Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - historic_os

#61
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 18, 2017, 07:41:24 AM
Quote from: Sixdd on July 18, 2017, 07:16:05 AM
I can confirm that the system works perfectly, I've already updated four mods to use it and everything works grand.
epic!

based on the feedback i received from modders on discord, many seem to be using github.
im currently working on an easier update for github mods.
we will be watching for commits on the ModSync.xml so that if you use github and provide us with the repo link you will be able to skip the update part on the site at your end.

this is in the works as we speak, ill be updating once its ready.
#62
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 18, 2017, 04:37:38 AM
It's a false positive, it was being blocked because of the mod file in the downloads containing the mod DLL
I've submitted for a review and it should be fixed soon.

EDIT: The false positive issue has been resolved with ESET support and the NOD anti-virus should not mark the website unsafe anymore.
Regarding google's "Uncommon download" warning, its still under review and should be resolved once they finish reviewing it
EDIT 2: The false positive issue with google safe browsing has been resolved as well. if you still see a warning, please allow a few hours for it to update.
#63
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 08:23:48 PM
@MarvinKosh,
Your case of having a website for your mods is not very common among the modder community here and in all honesty - wasn't something i had in mind while designing the verification process.
It's limited to ludeon forum posts for security reasons. im open for both feedback and suggestions, and if anyone has an idea for a more flexible verification method im all ears.

I'm sure you, personally, have no bad intentions but you can't discard possible outcomes.
Say for example, anyone can verify using any website. Someone could impersonate as a modder representing a mod and have users redirected to an irrelevant website, or even worse - get people to download a virus.
I'm not asking modders to register so i couldn't track someone responsible for such act because registering to websites is annoying and simply not required for this specific case of updating a mod.

Having ludeon's forum as a common ground and a widely accepted trusted source for mods was just the obvious solution.
#64
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 07:59:18 PM
im already there, but not a big discord user, just mention me @historic there
#65
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 06:57:58 PM
I hate to see how things got out of hand and out of context. This is not a forum replacement and it was never intended to be.
This is simply an additional tool to let users quickly get an overview of the mods they use and the status they are in. It allows them to download updates at the current state by redirecting them to the forums.
It does not list new mods and it is not a discovery tool.
Modders - think about the players using your great mod, they might as well use 100 or 200 more equally awesome mods. Do you honestly expect them to keep check of every single mod? what if they were away the moment you post your update and they miss it because its not on the first page anymore?

answering some general questions:
@Canute why is it on steam - its there for users who use both steam and forums, for mods that decide to not use steam for any reason:)
@Lerin copy mods from steam - you can simply copy the mod folder to your local mods. adding such feature is unfair for modders who prefer to have their mods on steam only.
#66
Outdated / Re: [A17][Mod Updater] ModSync Ninja
July 16, 2017, 06:32:54 PM
Hey everyone, sorry for the late reply, crashed to sleep shortly after releasing the two posts.
to touch everything that has been said here(sorry, wall of text ill try to add relevant parts from here to the main post at well):

technical questions:

General how is it working -
Synced mods receive an xml file similar to the about.xml file to place in their mod folder. This file stores the mod version and gives the client side mod a reliable way to know mod's version.
Each time a mod pushes an update and uploads the new xml file to the server its being parsed and the new version record is created. Whenever a client asks for details about a specific mod his local version at his mod xml file is being compared to the versions on the server.

The main goal was to make the updating process as smooth as possible. I've had my own mod (industrial rollers) that has seen many updates and i know, first hand, how annoying it could be to upload the new updates and update both forums and steam. While i can't save you that trouble, i can at least make sure the mod sync part is as quick and simple as possible - just changing a value in the XML file and dragging it to the site.
Yes, with additional resources it could be smoother. But please understand, this is an initial release of a project i had no idea how the community would reply to. If modders agree to take part and players find it useful, smoother updating will be the biggest priority.

@lost_RD
SSL certificate(HTTPS) - Aside from the fact a decent certification can cost a lot of money and is another expense on top of the domain, domain privacy and hosting service. there's honestly no need for one at the moment.
HTTPS connection encrypts the data transferred between the client and the server and its main use is to prevent man in the middle attacks (hackers who already tap into your network connection or viruses already sitting on the client's computer).
It does not cover server security flaws or PBKAC.
Anyway, there is no sensitive data being transferred between the server and the client here.
There's no registration at the moment, no name or email being asked for - simply because there's no need for it.
The ModSync.xml file is the only thing being transferred between the client and the server and is completely transparent anyway (any user can view it, its just the mod name, ID and version).
Regarding the "Secret key" its just a tool to verify the mod author, you shouldn't use any of your real passwords for it (It does however use PBKDF2 ontop of SHA1, one way encryption that would take many years of computing to brute force in case you are worried).

If and when an SSL certificate will be required, it will be added. but at the moment id much rather spend the extra money on something else such as a cloud hosting to allow easier mod upload and download.

@kaptain_kavern
Mod folder and general -
Yep i do need to make it more clear that the mod folder is the only mod unique identifier available, ill try to emphasis it even more. Regarding how is it working - i went over it in the top of this post.
And sure, if you have any none related web(client or server) questions, it has been my work for years. I'd be glad to help:) hit me up here or on discord (if the question is related to this project and is too specific, go for PMs for obvious security reasons).

A question from Discord that might pop up here, just to have it covered.
Why is the client side mod sending a ping to google -
As seen in the main post, there are some connection indicators to help help clarify the sync process result.
The possible outputs of a sync request are: success, error due to a server side issue, error due to a client side issue and network connection error. For network connection, both the client and the server's connection is being checked to identify the source of the problem - Is the server offline or is it just the client not connected to the internet?
The most common and accepted none intrusive method to know if a client is actually online is sending a simple ping to google.com, since its always online. The request is simply calling google.com with no additional information, the response is never read, let alone kept.
If you have a personal vendetta against google and don't use it at all to the state a simple call to google.com bothers you - I'm very sorry. i might add an option to completely opt out of this connectivity check, but its on a very low priority.
#67
Outdated / [B18][Mod Updater] ModSync Ninja
July 16, 2017, 06:34:45 AM


ModSync Ninja
Update your non-steam mods!


Struggling to manage all your mods or just really want to know when your favorite mod is updating? use ModSync Ninja!


What's that?
ModSync Ninja is a client-server service that allows modders to push updates to their mods.
When you check the list of mods you use, you'll be able see each mod installed version, current version, and a link to the update on the forums.
All that from the game itself.

Download: Direct | Steam

The project has been revived!
Kiame has joined us. Together, we have decided to give the project another go!

Aside from the project being back up, here's what we have in plan for the near future:


  • Better UI for the in game mod
  • Easier ways to update mods such as automatic build \ commit scripts that update the mod version on mod sync
  • Deliver better update notifications that includes the content of the update: Bug fixes, Feature, Translation and more.
  • Better update notifications by allowing patch notes
  • More, and open for suggestions!

Whos already in? Check the list of registered mods here!
http://www.modsync.ninja/mods


FAQ

  • Is this an auto update?
    Not yet, but it could be, depends on the community response. If everything goes well, a mod hosting and auto updating will be added.
    For now, if there's an update, you'll be directed to download the new version from the author's forum post!

  • Why is a mod I'm using not on the list?
    The author needs to add it to the sync database. Ask them to join, it's easy!

  • Can an update break my save game?
    If the update is a safe one that does not break save games, you'll see an indicator next to the Update button.

  • Will this use up my internet connection?
    An update check is only called once when you open MySync Ninja's menu.

  • Will it conflict with other mod managers?
    No, it doesn't modify the Mod menu.


Connection indicators


Authors:
Kiame, historic, Jas

Wanna learn more? visit: http://modsync.ninja

Client Change log
View on ModSync.Ninja mod page

#68
Tools / ModSync Ninja - Mod update manager!
July 16, 2017, 04:29:03 AM


ModSync Ninja
Automatic updates for your mods!


Website: http://modsync.ninja
Sick of players complaining about bugs that has been fixed 2 versions ago?
Hate it when they miss an amazing feature you spent hours developing?


What's that?
ModSync Ninja is a client-server service that allows modders to push updates to their mods.
Players then can view the list of mods they use and get update notifications and update links in game.


Tell me more \ How do I add my mod?
Check out the website! You can upload your mod there, update it, and check the full FAQ.
http://modsync.ninja

Notes when adding a mod:

  • Provide correct mod folder name(the name of  the folder in the player's mod folder) its the only unique indication for a mod
  • Keep your Secret key, you'll need it to post updates.

The project has been revived!
Kiame has joined us! together, we have decided to give the project another go.
We've acquired a new host for the server and API (with a much wider time frame) and really hope you decide to join in!

Aside from the project being back up, here's what we have in plan for the near future:


  • Better UI for the in game mod
  • Easier ways to update mods such as automatic build \ commit scripts that update the mod version on mod sync
  • Deliver better update notifications to users by giving the modders the ability to set update content type and priority. Bug fixes,
    Feature, Translation and more.
  • Better update notifications by allowing patch notes
  • More, and open for suggestions!

Sources
Client - https://github.com/KiameV/rimworld-modsyncninja-client
API Library - https://github.com/modsyncninja/rimworld-modsyncninja-apibridge

Whos already in? Check the list of registered mods here!
http://www.modsync.ninja/mods

#69
Update - Version 2.1
More translations, QoL changes, features and a bug fix! (DL link in main post)
Bug fixes:
- Fixed a bug allowing users to build Pushers right after Grow zone puller resulting in the Grow zone puller getting stuck.

New features:
- Added support for Saving/Loading storage settings for users using Save Storage & Outfit Settings by Kiame!

QoL changes:
- You can now build rollers on bridges and other structures that allows building on such as pipes and modded power cables.
- The new directional indication arrow was added to Pushers, Pullers and Grow zone pullers on placement phase.

New translations added:
- French by blaktek.
- Polish by Kubin & YoshyPL.
- German by eddy2k.
- Spanish by msxRL.
- Chinese(Traditional) translation by PostPack.
- Portuguese translation by Lucas.
- Korean translation by kms8610.
Thank you all for the amazing translations!
#70
Quick note for translators:
Thanks for all the amazing translations!
Please note that the following languages are already translated for version 2.0 and will be added on next update:  German, Spanish, Polish, French.
If your language is on the list, you don't need to send a translation, it will be added soon.



Quote from: Spdskatr on July 06, 2017, 08:28:44 PM
It seems you've managed to make the underground belts! \o/ Nice job
yep! finally had time to release a huge update:) thanks!
#71
Mods / Re: What would make the game easier to mod?
July 07, 2017, 11:43:53 AM
could you please consider in future alphas to add mod version tag as a requirement in the mod about xml file?
i recently needed the ModConfig, being able to see active mods is really nice, but its a shame you can't get the mod version there.
in general, its a good practice to have a unified way to mod versions, even for mods with no assemblies.
#72
I've been recently thinking of working on a mod doing just that, some "while you are at it" mod that will look for an hauling job around on the way to the next job. but dropped it for now in favor of another project.
possible? yep, you'll need to track the pawn job queue and inject hauling jobs before the next job.
my idea was adding hauling job if there is something haulable within a set range from the pawn and if there's a"best stockpile" for the item within a range from the destination or a distance at any point of the path.

would be really nice to have, hope someone will take this project
#73
@sidfu, sounds good, thanks. as for late game lag - i keep working on improving performance but honestly, at the current stage, theres not much left i can do. it lags the same way everything lags late-game, man-hunter packs and raids have the same issue. hopefully as the game itself gets more optimized late game for all mods and even vanilla will look smoother.

@Kubin, thanks! i saw it :-) i'll be adding it in the next update, releasing a new version takes some time updating all the posts and uploading links so i try to have an update or at least few translations before updating. i have some other things to update tho so probably in the next few days is when ill be adding it.
#74
Ideas / Research overhaul suggestion
July 03, 2017, 08:44:32 PM
Hey,
I'd like to introduce a suggestion to make research what I believe is better than its current state. I know there were several topics discussing research already, but they are mostly dead and outdated.

I constantly get people asking me why my mod does not require research. My answer is always, "I don't believe in the current research system of the game".
Don't get me wrong, I love RimWorld, and the research system is fine. However, for a game so good, could we maybe achieve more?

The core purpose of the change is to

  • Make research interesting and not a passive time-consuming task.
  • Add aspects of macro management to research.
    While you could still "touch and forget" to start a research, you have more interaction options that will provide better rewards.
  • Make research more realistic and social by making it a joint task. Not a single  person's job.
  • Make knowledge a viable income method and keep research viable late-game.
Please note, this suggestion is merely a scrap which is why it will not be addressing balance at all.


1. Research requires knowledge
A specialist is defined as: A person with a skill(eg. shooting) higher than the researcher's same skill.
Research can be done faster with input from people who are specializing in the topic.
This is achieved in two ways:

Research data
New "craftable" item: Research data for <SKILL>

Made by a person with a relevant skill, scales in quality with the skill level.
Add new incapability: Can't write. People who can't write will not be able to write research data.

For example: "Packaged survival meals" could use "Research data for Cooking" written by a cook. Done in a writer table, probably as a bill.

Socializing
Researchers having a conversation with a specialist in the relevant skill area will gain a buff to the research speed.


2. Multi-stage research
Make research longer, but in times faster, by splitting into multiple stages (more like R&D).

Phase 1: Researching
Time consumption: 0-5/10.

This phase is a timed research, like the current research system. However, it can vary in time or completely skipped based on the amount of relevant Research data the colony holds.

Phase 2: Development
Time consumption: 3/10.

This phase length is based on the researcher Intellectual skill and produces an item at the end for the relevant research.
For example, researching Gun Turrets will produce "Gun Turrets manufacture manual". The manual quality will determine how long the Finalize phase is and is based on the researcher intelligent.

Manufacture manuals are consumed upon use. Therefore, if this is the first time a colony is running this specific research, it will be consumed in Finalize phase.
On other cases, it will be kept as a tradeable item.

Phase 3: Finalize
Time consumption: 1-2/10.

Finalizing the research and preparing production.
If you acquire the relevant manual, you can skip phases 1 and 2 directly into this, finalize phase.



3. Research as a colony income method and trading knowledge
Research data and Manuals can be traded(both buy and sell) with factions based on their technological level.

Research data (Relatively cheap)
Having enough of them allows you to completely skip Phase 1 for relevant researches. Therefore, reduce research time.

Manufacture manual (Expensive)
Allows you to completely skip Phase 1 and 2. Almost completely nullify specific research time.


Some answers to possible questions

  • Nice, why don't you just mod it?
    Because i believe this will be a healthy change to research the game will greatly benefit from and feel like it should be a part of the core game.
    Regardless, i will be modding it. Tho i'm very short on time and i doubt it will ever see daylight.
  • If Manufacture manual is consumed upon use, how do you trade it?
    Once completing a research you'll be able to redo it. It will only run the 2nd phase (development) and produce a manual.
  • What about research that is not relevant to any skill?
    It will not use Research data. Phase 1 will be skipped and Phase 2 time will be adjusted properly
  • What about research that is relevant to multiple skills?
    It will use Research data of all relevant skills.
  • I don't think a level 20 constructor knowledge is enough to research a spaceship
    Maybe not, this is where research that is assigned to multiple skills could be relevant.
    A very intelligent person alone with zero understanding in construction will not build a spaceship without consulting a builder as well.
  • What priority is "write research data" for pawns who are not assigned to research?
    Writing could be added next to research in priorities tab.
  • I don't want to have to allocate my best construction guy time to write research data
    You don't have to, you can have the researcher simply do Phase 1.
    However, you can use the power of a good builder's construction knowledge to speed up the research.
  • Why?
    Why not? Research is kinda dull at the moment and adding more aspects to it would be nice. Also, there are many people taking a role play approach to rimworld building drug cartels etc. adding trading aspect to research alone will add more playability to the game.
  • FREAKING WALL OF TEXT?
    Sorry!
#75
@Hammerskyne, thanks for the feedback and bug report! i did just test bridges and indeed belts seems to not work on them.
i have a few busy days now but ill look into it once i get a few minutes.
Regarding faster belts - its something planned for a future update but still needs balancing (requirements and cost).

@blaktek, seen it, thanks! ill be adding it with next update in a few days