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Started by Aristocat, August 10, 2016, 12:52:55 PM

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Aristocat

.
This is my Medical Complication mod pack I uploaded a month ago for A13(06/7/1).

https://www.dropbox.com/s/wl1i3ao3jwfn6ff/Medical%20complication%20v0.2.1.rar?dl=1

And this is his version for A14

https://github.com/kaptain-kavern/DESurgeries/releases/latest

Now : Some of the code are straight up copy and paste. Do note that original DESurgeries from Darkness Eyes doesn't have parasite removal or sedate.

Mine : A13



  <HediffDef Name="ImplantHediffBase" Abstract="True">
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor>
  </HediffDef>


  <HediffDef ParentName="ImplantHediffBase">
    <defName>AnestheticInjected</defName>
    <label>anesthetic</label>
    <comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>
    <stages>
      <li>
        <painFactor>0</painFactor>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <setMax>0.1</setMax>
          </li>
            <li>
               <capacity>BloodFiltration</capacity>
               <offset>0.3</offset>
            </li>
            <li>
               <capacity>BloodPumping</capacity>
               <offset>0.3</offset>
            </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>





    <RecipeDef ParentName="SurgeryFlesh">
        <defName>CureMuscleParasites</defName>
        <label>cure muscle parasites</label>
        <description>Cure muscle parasites.</description>
        <workerClass>Recipe_RemoveHediff</workerClass>
        <jobString>Curing muscle parasites.</jobString>
        <workAmount>6000</workAmount>
        <ingredients>
            <li>
                <filter>
                    <categories>
                        <li>Medicine</li>
                    </categories>
                </filter>
                <count>5</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <categories>
                <li>Medicine</li>
            </categories>
      <exceptedThingDefs>
        <li>HerbalMedicine</li>
      </exceptedThingDefs>
        </fixedIngredientFilter>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>12</minLevel>
            </li>
        </skillRequirements>
        <removesHediff>MuscleParasites</removesHediff>
    </RecipeDef>


    <RecipeDef ParentName="SurgeryFlesh">
        <defName>CureGutWorms</defName>
        <label>cure gut worms</label>
        <description>Cure gut worms.</description>
        <workerClass>Recipe_RemoveHediff</workerClass>
        <jobString>Curing gut worms.</jobString>
        <workAmount>6000</workAmount>
        <ingredients>
            <li>
                <filter>
                    <categories>
                        <li>Medicine</li>
                    </categories>
                </filter>
                <count>5</count>
            </li>
        </ingredients>
        <fixedIngredientFilter>
            <categories>
                <li>Medicine</li>
            </categories>
      <exceptedThingDefs>
        <li>HerbalMedicine</li>
      </exceptedThingDefs>
        </fixedIngredientFilter>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>12</minLevel>
            </li>
        </skillRequirements>
        <removesHediff>GutWorms</removesHediff>
    </RecipeDef>



  <RecipeDef ParentName="SurgeryFlesh">
<defName>InjectMedicine</defName>
<label>Sedate</label>
<description>Anesthetize patient.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Sedating.</jobString>
<workAmount>2000</workAmount>
<ingredients>
<li>
<filter>
          <categories>
<li>Medicine</li>
</categories>
</filter>
<count>3</count>
</li>
</ingredients>
<fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<addsHediff>AnestheticInjected</addsHediff>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>5</minLevel>
            </li>
        </skillRequirements>
</RecipeDef>


  <IncidentDef ParentName="DiseaseIncident">
    <defName>Disease_MuscleParasites</defName>
    <diseaseIncident>MuscleParasites</diseaseIncident>
    <diseaseVictimFractionRange>
      <min>0.1</min>
      <max>0.25</max>
    </diseaseVictimFractionRange>
    <diseasePartsToAffect>
      <li>Torso</li>
    </diseasePartsToAffect>
  </IncidentDef>




Kavern's


  <HediffDef Name="ImplantHediffBase" Abstract="True">
    <hediffClass>HediffWithComps</hediffClass>
    <defaultLabelColor>(0.65, 0.3, 0.9)</defaultLabelColor>
  </HediffDef>


  <HediffDef ParentName="ImplantHediffBase">
    <defName>AnestheticInjected</defName>
    <label>anesthetic</label>
    <comps>
      <li>
        <compClass>HediffComp_Disappears</compClass>
        <disappearsAfterTicks>
          <min>140000</min>
          <max>140000</max>
        </disappearsAfterTicks>
      </li>
    </comps>
    <stages>
      <li>
        <painFactor>0</painFactor>
        <capMods>
          <li>
            <capacity>Consciousness</capacity>
            <setMax>0.1</setMax>
          </li>
            <li>
               <capacity>BloodFiltration</capacity>
               <offset>0.3</offset>
            </li>
            <li>
               <capacity>BloodPumping</capacity>
               <offset>0.3</offset>
            </li>
        </capMods>
      </li>
    </stages>
  </HediffDef>





    <!-- Cure Muscle Parasites -->
<RecipeDef ParentName="SurgeryHard">
  <defName>CureMuscleParasites</defName>
  <label>cure muscle parasites (5 med - no herb)</label>
  <description>Cure muscle parasites in one pass. More risky but heal fast</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s muscle parasites.</successfullyRemovedHediffMessage>
  <jobString>Curing muscle parasites.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>5</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>MuscleParasites</removesHediff>
</RecipeDef>

    <!-- Cure Gut Worms -->
<RecipeDef ParentName="SurgeryHard">
  <defName>CureGutWorms</defName>
  <label>cure gut worms (5 med - no herb)</label>
  <description>Cure gut worms in one pass. More risky but heal fast</description>
  <workerClass>Recipe_RemoveHediff</workerClass>
  <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s gut worms.</successfullyRemovedHediffMessage>
  <jobString>Curing gut worms.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>5</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
    <exceptedThingDefs>
      <li>HerbalMedicine</li>
    </exceptedThingDefs>
  </fixedIngredientFilter>
  <removesHediff>GutWorms</removesHediff>
</RecipeDef>



<RecipeDef ParentName="SurgeryEasy">
  <defName>InjectMedicine</defName>
  <label>Sedate (3 med)</label>
  <description>Anesthetize patient for him to recover faster</description>
  <workerClass>Recipe_InstallImplant</workerClass>
  <jobString>Sedating.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
  </fixedIngredientFilter>
  <appliedOnFixedBodyParts>
    <li>Torso</li>
  </appliedOnFixedBodyParts>
  <addsHediff>AnestheticInjected</addsHediff>
</RecipeDef>


  <IncidentDef ParentName="DiseaseIncident">
    <defName>Disease_MuscleParasites</defName>
    <diseaseIncident>MuscleParasites</diseaseIncident>
    <diseaseVictimFractionRange>
      <min>0.1</min>
      <max>0.25</max>
    </diseaseVictimFractionRange>
    <diseasePartsToAffect>
      <li>Torso</li>
    </diseasePartsToAffect>
  </IncidentDef>





(x med - no herb),

  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>

and <successfullyRemovedHediffMessage>{0} has successfully treated {1}'s gut worms.</successfullyRemovedHediffMessage>


He did added few lines but otherwise they're mostly same code with exactly same values. Cost same medicine, same workaround make parasite affect torso to make it removable, use exceptedThingDefs to force use certain medicine, etc.

In the A14 version disease muscle parasite affect min 0.25 and max 0.5, in his mod it's same as mine - 0.1, 0.25. And sedate lasts exactly 140000 tick which is 5 days not 3. And obviously same defnames.






He also insists he fixed compatibility problem

QuoteThis would require to move all "Recipes users" definition from the Races_Humanlike.xml file to recipes_xxx.xml files (recipes_surgery.xml per example).

That's how i've done with DESurgeries to stop messing with Races definitions and keep compatibilities  (for EPOE compatibility in fact :p ). Also what we've done in ADogSaid

QuoteNow you understand why it was hard to manage EPOE compatibility for my others medical mods ^^


Except, if you look at DE surgeries 1.0.6 version there's no races humanlike or race file(And already using <recipeUsers>). And if you look at mine It doesn't even have BodyPartDefs. I don't know what he fixed.






https://ludeon.com/forums/index.php?topic=22120.msg240429#msg240429
Quote from: kaptain_kavern on July 26, 2016, 05:25:10 PM
So yeah you're right JesusKreist, but that is not the effect i had in mind for this particular surgery. It should be the most easy of them in fact : it should just represent a normal everyday injection.

You may know or not, that all the code isn't mine, i updated it from A13 and i barely touch the easy surgeries. But i start to think that those values are not balanced enough. I think for this easy one the  <roomSurgerySuccessChanceFactorExponent> shouldn't be so high.

But when i tested it i never saw anyone failed on this one ...


He even admitted code isn't his.






  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>


Kind of off topic. He's spamming these codes on every single surgeries even though it's only used in hardest surgery on vanilla.

It seems he think SurgerySuccessFactor is base value for success chance. It's factor, which means if you set it to 0.95 it will decreases the  success chance by 5%(multiply 95%). Result in even sedate fails with near 40% chance(Although this isn't why surgeries fail. If you use herbal medicine it decrease chance by 40%. I countered this by adding <surgerySuccessChanceFactor>9.15</surgerySuccessChanceFactor> line. While he set it at 0.95 to make it even more likely fail.).

Comparison: http://imgur.com/a/Py07U


Mine : A14


  <RecipeDef ParentName="SurgeryFlesh">
<defName>InjectMedicine</defName>
<label>Sedate</label>
<description>Sedate patient.</description>
<workerClass>Recipe_InstallImplant</workerClass>
<jobString>Sedating.</jobString>
<workAmount>300</workAmount>
  <surgerySuccessChanceFactor>9.15</surgerySuccessChanceFactor>
<ingredients>
<li>
<filter>
          <categories>
<li>Medicine</li>
</categories>
</filter>
<count>2</count>
</li>
</ingredients>
<fixedIngredientFilter>
      <categories>
        <li>Medicine</li>
      </categories>
</fixedIngredientFilter>
<appliedOnFixedBodyParts>
<li>Torso</li>
</appliedOnFixedBodyParts>
<addsHediff>AnestheticInjected</addsHediff>
        <skillRequirements>
            <li>
                <skill>Medicine</skill>
                <minLevel>5</minLevel>
            </li>
        </skillRequirements>
      <researchPrerequisite>Sedate</researchPrerequisite>
</RecipeDef>


Kavern's


  <!-- Define 4 different difficulties -->
<RecipeDef Name="SurgeryEasy" ParentName="SurgeryFlesh" Abstract="True">
          <!-- Easy recipe the skill of the colonist and quality/cleanliness of the room should not matters that much -->
  <surgeonSurgerySuccessChanceExponent>0.5</surgeonSurgerySuccessChanceExponent>         
  <roomSurgerySuccessChanceFactorExponent>0.5</roomSurgerySuccessChanceFactorExponent>
  <surgerySuccessChanceFactor>0.95</surgerySuccessChanceFactor>
  <deathOnFailedSurgeryChance>0.01</deathOnFailedSurgeryChance>
  <workAmount>2000</workAmount>
  <recipeUsers>
    <li>Human</li>
  </recipeUsers>
  <skillRequirements>
    <li>
      <skill>Medicine</skill>
      <minLevel>5</minLevel>
    </li>
  </skillRequirements>
  </RecipeDef>



    <!-- Sedate -->
<RecipeDef ParentName="SurgeryEasy">
  <defName>InjectMedicineKevern</defName>
  <label>Sedate (3 med)</label>
  <description>Anesthetize patient for him to recover faster</description>
  <workerClass>Recipe_InstallImplant</workerClass>
  <jobString>Sedating.</jobString>
  <ingredients>
    <li>
      <filter>
        <categories>
          <li>Medicine</li>
        </categories>
      </filter>
      <count>3</count>
    </li>
  </ingredients>
  <fixedIngredientFilter>
    <categories>
      <li>Medicine</li>
    </categories>
  </fixedIngredientFilter>
  <appliedOnFixedBodyParts>
    <li>Torso</li>
  </appliedOnFixedBodyParts>
  <addsHediff>AnestheticInjected</addsHediff>
</RecipeDef>




Do note that his DESurgeries doesn't have curable plague, flu, malaria, sleeping sickness, cure or injectable mechanites, injectable drug that soothes pain or researches, but I'll admit he did made code looks fancier.[/s]

1000101

So let me get this right so I understand it correctly.

You're pissed off that he stole your work when your work is actually other peoples work that you stole first?    :o
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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Aristocat

Quote from: 1000101 on August 10, 2016, 01:37:16 PM
So let me get this right so I understand it correctly.

You're pissed off that he stole your work when your work is actually other peoples work that you stole first?    :o

Stole? I credited them and linked their thread on mine. Him? He's talking about how hard it is to making mod like him while crediting only " (Bluewinds it is only you for now :p)" even though most of his works come from mine.

Beside, I added quite a lot of features on their mods. All he did was quite frankly make surgery more likely fail, no new surgery, or research, or anything.

Quote from: kaptain_kavern on August 10, 2016, 10:49:27 AM
...In order to force the use of expensive/better medicine, I have set in the code that the hardest ones are forbid to use Herbal and normal medicine...

He blatantly says he set in the code to do it, even though all he did was copy and paste. Do note that original DESurgeries doesn't use any  <exceptedThingDefs>.

mzbear

Umm... https://github.com/kaptain-kavern/DESurgeries
"DESurgeries (originally by DarknessEyes) taken from Aristocat's Medical Complication Mod Pack"

So he did give you credit, and it seems the text has been in the readme since the first commit:
https://github.com/kaptain-kavern/DESurgeries/commit/2e1df1fbff92b5cfd7b8ac7d695fe5959c916af1

He must've mistakenly assumed that your derivative work of DESurgeries mod is free for others to use. Instead of making a thread about it, you should've contacted him directly to correct this misunderstanding.

kaptain_kavern

Hey man, i'm taking this "en route".
First let's talk. I don't want neither to "steal" nor even just have arguments with people.

What do you want me to do?

edit : Just please note that all of this isn't mine or yours. It's just code, like we don't own words in our sentences. But as I've said, just tell me how you want to solve this.

Aristocat

Quote from: mzbear on August 10, 2016, 02:56:30 PM
Umm... https://github.com/kaptain-kavern/DESurgeries
"DESurgeries (originally by DarknessEyes) taken from Aristocat's Medical Complication Mod Pack"

So he did give you credit, and it seems the text has been in the readme since the first commit:
https://github.com/kaptain-kavern/DESurgeries/commit/2e1df1fbff92b5cfd7b8ac7d695fe5959c916af1

He must've mistakenly assumed that your derivative work of DESurgeries mod is free for others to use. Instead of making a thread about it, you should've contacted him directly to correct this misunderstanding.

Honestly, I never read it since I never went to GitHub. That's actually quite a relief. Though it would have been much better if he mention it in the thread.

Quite frankly I was pissed off because I felt like his tone is kind of egomaniacal.

It's free for others to use as long as it's credited so in the main thread.

Aristocat

Quote from: kaptain_kavern on August 10, 2016, 03:20:07 PM
Hey man, i'm taking this "en route".
First let's talk. I don't want neither to "steal" nor even just have arguments with people.

What do you want me to do?

edit : Just please note that all of this isn't mine or yours. It's just code, like we don't own words in our sentences. But as I've said, just tell me how you want to solve this.

You didn't sent me even a single message you used my work, and I thought it's not credited. Please just credit mine in the thread alongside Darkness Eyes. Thank you.

Also "it's just code" doesn't mean you can take others work for free. Although I just noticed you did credit me in GitHub.

Edit :
"DESurgeries (originally by DarknessEyes) taken from Aristocat's Medical Complication Mod Pack"

I think adding this in your thread is enough.

And sorry for drama.

kaptain_kavern

It's all right, (at least to me) i'll do that.

I see that we clearly have different way of thinking about that but it's another subject and i don't feel fluently enough in English to explain me better than :
You (like me) have take others "work" (like you called it - here Tynan "works" i guess we can say) for free and redistribute it for free too. Mentioning people's names doesn't render anything legal or not (I'm not an expert but in the end it seems to me that all of the mods are still Ludeon's properties). It's just a matter of being polite and respectful (and those things  matter to me, that's not the point of me saying this).

That being said I want to respect you and being polite, I will do as you ask and apologise for the misunderstanding.
Just please try to know me before calling me "egomaniacal" ^^

kaptain_kavern

Quote from: Aristocat on August 10, 2016, 03:35:17 PM
It seems he think SurgerySuccessFactor is base value for success chance. It's factor, which means if you set it to 0.95 it will decreases the  success chance by 5%(multiply 95%). Result in even sedate fails with near 40% chance(Although this isn't why surgeries fail. If you use herbal medicine it decrease chance by 40%. I countered this by adding <surgerySuccessChanceFactor>9.15</surgerySuccessChanceFactor> line. While he set it at 0.95 to make it even more likely fail.).
Comparison: http://imgur.com/a/Py07U
Hey I haven't read this bit earlier.
So yes, you're right i haven't understood correctly how this tag worked or what it meant.
Is that OK with you if I point DESurgeries users to use your mod instead so?
I mean all that I care of is that people have a playable mod that work, there's no point at maintaining both versions and only from what I've read here, yours will be better.

1000101

@Aristocat

A few things:

a) I think you are taking more credit than you should for what your actual contributions were, to-wit - it's a modpack and not a very big one at that;
b) You said yourself that you took other peoples work and while yes, you did give them credit, your contributions are actually very little compared to the whole;
c) Mods and mod packs are bound to be largely the same in areas they overlap in and mod packs are going to have huge overlaps;
d) You actually were credited, you just didn't bother to look;
e) You come out of the gate with a huge bitch post about how one person "stole" your work when it's by and large not your work;
f) You claim you don't want drama but you explicitly went out of your way to create drama with the aforementioned bitch post instead of first trying to resolve it via PM to kaptain_karvern or the forum moderators.

Everybody needs to calm down and take it down a notch.  Making long accusatory posts when you have virtually no claim or credit to the work in question to begin with does not endear yourself to a modding community.

As I said in my first response, you're mad that you think he stole from you and from where I stand it looks like you took other peoples work and slapped your name on it in the guise of a "modpack".
(2*b)||!(2*b) - That is the question.
There are 10 kinds of people in this world - those that understand binary and those that don't.

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Aristocat

Quote from: kaptain_kavern on August 10, 2016, 11:07:29 PM
Hey I haven't read this bit earlier.
So yes, you're right i haven't understood correctly how this tag worked or what it meant.
Is that OK with you if I point DESurgeries users to use your mod instead so?
I mean all that I care of is that people have a playable mod that work, there's no point at maintaining both versions and only from what I've read here, yours will be better.

Sorry for late reply.

I think it's better to you keep maintain your versions since it gives more sense of competition. This seems went too extreme.

I think as steam workshop kicks in(and more modders start modding) there will be a lot more varieties so discontinuing your works seems meaningless.




Quote from: 1000101 on August 11, 2016, 05:31:46 PM
@Aristocat

A few things:

a) I think you are taking more credit than you should for what your actual contributions were, to-wit - it's a modpack and not a very big one at that;
b) You said yourself that you took other peoples work and while yes, you did give them credit, your contributions are actually very little compared to the whole;
c) Mods and mod packs are bound to be largely the same in areas they overlap in and mod packs are going to have huge overlaps;
d) You actually were credited, you just didn't bother to look;
e) You come out of the gate with a huge bitch post about how one person "stole" your work when it's by and large not your work;
f) You claim you don't want drama but you explicitly went out of your way to create drama with the aforementioned bitch post instead of first trying to resolve it via PM to kaptain_karvern or the forum moderators.

Everybody needs to calm down and take it down a notch.  Making long accusatory posts when you have virtually no claim or credit to the work in question to begin with does not endear yourself to a modding community.

As I said in my first response, you're mad that you think he stole from you and from where I stand it looks like you took other peoples work and slapped your name on it in the guise of a "modpack".

You're right. Sorry for immaturity and locked thread.