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Messages - Neurotoxin

#196
Off-Topic / Peter Molyneaux - your opinions?
August 08, 2014, 02:33:23 PM
I recently played the Godus Early Access and I have to say I wasn't too impressed. I could see myself having fun with it in the right mood of course but, like a lot of reviews say, it seems more like a tech demo than a game. Molyneaux has a reputation for not living up to his promises and I'm interested to hear your guys' take on it.


I don't think he straight up lies about the games, I feel like he has all these really good ideas that he REALLY wants to put into whatever game it is and then fails at the technical aspect. I feel like he's a good idea man but a so-so developer, by so-so I mean he can make a working game. As for the failed promises, you can see the effort to try and implement them in some of his games, the Fable series for instance. There's a lot that wasn't implemented or only half-way but there is still a decent game at the core. When you strip away what you were told the game was going to be, and the bugs (Oh god the bugs, I had to restart Fable 3, 5 TIMES, because of progression breaking bugs like being stuck in an area that I couldn't leave because a story trigger broke, or because my internet was shut off so I couldn't log into xbox live) there's still a decent game there. Although I had to restart Fable 3 5 times, I did, and I finished it because I genuinely had fun playing. And speaking of the bugs, that sorta solidifies my thought that he's a good idea man but a very so-so developer, It wouldn't have been hard to add a fail safe, a quick travel back to the overworld, or make the story trigger able to trigger more than that ONE time that you accidentally walked around it as long as some flag value (hasDoneThisTrigger) wasn't set.


I'm not defending him, I'm sick of failed promises, especially on his front, but I think he's too ambitious. He wants to implement so many ideas into his games, and in the attempt to do so, sometimes the game itself falls short because the features that are already there, or half-way there, don't get the work they need because he's busy trying to put in all this other stuff. I think he needs to make 0 promises on his games until there's a working prototype either in the game or working in a standalone instance (Kinda like Tynan's prototype games).


That being said, I don't like Molyneaux referring to himself as an Indie developer. His reputation brings everyone down.  It's like saying just because Steven Spielberg made a movie without a studio, it's an indie film. (Not that Molyneaux is the spielberg of gaming). He's been Making games since 1984, is constantly in gaming Media, and just about every gamer knows his name. I guess by definition, not working under a publisher, he IS an indie developer but his own fame makes it feel unfair to call him that.


Anyway, what is everyone else's thoughts on him? I'm interested in your guys' opinions. Try to keep the thread civil please, I've seen other threads about him blow up into flame wars (not on this forum but elsewhere).
#197
Help / Re: Strange icons
August 07, 2014, 09:08:29 AM
I only have this happen after activating a mod for the first time. I haven't had it happen in a long time because I activate the mod, then restart the game. I think it tries to load some of the resources when the game starts, not neccesarily when you activate the mod. So, try restarting your game, if that doesn't fix it then there's something else wrong.
#198
Help / Re: [DLL] Apply a (hauling) designation
August 07, 2014, 08:52:44 AM
Try RimWorld.Designator_Haul.DesignateAtSingle(spawningPosition) instead of making a new designation definition. I haven't tried it but it looks like what you want.
#199
Quote from: Haplo on August 07, 2014, 06:27:56 AM
As far as I know, if the pathing to the target returns a value high enough, it is effectively not reachable.


It makes the path undesirable yes but it doesn't technically invalidate the path. If it's the only route to somewhere they want to go they'll still probably try. Depending on the job and priority they will still attempt to go through undesirable paths. It should be easy to recreate. Enlist a pawn, build a room around him with only the locked door out and unenlist him, sooner or later he'll try to use the door anyway if he doesn't go nuts and break it down first.


It's nothing wrong with your code, and it works better than mine atm, it's just a limitation of what were able to modify. That said, I haven't used your mod or even tried the grid thing yet, these are just my observations of the code in play and the engine. I'll try it out to confirm and let you know what I come up with.



Edit: I'll leave what I said, but I can't recreate the pawns attempting to use a locked door using only your mod and core. I didn't test thoroughly but enough that 1 died of starvation before trying to use the door. I can still see how it could happen in theory but it does seem to make them rather die than use the door. Literally haha.
#200
Unfinished / Re: [API] Update Check Framework
August 07, 2014, 06:56:58 AM
I don't intend to auto-update mods. I intend to alert users to available updates. I personally dislike automatic updating, specifically because I'm on limited bandwidth satellite internet but reading a version string doesn't require more than at most a couple KB. I Just want to draw a screen at the main menu (popup) to inform users there's an update available for x,y,z mod(s). If they have the mod they know where to get the update, same place they got it in the first place.



#201
Unfinished / [API] Update Check Framework
August 07, 2014, 05:06:02 AM
Started work today on a simple update checker.





All that's needed to plug in is an xml file.


<Your Mod>/Update/Data.xml
Path and file name are required.


Data.xml Example


<Data>
   <CurrentVersion>1.1.0</CurrentVersion>
   <UpdateURL>http://pastebin.com/raw.php?i=TTicD5DE</UpdateURL>
</Data>



Currently only working on HTTP protocol (not https)


I am posting now for people who may want to plug in, what would you like to see? Currently, as proof of concept, it compares version strings rather than values. I can easily add support for Major.Minor.Revision.Build for version checking thus only notifying of update if one of the values is greater than the current. Is there any other versioning system you want supported?


I intend for this to be a very simple way for mod makers to add an update checking functionality to their mods.


Are there any security concerns with parsing a version String that people are worried about? This mod sends no data besides obviously an IP to whatever server it's connecting to (in my example pastebin) relative to the user. It's no worse than browsing to the page yourself.


Does anyone want to help getting HTTPS to work? Let me know here or via PM. I'll get it eventually.


TODO before release:
Implement HTTPS (Specifically for github but also for any other necessary reason)
Implement actual version checking rather than if(!string1.Equals(String2)) - PoC method
Maintain Use simplicity.   
Gather all updated mods on thread close rather than logging to present all at once via GUI window (Might need help with GUI, I suck at those).

Source will be released with the mod itself.




Sorry for my broken train of thought here, kinda fried after a long day... think of this a my bullet points, in no specific order.


Anyway, I'll straighten this thread out tomorrow. Any thoughts, comments, suggestions?
#202
Quote from: BetaSpectre on August 07, 2014, 02:19:36 AM
The misc mod's doors don't seem to stop AI from WANTING to use the doors so then massive lag can be caused by pawns if enough are wanting to go through the door but can't.

I might try this mod...but I'm currently playing another game.


Yeah I can see how that would happen, just making the path less desirable to use doesn't make them UNABLE to use it. If it's the only door to get somewhere (I.E. in and out of the base) they'll still try to use it. I suggest using Colonist Only doors only for places like the kitchen and prisons, places you don't want visitors. You CAN lock them out of the base entirely but they'll dog pile on the door and continually try to get in until they leave. I THINK when Alpha6 comes out and Tynan gives us the option to override WillOpenFor(Pawn) that should fix it because a Pawn, I think, shouldn't try to path through a door that won't open for them.


I suggest the same idea for using locking doors, don't use them as a "don't leave the base" door but as a way to modularily cut off access to certain parts of your base in cases of emergency (I.E. radiers dropping into base, mortar fire, etc..). The way it stands now, unless we figure out some techno-wizardry there's not much we can do for the bug besides making the path less desirable.


I'm working on a second project at the moment and once I'm done I'll be dedicating my time to trying to work around this.
#203
I don't see how it could cause a conflict as I don't modify any base classes. All doors from this mod are a new instance of a different class that extends the base door class. But, give it a try and let me know, if there's an issue I'll try to figure out what could be causing it.


Looking at Haplo's mod, it looks like he does the same but overrides the Defs for the default doors, Shouldn't cause an issue but his locked doors are better than mine as he modifies the path grid. That'd be easy enough to implement, for the locked doors at least. I just need to figure out how to make taking the path undersirable for non-colonist friendly factions in the colonist only part.
#204
I disagree that it should be a requirement for most of the reasons already listed here. Really though, there's one major reason to me. It's discouraging to new modders (read: programmers). I've made quite a few things, and most of it never saw the light of day (when I was very new to programming) because I didn't want to deal with public scrutiny of my coding. I could care less about the possible jabs at the actual product, but it was the thought that other, much more experienced programmers would be looking at my source and/or disassembling it. Maybe it was just me and my severe anxiety but I doubt it. I've learned to get past that obviously because, screw it and because MOST people are kind enough to provide CONSTRUCTIVE criticsim but that's not the case in every community. From what I've seen here, this community is the constructive kind but that doesn't lower the worry.

Sure, open source will benefit people who learn better from seeing code examples, or are just stuck and happen to come across the perfect code snippet but if that's the only reason for it (which is obviously not the goal of the Thread e.g. security concerns) there's other ways to accomplish that. Providing documentation, filling in the wiki, which I intend to contribute to soon myself. Offering a Q/A thread or posting examples of how you figured out how to do x amazing thing.

Open source is awesome, that's why my current project is OS, but I think it should be at the developer's discretion. We've got a good community here of talented people, if someone tried to do something malicious it'd be found out pretty quickly. There might be casualties but requiring source wouldn't change that. A malicious person would just omit their malicious code and we'd only find out about it from a disassembly.

Our best bet to protect from that is namespace protection. Just my two cents.

All that said, I Strongly encourage supplying source, if only so if you go awol at some point someone else can pick up your mod (assuming non-restrictive licensing) without the hassle of rebuilding it all out of ILSpy or something similar.
#205
Outdated / Re: [MOD] (Alpha 5D) Colonist Only Doors
August 05, 2014, 09:31:52 PM
Yes, yes it is. BTW door lock function is working perfectly but drawing the button on the UI uses some borrowed code so either I have to reimplement it or wait for permission from the original maker to use it. I'll wait for now and work on the powered doors and wood doors (That's just adding a new thingDef) until then. Maybe I'll try my hand at the texturing myself but, they gon' be ugly unless I just recolor the stock doors *thought*.
#206
Outdated / Re: [MOD] (Alpha 5D) Colonist Only Doors
August 05, 2014, 07:44:52 PM
Yeah, I had a few prisoners I was waiting to sell, I was broke and had nothing else worth selling. Some visitors came, walked into the prison and murdered all my prisoners. That was the last straw and thus the mod was born. Now that I've started I'm working on a few more door improvements (see TODO). Try it out and let me know how it works for you.
#207
Are you sick of feeding unwanted guests? Are your "guests" stopping by your prison and executing your valuable prisoners? Just don't like outsiders? This is the mod for you.

This mod adds a metal and wood door called a Colonist Only Door. Only colonists, as the name suggests, can pass. Your colonists still need their key to enter of course so don't lose it.


Screenshot: I'd love to demonstrate the doors working but the visitors just cluster at a random point outside the base rather than at the door because they can't use it.



Changelog:

v.1.2.3
    Fixed wood doors acting like powered doors
    Seperated 2 versions, 1 with standalone doors, 1 replace vanilla doors

v1.2.2
    Seperated wood doors added by this mod from the vanilla wood doors (Oops, oversight on my part)
    Added power transmission to Colonist only wood doors
    Now with 100% more awesome thanks to MonkeyWithAWrench's textures.

v1.2.1
    Hotfix for NRE caused by animals path-checking through doors

v1.2.0
    Update for alpha 6
    Fixed issue with visitors opening and closing doors constantly

v1.1.1
    Decided on a license.
    Added License to download archive.
    Made source available

v1.1.0
    Added lockable doors. Click a door, hit the UI button (Pending replacement, Borrowed from mrofa) and nobody can go through (without breaking it down).
    Added wooden Variant.
    Started work on power safety doors.

v1.0.2
    Open doors no longer allow everybody through. I can't fix both bugs and it's better the non-colonists don't come in.
    ^There's 2 methods for allowing people in doors, BlocksPawn(Pawn) which can be overridden (And that's what I'm using) and WillOpenFor(Pawn) which can't be overridden.
    ^^ I could theoretically use a NEW method to hide WillOpenFor but for some reason it doesn't want to work out.

v1.0.1
    Fixed open doors not allowing everybody through.

v1.0
    Initial Release


Known Issues:

Activating mod then loading into game can cause some texture glitches
to get around this activate then restart the game. This is on me, I need to assign the textures outside of the assembly.
I'm now not sure this CAN be fixed but stay tuned, might work something out.



TODO:


Textures to differentiate doors at a glance.
Create a door to work in conjunction with power switch. Powered = closed and unopenable, unpowered = open. (Think prison saftey cell doors).
Reorganize this thread.


Downloads:
The current version can always be found attached to this post. If you'd prefer a mirror I will provide Github links as well which also provides me a way to keep old versions available and easily maintained for me.
https://github.com/LtStingray/Colonist-Only-Doors/releases


Source Code:
https://github.com/LtStingray/Colonist-Only-Doors

License/Modpacks:
This modification is license under the MIT license.
Full license: http://opensource.org/licenses/MIT
TLDR license: https://tldrlegal.com/license/mit-license

Things to note for ModPackers:
If you intend to use this mod in a modpack, Supporting any version besides the current version is YOUR job and your job only.
That said, try to keep up to date. I would refrain from adding this in for the next couple days as the updates will be frequent. Goal of this weekend (soft) for full release.

It's also not REQUIRED but I would appreciate you notifying me that you intend to use my mod in a modpack. No real reason, just metrics/ would love to kno.w



Big thanks to MonkeyWithAWrench for offering up some textures. It's greatly appreciated.

Hope you guys enjoy the mod. Any comments, questions, concerns can be addressed in this thread.

Pick the ColonistOnlyDoors-v#.#.#-Replacer if you want regular doors to be replaced by colonist only doors. (This is not compatible with other mods that modify the base vanilla door)


[attachment deleted by admin: too old]
#208
Help / Adding job to right click menu for colonist?
August 03, 2014, 02:00:36 AM
I wrote a new JobDriver and want to add the job to the right click context menu for a colonist. How can I do this in the assembly as I want to check certain conditions before it actually appears kind of like how "Rescue" is only available on an incapacitated colonist.
#209
Ideas / Re: Desensitization
August 02, 2014, 08:52:33 PM
Agreed on working traits into the system. The fact that multiple different foods stack effects it sounds like it's using a peritem effect rather than adding the thought via the typedef. Not to derail my own thread but a few ideas for traits:

Insane - Occasionally lose control of Pawn for short periods of time (Set them into wander mode or something)
Murderous - Gains mood bonuses rather than negatives from seeing people die/corpses
Lazy - n% chance the pawn will refuse to work for x amount of time and/or gains negative mood from doing work.

I'm a bit new to programming in C# and in general though I'm more proficient with Java. I could do this if I could just figure out how to hook the method that adds thoughts. I'll keep working on it for now though.
#210
Ideas / Desensitization
August 02, 2014, 08:14:24 PM
So here's my thought, I was actually planning on modding it in but I can't figure out exactly how I might hook it in. Basically, a instance variable on each Pawn, that counts how many times a specific thought has been had (eg. Saw a dead body, Saw a stranger die) and after a certain number (maybe x % 10 = 0) it lowers the mood penalty/benefit by a small percentage.

If I see a body, yeah it would probably cause some freak-outishness but after I've seen bodies 100 times, it likely wouldn't faze me as much, if at all. Certain thoughts shouldn't be affected, you'll always be sad when a fellow colonist dies for example, but maybe the time the thought lasts could be reduced. Once things like entertainment and other available mood boosts come around, they should be affected as well. Watching TV for 48 hours won't make you linearly happier than watching it for 3 hours and then doing something else entertaining (such as playing a game).

Overall I suppose I'm asking for diminishing returns on mood affecting thoughts, of course for balance issues they'd have to have a minimum they can drop to.

On that note, if anyone has a suggestion for how to hook into the pawn + thought system I'll gladly make the mod.



Finally, sorry if this has been posted before, I DID check the common requests thread and the other stickies and also google and didn't see anything here.