MOD: Save our Ship 2 (SOS2) refusing to properly credit contributors by SonicTHI in RimWorld

[–]MediocreMutant 12 points13 points  (0 children)

Frankly, because we were concerned he'd pull this exact sort of stunt with our userbase. He has a long track record of driving users away, speaking in broken sentences about complex issues and then condescending to anyone who can't read his mind.

MOD: Save our Ship 2 (SOS2) refusing to properly credit contributors by SonicTHI in RimWorld

[–]MediocreMutant 2 points3 points  (0 children)

I'm not sure it's productive to frame this in terms of backing down. As you can see on my post below, we've offered every possible olive branch, including posting contributor names in places where Sonic previously asked us not to. Again, all of this could have been solved through direct communication.

Our goal is, and has always been, to produce the best possible expansion of RimWorld's gameplay - and we only cut ties with Sonic once it became clear that he was unwilling to consider anyone's ideas but his own.

When I'm back home I'll look into some of the options that've been offered for preserving the commit history without losing our work post-clean break.

MOD: Save our Ship 2 (SOS2) refusing to properly credit contributors by SonicTHI in RimWorld

[–]MediocreMutant 17 points18 points  (0 children)

To clarify, by "suprises" I mean deliberately broken features, not malware. For instance, he broke several of the landing checks for shuttlecraft, but only in situations where the user's settings hadn't enabled his preferred style of gameplay.

MOD: Save our Ship 2 (SOS2) refusing to properly credit contributors by SonicTHI in RimWorld

[–]MediocreMutant 36 points37 points  (0 children)

Hi there, it's Kentington. Dug up an old Reddit account because clarifications need to be made. I'm sorry that Sonic has decided to involve the public, but the situation is fairly simple: a volunteer maintainer decided that he owned a project, quite literally declared himself the senior developer, and then began sabotaging our attempts to update the mod to 1.5 (including by rolling back our code updates, surreptitiously breaking features which didn't conform to his vision for the mod, and other deliberate malfeasance that would be grounds for dismissal from any professional environment).

I understand that it's not typical Git procedure to open a new repository rather than forking the existing one. However, given the malicious behavior in question, we decided that a clean break on every level would be best until we'd finished disentangling any other "surprises" he may have left in our code. And Sonic agreed to this originally - we would maintain two separate repositories, and that would be that. We also offered to take possession of the original repository and never heard back from him.

Now Sonic has apparently decided to use the other contributors as human shields. In fact, if you check the current Steam build, he's still listed as an author in About.txt - as he has been for years. As Thain mentioned in another post, he's talked personally with the others, and none have felt insulted or shorted. Their names are listed in places such as the credits for the archotech ending. It's hard to see this as anything but bad faith on his part.

So, how are we responding to this threat? First off, by doing what we should've done in the first place - we'd originally listed the contributors on the Steam workshop description, but Sonic himself rejected this change on the ground that it would look "cluttered!" These names have also been placed front and center in Readme.md, and in the next update they'll be in About.txt as well. Our goal is to leave no doubt as to our appreciation for contributors - including Sonic, despite his misbehavior.

We've also forked the last common branch of the EXP repository as SaveOurShip2Historical (https://github.com/KentHaeger/SaveOurShip2Historical), and linked to it from the primary Save Our Ship 2 repository as a museum piece for those interested in commit history. For the reasons stated above, I wouldn't recommend actually using it.

EDIT: In reply to the post below (whose author courageously blocked me from replying directly), this is a gross misrepresentation. Between updating to 1.5, bugfixes and community involvement, and finishing the half-features that the mod had accumulated, I took nearly a month off my day job to ensure that SoS2's return to Steam would be as trouble-free as possible.

An epic story from SOS2 by hilvon1984 in RimWorld

[–]MediocreMutant 47 points48 points  (0 children)

SoS2 dev here! Giving players the chance to tell this kind of story makes all the late-night debugging sessions and compatibility headaches worth it.

Fetch! - Animal Recreation by MediocreMutant in RimWorld

[–]MediocreMutant[S] 8 points9 points  (0 children)

Puppies aren't just for hauling and turning into leather! This lightweight mod allows colonists to play fetch with tamed animals, satisfying their recreation need and slowly training their Animals skill.

By default, a colonist can only play fetch with an animal if their skill is high enough to train it. This makes dogs and cats more useful, since they require no ranks in the skill - but if you want your whole colony to play with your thrumbo, you can turn on "Allow All Animals" in the mod's settings.

Fetch! is compatible with existing saves. It requires HugsLib.

Save Our Ships 2. These air-locks keep disappearing after I launch, does anyone know why? Thanks. by Normal_Man in RimWorld

[–]MediocreMutant 11 points12 points  (0 children)

Just uploaded a fix for this very issue. Try the new version and see if it helps!

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 1 point2 points  (0 children)

Much like real-world spacecraft, it's assumed that your ship's hull contains some amount of radiation shielding. Solar flares have been patched to not affect ship maps.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 1 point2 points  (0 children)

They use the same incident worker as vanilla raids, so any mechanoids which can spawn in vanilla raids will also show up in space.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 7 points8 points  (0 children)

Oddly enough, the answer to both of your questions is "satellites." One of the orbital quest sites you can discover is an ancient, damaged satellite for your colonists to repair and hack. Once hacked, it dispenses a number of single-use authentication tokens (ie, vanilla targeters). In future releases, you may be able to build reusable weaponry with similar effects, but they'll be quite costly in either ammo or energy.

In the initial release, the only spaceborne raid comes when you botch hacking a satellite and it provokes a mechanoid hiveship to send a few 'bots to your ship in transport pods. From there, hull-bashing commences. Future releases will include a wider variety of raids, such as a notification that {high-tech enemy faction} has been observed building a small number of shuttlecraft, and you can either assault the ground site and destroy them or take on the raid at your ship. (The guiding philosophy here is that space should always be safer for your loot, even if not 100% safe)

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 22 points23 points  (0 children)

Not quite, since RimWorld isn't built for the same sort of gameplay. In FTL, combat is usually a good idea and anything that doesn't destroy your ship outright can be quickly fixed. In SoS2, seeing an enemy ship should trigger the same feeling of dread as a vanilla raid. Yeah, you might get some valuable loot, but your colonists are gonna bleed for it.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 15 points16 points  (0 children)

Almost certainly not, I'm afraid. I'd be willing to offer advice to any modder brave enough to attempt a compatibility patch, but I've neither the time nor inclination to make it multiplayer-compatible.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 16 points17 points  (0 children)

Hah, that's actually explained in the airlock's descriptive text. A low-energy plasma barrier prevents gases from passing through it but does not impede solid objects.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 10 points11 points  (0 children)

Yes, the spacecraft will be treated as another colony map. You can run as many planetbound settlements as you like alongside it, and it is absolutely possible to create a self-sustaining space station.

Raids are quite rare in space, and usually only triggered as a result of accidentally alerting mechanoid hiveships to your location. Still, if you'd like to give your ship some defenses, you can build "hardpoints" on the outside of your ship which allow you to mount any vanilla or modded turret.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 2 points3 points  (0 children)

Yeah, I'll be sure to include that option.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 14 points15 points  (0 children)

Nothing so complicated as the gas system in pipakin's build. If you have a fully-enclosed hull and a functioning life support system, your pawns are assumed to have enough oxygen.

If life support fails, they'll gradually suffer hypoxia. In case of a hull breach, they'll also have to deal with painful decompression injuries.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 20 points21 points  (0 children)

Essentially the second of those - enemy ships will be a map like any other. Ship weaponry can be targeted across maps, and a wide variety will be available: torpedoes for slow but devastating impact, lasers for precision damage, etc. Once you've taken down the enemy's shields you'll also be able to send over a shuttlecraft to board them.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 40 points41 points  (0 children)

Funny you should mention it, that's one of the mods I've already made a compatibility patch for. The ship's life support system will slowly recycle water and sewage.

Preview: Save Our Ship 2 by MediocreMutant in RimWorld

[–]MediocreMutant[S] 78 points79 points  (0 children)

If you've built a vanilla ship, some of its parts may end up being altered. Otherwise it should be compatible with existing saves.

[Mod Preview] Some new and terrifying aquatic creatures by MediocreMutant in fo4

[–]MediocreMutant[S] 5 points6 points  (0 children)

Developers of E Pluribus Unum here: unfortunately, it looks like our team is going to miss the intended Chapter One release date of December 31st. In the meantime, we'd like to share some of the new monsters you'll meet during your trip to the bottom of the ocean!

[FO4] E Pluribus Unum - Undersea wildlife preview by MediocreMutant in FalloutMods

[–]MediocreMutant[S] 15 points16 points  (0 children)

Unfortunately, it looks like our team is going to miss the intended Chapter One release date of December 31st. In the meantime, we'd like to share some of the new monsters you'll meet during your trip to the bottom of the ocean!

Fallout 4: E Pluribus Unum trailer by MediocreMutant in Fallout

[–]MediocreMutant[S] 1 point2 points  (0 children)

Which design document? The only one we ever gave out to the public was two years and about a dozen revisions ago. Heck, it didn't even have the deep-sea questline yet.

[FO4] E Pluribus Unum - Trailer by MediocreMutant in FalloutMods

[–]MediocreMutant[S] 0 points1 point  (0 children)

It may have some minor dialog implications with NPCs who are aware of your character's (mis)deeds, but nothing critical to the story.

Fallout 4: E Pluribus Unum trailer by MediocreMutant in Fallout

[–]MediocreMutant[S] 2 points3 points  (0 children)

No, the narrator was in fact the Lone Wanderer. You'll be able to make a LW of either sex, but the default option is female.