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Topics - FrodoOf9Fingers

#1
Mods / [Mod Request] Schedule improvements
July 20, 2019, 02:26:01 PM
Hey, It'd be great to be able to schedule more things.

For instance, it'd be great to have a schedule for when to eat and when to take medications, or maybe a setting to restrict it to recreation times?

Thanks
#2
Ideas / Pawn v Pawn combat
July 28, 2018, 12:53:22 AM
TL:DR More creative ways to make PvP better. My personal favorite suggestion is giving pawns increased social impact for being a war hero or getting hurt trying to protect the colony.

I haven't played in the last week due to computer failures, but I know awhile ago it was mentioned that pawn v pawn (pvp) combat was less ideal than the various traps you can use, and that it led to tower defense type of game play (although pvp was forced on you from time to time).

Reasons why we avoid pvp (especially with other alternatives):
1. Large loss potential: Pawns represent lots of investment. A couple turrets and traps are not worth the person who spent a few days building them, and a few days mining the resources to make them. Additionally, rearranging work to fill the gap is tedious.
2. Large chance of loss: Pawns in combat are often hurt. Often. Death not as much as the enemy, except when you are generally losing.
3. Effort: It takes effort to control pvp. Letting enemies run into a trap room is ez pz.
4. Social / Mood: Combat always leads to sad pawns (bloodthirsty, pain loving freaks aside). Or scarred pawns that everyone avoids.

There are other reasons, although I think they are lesser:
5. PvP takes pawns: A pawn can't be fighting and growing at the same time. Especially true if you are waiting for the enemy to come to you and they are "preparing".
6. Depending on pawns is super risky: While traps, kill boxes, and turrets have their environmental vulnerabilities, pawns have much higher downtime, from being sick, mentally broken, or across the map.

Each of these reasons can be mitigated, some thoughts on that.

1.
    a. Making pawns be able to adapt to other skills easier would help this (with large consequences to balances in other parts of the game). I think this could be accomplished by adding tiers to how passion affects skill leveling. For levels 1-5 (Significant Familiarity), make it so that every pawn gains skill points at least at the rate of minor passion. This makes losing the only pawn with -any- passion in construction not be the worst thing ever.
    b. Another option is to directly lesson the effect of death. While depression is certainly a real thing, death often helps people understand mortality better, and helps them strive to become more than what they are. Perhaps a trait for pawns that gives them a bonus when someone they are friends with dies (keep the sad, but give them a "walking with greater purpose" bonus or something). Mid combat effects could happen too, such as entering a rage or increasing heroism. Maybe pawns treat each other better as they realize what loss is like (the opposite could certainly happen!)
    c. Putting on a funeral to give a minor catharsis via social interaction would be good.

2.
    a. Armor is the defacto standard to reducing the risk of losing a pawn. However, armor seems... difficult. It would be optimal to have armor stored near the kill box (but we're buffing PvP to avoid enforcing a kill box). Otherwise your wearing it and wearing it out. Making armor equipping less of a pain would go a long way to making PvP better.
    b. I'm not sure if this is already in the game, but giving your pawns a slightly higher chance of survival when wounded would help. This could be seen as having a higher chance to survive with your friends nearby than when being treated by an enemy doctor.
    c. I personally don't think that reducing the chance of death/injury directly would be good, but it's still an option.
3.
    a. Defensive Positions is a great helper mod, something like that would be great. Though it's already in place as a mod, so yeah.
    b. Reiterating the "make armor easier" bit here. A new object that is assignable like a bed that holds armor would be great. Then, when pawns are recruited, have a pre-pended (though override able) command to go to the armor stand and equip the stuff.
4.
    a. In game heroic acts. We have art pieces named after heroes, but we could also add social impact given to warriors. Say, someone is hurt: other pawns in the colony could gain "respect" for that person. Or a pawn kills more than 1 enemy pawn and is hailed as a war hero. Should offset scars.

5. Theres no helping this >.>
6. If PvP becomes more viable, the solution to this may be to nerf the other modes of defense (best through increased AI).
#3
Bugs / [1.0] Animals competing for grass stack up
June 27, 2018, 02:37:26 PM
On a upper medium sized mountain ocean river  temperate map the grass doesn't grow fast enough for animals on map. At around fall of the first year (no cold snaps), competition for food is high, leading to lots of animals trying to eat the same piece of food. They will even stack up on each other to do so. Might be intended, but I haven't seen a note about it.
#4
Keep putting stuff like this in your code:

if (array.Length <= num15 + 1 || num15 < 0)
{
      Log.Message("you wut");
}

EDIT: I guess I should clarify, personality in code = good. :)
#5
I am not talking about the .dll file located at "Steam\steamapps\common\RimWorld\RimWorldWin_Data\Managed"

Instead, I am talking about where the module is. For instance, when I load the game and look at the modules loaded with process explorer (or look at a dump file in visual studio), I do not see an "Assembly_CSharp" dll or module loaded, although it is obvious that the game uses code from this dll. Does anyone know how this works? Is there a separate process that runs code from this dll (doubtful)?
#6
I've been debugging a mod of mine, and while the stack traces in game are nice, I would very much like to be able to diagnose dump files and/or attach a debugger. Both of which require symbol files. I've tried for a awhile to generate symbol files, or interpret dump files without symbol files (yuck), but it'd be really, really cool to get a debug version of the game. Is there any such thing floating around? Would Tynan be willing to distribute such a thing?

I anticipate getting dump files in the future.

And before anyone mentions it, the tool guide for setting up debugging for VS is out of date, the modified mono.dll no longer works with the batch file commands.
#7
Outdated / [B18] Amnesia
February 27, 2018, 06:18:21 PM
If you're a power gamer like me, you cannot stand to lose one of your carefully crafted pawns, making you constantly save scrum games. Or, you never gain any new pawns because you're never attacked by a pawn with decent stats. Or worse, you're a perfectionist, and all pawns must conform...

Amnesia makes pawns spawn without backstories and/or traits (customizable in settings). Now, trying to find that perfect pawn is super easy, since they're all the same! Any mods that allow pawns to gain backstories or traits will still function as normal, this mod only forces pawns to -start- without any traits, and forces them to have the amnesia backstory (child and adult versions, respectively).

This affects every pawn that is generated, including visitors, raiders, and defenders of your own raids. It is as if the entire world has been hit with widespread amnesia!

Downloads:
Githubhttps://github.com/FrodoOf9Fingers/Amnesia
Steam workshop: coming soon!

The source code is included, free feel to snag anything you want!

Edited with clarifications.
#8
I've updated a few mods for my own use for B18. Some, I've listed in the relevant github repos or steam workshop pages as an "unofficial" update, but I'm not sure if thats the best way to go.

Disregarding individual licensing (assume all mods I talk about have no license listed), what is the proper way to release mod updates that won't offend?

A few mods I've update have not been updated officially for some time. Is it right to snag the code and change it to my own tastes, and only list the original author as an original author? The EULA states I can, -but- I disagree with the terms of the EULA (although I follow it), and would prefer an argument based on courtesy rather than legality.

So, the TL:DR....

1. Assuming the original author cannot be reached, how should I annotate/publish an update to a mod?
2. Assuming the original author cannot be reached, how should I annotate/publish a mod using code from another mod, but drastically altered? Is it even right to do so, should I be expected to start from scratch?
#9
General Discussion / Ludeon's stance on absorbing mods?
November 21, 2017, 01:13:20 AM
I was updating some other people's mods today when I noticed that some of the new code in B18 look eerily similar to the code in one of the mods I was working with. The mod in question was listed as having the creative commons license, meaning that it could be copied and adapted, but not for commercial use.

I don't have all the facts, I'm not accusing Ludeon Studios of anything (I am giving the benefit of the doubt and believe that they asked permission first). However, I don't see any credit given either.

Can/will Ludeon Studios just take mods and "absorb" them? What about copying the code from mods?
#10
General Discussion / 101 questions of: Is it wrong to....
November 03, 2017, 10:44:17 PM
1. Sell beer, flake, and chemfuel to a chemically fascinated pyromaniac traveling merchant?

Now, yall list some things, next person starts with "2", and so on!
#11
Unfinished / 9thFinger's ThreadingMod
October 09, 2017, 04:38:56 PM
I figured that there should be a thread in the mods section for the work I'm attempting to do.

I'm currently working on making the main update loop of the game multi-threaded. Currently, every "thing" does it's "tick" on the same thread, I'm working on splitting the work into separate threads.

Goals:
Implement this using harmony as much as possible. Currently blocked on Harmony not working with reverse patching, so I've hijacking functions (which will destroy compatibility with mods that modify the same functions).

Progress: I feel like I got a good chunk of the errors while threading resolved, the game no longer explodes with errors. Working on a good way to handle loading resources, as unity wants those loaded from the main thread (apparently). These include things like speech bubbles and sounds.

If there are any modders reading this, you might want to consider making your mod thread safe. Once I get this to a certain point, I might release a version for modders to use to see what if they need to modify their code for parallelism.

Wish me luck!

P.S. If you see FifthElement in discord, thats me.
#12
Multi-threading is being worked on by a modder, but we'll have to wait and see if it pans out. The main question is whether the game will run better after all of the non-thread safe elements of the game are modded.
#13
Ideas / A suggestion for forum mdoeration
October 02, 2017, 03:35:10 PM
We play lots of games. Some of us contribute to lots of games and use various forums. May I suggest something?

I recently created a thread in general, asking a question regarding multiplayer and what format people think it should be in.This question was not, and is not a suggestion. I felt justified in creating a new thread for a couple of reasons: First, the search utility brought up massive threads whose titles didn't address specifically what I wanted to discuss with my fellow players. Second, even after searching, some of those threads were too long to properly search to see if my question was answered.

So when I log back in, it's gone. The question was what possible formats players could see multiplayer working in. The question was moved into a 17 page discussion on multiplayer dating all the way back to 2013.

I don't want to come off as my way is best, but I find this behavior to be detrimental. The next player with my same exact question will have his moved also. It will take him an hour to get ideas others have suggested from 2013-now, when he was trying to get current opinions.

Please, don't encourage super threads by moving more specific questions into a thread with a title that doesn't match the specificity of the question/suggestion. When a more specific thread of discussion starts, just let it be its own thing.

Of course, how you moderate your forums is up to you. But I feel this would be a better way to handle offshoots. Smaller threads are easier to read through (as less context needs to be understood), allowing the search functionality to be more effective. Additionally, when reading those threads, you won't have to keep track of when a post was made as you read each post.

Thank you for your time.