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RimWorld => Mods => Releases => Topic started by: Razuhl on November 16, 2018, 09:51:53 PM

Title: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on November 16, 2018, 09:51:53 PM
RIMMSqol

Topics

In-Game modding, Pawn customization(skillpoints or unrestricted), Map search, QOL Settings, Food management, Pathfinding, Bug Fixes, Performance improvements.

Description:

Alter the settings of game objects

You will no longer be dependant on people balancing their mods or your specific mod combination. This mod allows you to change the settings of e.g. floors or power buildings via a graphical user interface in the mod menu.

Editable objects

QOL Settings/Bug Fixes/Performance


Configurable Pathfinding

Pathfinding is split into 4 categories: Colonists, Tame Animals, Wild Animals and Other.
For each category a pathfinding algorithm can be selected and configured. Thus allowing the user to distribute his performance however it is desired.

Algorithms:
A*, accepts a number as configuration. Up until that distance the pathfinding will be precise(vanilla like setting would be 40), beyond that distance the pathfinding speeds up but no longer gurantees the best path. Unlike vanilla it accounts for transitional costs(moving from e.g. sandbag to sandbag is faster and moving from door to door is slower).

Restrict Movement

When using custom pathfinding each cell can be restricted so that it can only be traversed in specific directions. This allows building one way passages or direct the flow through the colony. Only colonist and tame animals respect these rules. Mustered colonists and colonists that perform specific jobs are unaffected(e.g. „BeatingFire“ jobs). The jobs are configurable under "general settings".

The restrictions are defined using two designators. The „Smart Lines“ designator is a linear drag operation. The direction of the drag determines the direction for cell movement that gets toggled on all but the last cell. This is a fast way to setup „highways“ and offshoots. With the „Fill“ designator selected restrictions can be pasted into a rectangle area, allowing full control but more micro intensive than „Smart Lines“.

Careful with imprisoning pawns through cutting of all access. Thats the job of vanilla areas. Pawns will try to perform jobs that they can not reach since the decision of reachability does not inspect cells only rooms.

Customize ur Minions

Colonists gain personal growth points through their actions. Those points can be spent to alter backstories, traits and passions. The look and relations of a pawn can be changed for free.

Points are earned from the pawns records and the amount can be changed in the mod settings. By default each human kill is worth 1 point and each full year in the colony is worth 20 points. The pawns will have a "points spent" record which is worth -1 and is therefore reducing the number of points available. The base cost can be altered and the conversion factor for transferring points from a pawn to the pool. Turning a pawn into a remnant will put some points based on the colonists worth into the pool.

Changeable Features

If the goal is to use the edit feature unrestrained then set the base cost in the mod menu's general section to zero.

Where To Find

Search for stuff on the map(ore, items, animals, etc.) via its name. Cycle with left click through stacks or select up to 80 stacks with right click. Filter for forbidden items to quickly sort out the raid loot or hunt down that pesky beaver that you missed the first time around.

When using god mode a selection option to destroy all selected items is displayed.

Remnant Colonies(to be replaced)

Abandoned settlements become interactable settlements that are managed by the people left behind. They can be called via the comms console. If used with an old save a new comms console must be built.

Food and Restrictions

A preset ruleset determining who can do what with food and serve to manage the wide variety of food items. It can be used through an animated forbid/unforbid icon in the "assign" menu.


Compatibility

The mod allows the user to activate/deactivate all code groups that might interfere with other mods. You can therefore decide to sacrifice a subset of funtionality to keep it compatible with any other mod. Think of it as deactivating a mod in a mod pack. The groups are deactivated in the general category of the mod settings under "forbidden patches".

Author

Razuhl

Download

Steam Workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457)

License

Can modpack makers include your mod in their modpack? No.
Can other modders make derivative mods based on yours? No.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Asero on November 16, 2018, 10:50:16 PM
Looks pretty neat, though why post here if this is a Steam workshop only mod?

edit: Removed complaint about copyright clause.

Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: tile7 on November 17, 2018, 02:59:48 AM
Seriously, I've been following this mod for months, cant you upload it somewhere? Github? Wherever?
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Maradon on November 18, 2018, 11:19:59 PM
It is a new and useful knowledge.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Operative85 on November 21, 2018, 09:59:14 AM
Can you please upload it to a mirror link, like GitHub or MediaFire? Thank you!
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Warforyou on November 21, 2018, 05:16:09 PM
We definitely need this
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: TelekineticSloth on November 21, 2018, 05:38:10 PM
I dont think you are allowed to post mods here without a non-workshop link.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: ultra4 on November 21, 2018, 07:19:16 PM
Floors and fences mod has sensor floor (https://i.imgur.com/4wiL7Gx.png) bugged for a few versions with speed over 100% not really working. Will this mod be able to use negative pathcost to make floors faster than 100%?
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on November 22, 2018, 12:14:50 AM
@ultra4 Yes the pathfinder basically shifts the costs of everything upwards if tiles exist that are above 100% movespeed.

@TelekineticSloth Feel free to read the sticky about the rules for posting mods and if you suspect a violation flag the thread for a moderator.

@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Asero on November 22, 2018, 02:08:21 AM
I dont think you are allowed to post mods here without a non-workshop link.
Actually you are allowed to post without including a download link.

Can a moderator please confirm this, since there seems to be some confusion regarding this new 'rule'.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: ultra4 on November 22, 2018, 10:45:52 AM
went ahend and instaled it. tested it. one long corridor 2 tiles wide, one line of -2 pathcost (118% walk speed) and one with 100% floor, 2 colonist with 4.56c/s.  The one on 100% floor get to the end before the 118% walk speed. Same problem the original floor mod had. negative 2 is counted as positive 2 pathcost, so 0 is faster than -2 speed penalty  :o
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: NecroCharge on November 22, 2018, 10:48:39 AM
You got a git for that?
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: NankaDanka on November 22, 2018, 11:19:01 AM
As the author said, you can search (the name of the mod) and will find a site that you can download the mod v1..
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on November 22, 2018, 03:59:59 PM
went ahend and instaled it. tested it. one long corridor 2 tiles wide, one line of -2 pathcost (118% walk speed) and one with 100% floor, 2 colonist with 4.56c/s.  The one on 100% floor get to the end before the 118% walk speed. Same problem the original floor mod had. negative 2 is counted as positive 2 pathcost, so 0 is faster than -2 speed penalty  :o

The pathfinding will prefer the faster tiles with negative cost when selecting a path - if your corridor had one line with 100% and one line with 118%. The speed that a colonist follows that path has nothing to do with pathfinding, thats the PathFollower(No I did not make that name up). You should report it as a bug. In fact the reason why it doesn't work is because they made a mistake when adding minimal costs for snow.

Code: [Select]
int minimalCostForCrossingSnow = SnowUtility.MovementTicksAddOn(this.map.snowGrid.GetCategory(c));
if (minimalCostForCrossingSnow > currentTerrainPathCost)
{
currentTerrainPathCost= minimalCostForCrossingSnow ;
}

And the minimal cost for no snow is 0 instead of the smallest integer(or just ignoring the zero values), that means any step below zero will be clamped to at least zero.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: HSneak on November 29, 2018, 04:36:27 AM
Is there a way to reset "Resources for minions" to 0 ? I have some pawns with -30000 points (surely due to the fact that I used Prepare Carefully to create some pawns)
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: crusader2010 on November 29, 2018, 10:10:47 PM
Hello.
Is this mod compatible with Psychology, PawnRules, AnimalLogic and the likes? Has anyone tested them yet (i.e. Is any functionality lost from the other mods?).

Thanks!
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on November 30, 2018, 12:10:08 AM
@HSneak

The amount of points is solely determined by the records of the pawn. The points spent through this mods modifications are saved there too under "CuM spent". If you haven't edited the pawn before that should always be zero. EdB is not involved in this at all. With a value so far off the mark and only on some pawns I suspect all records of those pawns are scrambled(happens if you move a save through game versions), see if the values are sensible.

You can game the system by changing the costs for specific traits. If a pawn has -30k points and the base cost is the default 20 you choose one of his traits and configure the point cost to be (30k/20 + originaltraitcost = 1500+), then remove the trait to get the points refunded ending up with just enough points to retake the trait after you change the trait cost back to it's default value.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: HSneak on November 30, 2018, 05:06:55 PM
@Razuhl

Thank you very much, it worked like a charm :D
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: wolfsilver00 on February 02, 2019, 08:51:40 AM
I want to know.. How does this change objects in game? Does it make a patch and automatically adds it to the modlist or what? Im asking because I dont understand how this can patch something that is furthest down in the modlist.. Its impressive
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: notfood on February 02, 2019, 05:39:15 PM
I only wanted the pathfinding... How about making it modular?
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: ThiiSoul on February 03, 2019, 02:06:24 PM
no has download without steam? :'(
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on February 11, 2019, 10:08:17 PM
@wolfsilver00 It works by modifying the database entries in memory and takes place when loading/saving the mod's configuration. XML modding takes place before any mod is loading it's configuration.

@notfood It already is, you can turn off any unwanted content using the general settings and adding forbidden patches. That covers everything that integrates with rimworld and resolves possible conflicts. By hiding buttons through the "main buttons" or "architect buttons" settings you can remove the custom tabs. Any other futures like not tracking animal families or pathfinding can be turned on or off.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: 8cb34xknmpek on February 13, 2019, 05:40:51 AM
@Razuhl can you upload to github or another site?
steam is completely blocked in the country I'm currently living in. I cannot even sign in let alone use the workshop, so my only option is the drm free version.
i'd rather not download from some suspicious third party that might have viruses or be outdated. github is not hard to update at all.

also, "Anonymous downloads are counterproductive to my goals and I will not maintain them." sounds very sketchy? are you trying to steal steam accounts or something else malicious in your dll?
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: tile7 on February 13, 2019, 09:39:17 AM
Does anyone have idea where to find this mod except steam?
I found previous version, after quite a lot of searching, but latest on.. nowhere.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: Razuhl on February 14, 2019, 02:57:57 PM
Released a beta framework for building 4x cities on the world map. It supports buildings, districts, achievements, crafting, repairing, free trade, alternate endings and more. An example mod and technical documentation are shipped with the mod files. The available implementations are still on a need basis but get expanded. The cities will soon replace remnant colonies.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: notfood on February 14, 2019, 03:38:48 PM
I'd be really wary to use your framework when it's not open source and it has this license:
Code: [Select]
Can other modders make derivative mods based on yours? No.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: sefer on February 18, 2019, 03:06:01 AM

@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.

Take note of his words carefully. On a larger scale this means he does not want pirates to use his mod. Or on a lesser scale, he does not want foreigners who cannot use steam to use his mod. A third type blocked by this is those of us who refuse to use steam because we do not like or support steam.

Though he says he will not maintain them and that there are others out there... So I am just assuming that means he is okay with it, just that he himself will not do it. I found a link while searching. Idk if its absolutely up to date, but it does work in the current release of the game. https://modsbase.com/a3taxbwgdn2f/1084452457_RIMMSqol.zip.html This is the link, and if i'm not allowed to post that then please have it taken out -- ie: if thats the case, I will be happy to private message that link to anyone who needs it. Take note, I am not the uploader of said file.

Furthermore...Idk why theres so few comments on this page. Honestly, this mod is absolutely amazing in everyway and I salute and adore you for this. I mean, god, I can't imagine playing rimworld without this mod. It should be in the base game its so freaking perfect. You should setup a patreon or a donate link or something for your mod to make money.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: 8cb34xknmpek on February 18, 2019, 06:21:05 AM

@Everyone I have chosen steam because it offers superior functionality for publishing my mod. Anonymous downloads are counterproductive to my goals and I will not maintain them. Besides that you can just google my mod and end up with a site that hosts workshop downloads on their own volition - or use steam which ludeon allows for every owner of the game and you can copy the downloaded workshop files like any other mod.

Take note of his words carefully. On a larger scale this means he does not want pirates to use his mod. Or on a lesser scale, he does not want foreigners who cannot use steam to use his mod. A third type blocked by this is those of us who refuse to use steam because we do not like or support steam.

Though he says he will not maintain them and that there are others out there... So I am just assuming that means he is okay with it, just that he himself will not do it. I found a link while searching. Idk if its absolutely up to date, but it does work in the current release of the game. https://modsbase.com/a3taxbwgdn2f/1084452457_RIMMSqol.zip.html This is the link, and if i'm not allowed to post that then please have it taken out -- ie: if thats the case, I will be happy to private message that link to anyone who needs it. Take note, I am not the uploader of said file.

Furthermore...Idk why theres so few comments on this page. Honestly, this mod is absolutely amazing in everyway and I salute and adore you for this. I mean, god, I can't imagine playing rimworld without this mod. It should be in the base game its so freaking perfect. You should setup a patreon or a donate link or something for your mod to make money.

Pirates can get files off the steam workshop so this is a pointless effort in that regard. I had to take this same route despite not being a pirate since I can't otherwise access my $15,000~ steam account in the country where I've decided to spend a few years doing aid work.
Title: Re: [1.0] RIMMSqol - IG Modding, Pawn editing, Search, Pathfinding, Food rules, ...
Post by: sefer on February 18, 2019, 01:52:53 PM
Actually Rimworld workshop files are ones which cannot be downloaded via a third party program. Its been reported that tampermonkey, as well as third party download sites, cannot convert the workshop files into a downloadable, making it impossible to get said mods without using steam as a client. So unless someone uploads it after using steam to download it... No dice.