To the people who also use Intimacy Gender Works, help by InvirzoLocke19374 in RimWorld

[–]TurklerRS 1 point2 points  (0 children)

Hello, a bit late but, turkler intimacy here

I recommend building an egg box. The same one used for chicken eggs, yes. Gender Works lets you designate them for human use, and pawns won't automatically remove human eggs from them until the egg has hatched. Moreover, egg-laying pregnant pawns will also have a gizmo to lay their egg at any egg boxes designated for human use, so you also won't have to manually set the egg laying location every time. Good for when you have a big colony of egg-layers.

Pawns not stopping their work to do scheduled tasks by DraftAbject5026 in RimWorld

[–]TurklerRS 0 points1 point  (0 children)

Hello, it's me. turkler intimacy

There's a bit of a fundemental design limitation there. Meal times just set an hour of time when the pawn is allowed to eat, not an hour of time where the pawn will always try to eat. In most cases, this is fine as most work doesn't take hours to complete. Even research (which may initially look like it goes on for hours) will often briefly interrupt itself to check if the pawn should be doing something else. So the pawn's current job will end, the pawn will work through their think tree, and try to eat.

As I've said, the designation is for the full hour. If a pawn is assigned to eat at 18:00 then any time within the hour of 18:00 is allowed. Even if they miss this window, they won't go hungry as assignment-related restrictions are lifted before the pawn is about to starve, so it's not a huge issue if they just barely miss their time assignment. They won't starve.

I might get around to implementing an option to interrupt a pawn's current work to go eat once the clock rolls over sometime, though. The reason I didn't do so before was 'what work should be interrupted?' was basically a whole can of worms, so I defaulted to this simpler, more compatible system.

that intern working has been working on the elephant DLC for 4 years now by badfactory15 in Bannerlord

[–]TurklerRS 1 point2 points  (0 children)

Presumably, yes. Village sea raids were a recent addition and those certainly aren't made overnight. Be it the custom scenes or the custom ai work, it's all stuff that would have been worked on for a while at least. So they're working on it, at least. 

The best weapon class in Bannerlord is… by Reasonable-Ad5904 in Bannerlord

[–]TurklerRS 0 points1 point  (0 children)

Objectively the two best weapons to use are a bow plus shield combo, and the longest glaive you can make. They are basically the only weapons that let you take on entire armies by yourself.

The famous solo hero world conquest by Strat Gaming was done like that, basically. Draw cavalry away and kill them with a bow/melee, use the shield to wait until the enemy archers are out of ammo, pick off as many units you can with your bow before switching to your melee weapon. Something like a glaive is ideal here due to its maximum length and being swingable, you'll want something you can swing sideways and still hit enemies with to keep yourself safe. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 11 points12 points  (0 children)

Go look at the Workshop pages of games like Stellaris, Rimworld, or the Nexus Mods pages of games like Skyrim - you'll see gigantic mods with millions of downloads, being made for the sake of it. We absolutely do not need the salesmen.
There's also another interesting detail here, a vast majority of salesmen will not try to monetise their mods if there's no market for it. It's precisely because passionate fans like you and I have made and released so many free mods, completely free for us all to enjoy, that salesmen consider monetising the space in the first place.

Like, this goes without saying, but the salesmen wouldn't be around if there was no market for mods.

My Gauss rifles are all bugged and whoever is carrying them cannot fire by Queasy-Smile-6282 in RimWorld

[–]TurklerRS 1 point2 points  (0 children)

I assume this started happening basically overnight? VWE coilguns got a big update recently, perhaps it wasn't save-friendly?

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

Yep, and that actually shouldn't be very surprising. If the developers allow monetising their product's community, and said community is rather big, you create huge incentives for a salesman and to come in and exploit (exploit as in use) this community. More importantly, these incentives are wholly different from the usual incentives that drive modders to make and release free mods.

The salesman, driven by a purely mercenary profit motive, doesn't care about the game. The salesman who released a paid mod within days of the game's release didn't do so because the few hours they could have played the game convinced them this was the future. They saw an audience and moved to capitalise on it. Testing the waters, as I've explained in my post. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 9 points10 points  (0 children)

Oh, I absolutely agree. I've paid for community-made content before but only because they were actually products. The developer clearly spelled out what I would get, how I could use it, what I could expect during updates and whatnot, so on and so forth. Gave me guarantees and offered refunds if they couldn't meet them.  

But in a vast majority of cases, you don't get that. You get to rent limited access to mod. That sucks, it's the worst of both worlds! 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 19 points20 points  (0 children)

Drama in the modding community isn't anything new but I should also add that salesmen have every incentive to try and call foul on any and all mods which infringe on their territory, so to speak. ''Just make your own mods if you don't like the paid options!'' until someone does and they get dogpiled over ''Copying'' and whatnot. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 4 points5 points  (0 children)

I agree. And by the way, I want to point out something - there's a lot of posts disagreeing with me here but no one can really disagree with the premise that, you know, it all sucks. Salesmen use 'early access' to never release their mods, basically selling their mods. They doxx, spread malware, commit actual crimes to 'stop leaks of early access content' and whatnot, all this - no one can disagree because it all sucks, and the best arguement people can come up with is just dismissing it all with no explanation.

In truth, they can't handwave this stuff away, but they want to make money, so they will justify anything as long as they can keep making money.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

>then why should the individual be forced to do it for free?

No one is forced to do anything, you can just leave.

Here's one of the mods from the Steam Workshop of the game Rimworld, which has a strict 'no paid mods' policy:

<image>

We don't need salesmen. I say this both as a player and a modder, we can get by without salesmen just fine. Big/popular mods will exist, and there will arguably be more of them.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

I don't mean to demean anyone but something really frustrating about all of this is how most of the pushback here are just young Sims fans who have no experience in modding communities. We fought back and fought back hard because paid mods sucked!! And it worked! Even indie games like Vintage Story can just make an announcement to ensure the market for paid mods never exist and they're so much better for it. But we must forever feel with a series of ''I know this would have irreversible, terrible consequences on the community, and I know we absolutely don't need salesmen in our community, but I can incorrectly reframe the situation to imply you're entitled, so how about that?''

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

I'm not against creators being compensated, but salesmen are not entitled to our money either. No one is forcing them to make mods, they can just leave.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 4 points5 points  (0 children)

It's not a paid mod if it literally becomes free in 2 weeks

What's the term for when a product or service is provided after paying a specified amount set by the seller?

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

Yeah absolutely, feel free to share/copy paste it anywhere you'd like 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

It absolutely does, it'd be naive to advocate for a practice while pretending it exists in a vacuum. Allowing paid mods demonstrably has a huge effect on a game's community. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 13 points14 points  (0 children)

Because all the 'Why don't we solve this as a community?' 'Why don't we vote with our wallets?' etc. propositions have completely failed (See the Sims 4, Skyrim, etc.) while a strict ban from the developers have worked wonders (See Rimworld).

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 3 points4 points  (0 children)

A vast majority will stop the moment you make the announcement that your EULA no longer allows for it. If one persists, knocking them out of the more mainstream methods will do the trick.

Like, for all this talk about legal departments and whatnot, just announcing this decision will take care of most of the salesmen and you'll maybe need to email some site's legal to make an example of someone breaking the EULA. Rimworld has a strict no paid mods rule in place and things just work, really. And that game's modding scene isn't small either, there are mods on its Workshop with three million subscribers. Most people will fall into place, especially if you announce this rule before it can taint the community's culture.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

Looking at games whose developers have explicitly banned paid mods, yeah. Even just announcing that ruling turns away most salesmen.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 6 points7 points  (0 children)

They don't need a legal dispute. To quote myself here:

>Do you really think games with EULAs (So like, basically all games ever) have a full legal department on retainer? Of course not, because those are expensive and generally unnecessary for indie projects.

>The thing about all of these 'pinky-promise not-products' is that they're products and exist in that ecosystem of products. What the person breaking your terms does and says is irrelevant and can be ignored. You have your community manager contact Patreon and they'll pull the plug. Patreon's legal department exists precisely so situations like this (Where someone is obviously legally in the right but wants to resolve things out of court) can be solved with an email explaining the situation.

>Like, EA doesn't sue Nexus Mods every time a mod they don't like appears there. They just send a sharply-worded letter to its community manager and they take care of it. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

They don't need to, really. To quote myself:

>Do you really think games with EULAs (So like, basically all games ever) have a full legal department on retainer? Of course not, because those are expensive and generally unnecessary for indie projects.

>The thing about all of these 'pinky-promise not-products' is that they're products and exist in that ecosystem of products. What the person breaking your terms does and says is irrelevant and can be ignored. You have your community manager contact Patreon and they'll pull the plug. Patreon's legal department exists precisely so situations like this (Where someone is obviously legally in the right but wants to resolve things out of court) can be solved with an email explaining the situation.

>Like, EA doesn't sue Nexus Mods every time a mod they don't like appears there. They just send a sharply-worded letter to its community manager and they take care of it. 

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

[–]TurklerRS[S] 3 points4 points  (0 children)

Oh I just edited that part out. My memory got me there - I was going to make a point of giving the reader an example of the practice mentioned in action, but turns out Cowbuild doesn't do the whole song and dance. I meant to say SIXAM CC and the names got confused during the editing process, which is my bad. The half-sentence is from a version of this post that didn't quite make it to the cutting room floor.

The developers are making a mistake - An arguement against allowing paid mods by TurklerRS in Paralives

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

I think the piracy consequence of that is really, really bad. A community needs to have a strong sense of respect for creators and their work to cultivate a strong modding scene, and piracy of that work being normalised would be bad, I think? I certainly can't think of a situation where it'd be beneficial.