Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Improved starting experience for multifaction #508

Draft
wants to merge 2 commits into
base: master
Choose a base branch
from

Conversation

Tick-git
Copy link

@Tick-git Tick-git commented Oct 27, 2024

Hello :)
I'm new to modding but have a degree in computer science, along with general experience in game development, especially in Unity and its Netcode networking library. I'm very open to feedback and happy to make any code adjustments as needed.

I've spent considerable time playing RimWorld with this mod and the multifaction feature enabled, which has inspired me to improve the starting experience specifically for multifaction gameplay.

First commit:

General Updates:

  • Enhanced multifaction starting experience for Core, Biotech, and Ideology to mirror single-player starts.
  • Scenario selection is now available before creating a new faction.
  • Correct starting gear, possessions, research, and initial dialogue are now properly generated.

Bug Fixes:

  • Lost tribe factions can now be joined from the faction creation sidebar.
  • Multifaction start: Map fog correctly disappears after creating a new faction map.
  • Multifaction start: All scattered resources/items are now automatically forbidden after map generation (workaround in place; root cause still under investigation).
  • Biotech: ExoMech Remains generate now on the map.

Second commit:

Before: New multi-faction async maps are generated with the latest map time (maptick) of all maps.
Issues: Potentially starting in winter, the storyteller might send incidents immediately, etc.

Pullrequest: When creating a faction, a checkbox can be selected to start the map from zero ticks.

Tests:

Both commits have been loosely tested by me on a single machine, using two instances of RimWorld. I primarily focused on testing different scenarios and initial days in both the Core and Biotech dlc's and checked if ideology starts without an exception. I'll be conducting further testing by me and in a multiplayer session with friends, likely within the coming week.

ToDo:

I've included a few TODOs as comments in the code and plan to work on them next week.

Tick-git and others added 2 commits October 25, 2024 21:01
General Updates:

- Enhanced multifaction starting experience for Core, Biotech, and Ideology to mirror single-player starts.
- Scenario selection is now available before creating a new faction.
- Correct starting gear, possessions, research, and initial dialogue are now properly generated.

Bug Fixes:

- Lost tribe factions can now be joined from the faction creation sidebar.
- Multifaction start: Map fog correctly disappears after creating a new faction map.
- Multifaction start: All scattered resources/items are now automatically forbidden after map generation (workaround in place; root cause still under investigation).
- Biotech: ExoMech Remains generate now on the map.
Before: New multi-faction async maps are generated with the latest map time (maptick) of all maps.
Issues: Potentially starting in winter, the storyteller might send incidents immediately, etc.

Now: When creating a faction, a checkbox can be selected to start the map from zero ticks.

Now: On Faction creation a checkbox can be checked to start the map from zero ticks
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant