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Messages - ThiIsMe007

#16
Releases / Re: [1.0] Medical Supplements (2018/12/24)
August 23, 2019, 09:38:27 PM
This mod, Apothecary and Common Ailments are great. I especially like how they work together with other mods.

The only issue I'm having with these mods is that by the time I reasonably manage to produce my first preventives or curatives my pawns have already died of old age.

Okay, just kidding, but there's just too much to research, and too many different diseases happening too fast and too frequently. They aren't close to being lethal, and add some welcome variety, but require downtime. One can't reasonably expect players to postpone researching the essentials, like power upgrades or turrets, just so they could cure a flu, and then another research for a migraine, and then another for asthma or whatever... Also, too many ingredients that I cannot use (or sell) clogging up base inventory space.

Some serious revisions to how they mesh into the usual game flow would be welcome (especially on higher difficulties, where you don't have the luxury to waste research/production time before acquiring a M-A).

EDIT : I still very much like the concept of the mods.
#17
Releases / Re: [1.0] Marvin's Stuff
July 27, 2019, 04:27:03 AM
Quote from: Roolo on May 06, 2019, 03:49:32 AM
I'm looking forward to seeing the source code released. If you release the code, I can fix the problem involving Sometimes Raids go Wrong overwriting the raid functionality. A lot of people are missing hacked mechs and mounts in their raids now, while the fix is something I'd be able to pull off pretty quickly.
Is this bug still present in the current version of the mod(s) on Steam ?

Both mods are just too good to pass up on, so a fix would be very welcome.
#18
First, I'd like to thank Ibmaian again for producing the fork, which made the initial version actually usable (and useful to me) by fixing the bug involving unknown mods.

Next I'd like to say that I have the feeling that no one (in this thread at least) ever had the intention to "steal" anything from this project. On the contrary, we all contributed to it in different ways, be it either directly through coding and design, the brunt work, which credit rightfully belongs to shakeyourbunny, the tool author, be it through patching/forking, as Ibmaian has done, or be it, much more modestly, through testing and feedback, to validate usability cases.

It's the author's decision to know which direction the project should take, and everyone should respect that, but human nature being what it is, I believe there was room to word concerns (as legitimate as they might be) differently than it was done a couple of posts above.

Finally, I'd like to emphasize that as a player and user I am very grateful to whomever works on a project (tool, mod, art, etc.) and cares to share it with the community. It's in everyone's interest to see interesting projects like this one prosper, but to also protect the motivation of all the parties involved in the project, including the rights of the author but also the possibility to discuss and consider options, opinions or alternatives (like forks).

As a side-note, having experienced and contributed to similar sorting tools on different games with sometimes a much, much higher mod amount than Rimworld, the idea of a proprietary online-only database for sorting purposes is not a healthy design decision.
#19
Unfinished / Re: [1.0][WIP] Real Ruins
July 25, 2019, 08:37:47 AM
And here I thought that this mod added ruins only on your starting map. I guess part of me still hasn't migrated to 1.0  :-X

Looks mightily interesting, and I will try to contribute testing. I can't wait for your mod to reach Gold.
#20
Yeah, I was thinking that requirements should probably override categories, since it's always best to load the mods as high as possible in the load order after respecting dependencies. For example :

Mod A < Mod B gives

Mod C
Mod A
Mod B
Mod D

not

Mod C
Mod A
Mod D
Mod B

even if categorization doesn't agree.

This however supposes that some kind of reliable system exists to identify these dependencies, and if mod authors don't fill them in correctly in whatever tool, someone else will probably have to.

FWIW, I found this page about mod categorizations, but I'm not sure that's still valid or even useful. It wasn't to me, so I have come up with my own categories, which I use to eliminate obvious redundancies between mods in the same category, with the prospect of having your tool do its thing later. I will just have to see how that works out this week-end.

EDIT : I forgot to mention that some kind of warning about incompatibilities would also be useful in the future. For example, don't load Expanded Crops with VGP. All in time though...
#21
Releases / Re: [1.0] Go Explore!
July 25, 2019, 12:57:43 AM
You definitely have my interest with this kind of mod.

Thank you for releasing and sharing it.
#22
Fantastic, thank you very much. Your additions really made my life easier, especially 5) and 2).

This tool is very much comparable what we have for Skyrim with LOOT, or for Oblivion with BOSS. Hopefully it'll gather enough community support to maintain a curated Rimworld mod database in the future.

May I ask if you've already thought about how to handle requirements while sorting, such as Mod B requires Mod A to be loaded before it (Mod A < Mod B), or more complex chains such as Mod A < Mod B < Mod C ? Not thinking of mods like Giddy, coming with a "core" that can easily be preloaded anywhere, but rather this kind of mod (see Load order section).

Right now I'm working on a rather large mod list, and I manually fix whatever the sorting tool comes up with inside Fluffy's mod manager. It sure would help if more mod authors provided proper Manifest.xml files with their mods.

Anyway, I'll be testing this tool rather extensively this week end, and report any issues I have. Once I'm all done, I shall also log all my unknowns to the GIT.

Please have a nice day.
#23
@lbmaian Very nice, and thank you for updating this valuable tool. I'm going to test it and report later.

Might I abuse and request a pre-compiled Windows x64 executable please ?
#24
Releases / Re: [1.0] Psychology (2018-11-18)
July 24, 2019, 02:02:30 PM
The one and only issue I'm having with this mod is that it overrides vanilla abstracts :

[Psychology] causes compatibility errors by overwriting BaseMentalState in file ..\Steam\steamapps\workshop\content\294100\1552507180\Defs\MentalStateDefs\MentalStates_Psychology.xml

In short, this causes never-ending compatibility issues with other mods.

Don't get me wrong, Psychology is a very interesting mod, filled to the brim with content and enjoyable gameplay. The mod was probably coded as it currently exists because of legacy reasons, not because of the mod author's intent. I also intend no offence to its mod author, I'm just a humble mod user and player.

I wish I could play with it, like with some other (very) popular mods on this site, but I don't because I prefer to keep mod compatibility issues to the minimum and enjoy stable and long games, rather than getting a couple of new toys and watch shit suddenly hitting the fan in the middle of (usually much shorter) Rimworld runs.

I hope one day this mod will be fixed and see the "light" again : it deserves to go down as one of the major ones of Rimworld's mod arsenal.
#25
Quote from: Canute on July 18, 2019, 04:06:41 AM
QuoteManually filling out the rwms_config.ini file did help, but giving the user of your program the option to use profiles in the future
These tool isn't very big, so why you don't have 2 folders with different ini files ?
One for DRM-free one for steam settings ?

Yes, to use different versions of the game.

Sooner or later, I'll probably completely switch to 1.0+, but I'm still not fixed whether I'll use the Steam or no-DRM game for that in the future. Steam has the advantage of mod updates of course, but I don't need or want all the Steam social crap with its overhead while playing, so no-DRM has its advantages too.

In any case, profiles can't hurt (and would be very useful to players like me I think), but as I said, it's only a suggestion.

QuoteBtw. i suggest to use for the DRM-free an override of the default saveddata location, so it use different settings/mods then the steam one.

Excellent suggestion, thank you. I'll have a closer look into that.

To the @OP and tool author, how can I help with reporting unknown mods to your database? Is GIT the only option ?
#26
Okay, after further testing, I might have a bug to report with a mod unknown to your tool.

The mod was initially placed on the inactive tab (I'm using Fluffy's mod manager). When I launched your program, it detected the mod as unknown and asked me if I wanted to proceed. After saying yes, it placed the mod at the end of my active mod list.

Is it possible to make tool only care about active mods, and leave inactive mods as they are ?
#27
Hi there,

first thank you for sharing with us your creation. I've only tested it on a couple of mods so far, but it looks very promising from what I could see.

The only issue I had was that your program didn't correctly detect my folder settings, but then my game setup isn't the most orthodox either, since I keep both the Steam and the no-DRM version installed. Manually filling out the rwms_config.ini file did help, but giving the user of your program the option to use profiles in the future, created/confirmed at first launch for example, could be interesting to look into if you don't mind suggestions.

Anyway I had a question for you, which is not directly related to your tool, but I thought you may be best placed to know the answer to it.

What priorities does the game use to load mods from :

  • the Steam mod folder (..\steam\steamapps\workshop\content\294100)
  • the Custom mod folder (..\steam\steamapps\common\RimWorld\Mods)
?

My goal is to fix a "bugged" Steam mod (Startup Impact), by adding a custom Manifest.xml file for Fluffy's mod manager to properly set its load order (absolute first, before "Core").

If I directly modify the Steam mod, my changes will be overwritten by its next update. If I add a local copy of the mod with the same name to the Custom mod folder, I'm not certain that the game takes it from there instead of the Steam mod folder (see my question above). If I add a local copy of the mod to the Custom mod folder with a different name, it works, but your tool detects it as an "unknown" mod.

How should I best proceed ? Thank you again for insight and advice.
#28
Releases / Re: [1.0] Prepare Landing (v0.9.2)
October 19, 2018, 01:07:02 PM
Hi,

this is what I'm getting with the latest version of the game, Huglibs, ModManager, ModSync and your mod :

https://ibb.co/eXUNFf
https://ibb.co/j5Fb80

What am I doing wrong ?
#29
Thank you very much for the update.
#30
(removed, link has been fixed by Kiame)

Thank you very much for your mod(s)!