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RimWorld => Bugs => Topic started by: b0rsuk on June 07, 2016, 03:10:54 AM

Title: A13: self-contradictory XML backstories
Post by: b0rsuk on June 07, 2016, 03:10:54 AM
These things are not a big deal, but they were a low hanging fruit. The main thing is they might confuse people reviewing colonists during colony generation.

Some of the backgrounds have penalties to a skill but the skill is disabled altogether. The way Rimworld currently works, skill value is pointless if skill is disabled... I think.

Kickstarter backers:

Mad scientist {'Mining': -3, 'Social': -3} but 'Mining' included in WorkDisables
Army cook {'Social': -3, 'Medicine': -2} but 'Caring' included in WorkDisables
Fighter controller {'Research': -6, 'Artistic': -6} but 'Intellectual' included in WorkDisables
Vengeful explorer {'Growing': -3, 'Artistic': -3, 'Social': -3} but 'PlantWork' included in WorkDisables
Banished soldier {'Research': -3} but 'Intellectual' included in WorkDisables
Space researcher {'Crafting': 3, 'Growing': 2, 'Mining': -1, 'Social': -3} but 'ManualSkilled' included in WorkDisables
Pop idol {'Mining': -6} but 'Mining' included in WorkDisables
Pirate king {'Social': -4} but 'Social' included in WorkDisables
Executive officer {'Medicine': -2} but 'Caring' included in WorkDisables
State engineer {'Social': -3} but 'Social' included in WorkDisables
Political assassin {'Social': 6} but 'Social' included in WorkDisables
Brigand {'Social': -2} but 'Social' included in WorkDisables
Test subject {'Research': -8} but 'Intellectual' included in WorkDisables
Alcoholic trucker {'Social': -2} but 'Social' included in WorkDisables
Medical scientist {'Social': -2} but 'Social' included in WorkDisables
Medieval knight  {'Growing': -1} but 'PlantWork' included in WorkDisables
Test subject {'Growing': 1, 'Social': -4} but 'PlantWork' included in WorkDisables
Genetic engineer {'Shooting': -2} but 'Violent' included in WorkDisables
Lazy programmer {'Growing': -3} but 'PlantWork' included in WorkDisables
Mindwiped assassin {'Medicine': 4} but 'Caring' included in WorkDisables
Test subject {'Medicine': 3} but 'Caring' included in WorkDisables
Rocket engineer {'Melee': -3, 'Shooting': 2} but 'Violent' included in WorkDisables
Space marine {'Research': -3, 'Social': -2, 'Medicine': 2} but 'Intellectual' included in WorkDisables
Hunter of the king {'Growing': 4, 'Research': -2, 'Artistic': -2} but 'Intellectual' included in WorkDisables
Energy researcher {'Artistic': -3} but 'Artistic' included in WorkDisables
Mercenary pilot {'Mining': -3, 'Medicine': -1} but 'Caring' included in WorkDisables
Lone traveler {'Artistic': -1} but 'Artistic' included in WorkDisables
Undertaker {'Melee': -2} but 'Violent' included in WorkDisables
Spiceminer {'Research': -3, 'Social': 2, 'Medicine': -2} but 'Intellectual' included in WorkDisables
Crime lord {'Medicine': 4} but 'Caring' included in WorkDisables
Mob henchman {'Artistic': -2} but 'Artistic' included in WorkDisables
Hedge fund manager {'Melee': 2, 'Shooting': 4} but 'Violent' included in WorkDisables
Space navy doctor {'Mining': -2} but 'Mining' included in WorkDisables
Government agent   {'Medicine': 3} but 'Caring' included in WorkDisables
Spy {'Research': -3} but 'Intellectual' included in WorkDisables
Wandering crafter {'Crafting': 14} but 'ManualSkilled' included in WorkDisables
Corp researcher {'Melee': -3, 'Shooting': -3} but 'Violent' included in WorkDisables
Sole survivor {'Artistic': -6} but 'Artistic' included in WorkDisables


Assorted childhoods (note this is a different Test subject):

Mute {'Social': -3} but 'Social' included in WorkDisables
Vatgrown soldier {'Social': -4} but 'Social' included in WorkDisables
Test subject {'Social': -4} but 'Social' included in WorkDisables


Adulthoods:

Bodyguard {'Social': -3} but 'Social' included in WorkDisables
Castaway {'Social': -3} but 'Social' included in WorkDisables
Jailbird {'Social': -3} but 'Social' included in WorkDisables
Sheriff {'Social': -3} but 'Social' included in WorkDisables
Medieval lord {'Growing': -5, 'Mining': -5, 'Construction': -5} but 'ManualSkilled' included in WorkDisables
Assassin {'Construction': -2, 'Mining': -2, 'Growing': -2} but 'ManualSkilled' included in WorkDisables


Also a trivial thing, but in SkillGains of kickstarter backers sometimes skill bonuses are like +2, other times they're 2. The plus or lack of plus is an inconsistency.
Title: Re: A13: self-contradictory XML backstories
Post by: 1000101 on June 08, 2016, 02:01:54 AM
These aren't really inconsistencies, they are redundancies.

There are inconsistencies when the game picks childhood and adult backstories though.  Such as picking one which gives a bonus to a skill and the other which completely disables it.  This is a product of PRNG but it would be nice for the game to not pick conflicting backstories.
Title: Re: A13: self-contradictory XML backstories
Post by: b0rsuk on June 08, 2016, 04:32:01 AM
Either not pick conflicting backstories, or make adulthood override childhood. When childhood had a skill disabled but there's a modifier in adulthood, that skill becomes enabled again.
Title: Re: A13: self-contradictory XML backstories
Post by: milon on June 08, 2016, 07:08:58 AM
Agreed. There backstory engine could simply enable the disabled skill, or else avoid picking an adult backstory that buffs a disabled skill.
Title: Re: A13: self-contradictory XML backstories
Post by: ison on June 13, 2016, 05:21:44 AM
Tynan, could you please take a look? Should we address this? I'm not sure it's a bug per se.
Title: Re: A13: self-contradictory XML backstories
Post by: Tynan on June 13, 2016, 03:00:58 PM
It is redundant data, but it doesn't produce a bug in actual game behavior. So we'll try not to add more to this, but I'm not worried about it as-is.

These are mostly player-submitted backstories and it would take a lot of rather pointless labor to keep this data set perfectly clean.

Also, having some redundancy allows us to modify data more easily.