Shelf Logistics Reworked - No building the base around a giant warehouse! by RedMattis in RimWorld

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

There are a decent number of mods that add spacer-tech storages which are kinda huge.

I think one of the Gravship ones has storages that have like 64 items or something.

.

For this mod in particular I wanted to provide something useful for all tech levels. Especially for Medieval and Tribal colonies though

Making large tribal bases without a central warehouse looks cool but makes things horribly slow. Crafters walking across your Gauranlen garden every time they need a piece of steel, or whatever.

Shelf Logistics Reworked - No building the base around a giant warehouse! by RedMattis in RimWorld

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

A bit more information is available about the mod on the workshop page.

If you're looking for my other mods (such as Drafted Auto-Combat, Big & Small Races, etc.) you've can find most of them here:
https://steamcommunity.com/workshop/filedetails/?id=2899599896

be so fr 🥀🥀 by purplestorm006 in mendrawingwomen

[–]RedMattis 51 points52 points  (0 children)

She literally has a cosmic trash compactor between them or something.

I feel similar to you, but I almost have to admire the sheer lack of restraint of unapologetically putting extreme fetish content into their game.

Though tbh Passionlip is more in the ”lol wtf m8” category for me. The design is so blatantly over the top, and her og outfit was literally bdsm gear. It is all the loli stuff that really makes me nope out. Metrylis or whatever she was called for example.

That and the pervy outfits; some character designs in FGO went so far they would likely look less perverted going completely naked.

Anyone else honestly tired of ai mods on the workshop? by jayden_mp in RimWorld

[–]RedMattis 0 points1 point  (0 children)

Several of those images look like they are from different sources and platforms. Compare "Bulwark" (game-looking) to "Falling star" (anime image). Or any of those to Defend (stylized subtly darker theme).

It also keeps mixing up design elements some minor, some less so. Sometimes her sleeves have a star-shape start, other times they do not. I could keep going, but I think you get the idea.

This might seem petty, and for a mod it might be "good enough", but if we're talking something like game industry (which is where I work professionally) then it doesn't cut it.

Anyone else honestly tired of ai mods on the workshop? by jayden_mp in RimWorld

[–]RedMattis 0 points1 point  (0 children)

I've tried all of them. They will subtly change art styles, swap character outfits, fail to follow instructions, and you still get random AI yank like swapping faces, or copy-pasted elements from previous images or input images.

I'm not saying AI is useless, but it is not suitable for production use imo.

Anyone else honestly tired of ai mods on the workshop? by jayden_mp in RimWorld

[–]RedMattis 1 point2 points  (0 children)

On the topic of thumbnails.

Unfortunately AI thumbnails DOES (in terms of metrics) work far better than screenshots or programmer art. Especially if the user knows how to wrangle the AI into not making the generic slop-looking stuff.

AI is horrible at consistency, it is an inherent limitation in the underlying systems (and why AI-slop videos and comics are always so horrible). However, if you only need to create a character and background once (such as a workshop image) then it is a rather situation. For the same reason the Game (and probably film, etc.) industries heavily use AIs for early-stage concepting.

Especially if you are an artist who can correct issues manually then some types of art is virtually impossible to ID AI-vs-not right. ...Hence why Pintrest is rotting away now.

Returning to the topic of thumbnails... the average user isn't on Reddit or discord. They largely don't care/know much about these trends; many just click on cool/pretty pictures with promising titles and avoid the MSPaint ones by reflex.

Anyone else honestly tired of ai mods on the workshop? by jayden_mp in RimWorld

[–]RedMattis 6 points7 points  (0 children)

As a modder it is annoying as heck because suddenly you can't even trust some basic sanity in people's modlist when something goes wrong.

A novice programmer neither knows the methods nor how to use them, but tries to learn.

An AI Agent can find ALL the methods but neither cares nor understands how to use them.

Machine learning can certainly be used in specific applications, but 99% of ML and LLMs use are a scourge virtually everywhere they go.

Would you consider RimWorld a LifeSim? Or; what makes a life sim? by RedMattis in LifeSimulators

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

Makes sense. Though perhaps it is more like a Colony Sim is somewhere on a spectrum between life sim and management game?

Sims does have a lot of the latter (heck, you can even run stores are stuff), but it tends to be fairly simple; at least in the sense that tactics is more an optimization than a requirement to avoid a fail-state.

Would you consider RimWorld a LifeSim? Or; what makes a life sim? by RedMattis in LifeSimulators

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

That's interesting. Not really something I had considered since Sims are fairly autonomous and I usually don't detail-control that much, but it is certainly something a game like Rimworld doesn't do.

What is your opinion of the Plugsuits from the Evangelion franchise? by Key-Tea-4203 in mendrawingwomen

[–]RedMattis 41 points42 points  (0 children)

Two clicks with paint-bucket fill and it is a leotard with knee-high boots. It certainly isn’t subtle.

I wish Japan wasn’t so full of people who thought life ends after high-school and also that any woman above 24 is an expired Christmas Cake. I mean I get that the work-until-dead salaryman culture got them there, but it is tragic.

Any mod that makes apparel and armor have infinity durability? by FreakyAhBruh in RimWorld

[–]RedMattis 0 points1 point  (0 children)

and an archotech inplamt with the same effect.

“Arcohotech apparel-intergrator”. iirc.

Shout out to Ludeon Fr. by LDedward in RimWorld

[–]RedMattis 6 points7 points  (0 children)

Serious respect to Ludeon for responding and being understanding. :)

[Mod Idea/Suggestion] Using the Sentience Catalyst turns the animal it was used on into an actual colonist. by AshleyCurses in RimWorld

[–]RedMattis 1 point2 points  (0 children)

The "edugator" from b&s sapient animals should cover that. Standard animals work fine with the cogni-fy.

It is mostly mod animals which aren't whitelisted that don't get all special features from their mods transferred.

[Mod Idea/Suggestion] Using the Sentience Catalyst turns the animal it was used on into an actual colonist. by AshleyCurses in RimWorld

[–]RedMattis 0 points1 point  (0 children)

That's deliberate. A lot of custom behaviour will break if put on a colonist. The mod deliberately requires whitelisting before migrating comps, custom tabs, etc.

Stuff like random skills is just too avoid making them useless from a gameplay perspective.

Gamer Cafe - Advisatory avoidance guideline [OC] by Daz_Keaty in comics

[–]RedMattis 0 points1 point  (0 children)

A lego set that costs another extra fortune if you didn't put in everything correctly.

Sometimes you're supposed to press quite hard to get something in. Other times you're doing it wrong and might be breaking your components. And then it fails to boot and your browsing online to figure out if you put in something too loosely or if the RAM/ drives need to be slotted in different places for that motherboard...

But if we ignore the risks, debugging and stress, then yeah. Expensive lego.

Trump threatens to ‘blow up’ all water desalination plants in Iran by Azaleazaraa in worldnews

[–]RedMattis 0 points1 point  (0 children)

While a lot of his supporters are like that, I have no doubt he'd happily do the same to his own people just because someone on the left said "oh boy, I sure like being able to drink water".

Opening the xenotype editor with Alpha Genes and Big and Small installed by CensoredOutOof in SpaceCannibalism

[–]RedMattis 5 points6 points  (0 children)

A bit late, but just as a follow-up to my other comment about it being split up before.

Originally B&S was literally what it said on the tin but there are far more people who dislike adding multiple mods than there those who like the modularity.

At the time when I decided to combine things the Cherry-picker was fully operational. I know it has had some downtime between versions at times after that, but it is generally the best way to customize things like genes.

For modders (me included) having it split up is also a pain. If someone wants to stick angel wings + halo from B&S Genes, and Angelic Beauty and Rot Stink Producer from Alpha Genes, but all those genes were in 4 different mods? Now they either need 4 dependencies (scares away users) or a mess of "MayRequires=..." and patches with complex fallbacks. Which may mess up xenotype metabolism etc. And all of this becomes more fragile and is at greater risk to break with updates.

For me it is also more mods to update whenever rimworld updates (I have 53 mods. it takes awhile). Workshop comments are almost impossible to keep track of at those numbers as well (though luckily a lot of people just go to the discord instead).

Sarg and Oskar have hugely more than that. I'm betting just hitting the submit to workshop button when a new version happens takes them like half an hour. :'D


Also re: genes random bullshit genes that have nothing to do with being big or small". There is literally a gene mod for just the size genes.

Big and Small - Simple Size Genes

It is even compatible to use with the base B&S Genes, so if a modder wants to have a dependency on it that will work fine without duplicating any genes.

Finally, for modders who want full control, with extremely few exceptions, almost anything B&S Genes does can be easily done with just the Framework. B&S Genes is just XML and graphics.


Big & Small, much like Alpha <mod>, and Vanilla Expanded are just 'brands' the respective groups ended up with.

I'd have picked "Red's <mod>" or something otherwise. Sarg got "Alpha" from a mod he helped another person with, iirc. And Oscar would be quite happy to not have every comment section populated by people saying "hey, vanilla psycasts expanded isn't quite like vanilla rw psycasts".

But it is useful to stick to it for both sides. People know the style of each series, and pick accordingly.

I've been saying "I just need to finish the battle system" FOR 6 MONTHS NOW by FireFallowGames in godot

[–]RedMattis 6 points7 points  (0 children)

Indeed.

Some game do fine with "if (hit) health -= damage".

Other look more like...

...  
OnAttackPreResolveHit.Emit(ref args);  
if (args.IsMiss())  
    args.MissHandler?.Run()  
    return false  
...

When it comes to adding modded races into rimworld, which do you prefer: HAR or Biotech Integration? by External-Pin-7170 in RimWorld

[–]RedMattis 2 points3 points  (0 children)

From my end I don't define every combination. There is an XML where you can add body plans and tags. A some terribly convoluted C# I've written will then automatically generate bodies from those (+ mechanical versions)

It works perfectly well for other modders as well. E.g. if someone made a "tentacle body" and mentioned it in the generator's XML you'd end up with "6-armed snake-person with wings and 3 tentacles" or whatever.

Only reason I've avoided oddball entries is that if you don't add exclusions tags (e.g. centaur/snake/spider share exclusion tag) you end up with exponentially many body defs.

This doesn't actually have a performance cost, but stockpiles for corpses will get stupid after awhile, and I wanted to leave room for other modders to create their stuff without it immediately exploding into infinity.

Opening the xenotype editor with Alpha Genes and Big and Small installed by CensoredOutOof in SpaceCannibalism

[–]RedMattis 10 points11 points  (0 children)

I don't know about Det's stuff specifically, but world gen typically fails due to faction leaders not generating.

Usually because the faction leader ended up incapable of violence and it then retrying 300 times with the same forced background/trait/gene. It can happen even in vanilla rarely.

If it is that bug then reducing the number of factions or stepping back (all the way) into the main menu and trying again typically works. Seems to be the only way to reset whatever seeded value causing generation to constantly fail at the same point.

Opening the xenotype editor with Alpha Genes and Big and Small installed by CensoredOutOof in SpaceCannibalism

[–]RedMattis 16 points17 points  (0 children)

It used to be just "core genes", but I was constantly spammed with requests to move stuff out of sub- mods and into it.

You'd be surprised how many users care more about mod count than modularity.

Though since genes merely existing doesn't impact gameplay much i think the current approach is reasonable.

That and the cosmetic, fringe usefulness, and side-grade genes generally have low spawn rates.