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Can’t find that one, seen it before
As far as the settings go, it's something I'll need to do a lot more refining for. I could somewhat easily make every information-pawn category pair have its own learning toggles and difficulty sliders, but the configuration tab would get cumbersome very quickly. I'll need a lot more information about what kinds of configurations people actually care about before I can really start to nail it down.
I'm glad to hear that the mod's been working well for you. I currently consider it to be in something of an "alpha" state, so any opinions and bug reports are greatly appreciated.
I quite like the gradual learning for colonists setting, though I'd wish for a setting to have skills not need learning even with learning on or maybe have a minimum revealed amount of skills when Time as Colonist > 0 so we'd know what job the starting colonists would prefer to do, sort of like asking them their preferences. It's hard to memorize their skills at world gen since Alpha Skills adds a bunch of passion variety to keep track of. I do notice they get a skill revealed eventually at the same time, though it'd be nice to accelerate that reveal to be at the start of my control of them to know who should be hunting and who should stay and cook on day 1.
thanks for considering straightening out the logic of the thinking required by the end user. the tool should do the twists, not the user,usually. imo
Your complaint is heard though, I'll see if I can make it more intuitive. I also intend to write documentation in the next update to explain everything more thoroughly.
2/2
Right now, there are three categories for which learning is implemented: traits, backstories, and skills. When any of these are enabled for a pawn type for which learning is also enabled, a slider will appear in the settings to set the learning difficulty. I will be looking to expand which categories can be learned in the future when I find a good way to implement them.
1/2
So basically the learning enabled v/ or x means v/==yes must learn this. x = no you wont ever learn this it's hidden permanently?
Also is it referring to only traits or to everything with a v/ above that selection opting in to this function? So if not an X.
The problem is this table is too multidimensional in presentation without explanation. Some X mean never, some v/ mean always, some checks mean eventually, some mean enabled versus disabled (X),
Using "Never" hide controls, for example in your query is how the logic goes back and forth between an X cancelling the negative and ENABLING controls, and sometimes a green check meaning to enable because the query is not a negative query.
Suggestion. Make ALL queries of ONE TYPE:
"Never hide controls" becomes "SHOW controls?"
"HIDE faction information" becomes "SHOW faction info"
"HIDE ancient.." becomes "SHOW"
let the user apply one set of logic to the decisions as they go.
Mod_2553173153_WellMetMod.xml
It could be related to the update I released yesterday. If you check your settings now you should see the ability to turn on/off learning for each pawn type. I also expanded learning to support skills.
Since it looks like the bug reports and clarity issues are slowing down, I'll start working on updating the description and stuff next time I work on the mod.
when i clicked on a militor that was inactive.
--
[[RimHUD v1.17.4 Auto-deactivation report]]
(This error appears to have been triggered by 'Well Met [lakuna.wellmet]')
Object reference not set to an instance of an object
--
I put the details reported by rimhud in the discussions page
Let me know if the slider getting stuck at 0 becomes a recurring issue so I can look into it.
wait. restarted and now it moves again. shrug.
So checkmarks apply to learning ONLY traits otherwise they are simple ALWAYS ON/OFF until the pawn status changes to a new set- like recruiting an enemy.... is that how it's working?
If there is an X on traits, traits will never be shown. If there is a checkmark, they will be shown after they have been learned. By default, traits do not require any learning and are known instantaneously, but the difficulty slider can be adjusted upwards to change this. I plan to expand this to some other information categories such as backstories, as I discussed with Brumes Wolf down below.
It seems like those are your sources of confusion, but I already intend to make changes that will be more in line with what it sounds like you're expecting.
Crash victim. I have a green check on traits. I see them. I uncheck it (X) and they go away saying NONE. I do the same at "difficulty" level 1 for my own colony pawns (red X selection) and after a year traits are still NONE. Check it green and then all their traits are there.
I just do NOT get this mod anymore at all.
Maybe allowing the player to select additional "starting pawns" in the mod options (maybe under a debug toggle) and saving their ids in the mod config could be way to do it that wouldn't touch the save, but that does seem kinda hacky and would need handling for a new game or when a pawn disappears.
Different way is a setting for "reveal everything after x time in colony" here x time is configurable by the player, this could just use the vanilla records so wouldn't require saving anything extra besides that option.
A variant could be to instead of "reveal after x time" using something related to how long the colony has been around, something like "reveal everything for pawns present before year X", because unlike the above option this wouldn't keep including new pawns and allow the player to sort of decide their own "starting" colonists by changing that option.
An options for adding such a debug option could be a hidden record that can be toggled?
How does it work for the starting pawns, given there is an option to have their info be always known?
@Dizzy Ioeuy The information button is categorized under "advanced", so turning on advanced information for neutral pawns will show it on wild animals. I was considering making wild animals their own separate category, do you think that makes sense? Dead people are the category of whatever they were when they were alive, with the exception of people who started off dead (i.e. the corpses that start off on the map), which have their own toggle in the settings.
I feel you should also be able to discover things for slaves/prisoners, because that would give you some incentive to keep them around for a while to "learn to know them" and using that info decide if anyone gets to stay, maybe with some sort of active interrogation warden job?
Expanding the discovery mechanics to more information like backstories and skills seems good to me, also just makes sense when you think about it.
I would also still ask for some sort of way to "fully discover" a pawn using debug mode or something, it would be useful for people who now end up with some stuff being hidden on their colonists that was known before, and for people installing this mod in a running save.
As far as the vehicle framework error goes, it's hard to diagnose exactly without the full log but I've got a pretty good idea where the issue is. I'll see if I can patch it up.
Also would be nice if there could be a way to use debug mode to discover a pawns info, because currently lots of my colonists would have unknown traits, even though I obviously knew those traits before.
Also seems to cause errors with vehicle framework vehicles error: "Tried to get relation between faction *faction name* and itself.", I think this happens because it is trying to treat the vehicle like a pawn (Because AFAIK they technically are pawns).
Also, the difficulty slider scale is not known to us, what does it mean? How does it affect the timing of trait reveals, etc.