(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/EntrySign.png)
POST UNDER CONSTRUCTION.
UPDATE: An alpha is ready! See attachment or GitHub page for download.
An Introduction
At its core, CARNIVÀLE adds a set of new incidents and a new faction type: roaming carnivals.
But it's more than that.
The carnival coming to town is a special event that you want desperately to happen to you. You will sit patiently waiting, sometimes for seasons, years, for it to happen to you. You want it because life on the rimworlds is dreary and dark and any thing to distract you from the harsh realities that stand between you and survival is a warmly welcomed thing; and when it does happen to you, when the carnival does come to town, it will inevitably have to move on, and you will be left counting the days until the next one.
You might fall in love with a carny, or you might make mortal enemies. You might find a rare curiosity that could save your life one day, or you might be ripped off by a particularly clever vendor. You might win a prize shooting milk bottles, or you might lose your favourite pair of shoes in a game of chance.
For some of you, the promise of return will be the only reason to carry on. Whatever the carnival brings to town, it is a much-needed respite from the day-to-day life of a rimworlder.
I made this mod because I wanted a more interesting mood booster than the vanilla psychic soothe. I wanted to add colour to RimWorld, while at the same time preserving its grimy, wild-west, space-cowboy feel. For this, I decided to base the concept and aesthetics off of the long-cancelled HBO show of the same name, 'CARNIVÀLE'. Hopefully, I will succeed in my goals, and this mod will not only mesh well with the vanilla game, but also give psychological survival more depth.
Features, Ordered by Completeness
Carnival factions will request to visit your colony over radio (can happen with or without a Comms Console). If you accept, they will arrive the next day. The chance of this occurrence is the same as vanilla Psychic Soothe — that is, a base chance of 1.0 and a minimum of 15 days between occurrences.
Upon arrival, carnies will set up their buildings some distance away from your colony. If they do not need rest afterward, they will be open to colonists between the hours of 10:00 and 22:00. They will pack up and leave from two to four days later.
Tents are buildings with walls and a roof that pawns can go inside of. Colonists cannot enter some kinds of tents, but others (like the 'chapiteau') are accessible for a small silver fee per colonist. (Chapiteau functionality not implemented yet).
While setting up, they may have to cut down a few plants in order to construct their buildings. Carnies can't take most of the products of these plants with them, so they will be hauled to a 'trash' location designated by a sign. These items are free for colonists to take.
While open, vendors will stand in stalls and be available to trade with. There are currently three types of vendors: food, curios, and surplus.
Carnies have many unique backstories and traits, often suited to their roles in the carnival.
While in town, most colonists and visitors will get a mood boost (+10 currently). Pessimists and Depressives will get a very minor mood boost (+1).
Vendors and announcers now throw randomised text motes! Things like, 'Get your lavish meals, right here!', where 'lavish meal' can be replaced by any random higher-value item within that vendor's goods.
The first game (High Striker) is fully textured (with jumping striker graphic included!), is able to be played, and awards prizes if the striker hits the bell. Your chance to win this game is influenced by melee skill, and the 'luckiness' statistic. Future games will touch on skills like shooting and social. Currently, all pawns except certain carnies have +1% luckiness. In the future, pawns will be initially assigned a small random luckiness stat, which would increase slightly each time they survive a deadly ailment or win carnival games.
In order to play games, you must first pay the entry fee by right-clicking on the entrance sign. The price per colonist ranges between 9 and 30 silver, which scales based on how big the carnival is and how many colonists you have. Vendors can be traded with without paying this fee.
(v0.0.6+) They defend themselves quite intelligently when threats arise. If they have enough time, they will build an additional sandbag wall or two between them and the hostiles.
(v0.0.8+) Shows occur randomly throughout their open hours. If a colonist has paid the entrance fee that day, they will automatically attend the show if they have no other orders. Attending the show gives a stacking mood buff based on how long the colonist stays watching the show. This buff lasts 10 days.
(v0.0.8+) Greatly improved cell finding. Should not be any more issues with where or how they set up. Also reduced their radius, so it's not such a hike to get to and fro.
For a full, but messy, list of planned features and more, visit the GitHub page (https://github.com/Xnope/rimworld-carnivale).
Screenshots
Some currently working things:(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/promo_1.png)
The 'chapiteau', or main event tent:(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/promo9.PNG)
Radio contact and mood boost!(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/joyupdate.png)
Pay at the entrance sign:(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/payment.png)
Play games to win prizes:(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/gamewin1.png)
Downloading
Remember that this mod is in its first alpha releases. I mostly need testers to tell me if they find any bugs, if they find any incompatibilities with other mods, if the event triggers too often or not often enough, if they have any suggestions, etcetera. To my knowledge, the mod is fairly stable and I've tested it against several mods and with existing saves, all without any issues so far. Note that I may have accidentally left some testing code in the mod, things like log messages and insta-winning games, but any of it should only have an effect if you are in dev mode.
So download below! It now comes packaged with XnopeCore (https://github.com/Xnope/XnopeCore), so you don't need two separate downloads. Also, requires HugsLib, but what doesn't nowadays?
As of v0.0.9, the only difference is it has the nuke mod setting. You MUST use this function before uninstalling.
TO UNINSTALL:
- Go to mod settings in options and click the red X next to 'Nuke Everything'.
- Return to the main menu and deactivate the mod.
- Load the generated save file with the appendix '_Nuked'
- Voila. Save from this game from then on.
- You can also use this nuke function without deactivating the mod to fix some bugs with the mod, i.e. if they showed up and never leave. Reloading the map will regenerate new factions.
Disclaimer: While this works with pre-existing saves, I'm not responsible for messing anything up. This is
not to be treated as a release. If in doubt, don't use this mod yet (especially if you have a long mods list) unless you want to give it a whirl and leave feedback. Release is nigh!
[attachment deleted by admin due to age]
So is this a joy factor for now with prizes here and there? I mean the idea sounds amazing. Ill toss it in when I'm done testing another guys mod.
Quote from: PixelBitZombie on June 25, 2017, 12:30:53 AM
So is this a joy factor for now with prizes here and there? I mean the idea sounds amazing. Ill toss it in when I'm done testing another guys mod.
Yes. The plan is that there is a constant mood boost while they are in town. After they leave, the boost stays but peters off gradually. As for joy, there will be 'performances' that pawns can watch for joy, and of course playing games boosts joy. None of this part is implemented yet, as I'm still shoring up the LordJob that controls the whole event as well as working on more textures, but it will be a definite feature when this is released.
Edit: Also, I wouldn't test this at all yet. Currently the only useful thing about carnies is the vendors. When the rest of the vital features are implemented, I will make an alpha release for testing.
Edit 2: Mood boosts are now implemented! (+10) for everyone but carnies themselves, except a mere (+1) for pessimists and depressives. Still haven't implemented the petering-off boost that I mentioned, though.
This is awesome! The concept really resonates for some reason...
First off, I'm better at coding than I am texturing. So I'd like your guys' opinions on something: Would the chapiteau tent (the bottom-most screenshot) look better without the tielines at each corner?
Any other textures bothering you in any way, anything need a tweak, or a complete re-do?
Bear in mind most everything is stuff-able and things like flags and the chapiteau take on the carnival faction's colour, however the amount (values) that these dynamic colours contribute to a specific building can be tweaked. I also plan on tweaking carnival factions' colour generator to give more saturated and appropriate colours (they are tricky in defs because RGBA values are given as percents, not 0-255), but that's low priority.
Also, if any good texture artists are out there and are short of projects, I'd welcome you. I'm having less time every day to work on this, and texturing is low on my priority queue but there are significantly more that do eventually need making.
I don't see any problem with textures, (you can leave that for later if you are not comfortable with them now).
Looking forward to the finished product!
I love this idea so much. I realise now that there is a definite gap in Rimworld in this area.
Quote from: Xnope on June 25, 2017, 11:26:30 PM
chapiteau tent (the bottom-most screenshot) look better without the tielines at each corner?
The tielines are perfectly fine. They add Depth to the art. I understand its difficult to do art in a isotope sorta 3dish world. I actually do art but not on the computer (technically) Made my own logo's and stuff for twitch but that's about it as far as computers go. But that looks perfectly fine. I've definitely seen worse in rimworld. The beauty of it though is people learn and get better. Still looking forward to this mod.
I do have a question though, how will this work if raiders come in with the Carni going on? Or maybe you made it so that can't happen? Maybe local animals going mad?
Quote from: PixelBitZombie on July 13, 2017, 04:13:55 PM
Quote from: Xnope on June 25, 2017, 11:26:30 PM
chapiteau tent (the bottom-most screenshot) look better without the tielines at each corner?
I do have a question though, how will this work if raiders come in with the Carni going on? Or maybe you made it so that can't happen? Maybe local animals going mad?
Why, they'd drop their weapons and join in, of course! And the mad animals would be instantly tamed by the professional carnies! >_>
And the tielines are the best part of the tent. They look great!
Bump! Alpha release v0.0.1 is in effect!
Read the bottom of the edited OP to see what I'm needing from testers in particular. The mod should be stable, but is lacking in features. In summary, working things are vendors, mood boosts, one game (high striker), prizes, and a payment system. See feature list for more info.
Note that if you are in dev mode, some testing code will take effect, like log messages, insta-winning games, etc. I intend to remove this later, or add in a HugsLib setting that defaults to off.
One bug that I'm aware of is that if a carnival arrives with a low enough amount of points that there aren't two vendors, games don't give prizes. This is because the default vendor is a food vendor, and prizes are selected from vendors' apparel items. It will be fixed in the next update.
Another sort-of bug is that food vendors spawn a terribly unbalanced selection of raw meats. Again, will be fixed in the next update.
Download at bottom of OP!
Edit: v.0.0.2 is now the initial working release. Ninja-fixed a problem that was preventing them from packing up sometimes. For now, the crates that are ingredients for their buildings only weigh 1kg. Making this more lore-friendly is on my to-do, but is lower in the priority queue. Should work fine every time now!
Quote from: PixelBitZombie on July 13, 2017, 04:13:55 PM
I do have a question though, how will this work if raiders come in with the Carni going on? Or maybe you made it so that can't happen? Maybe local animals going mad?
Umm, there is some basic logic in the LordJob that makes carnies defend themselves when hostiles are near. I haven't really spent much time on it. A lot of features are planned in that area, like if you anger a carnival faction enough they will return at some point demanding justice. A bug that is currently known is that if carnies die from any hostiles of another faction, they will blame you and might even turn hostile. Yikes. I mean, this can happen in vanilla as well, if visitors get caught in cross-fire. Might look into fixing that for good ol' Tynan as well...
While testing you can try to see what happens during hostile events, in my experience they usually defend themselves (especially guards, they have guns), and usually none of them die if it's a small raid, because the raiders generally prefer to attack the colony, not the carnival.
Quote from: Xnope on July 14, 2017, 07:53:27 PM
While testing you can try to see what happens during hostile events, in my experience they usually defend themselves (especially guards, they have guns), and usually none of them dies if it's a small raid, because the raiders generally prefer to attack the colony, not the carnival.
Wouldn't it be easier to have them pack up when a "large threat" shows up on the map? Similar to how visitors leave when climate gets too harsh. I guess you can have them fence the area off to help against threats in a way.
I imagine this probably won't be save friendly, but I'm on way to shoving it in the game. ;D
Quote from: PixelBitZombie on July 14, 2017, 11:42:25 PM
Wouldn't it be easier to have them pack up when a "large threat" shows up on the map? Similar to how visitors leave when climate gets too harsh. I guess you can have them fence the area off to help against threats in a way.
I imagine this probably won't be save friendly, but I'm on way to shoving it in the game. ;D
Hey, suggestion taken :). Only problem is packing up takes a few in-game hours. I could have them flee, or flee if too many of them die while defending, but I'd have to make their buildings claimable by the player in order to maintain coherence. Currently, the event simply doesn't trigger if the map conditions are bad, i.e. bad temperatures, toxic fallout, volcanic winter, etc. I'll probably be adding in that they cannot arrive if there is already a raid in effect.
I once did consider having them fence up their boundaries, but I didn't want to mess up the players' map too much or possibly restrict access to some distant parts of their base. An easier solution would just be to temporarily halt big threats occurring while they are in town, although this limits interesting emergent interactions in my opinion. That's not what I'm about ;)
Also, I can make almost anything save-friendly, at least within the same major version of the game. If you mean not save-friendly in the case where the mod is removed mid-way through their being in town, that may be a problem I face later, but I can imagine that a clean-up option through HugsLib wouldn't be too nasty. Nearly everything pertaining to the carnival is saved in a single MapComponent, which is easily removed, and the cleanup would simply wipe every mod Thing that was ever saved. I might do some testing on this later, it's possible none of the above is necessary if you can deal with a few ineffectual errors on startup.
Quote from: Soupy Delicious on July 13, 2017, 11:35:44 PM
Why, they'd drop their weapons and join in, of course! And the mad animals would be instantly tamed by the professional carnies! >_>
Hmm. You've given me an idea. There
is a Beastmaster backstory that some carnies have. It would be interesting if they could diffuse mad animals and instantly tame them...
Wahaha... it is sensible, really.
Keeping a close eye on this mod
Ohhh wow! this seems super promising
The carni's taming mad animals would be an awesome selling point and just cool either way.
As far as save friendly goes, I've had a few mod where when they're updated they break the save. Not really sure why but some just do when they're updated. That is mainly why I was asking. I could see the fence being feasible. However since I've never seen a mod for it, I assume non controlled pawns "other than bots" can't deconstruct? I know they most likely wouldn't carry, but the small amount of free wood is a decent trade off I think? Been in the game for a few hours and still haven't heard from the Roaming Carnival/w Comm Console unless the mod includes like an actual Radio, which I didn't look.
Quote from: PixelBitZombie on July 15, 2017, 05:30:38 PM
I could see the fence being feasible. However since I've never seen a mod for it, I assume non controlled pawns "other than bots" can't deconstruct? I know they most likely wouldn't carry, but the small amount of free wood is a decent trade off I think?
I wrote my own special toils that allow carnies to deconstruct their own buildings. If I
were to add fences, I actually think I might make them costless constructions, as there is no guarantee that they would have cut enough wood and they are already carrying a lot with them when they come in.
Quote from: PixelBitZombie on July 15, 2017, 05:30:38 PM
Been in the game for a few hours and still haven't heard from the Roaming Carnival/w Comm Console unless the mod includes like an actual Radio, which I didn't look.
You added it into an existing save, am I right? Might be my bad. I need to release a patch (can't do it now, have work to do), because the way I was previously dynamically adding in carn factions to existing saves was deprecated since I moved to a MapComponent, and I definitely forgot to rewrite it... sorry guys. If the mod is working correctly, roaming carnival factions should appear in the Factions tab and the Comms Console. (BTW interactions via the Comms Console is pretty useless / may be broken. Haven't written logic for it yet, but I think gifting silver should work fine.)
EDIT: Alright I patched it. Should work with existing saves. Easy fix. Also, slight tweaks to backstory details, and prizes are now clamped at under 100 silver in value. Let me know if that's cheap of me, but while testing I got one of the best helmets in the game by only paying an entrance fee of 19 silver :OUpdate is v0.0.4 and is attached to the OP. I did other bugfixes while I was at it.
How will this interact with hospitality.
Xnope, in regards to your prize-clamping, I agree with your decision totally. If a carnival came to my town, what I'd be wanting out of prizes would be niche, quaint things. I can imagine carnies would travel around, making their own clothes and all that.
Hmm, they're suppose to radio in correct? I can see them in the Comms, but have yet managed to have them call. Guess I should call them and see whats up.``
Quote from: PixelBitZombie on July 16, 2017, 01:22:25 PM
Hmm, they're suppose to radio in correct? I can see them in the Comms, but have yet managed to have them call. Guess I should call them and see whats up.``
I tried to communicate this in the OP. It's a rare occurrence, at best it can happen once per season. I made it exactly as rare as the original psychic soothe. This is what I need feedback on.
Do you think I should increase the occurrence chance drastically for early testing purposes? Then tweak it back down towards release?
Side note, they radio in the same way a chased traveler asks for asylum, which can happen with or without having built the Comms Console. I believe Tynan's justification for this was that your colonists have short-range radio from their escape pods, but the Comms Console represents global and orbital communication. In other words, Comms Console currently has no function at all in this mod, but I plan on implementing them, i.e. requesting a carnival, or carnivals being able to schedule far in advance to visit you.
Quote from: Napple on July 15, 2017, 11:49:53 PM
How will this interact with hospitality.
I'll test that shortly. To my knowledge (I've read Hospitality source code for reference), Hospitality should not affect Carnivale behaviours, and thus the vice-versa should be true. My plans for having visitors in general while carnivals are around are to have them interact by having visitors play games, watch shows, trade, etc. Specific compatibility for that feature will have to be written.
All, remember that this is in its earliest testing phase, by the time I'm willing to call it a release I will have answers to most questions like these.
Quote from: Xnope on July 16, 2017, 05:04:32 PM
I tried to communicate this in the OP. It's a rare occurrence, at best it can happen once per season. I made it exactly as rare as the original psychic soothe. This is what I need feedback on.
Do you think I should increase the occurrence chance drastically for early testing purposes? Then tweak it back down towards release?
You'll have to excuse me I was really tired when I wrote that. After the RW session I just jumped into the reply section and mindlessly wrote that lol.
Once per season seems a little excessive. Maybe every 8 Days? 15 days in each season right? Maybe 10.. Honestly I wasn't counting the days since added so they may show up soon I don't know. I think I'm about to hit winter shortly. A season sounds nice but once you think about it, it's quite awhile.
Oh, that is weird, I saw them in the console and even had a "ask to fight for and trade with by asking for caravan" Unless this is stupidly a coincidence. I believe they were labeled, Handy and Worker Carnivale. But yes that feature would be nice, paying for a carnivale to setup in town if your colony is in the dumps and needs cheering up.
I've made the minimum refire days 8 for now. I may increase this for release, but it'd be easier on the testers. v0.0.5 is attached below and in OP. I forgot to mention this earlier, but their is a chance adjustment if there are roads on your map, from 1.0 to 1.5. Additionally in v0.0.5, I've added a population curve chance. Essentially, they won't even bother showing up if you have 2 or fewer colonists, they have the normal chance if you have 5, and they have double chance if you have 12 or more. See below image for what the curve looks like.
(https://github.com/Xnope/rimworld-carnivale/raw/master/Imagework/Promo/chanceByPopulationCurve.png)
EDIT: Also thank you so much for giving this a test. I'm also having my friend test it, and I really appreciate the feedback. I didn't make this mod for me, so it means a lot to see someone else has interest in it :)
[attachment deleted by admin due to age]
I think I got 7 Colonists at the moment. I've been through 3 Seasons, weird I haven't seen them yet. Out of curiosity, would they visit the Arid Shrubland or Tundra? I feel like the Arid Shrubs would be fine. Got .5 Downloaded, maybe that will help.
I mean it could be the mods I have installed but I feel like that shouldn't affect it.
Edit: It finally appeared and we have a situation, in the picture you'll see the green arrows and red oval. The green arrows represent base to carnival. I tried sending 3 colonists to the entrance to pay for the fee and halfway through the walk they gave up and went back to base to eat food.
The red oval represents where I thought the carnival would take place.
Suggestion: Maybe make a placement marker like the caravan trading spot, marriage spot, party spot. But doing so give it a boundaries limit, like maybe a 50x50 area or little smaller? Only can be placed outside if you so choose to use one of these spots.
(http://i.imgur.com/JBoDU7D.png)
It's a small victory that the event fired. Random numbers, man. Unreliable. I could possibly make a set range of when it fires through C# instead of defs, so that it ALWAYS fires between a certain range of days, like maybe between 8-15. The way it works in vanilla is, there is a minimum of 8 days between occurrences, but after that it's completely random. You know that old thought exercise, that you could in theory flip 1,000 coins and never land a heads?
As for colonists giving up on paying the fee, you may have to just keep clicking on it once they give up, for now. Thanks for finding it, it's a priority bug on my to-do list, and I think I know how to fix it. I've got mother-in-law coming over in half an hour and it's hectic over here, so I'll be tackling it and other bugs tonight :P
EDIT: I think I fixed it, the commit is on GitHub, but I'm super tired so I'll have to upload release v0.0.6 tomorrow. It includes other fixes like preferring to use open space near the colony more, and generally better arranged buildings. Important note, it will take an update to XnopeCore v0.0.2, which I will also upload tomorrow.
Also, good idea about making a placeable spot. Seems easy to implement. Might also make a PlaceWorker that disallows it from be placed too close to the centre of your colony, otherwise it'd be too difficult to write code that makes sure it doesn't block your doors, defenses, resources, etc.
UPDATE! I can't even remember all the fixes I've made, it was a solid number of hours of work. At the very least, I vastly improved setup spot calculation, that bug with colonists giving up before paying the fee
should be gone (bigger maps may have the problem again), and biggest of all...
carnies are badasses!I spent a lot of time tweaking their defense AI to be as intelligent as possible. I'm pretty happy with the result, though as I go along I will probably be improving it. As of my last test, a carnival with only 3 guards w/ standard ranged weapons were able to down 2 centipedes with only one casualty. No, I didn't overpower their combat power, I just gave them smarter tactics. For each carny that gets wounded, they start to intelligently defend the weak and will eventually run away. If any event like this occurs, unfortunately they will pack up as soon as the threat is neutralised.
Now that I'm thinking about that last point, I should make it so they only pack up to leave if they had casualties, otherwise they stay for more entertainment.
Oo, and they should bury their own dead.
Find download in OP! Note that it requires an update to XnopeCore v0.0.2 too.Edit: Todo list:
- Carnies need to tend to their wounds after combat, and I would also like them to bury their dead and have small funerals. It opens up an opportunity to have some cool 'singing' sustainers around the event.
- I think I want to slightly increase the likelyhood of firing the event if enough of your colonists have poor moods. It would also depend on your difficulty setting. Again, we're dealing with random numbers here, so no guarantees, to maintain the difficulty of psychological survival.
- What do you guys think about also decreasing the likelihood of vanilla psychic soothe altogether? They already can't fire together.
- Already someone suggested having beastmaster carnies, if they spawned, being able to soothe manhunter beasts. I would balance it by having them take time and therefore damage in doing so, so they would be particularly ineffective against a manhunter pack.
- New idea: if a psychic ship crashes, and a true gypsy carny spawns (yes, there are fake gypsies), I could have them perform some ritual that reduces the effect of the ship, but it wouldn't destroy it and the effect would be lost when the carnies leave. The balance lies in the random chance that no true gypsy spawns, that the mitigation wouldn't be total, and that the carnival doesn't stay too long.
- Maybe the beastmaster and gypsy events would have to be requested and would cost silver.
This list is primarily for my own purposes, but I'm putting it here instead of just a sticky note in case any of y'all want to give feedback.
I was thinking: if there's a beastmaster come along with the circus, and there are man hunters around, perhaps they would not necessarily have to tame the beast. I envisage them facing off a maddened bear, using their understanding of the animal spirit to temporarily halt the beast in its tracks (with intimidation, say). I see them rudimentarily communicating with it (me give you food). And the animal is calmed and the show may simply go on.
OR, the beastmaster fails to calm it and the animal resumes madness; or, rarely, the animal is tamed and joins the circus (it SHOULD be rare, to keep things plausible and therefore immersive :P).
In regards to your ideas of burial, I'm a bit iffy. Here's what I'm thinking: it seems very personal bury your friend in someone else's territory, and I can picture them burying in insensible spots that would take you out of it, and I can much more easily picture them taking the body with them as they leave. It's all left up to the imagination then.
In regards to your suggestion of decreasing psychic soothes to balance: yeah, Id say yeah. If you're adding in another vector for colony happiness it's gotta even out.
Or, perhaps you could make it so that every time a psychic smooth WOULD happen, the storyteller would 'roll again' to determine whether or not a carnival of some sort comes to town. And again, this has to be a rare treat otherwise it will be no treat at all. What do you think?
I like your ideas about the psychic soothe mechanic. I could make this only fire if a psychic soothe was going to fire, and then it flips a coin. The coin would be weighted by the previously stated factors, like your map's proximity to roads and the population curve.
Oh and I wasn't going to make an actual grave to dirty the player's map for carny burial, it would just be a little moment with maybe some temporary graphics and then it would 'destroy' the corpse. I thought it was more immersive this way, because traveling caravans in the old west would bury their dead wherever they were, wherever they could. Should have been clear about that. And as for nonsensical spots being chosen, as you might notice (especially in the next update, holy shit I spent a lot of love in geometry) I'm pretty good at on-the-fly cell calculation.
The beastmaster ability is going to be a ways down the road, but I'm liking your ideas. I'm glad they're written here for future reference. If I focus on this now though, I'll be working on non-essential features and I kinda want to get this thing complete :)
Hey yeah, of course man. I was getting a bit excited and just putting out ideas.
Gotta make that point about commonality of carnivals happening, though. To make this mod fit in seamlessly with the vanilla experience you're going to have to work hard to make sure it doesn't make you feel like your colony is the centre of the universe, or make it feel like there are millions of carnivals scouring the planet. Either one of those have the same effect, and take you out of it.
Nearly every event in the vanilla game effects 'this entire region of the planet' (even though it doesn't actually), but with a carnival coming to town, things are a little different ;P. So yeah, sorry to reiterate, but carnivals have to come to town believably (the factors you mentioned it will be based off are good!). Perhaps you and I may have a different idea of what this mod means, but if a carnival was coming to town every month, or even every two, I'd be taken out of it.
When the circus comes to town, I want to be filled with excitement and relief; my deep thirst to be quenched. I know people want content out the ass, and I know that a mod that adds an event that rarely comes is strange to some, but things taste better and better the longer one goes without, and visa versa
Quote from: Soupy Delicious on July 21, 2017, 11:57:07 PM
Gotta make that point about commonality of carnivals happening, though. To make this mod fit in seamlessly with the vanilla experience you're going to have to work hard to make sure it doesn't make you feel like your colony is the centre of the universe, or make it feel like there are millions of carnivals scouring the planet. Either one of those have the same effect, and take you out of it.
Feel you completely on that. That is definitely the goal for release. However as I mentioned above, I'm making it relatively common right now so it actually happens for testers. Testing with devmode shortcuts is one thing, and I've done that on my own thousands of times, but it's a completely other thing to test it happening organically, and it's harder for me to do on my own. But yeah, for release I was thinking of a mean time between occurrences being around a year. It could happen earlier, it could happen later, and different factors dynamically change this average chance.
In the meantime, I need to focus on implementing the main event tent functions.
However, I'll hit you guys with an UPDATE (v0.0.7). It's got some necessary bug fixes and rebalances, and once again improves dynamic placement calculation. Find in OP.
Oh and it is now packaged with XnopeCore (I'll be doing this from now on), so make sure to delete your existing XnopeCore folder.
Awesome. Definitely sounds like you know what you're doing ;P
I'll be using this mod when you release it. Thanks
Bug :
So when the carnival was in town, hooray! Finally, I can see what this mod can do
until a mad caribou chased them ALL AWAY.
So I decided to reload and pick up from an autosave.
But for some reason, when they enter the map, all the people immediately leave, even though it's on an autosave BEFORE the caribou attack.
Also, the muffalo are still there, waiting for their masters to finally unload them
(not gonna happen, though.)
Damn I'm sorry bud, your last build I burnt myself out on rimworld and got sick afterwards. Still sick actually but way better. Gonna see if a new version is up and rock it out.
Quote from: alsoandanswer on August 12, 2017, 01:10:05 PM
Bug :
So when the carnival was in town, hooray! Finally, I can see what this mod can do
until a mad caribou chased them ALL AWAY.
So I decided to reload and pick up from an autosave.
But for some reason, when they enter the map, all the people immediately leave, even though it's on an autosave BEFORE the caribou attack.
Also, the muffalo are still there, waiting for their masters to finally unload them
(not gonna happen, though.)
Sorry guys, yeah I'm aware of that bug where they just leave immediately and how they leave after any violent thing happens (I've since fixed it, but haven't uploaded a release yet). Right now I'm working toward implementing shows that give attending colonists large, lasting mood boosts. I'll probably upload an update by tonight. There are a ton of improvements and bugfixes since the last alpha release.
Worth mentioning that I've been working on my own video game recently and have been quite inactive in the modding scene, but I'm trying to balance that with this project so that this gets finished. Thanks for the feedback! Hopefully with the help of you wonderful folks, this thing will be bug-free for release. There are so many moving parts, it's quite a challenge.
So I caught this while streaming. Wasn't really sure what happened to be honest, they were closer to base but used part of my home as installation. Few minutes after that the game ran into a saving problem, wouldn't save because memory yada yada, so I had to quit and reload a save 11 minutes back. The second time they carni comes in they setup at the bottom of the screen again and packed up what seemed like a full day. I need to rewatch that part but motherfuck.. too many things happening in the colony I couldn't be bothered to even try the carni yet.
https://www.twitch.tv/videos/167392646 (https://www.twitch.tv/videos/167392646)
Edit: I've since had 2 more Carnivales, each had issues.
Each time a Carnivale ENTERS my map, each causes a save issue which is related to memory. Meaning you can't save anymore because of memory. The other issue is more or less like russian roulette, after the save issue, close and reload Rimworld and carni comes back but freezes Rimworld when they arrive in the map. I'm unsure if I can remove carni right now, I don't know if it would affect my save.
It takes like 14 or so minutes for the game to load.
I'm so sorry. Try duplicating your save and removing it, I don't think anything will fuck up, but then again I fucked up your game already so take me at face value. I haven't touched v0.0.7 in a while, what's on GitHub is roughly 30 commits ahead.
Anyway. For those who want to try a stabler version, I'm uploading v0.0.8. As per PixelBitZombie's experience above, back up your saves.
The issue where they are erratic where they set up and have too big a setup radius has been resolved, among many others. There are now shows, which your colonists will automatically attend if they paid entrance and have nothing else they were ordered to do. Attending shows gives stacking mood buffs, which last 10 days, after which a small debuff happens (-3) for 5 days (this is for balance).
Edit: About the memory issue, that is likely from having too many mods. It's no specific mod's fault, but my cell calculation and pawn spawning (especially the ones in 0.0.7) is heavier than the default raid calculation, so that would lead to a memory issue if you have a lot of mods running. Again, sorry man. If you have the urge to, try 0.0.8, but I don't blame you if you take out this mod and maybe wait for release.
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Not sure when you changed the title of your thread, but as a fellow modder... I completely understand ;)
This mod is looking great by the way
Quote from: Xnope on August 16, 2017, 06:54:31 PM
I'm so sorry. Try duplicating your save and removing it, I don't think anything will fuck up, but then again I fucked up your game already so take me at face value. I haven't touched v0.0.7 in a while, what's on GitHub is roughly 30 commits ahead.
That is fine, to be honest I've never beat Rimworld because a mod or certain mods mess up the game. To be fair the most enjoyable part of Rimworld is Raids and Building mixed with some Surgery to remove things.
The only reason I tried to remove it was because I didn't want to mess with the Save Memory stuff happening which would lead me to closing the game and reloading a save from 7-12 minutes ago. At least when the carni's arrive anyway.
Quote from: Xnope on August 16, 2017, 06:54:31 PM
Edit: About the memory issue, that is likely from having too many mods. It's no specific mod's fault, but my cell calculation and pawn spawning (especially the ones in 0.0.7) is heavier than the default raid calculation, so that would lead to a memory issue if you have a lot of mods running. Again, sorry man. If you have the urge to, try 0.0.8, but I don't blame you if you take out this mod and maybe wait for release.
This makes sense and umm..
I have 136 mods ahem..
I know I know, but it all works together and most are just quality of life mods to make Rimworld better.
But I was not able to remove it, weather that was because they were coming and the game didn't want to remove the mod or its just one of those mods where you can't remove it. So I had to add it back and umm.. something interesting happened.
I don't have any screens or video but they were packing up for the night and a cougar attacked one of their muffalo. At this point we had a few of the carni's in my base, apparently one of the carni's went psycho, had a mental break from the cougar attack and started lighting my ignitable stuff on fire burning a portion of the stuff before I noticed. "Fire is very common since I use an electric fence, animals get caught in it, die and burn." So when I noticed, I sent for someone to arrest her which did not go over very well at all and caused the entire carni faction to retaliate. Needless to say that faction died/got captured.
Thought I'd mention the cougar attack causing one of the carni's to go have a mental break.
Ps. Some mods don't mind but yours might be different, when installing newer versions of Carnivale, would it be appropriate to delete the folder and start fresh or just overwrite files?
I just tested removing the mod while they are on their way, and yeah I see what errors you were getting. I really need to add in that nuke mod setting, that would fix it. I already wrote the function that does it but now I need to go learn how to use HugsLib settings. It will definitely be in v0.0.9.
Edit: So yeah apparently since some old change I made with factions an ambiguous amount of time ago, you will get errors when removing the mod regardless if they are on their way or not. This necessitates a nuke function. Should have been my #1 priority a while ago :O
I just tried updating from 0.0.7 to 0.0.8, even when they were already on their way, and it was fine. They still showed up, and when they did the new calculations from 0.0.8 were used. So that's some good news. I tried updating while they were actually in town (hopefully nobody thinks of doing this, but I thought I should check), with limited success. Everything still worked fine, but if in dev mode you'd notice a wall of errors related to tent doors. I'm working to fix these, for performance's sake.
Edit 2: Here is v0.0.9. The only difference is it has the nuke mod setting. I tested it and it works for uninstalling. Use it, deactivate the mod, then load the new generated save file with the '_Nuked' appendix. Only skip the deactivate part if you're just trying to fix a broken thing, otherwise it makes the nuke pointless.
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