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RimWorld => Releases => Mods => Outdated => Topic started by: Nattiejim on May 10, 2016, 05:08:46 PM

Title: [A17] Balancing Act | A game-balancing mod
Post by: Nattiejim on May 10, 2016, 05:08:46 PM
Balancing Act
If you've played RimWorld for a while, you've probably seen some aspects of the game that seemed unbalanced in some way. Don't worry, Balancing Act is here to help with that.

So far, the mod balances:
- Length of parasite/mechanite infections
- Opinion hits due to some colonist traits
- Length of thoughts related to someone being put to death or having their organ harvested
- Output from production of artillery shells or conversion of steel to components
- Trade ship arrival
- Recruitment/training chances
I'll also be fixing more aspects of the game that people find unbalanced soon - let me know if you have any ideas as to what I should balance.


The Specifics
- "Put to death/organ harvested" memories now last 3-5 days (4-7 days with the Lite version), depending on what happened.

- Mechanites now stay for 1-2 weeks (2 weeks to a month with Lite).

- Parasites now require only 4 medical treatments before disappearing (6 treatments with the Lite version).

- The opinion hit for ugliness and disfigurement has been reduced to -15 for ugliness and -5 for disfigurement. (In the Lite version, it is -20 for ugliness and -10 for disfigurement.)


- Upon request, the market price of beer has been fixed to reflect the value of hops better. (12 silver/bottle with regular, 10 silver/bottle with Lite)

- Psychopaths no longer care if a friend, relative, or pet is murdered or sold into slavery. Masochists no longer care if someone harms them. However, those who do care about such things now remember it for much longer.

- It is now possible to make chemfuel with hay again. However, it costs much more hay and produces less fuel than if you had used a non-hay material.

We have a roadmap! Click to access. (https://docs.google.com/document/d/1NZONAAyFYu7uEnpjHjAlPTzzFkIPBDjjdbYubYl0L78/edit?usp=sharing)

DOWNLOAD LINKS - Click to download.
NexusMods |  (http://www.nexusmods.com/rimworld/mods/151/?)Mirror (if NexusMods is unavailable) (https://www.mediafire.com/folder/27j5ya9od1cba/Mods)


If you have any questions please feel free to message me or write back on the thread!
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: Nattiejim on May 10, 2016, 05:11:16 PM
Ouch - I think I put this in the wrong section for finished mods.

I'll see what I can do about this.
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: MisterVertigo on May 10, 2016, 05:36:08 PM
This sounds interesting, especially the part about length of parasite/mechanite infections.

What are the specific differences between your Full version and Lite version?
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: Nattiejim on May 10, 2016, 05:47:15 PM
MisterVertigo: Thank you for your interest, I'll put the specifics between the two versions on the post.
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: 1000101 on May 10, 2016, 07:32:57 PM
There is a lot more than what you fix which is unbalanced.  The entire economy (market values, recipe costs) and "small volume" is completely out of whack (why would smaller things take more resources???).

Anyway, interesting start, seems akin to MarvinKosh's Less Incident Trolling (https://ludeon.com/forums/index.php?topic=6892.0).
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: Nattiejim on May 10, 2016, 07:49:58 PM
Quote from: 1000101 on May 10, 2016, 07:32:57 PM
There is a lot more than what you fix which is unbalanced.  The entire economy (market values, recipe costs) and "small volume" is completely out of whack (why would smaller things take more resources???).

Anyway, interesting start, seems akin to MarvinKosh's Less Incident Trolling (https://ludeon.com/forums/index.php?topic=6892.0).
I'll take a look at the things you've mentioned and see what I can do for a future update.

Thank you for the ideas.
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: Nattiejim on May 10, 2016, 10:40:53 PM
I've updated the mod to tweak the output of steel-to-component conversion and artillery shells.

** Please note that the mirrors/specifics may not yet be updated.
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: Nattiejim on May 25, 2016, 03:29:08 PM
Mod updated!
Trade ships now arrive more frequently. Enjoy!
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: joaonunes on May 25, 2016, 04:37:08 PM
Quote from: Nattiejim on May 25, 2016, 03:29:08 PM
Mod updated!
Trade ships now arrive more frequently. Enjoy!

Correct me if I'm wrong, but wasnt this a feature that existed elsewhere? I saw that feature somewhere... Maybe not... I'll update the mod anyways xD
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: Nattiejim on May 25, 2016, 04:52:41 PM
Quote from: joaonunes on May 25, 2016, 04:37:08 PM
Correct me if I'm wrong, but wasnt this a feature that existed elsewhere? I saw that feature somewhere... Maybe not... I'll update the mod anyways xD
I'm fairly sure this feature existed elsewhere - I was just adding it into the mod here for the convenience of the users. :)
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: joaonunes on May 25, 2016, 05:08:29 PM
Quote from: Nattiejim on May 25, 2016, 04:52:41 PM
Quote from: joaonunes on May 25, 2016, 04:37:08 PM
Correct me if I'm wrong, but wasnt this a feature that existed elsewhere? I saw that feature somewhere... Maybe not... I'll update the mod anyways xD
I'm fairly sure this feature existed elsewhere - I was just adding it into the mod here for the convenience of the users. :)

Good to know I am not crazy or seeing things xD

But in that case is this mod compatible with the other mod?
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: SmartererThanYou on May 25, 2016, 05:10:21 PM
Quote from: joaonunes on May 25, 2016, 05:08:29 PM
Quote from: Nattiejim on May 25, 2016, 04:52:41 PM
Quote from: joaonunes on May 25, 2016, 04:37:08 PM
Correct me if I'm wrong, but wasnt this a feature that existed elsewhere? I saw that feature somewhere... Maybe not... I'll update the mod anyways xD
I'm fairly sure this feature existed elsewhere - I was just adding it into the mod here for the convenience of the users. :)

Good to know I am not crazy or seeing things xD

But in that case is this mod compatible with the other mod?

That would be a double hack.  8)
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: joaonunes on May 25, 2016, 05:11:02 PM
Double the traders double the profit xD
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: vteam on May 26, 2016, 11:20:03 PM
I just install this. Looks good, will play with it some more. One thing you didn't mention is that the mod seemed to greatly increase chance of recruiting?
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: Fregrant on May 27, 2016, 02:36:29 AM
Quote from: vteam on May 26, 2016, 11:20:03 PM
I just install this. Looks good, will play with it some more. One thing you didn't mention is that the mod seemed to greatly increase chance of recruiting?
This and more, in the included readme file.
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: SSS on May 30, 2016, 12:17:27 AM
Quote from: 1000101 on May 10, 2016, 07:32:57 PMwhy would smaller things take more resources???
The same reason it takes more milligrams to make up a kilogram than it takes grams to make up a kilogram.

If a single gold resource is 1/20th the size of a single steel resource, then it makes sense it would take 20x more gold resources to make an object in gold instead of steel.
Title: Re: Balancing Act | A game-balancing mod [A13]
Post by: Nattiejim on May 30, 2016, 02:18:48 PM
Quote from: SSS on May 30, 2016, 12:17:27 AM
Quote from: 1000101 on May 10, 2016, 07:32:57 PMwhy would smaller things take more resources???
The same reason it takes more milligrams to make up a kilogram than it takes grams to make up a kilogram.

If a single gold resource is 1/20th the size of a single steel resource, then it makes sense it would take 20x more gold resources to make an object in gold instead of steel.
I couldn't have said it better myself.

However, I'm still looking into the alleged imbalance in the market's prices. It may take a bit as I haven't pinpointed the file controlling the prices yet, but I'm working on it.
Title: Re: [A13] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 15, 2016, 05:28:25 PM
Updated for A14!
I updated the mod for A14. Also, upon request on the roadmap (https://docs.google.com/document/d/1NZONAAyFYu7uEnpjHjAlPTzzFkIPBDjjdbYubYl0L78/edit#heading=h.74i9jteqctpw), I increased the value of beer a bit.

Please let me know if anything is not working properly - this was a relatively quick and dirty update so I wouldn't be surprised. Also, Steam release is happening shortly!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 17, 2016, 12:26:56 AM
Mod updated... again.
I received a report today that dead bodies were mysteriously disappearing. I've confirmed and fixed this, so if you've experienced this bug, please update the mod again.

I also balanced out the new "staggeringly ugly" opinion hit, which was ridiculous (-80 right off the bat? Really?)

Anyway, the bug should be fixed. If I'm wrong, please let me know.

Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: notfood on July 17, 2016, 12:31:32 AM
Ah, please do tell, what was the source of the dissappearing dead bodies bug? I've been experiencing it a lot (I haven't played Balancing Act yet).
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 17, 2016, 12:42:30 AM
Quote from: notfood on July 17, 2016, 12:31:32 AM
Ah, please do tell, what was the source of the dissappearing dead bodies bug? I've been experiencing it a lot (I haven't played Balancing Act yet).
The issue here was in either Thoughts_Memory_Misc or Thoughts_Situation_Social. Once I patched those, the issue appeared to be fixed.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: lilymortis on July 17, 2016, 07:04:07 PM
Odd little bug, but I downloaded the lite version and it seemed to stop my colonists sleeping. The wee mites were still running around working at 2am. Took the mod off, and ...fixed. I don't have the original one on, I assumed it was unnecessary?
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 17, 2016, 07:51:50 PM
Quote from: lilymortis on July 17, 2016, 07:04:07 PM
Odd little bug, but I downloaded the lite version and it seemed to stop my colonists sleeping. The wee mites were still running around working at 2am. Took the mod off, and ...fixed. I don't have the original one on, I assumed it was unnecessary?
You only need one version or the other. Your setup is fine.

As for the bug, I need more information as I cannot reproduce it. (Timetable? Sleep need of the colonists?)

Thank you!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: lilymortis on July 17, 2016, 08:06:42 PM
Sleep timetable is unchanged from start so 10pm until 5am, the beds are also original, so from shoddy to superior, there's a whole mix in there. Also running hospitality, ccl, ccl vanilla tweaks, RW's enhanced tabs and medical info. I'm not on steam btw.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 17, 2016, 08:34:14 PM
EnhancedTabs? That has not been updated for A14 yet. Perhaps that's somehow causing this issue?

I'm afraid there's not much I can do for you. I disabled every mod I had (save for CCL and BalancingAct Lite), started a new colony with the default timetable, and waited. When the sleeping time hit, everyone finished up what they were doing and got into bed like normal.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: lilymortis on July 17, 2016, 08:51:11 PM
Sorry, it says enhanced tabs on the download file but it's actually animal tabs.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 17, 2016, 08:57:54 PM
Quote from: lilymortis on July 17, 2016, 08:51:11 PM
Sorry, it says enhanced tabs on the download file but it's actually animal tabs.

I'm sorry - I still cannot reproduce the bug. Perhaps try putting the mod near the top and seeing how that goes? As unlikely as it may seem, sometimes mod order is responsible for conflicts that cause errors.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: player on July 18, 2016, 04:20:47 AM
Hi im getting an error when I start the game with the lite version of the mod.

Could not resolve cross-reference: No Verse.ThingDef named Components found to give to Verse.ThingCount (10x null)
Cannot call itemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

then repeats this three more times.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: lilymortis on July 18, 2016, 09:49:22 AM
I'll try that, cheers

Edit, now fixed, thanks  :)
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 18, 2016, 02:57:13 PM
Quote from: player on July 18, 2016, 04:20:47 AM
Hi im getting an error when I start the game with the lite version of the mod.

Could not resolve cross-reference: No Verse.ThingDef named Components found to give to Verse.ThingCount (10x null)
Cannot call itemFromXmlFile with resolveCrossRefs=true while loading is already in progress.

then repeats this three more times.

If it's not interfering with anything, don't worry. I'll have a look, but this may have to wait for a major update to be fixed if it's not doing anything besides the errors. Thank you for your patience!

Quote from: lilymortis on July 18, 2016, 09:49:22 AM
I'll try that, cheers

Edit, now fixed, thanks  :)

Good to hear! Enjoy the mod!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: hector212121 on July 18, 2016, 03:23:05 PM
Might I make a suggestion?

How about... Tech level balancing.

Either make it so you can start at neolithic and somehow 'uplift' your tribe, or make it so tech level automatically increases to the level of a tech when all prior techs are researched, or *something*.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 18, 2016, 03:41:17 PM
Quote from: hector212121 on July 18, 2016, 03:23:05 PM
Might I make a suggestion?

How about... Tech level balancing.

Either make it so you can start at neolithic and somehow 'uplift' your tribe, or make it so tech level automatically increases to the level of a tech when all prior techs are researched, or *something*.
I could look into this. Unfortunately, however, I'm not sure what kind of code this would take, and as a simple XML mod, that could be beyond my abilities. I will take a look, however, and report back with my findings.
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: mcduff on July 20, 2016, 11:48:52 AM
Can I make a suggestion?

It's always bothered me that the "beauty" of stone tiles is less than the beauty of smoothed floors. Can this be balanced up?
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 29, 2016, 01:31:27 AM
Sorry for the recent lack of updates!

I've been busy helping to keep ADogSaid going. I'll try to release an update this week!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: kaptain_kavern on July 29, 2016, 01:36:22 AM
Yep I confess it was our fault :-)
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on July 29, 2016, 02:08:36 AM
Mod updated!
- Fixed bug that produced errors concerning components in the log
- Stone tiles and smoothed stone are now the same in terms of beauty

Enjoy!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on August 28, 2016, 06:49:47 PM
Just so you know, this mod is far from dead. I'll be updating it shortly.
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: Nattiejim on September 03, 2016, 12:31:18 PM
Updated to support A15!

No new features this time around. Enjoy the mod!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Drakesyn on September 03, 2016, 01:40:52 PM
Is there any chance we could get links to the previous versions?
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Nattiejim on September 03, 2016, 02:34:00 PM
Quote from: Drakesyn on September 03, 2016, 01:40:52 PM
Is there any chance we could get links to the previous versions?
Have at it.
https://www.dropbox.com/sh/7w6pi92muweryy8/AAAaIy7ObRUOyNsEwP_3wGrIa?dl=0
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Drakesyn on September 03, 2016, 02:58:02 PM
Quote from: Nattiejim on September 03, 2016, 02:34:00 PM
Have at it.
https://www.dropbox.com/sh/7w6pi92muweryy8/AAAaIy7ObRUOyNsEwP_3wGrIa?dl=0
Thank you very much sir.
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: Nattiejim on October 07, 2016, 12:05:07 AM
New Update & NexusMods
Hey guys! It's been a while so I thought I'd release a new update.
Changes:
- Moisture pump now works faster. (Takes 20 days to completely clear its radius. With Lite, it takes 45 days.)
- Old, slapped-together-in-Paint placeholder preview has been replaced and now looks much better.

Now then - onto the other news. I now use NexusMods (http://www.nexusmods.com/rimworld/mods/151/?) as my main host for RimWorld mods. New updates will be posted there instead of Dropbox. (Don't worry, Dropbox still has the old versions.) The mirrors have not been changed and remain on MediaFire.

Please contact me with any questions!
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: r4ncr4ft on October 07, 2016, 04:27:32 AM
Great mod, thanks :D
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: JerryBi on October 08, 2016, 05:23:38 PM
bug in xml file

BalancingAct\Defs\RecipeDefs\Recipes_Production.xml

after
<?xml version="1.0" encoding="utf-8" ?>
missed
<RecipeDefs>
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: Nattiejim on October 09, 2016, 03:22:11 PM
Hotfix & Steam Issues
Hey everyone, I pushed a hotfix for a bug affecting the Recipes_Production file.

If you had the regular version of BalancingAct, please redownload (http://www.nexusmods.com/rimworld/mods/151/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Frimworld%2Fajax%2Fmoddescription%2F%3Fid%3D151%26preview%3D&pUp=1) the mod to get the hotfix. Users of the Lite version do not need to do this.

EDIT: Steam issues now resolved, thanks for your patience.

Thank you!
Title: Re: [A15] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 12, 2016, 10:20:03 PM
The A16 beta has been released!

However, I haven't tested BalancingAct for compatibility yet (and I highly doubt it's not completely broken with the new alpha's changes), and I've been busy for a while. I'll try to make an update for the beta, but no promises. If I can't finish an update before the full A16 release, I'll update as normal after A16 comes out fully.
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 27, 2016, 03:23:45 AM
Mod updated!
Mod updated to add compatibility for A16 and allow pod launchers to hold a bit more fuel.
**Please note that the mirrors are not yet updated; and that this has not been extensively tested. Please report any errors.
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: TimTumm on December 28, 2016, 09:52:10 PM
I can't find the A16 version.  I clicked on both the Nexus and the mirror link in the first post, and they are both from October (A15).  Am I missing an obvious link somewhere?  If so, I'd appreciate a non-subtle link. 
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 28, 2016, 10:07:13 PM
Quote from: TimTumm on December 28, 2016, 09:52:10 PM
I can't find the A16 version.  I clicked on both the Nexus and the mirror link in the first post, and they are both from October (A15).  Am I missing an obvious link somewhere?  If so, I'd appreciate a non-subtle link.
Click here for the link. (http://www.nexusmods.com/rimworld/ajax/downloadfile?id=1200)
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: b4d on December 28, 2016, 10:41:00 PM
hi there, I'm new to modding rimworld.

after loading up this mod i got some xml errors from the debug log. is this a problem?

[attachment deleted by admin due to age]
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: TimTumm on December 28, 2016, 11:31:04 PM
Thanks Nattiejim!
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 29, 2016, 12:18:02 AM
Quote from: b4d on December 28, 2016, 10:41:00 PM
hi there, I'm new to modding rimworld.

after loading up this mod i got some xml errors from the debug log. is this a problem?
Noticed this already, sorry for that. Hotfix in the works right now.
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 29, 2016, 07:38:05 PM
Hotfix for the hotfix
I released another update that fixed errors at startup.
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Love on December 29, 2016, 07:44:28 PM
Is the Lite version not getting updated?
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 29, 2016, 08:01:19 PM
Quote from: Love on December 29, 2016, 07:44:28 PM
Is the Lite version not getting updated?
Wasn't required, the Lite version didn't have the bug to my knowledge.
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: asquirrel on December 30, 2016, 04:38:20 PM
I think it still has a problem.  As soon as I load Rimworld with balancing act I get the error dialogue box:

"Exception reading Recipes_Production.xml as XML: System.Xml.XmlException: Multiple document element was detected.  Line 35, position 4.
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0
Verse.Log:Warning(String)
Verse.LoadableXmlAsset:.ctor(String, String, String)
Verse.<XmlAssetsInModFolder>c__Iterator1EB:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()"




[attachment deleted by admin due to age]
Title: Re: [A16] Balancing Act | A game-balancing mod
Post by: Nattiejim on December 30, 2016, 08:33:52 PM
Quote from: asquirrel on December 30, 2016, 04:38:20 PM
I think it still has a problem.  As soon as I load Rimworld with balancing act I get the error dialogue box:
-snip-
Make sure to keep the mod near the top of the list. Also, NONE of these errors seem to be connected to BA.
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Nattiejim on June 04, 2017, 05:26:59 PM
Mod updated!
The mod has been updated for compatibility with A17. Steam users should receive the update automatically.

In addition:
- Psychopaths no longer care if a friend, relative, or pet is murdered or sold into slavery. Masochists no longer care if someone harms them. However, those who do care about such things now remember it for much longer.

- It is now possible to make chemfuel with hay again. However, it costs much more hay and produces less fuel than if you had used a non-hay material.

Enjoy the mod!
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: GrumpyProgrammer on June 05, 2017, 01:27:00 AM
BUG REPORT

Balancing Act seems to have some problem with Vegetable Garden. Whenever the two mods are loaded (and order does not seem to matter), the game panics and does the whole "Recovering from Incompatable or Corrupted Mods" thing. Confirmed with just Core, HugsLib, Vegetable Garden, and Balancing Act active. OS is Linux, Rimworld version is 17b (1557). I tried several times, moving Balancing Act lower in the mod order each time until just after Core. Every time, as long as Balancing Act and Vegetable Garden were loaded, the same error occurred.

Error message dump:

Quote
Exception reading Recipes_Production.xml as XML: System.Xml.XmlException: Multiple document element was detected.  Line 44, position 4.
  at Mono.Xml2.XmlTextReader.ReadStartTag () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.ReadContent () [0x00000] in <filename unknown>:0
  at Mono.Xml2.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlTextReader.Read () [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNodeCore (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.ReadNode (System.Xml.XmlReader reader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.Load (System.Xml.XmlReader xmlReader) [0x00000] in <filename unknown>:0
  at System.Xml.XmlDocument.LoadXml (System.String xml) [0x00000] in <filename unknown>:0
  at Verse.LoadableXmlAsset..ctor (System.String name, System.String fullFolderPath, System.String contents) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Caught exception while loading play data but there are active mods other than Core. Resetting mods config and trying again.
The exception was: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.PatchOperationInsert.ApplyWorker (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.PatchOperation.Apply (System.Xml.XmlDocument xml) [0x00000] in <filename unknown>:0
  at Verse.ModContentPack.LoadDefs (IEnumerable`1 patches) [0x00000] in <filename unknown>:0
  at Verse.LoadedModManager.LoadAllActiveMods () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.DoPlayLoad () [0x00000] in <filename unknown>:0
  at Verse.PlayDataLoader.LoadAllPlayData (Boolean recovering) [0x00000] in <filename unknown>:0

(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Successfully recovered from errors and loaded play data.
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Nattiejim on June 05, 2017, 01:32:49 AM
Quote from: GrumpyProgrammer on June 05, 2017, 01:27:00 AM
BUG REPORT

Balancing Act seems to have some problem with Vegetable Garden. Whenever the two mods are loaded (and order does not seem to matter), the game panics and does the whole "Recovering from Incompatable or Corrupted Mods" thing. Confirmed with just Core, HugsLib, Vegetable Garden, and Balancing Act active. OS is Linux, Rimworld version is 17b (1557). I tried several times, moving Balancing Act lower in the mod order each time until just after Core. Every time, as long as Balancing Act and Vegetable Garden were loaded, the same error occurred.

Error message dump:
-snip-
Thanks for the report. I'll see if I can get to the bottom of it.
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Nattiejim on June 05, 2017, 02:05:16 AM
Hotfix
If any of you have been getting a corrupted mod error when you load BA along with any other mod that modifies recipes, sorry for the bug. I've fixed it now.

Please redownload the mod as soon as possible. (http://www.nexusmods.com/rimworld/mods/151/) Lite users should also do this, as both versions were affected. Enjoy the mod!
Title: Re: [A14] Balancing Act | A game-balancing mod
Post by: Ashardalon411 on June 05, 2017, 07:20:10 AM
Quote from: Nattiejim on July 18, 2016, 03:41:17 PM
Quote from: hector212121 on July 18, 2016, 03:23:05 PM
Might I make a suggestion?

How about... Tech level balancing.

Either make it so you can start at neolithic and somehow 'uplift' your tribe, or make it so tech level automatically increases to the level of a tech when all prior techs are researched, or *something*.
I could look into this. Unfortunately, however, I'm not sure what kind of code this would take, and as a simple XML mod, that could be beyond my abilities. I will take a look, however, and report back with my findings.
There was already a mod who do this but i think that the moder have leave and don't have update them. i recommend to check out the abyss of the forum to find this helpfull source code.

Ps: ty for the fix, i redownload instant
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: kaptain_kavern on June 05, 2017, 08:37:14 AM
It's still there : https://ludeon.com/forums/index.php?topic=22598.0

Hi Nattiejim BTW, hope you're well, colleague o7
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Ashardalon411 on June 05, 2017, 09:28:31 AM
wow ! in alpha 17 ? Niceu !
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Napple on June 05, 2017, 03:07:00 PM
Quote from: kaptain_kavern on June 05, 2017, 08:37:14 AM
It's still there : https://ludeon.com/forums/index.php?topic=22598.0

Hi Nattiejim BTW, hope you're well, colleague o7
The version posted on ludeon hasn't been updated for the official a17 release so I think it might not work.
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Nattiejim on June 05, 2017, 05:30:58 PM
Quote from: kaptain_kavern on June 05, 2017, 08:37:14 AM
It's still there : https://ludeon.com/forums/index.php?topic=22598.0

Hi Nattiejim BTW, hope you're well, colleague o7
I'm great, thanks! Hope ADS is working well, I had a nice time maintaining it with you guys!
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: kaptain_kavern on June 05, 2017, 06:15:06 PM
Quote from: Napple on June 05, 2017, 03:07:00 PM
The version posted on ludeon hasn't been updated for the official a17 release so I think it might not work.
Yes it is. Looks harder (It's write in a weird green)
Title: Re: [A17] Balancing Act | A game-balancing mod
Post by: Napple on June 05, 2017, 07:41:33 PM
Quote from: kaptain_kavern on June 05, 2017, 06:15:06 PM
Quote from: Napple on June 05, 2017, 03:07:00 PM
The version posted on ludeon hasn't been updated for the official a17 release so I think it might not work.
Yes it is. Looks harder (It's write in a weird green)
I tried it out and it is loading fine without any red errors. What I meant was the mod on steam had a more recent update but I'm not sure if it was necessary to get the steam version to actually use the mod.