because having multiple colonies in the same world would be great except simulating them all would make the game unplayably slow...

I'd also love to do some early testing for this.
Title: Re: [WIP] Persistent RimWorlds
Post by: TheMilkman on December 28, 2018, 01:10:05 PM
Is this mod still being worked on?
Title: Re: [WIP] Persistent RimWorlds
Post by: NobodyImportant on January 05, 2019, 10:10:05 AM
Come ooon update this!!! Pleeease?
This is such a nice feature that rimwirld was originally designed to have this until apparently the a15 map update broke it.
I absolutely need this in my life.

Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on January 17, 2019, 02:41:42 AM
Quote from: NobodyImportant on January 05, 2019, 10:10:05 AM
Come ooon update this!!! Pleeease?
This is such a nice feature that rimwirld was originally designed to have this until apparently the a15 map update broke it.
I absolutely need this in my life.

Quote from: TheMilkman on December 28, 2018, 01:10:05 PM
Is this mod still being worked on?

Quote from: lehniers on December 13, 2018, 05:49:17 AM
come on. I'd stopped playing till you finish this mod..
please give us any progresses

Quote from: PM_ME_NAKED_SINGULARITIES on November 27, 2018, 08:33:32 PM
Is this mod still being worked on?

Sorry for the lack of updates, I have been on holiday recently taking a break from everything, and will be returning very soon to continuing this mod. I'm hoping to progress with this mod, and I have not abandoned it.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on January 17, 2019, 02:50:05 AM
Quote from: NobodyImportant on December 18, 2018, 08:26:29 PM
To quote Yahtzee from ZP:
"YES! YES!!! ALL OF THAT! IN MY FACE!! NOW!"

Holey moley this is a great mod idea.
Finally my dream of having a couple of colonists from space and a couple from a tribe could come true!

Question though:
To create a new colony, do you have to go through the new game menu? Or could you just  click on a tile on the worldmap, select an icon and do EDB Prepare Carefully before settling.
Another question. What happens to the other active colony? The problem with vanilla is that if you have multiple colonies the game simulates all of them even if you don't have pawns in some making it awful in terms of system resources used.
Would it be possible to select a colony on a hex to remain saved and unsimulated while you go focus on a different one and then be able to select it again to be active again? Sortof like a softer "abandon settlement" button.
The things on each hex of the world map are stored separately anyway, so it should be possible to do this right? Using the Abandon algorythm but keeping the save data.
I'm asking because having multiple colonies in the same world would be great except simulating them all would make the game unplayably slow...

I'd also love to do some early testing for this.

1. I'm thinking of a good way to implement access to the mod menu where you load/create colonies/persistent worlds, as of right now it is located on the main menu under the "Load game" button. To create a persistent world, you create a normal colony through the "New colony" button then open up the mod menu and click on that save (like loading a colony) to convert it to a persistent world, which will allow you to create more colonies. After the world has been created, you can create/delete colonies through the world's own menu within the mod menu.

2. I'm not entirely sure what system I'll come up with for other colonies as time passes in the world, it's sort of a gray area at the moment. I'm aware that simulating all those other colonies would be too much for most systems to handle. Currently other colonies in the same world are not simulated.

Early testing will also be announced when I've got a build with some of the intended features at least working.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on January 18, 2019, 01:20:03 AM
I'm planning to soon announce a pre-release version which appears to be pretty stable, although missing some mentioned features in the original post as they are still under development. With this in mind, if you would like to help with the development of this mod, feel free to report any bugs and contribute to the official repository, once this version is released. You'll be hearing it soon with a download link to the official repository. I have returned to development.
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on February 14, 2019, 06:32:59 AM
author. how's it going?
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on February 15, 2019, 11:11:43 PM
It's over a month since your last post and we need your development status.
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on February 19, 2019, 10:06:44 AM
author. could you plz respond..?
Title: Re: [WIP] Persistent RimWorlds
Post by: Prophetly on February 23, 2019, 06:25:58 AM
can you send a caravan to another settlements?
Title: Re: [WIP] Persistent RimWorlds
Post by: ambivalence on February 24, 2019, 07:24:00 AM
This idea MUST be implemented in the game.
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on April 22, 2019, 09:44:57 AM
**wondering is development still ongoing**
Title: Re: [WIP] Persistent RimWorlds
Post by: NobodyImportant on April 30, 2019, 02:24:19 AM
We still care massively about this. I am waiting on this for a big long game of colony simulation. Please don't leave us hanging this is an awesome thing you've got here.
Title: Re: [WIP] Persistent RimWorlds
Post by: NobodyImportant on June 15, 2019, 06:48:47 PM
Come ooooon, live, you awesome project!
Title: Re: [WIP] Persistent RimWorlds
Post by: NobodyImportant on August 10, 2019, 01:04:11 AM
I'm not giving up on this :I
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on September 08, 2019, 01:15:58 AM
Hey guys, really sorry for the lack of updates - been very busy at school the whole year with assessments and exams, so I haven't been able to do as much work on the mod.

There is a GitHub repository for this mod here at: https://github.com/FilUnderscore/PersistentRimWorlds (https://github.com/FilUnderscore/PersistentRimWorlds)

Feel free to download some of the pre-release builds if you are interested in trying it out (may be buggy) and it would be appreciated if anyone could contribute and bring it to its full potential!
Title: Re: [WIP] Persistent RimWorlds
Post by: lehniers on September 09, 2019, 08:43:41 AM
Thank you for telling what's going on. You did a great job though. So.... Who'll take this project? It's too awesome to let it be abandoned.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on September 13, 2019, 09:02:20 AM
Quote from: lehniers on September 09, 2019, 08:43:41 AM
Thank you for telling what's going on. You did a great job though. So.... Who'll take this project? It's too awesome to let it be abandoned.

The project is not going to be abandoned, I will see it through until the end, however anyone who is willing to contribute is more than welcome to (assuming they can code!)  :)
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on February 23, 2020, 06:49:58 AM
Updated on the state of this mod, expect updates to it soon.
Title: Re: [WIP] Persistent RimWorlds
Post by: sirdave79 on March 10, 2020, 10:42:18 PM
Been wondering where a mod that fulfills this function is. Good luck with the project and thanks for your efforts.
Title: Re: [WIP] Persistent RimWorlds
Post by: FilUnderscore on April 02, 2020, 06:58:11 AM
The mod is close to a 0.1.4.0 release, it has been ported to 1.1 but does not support 1.0 for now anymore (I will make it backwards-compatible with a future minor revision). A few minor improvements and bug fixes to UI and gameplay need to be made before it is released. For more information, check out the GitHub link provided in the main post.
Title: Re: [WIP] Persistent RimWorlds
Post by: sirdave79 on April 03, 2020, 05:43:07 PM
Sweet, will check it out when im done with my current playthrough.

Thanks very much.
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: FilUnderscore on December 17, 2020, 06:43:15 AM
0.1.4.0 has been released on GitHub and can be accessed from the Releases page. Here's a link: https://github.com/FilUnderscore/PersistentRimWorlds/releases/tag/0.1.4.0 (https://github.com/FilUnderscore/PersistentRimWorlds/releases/tag/0.1.4.0)

Some real great stuff coming soon (I promise!)
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: Fuubi on January 26, 2021, 09:47:54 PM
This looks like a great mod! I have one question about it though. Can I start up a new world, build a base in dev mode, populate it, and then, when I start up a new game on the same world, have that base as an enemy? Basically, can I custom build enemy faction bases with this mod?
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: FilUnderscore on February 13, 2021, 04:01:15 AM
Quote from: Fuubi on January 26, 2021, 09:47:54 PM
This looks like a great mod! I have one question about it though. Can I start up a new world, build a base in dev mode, populate it, and then, when I start up a new game on the same world, have that base as an enemy? Basically, can I custom build enemy faction bases with this mod?

Currently there is not much interaction between colonies, however it is planned later on in the development cycle. The plan is to allow colonies to become allies/enemies with each other. So to answer your question, very soon.
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: Fuubi on February 16, 2021, 07:22:33 PM
Quote from: FilUnderscore

Currently there is not much interaction between colonies, however it is planned later on in the development cycle. The plan is to allow colonies to become allies/enemies with each other. So to answer your question, very soon.

Sounds great! I'm looking forward to it. ^^
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: FilUnderscore on February 21, 2021, 06:27:41 AM
0.1.5.0 has been released and can be downloaded from: https://github.com/FilUnderscore/PersistentRimWorlds/releases/tag/0.1.5.0 (https://github.com/FilUnderscore/PersistentRimWorlds/releases/tag/0.1.5.0)

Notable changes:
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: WonderHellblazer on February 23, 2021, 02:07:42 PM
really like on how much you have been working on this mod, i will always support this mod
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: InternetPerson on March 13, 2021, 12:48:01 PM
For some reason, the Colonies tab isn't appearing in-game, nor on the main menu. What mods could possibly conflict with this one in that way? Or is it perhaps where the mod is in the mod list? (I've tried first and last)
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: InternetPerson on April 16, 2021, 05:13:29 PM
Quote from: InternetPerson on March 13, 2021, 12:48:01 PM
For some reason, the Colonies tab isn't appearing in-game, nor on the main menu. What mods could possibly conflict with this one in that way? Or is it perhaps where the mod is in the mod list? (I've tried first and last)
I can't fucking believe it. I tried getting this mod to work again today, and I found that the button to load the persistent world is in the bottom-right corner of the main menu.
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: Ruisuki on April 22, 2022, 02:55:44 AM
hows it going?
Title: Re: [WIP] [1.2] Persistent RimWorlds
Post by: davebailey on September 25, 2022, 01:04:19 PM
This mod is unique in its capabilities. Have you considered updating this for RimWorld 1.3?

Is there help that players can offer?