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Messages - MarvinKosh

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Releases / Re: [B19] Marvin's Stuff
« on: October 15, 2018, 03:43:04 PM »
Found a bug in Clear the Stockpies. It's fixed in the latest version. If you downloaded from Marvin's Mods (my site) you'll need to download it again. See above for the link! :)

Releases / Re: [B19] Marvin's Stuff
« on: October 12, 2018, 04:11:22 PM »
Hey guys, I've got a test version of Ugh You Got Me. It would be helpful if you could try it out at the same time that I'm testing it.

You don't have to wait for your colonists to get into social fights either, you can start one at any time using the mental state tool (see under Tools - Pawns in the debug menu). This will require you to choose the Social Fighting state and then two different pawns that you want to fight.

Obviously, you probably don't want to be playing on Commitment mode for this, and please save your game beforehand.

Download from Dropbox:

Releases / Re: [B19] Mod Announcements Thread
« on: October 11, 2018, 10:20:49 PM »
Clear the Stockpiles (B19)

v1.0.5 "Fixed that before I even got to announce it" stable version

Colonists will clear out stockpiles which have unwanted items in them, hopefully reducing instances where production chains grind to a halt, especially in the butchering and kitchen area.

Download from Marvin's Mods (direct download):
Steam Workshop:

Why not leave some feedback? You know you want to. ;) here's the Ludeon forums link for all of my mods:

General Discussion / Re: Version 1.0 is content-complete
« on: October 07, 2018, 05:16:57 PM »
I think that will have to wait until the next version. People playing modded RimWorld should know to switch to the beta 19 branch, back up their mods, and wait.

However as we discovered, mod compatibility between versions of RimWorld isn't as big a problem as it was thought.

General Discussion / Re: Version 1.0 is content-complete
« on: October 05, 2018, 07:55:49 AM »
I can report that my own B19 mods loaded into 1.0 without any issues. :)

General Discussion / Re: Version 1.0 is content-complete
« on: October 04, 2018, 10:22:21 PM »
@MarvinKosh, hunting your mods is an issue to me. I have to pay attention to the discord, the forum and the workshop for updates, it misses the whole point of having steam automatically handle the updates.

I usually always post to all the applicable places - Twitter, Patreon, Discord, the Marvin's Stuff topic on Ludeon forums, and the Steam Workshop comments for the mod when I have a test version available.

And then when I have a stable version, it's all of those plus Reddit and my site's mailing list.

I'm sorry that all of my mods aren't on Workshop right away, but some of them need a longer testing period before they're released. Usually, it's just me testing the mods, despite the availability of test versions.

All of my Workshop mods have links to navigate to the new version if it's available, and the game version it is for is on the thumbnail.

I think I've done all I reasonably can to make it as convenient as possible despite the lack of in-place updates. If you want only in-place updates, there are mod makers who do that. Go subscribe to their mods instead.

General Discussion / Re: Version 1.0 is content-complete
« on: October 04, 2018, 02:01:01 PM »
Yeah. My approach to multiple versions on Workshop has been to hide some of the really old versions, which means that they aren't searchable, but they aren't immediately yanked from users' mod folders. Then after a while I can delete those old versions. If someone is still playing Alpha 15 or something, they can pick up a direct download of one of my mods on my site (which actually goes all the way back beyond the Steam release).

I also turn off notifications for old versions, because I need to focus on issues with new versions more the old.

This approach means that I still only have 48 items on Workshop (some of those are hidden). Of those I'm actively supporting maybe a handful, with an occasional glance at the older versions in case someone lands on the wrong version.

General Discussion / Re: Version 1.0 is content-complete
« on: October 04, 2018, 12:06:35 PM »
Setting up a new mod on Workshop isn't really a chore. I don't know why people make it seem like it is. That being said, I'm used to it, so I can see why it would seem daunting to someone who is used to just updating in place.

There's a mod called PublisherPlus which improves the upload process, though I dunno if it works with 1.0 yet.

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 07:58:31 PM »
Tynan, I feel like you're gonna have to bite the bullet here. A lot of the hard-line refusals in this thread so far are also from mod authors who have the most widely used mods. If you don't have them on board, this initiative to discourage in-place updates is doomed.

Tynan asked. He didn't demand. Pretty sure that every mod maker can make their own mind up.

Marv, from what I've seen it all depends what's on the workshop at the time you upload, if it made to the top etc.  But if it's a small mod (under 8,000) then you'll most likely get about the same amount subs back if it was in the same situation.  However, I can't speak for mods who have like 40,000+ subs, so I understand why they hesitate doing it this way.

Well, since I have some numbers, let me hit you with them... :)

Sometimes Raids Go Wrong B18 peaked at about 23000 subs, 180 days after release. It got up to 20000 of those in just 90 days.

Sometimes Raids Go Wrong A17 peaked at just 6700 subs, 170 days after release. It managed almost 6000 of those in 90 days.

Sometimes Raids Go Wrong A16 peaked at nearly 7500 subs, 86 days after release (this was its debut release). It managed over 4000 of those in just the first 10 days.

If you want these kinds of performance metrics, you have to do separate versions. More importantly though, as long as you put a good mod out there, you shouldn't have to be worried about it not finding a following. 23000 is tiny compared to some of the mods on Workshop, but it's pretty damn significant in its own right. :)

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 08:06:22 AM »
Hey Roolo,

If people really enjoy your mod then they'll resub to a new version of it. It usually takes quite a few weeks for people to transition over, though.

I encourage people to follow me on Workshop so that they know when I've released a new (version of a) mod.

I've got a site of my own to cater to people who like direct downloads instead of Workshop. And for people who aren't afraid of a few rough edges, I release Dropbox test versions.

Some of my mods actually did better in numbers in new versions than old. Whether that's because they became more known or because they were better versions, I don't know.

What I do know is that, whatever you decide, you can at least prepare your user base for savepocalypse by letting them know what to expect. Maybe you tell them to get Fluffy's Mod Manager just in case.

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 05:26:08 AM »
So... I just tried out Fluffy's mod manager. It looks like a pretty good way for people to stick with a particular version of a mod. Made short work of backing up the mods I had downloaded from Workshop. Gave it a thumbs up.

If we could somehow get the entire playerbase subscribed to Mod Manager and get them to back up their mods, then saves wouldn't break.

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 03:51:10 AM »
You know, what really irks me about Steam Workshop is that it's clearly possible for it to deliver a version controlled mod to the user - because right now, a modder can actually roll back a mod to a previous version from the item's change notes. And yet, when we could really really use that functionality, it isn't available to users (yet).

Thanks Valve. Really appreciate you listening (not).

General Discussion / Re: Version 1.0 is content-complete
« on: October 03, 2018, 12:12:14 AM »
If a Workshop item is really popular, it doesn't matter if you put a new version of it on Workshop. It will regain its following in a relatively short period of time.

As you may know, I have always released separate versions. The user experience of this (at least from the ones who comment, I'm not a mind reader after all) has been very positive. Occasionally someone lands on an old version and posts a comment asking when it will be updated. I can't be everywhere, but I do get the word out when I put a new version up so that people have a decent chance of hearing about it.

I'm inclined to go with what the users of my mods seem to favour.

Honestly, Tynan, Steam Workshop is really showing its age. We should be able to have like a mini-hub which connects related Workshop mods. Instead I have to copy and paste markdown code like a chump so that people can navigate between versions. You can quote me on that next time you have a chat with Valve. ;)

I mentioned it over on the Steam forums and pointed back here. I'm fairly sure word will get around.

Releases / Re: [B19] Mod Announcements Thread
« on: October 01, 2018, 12:47:06 AM »
Snow Clearance Sanity (B19)

The mod which makes it easier to keep your bases clean while also clearing away snow.

In this version, you can prioritise clearing snow even if it isn't ideal.

Marvin's Mods (direct download):
Steam Workshop:

Why not leave some feedback? You know you want to. ;) here's the Ludeon forums link for all of my mods:

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