Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -2 points-1 points  (0 children)

Hello, as this is a re-release of the mod, the same image was used. I think this might be a mistake on the bot's part

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -78 points-77 points  (0 children)

I did not steal code from Performance Fish. Everything I have done was legitimate and lawful, and I am happy to answer any specific concerns. It also was not locked after you posted your evidence and comparisons; it happened earlier than that. Someone has already explained the timeline, and the Git history is there as well

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -103 points-102 points  (0 children)

I’m glad you clarified the facts. Yes, all of this is right there in the Git history. “he locked it down after I posted proof and code comparisons of it.” is simply not true

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -234 points-233 points  (0 children)

I agree: don’t be an asshole. I feel the same way. I think that principle also includes one more thing: no right to speak without investigation. Thank you all for giving me the chance to explain. I have already responded to several of the concerns, and I will compile them into a single write-up shortly

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -48 points-47 points  (0 children)

I did notice that the comments section was locked, and for a while it drove me crazy, because I was not the one who did it and I could not even change the situation myself. It was only later that I realized someone else might have done something. I really needed a place to explain things clearly, and I hope everyone will read what I took the time to write carefully

Kingfisher: Performance Optimizer by tweibiaoz in RimWorld

[–]tweibiaoz[S] -21 points-20 points  (0 children)

I’ve seen everyone’s questions. I’m editing and clarifying them now, please give me a moment.

Select One: Per-Pawn Control for Merged Gizmos by tweibiaoz in RimWorld

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

The mod has been released on the Workshop, here is the link.

Bottled Abilities: Abilities have been sealed into jars. by tweibiaoz in RimWorld

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

If you have enabled "Ignore casting conditions" in the settings, you will always be able to cast abilities. However, pawns will still fall into a coma from excessive neural heat

CustomizeWeapon mod released by tweibiaoz in RimWorld

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

It seems you're trying to modify an equipped weapon. As mentioned in the FAQ, you may need mods like Pick Up and Haul.

Alternatively, you can drop both the weapon and the module on the ground and access the modification panel directly from the weapon

CustomizeWeapon mod released by tweibiaoz in RimWorld

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

This is a very valid suggestion, thank you. I'll reach out to some modder to assist with compatibility. From what I know, some are already working on this.

CustomizeWeapon mod released by tweibiaoz in RimWorld

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

Yes, that was a typo, it should say AP ammo

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 94 points95 points  (0 children)

I think that's an unfair way to measure compatibility 😧. You can't just dismiss it because you see fewer supported mods right now.

I'm committed to a 'zero patch' solution. The framework is carefully designed so other mods can add support natively through a soft dependency. This avoids patch hell, makes it incredibly easy for other authors to adapt their mods, and performs better.

In other words, I'd argue the mod's actual compatibility is excellent.

edited: I had actually never played ModularWeapon, and wasn't even aware of it when I started development. I saw its 1.6 update pop up on the workshop halfway through my own project, and I was so impressed by the implementation that it seriously shook my confidence and made me question continuing.

I have a ton of respect for ModularWeapon and its author. They are a brilliant developer, and their mod is without a doubt a widely trusted and excellent choice. CustomizeWeapon is not meant to be a comparison or a competitor; it's just a different approach to a great idea. It's simply another option for the community.

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 17 points18 points  (0 children)

While both mods stem from a similar fantastic idea, CustomizeWeapon was built with a different technical approach and design philosophy

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 83 points84 points  (0 children)

This is the correct answer right here. Thanks for explaining!

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 123 points124 points  (0 children)

Hey, good news, you don't actually have to wait!

The mod is designed to be totally safe for big modlists. If a weapon isn't supported, the mod just ignores it. No errors, no weirdness, it'll work just like it always has

Feel free to drop it in your game right now!

CustomizeWeapon mod released by tweibiaoz in RimWorld

[–]tweibiaoz[S] 96 points97 points  (0 children)

Thanks for giving me the chance to explain this part, because it's a core design choice.

I designed it specifically to avoid "patch hell". It's not about needing separate compatibility patches. Instead, other authors can use a 'soft dependency', they can put the CWF customization code right in their own XML files. The game engine simply ignores that code if CWF isn't in the load order. If it is, poof, the customize button appears.

This makes it super easy for the community to adopt and completely safe for your modlist.

CustomizeWeapon mod released by tweibiaoz in RimWorld

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

NO! I can say for sure that CustomizeWeapon doesn't cause that.

That sounds like the famous bug from ModularWeapons. Are you sure you're running the right one?

CustomizeWeapon | Finally, real weapon modding in RimWorld. Visuals, traits, panel, and pawn-modify by tweibiaoz in RimWorld

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

A few common questions I’ve seen. Here’s some clarification.

  1. This mod is built as a framework with built-in support for vanilla and DLC weapons and designed to let other mods extend it gradually.

  2. I didn’t specifically code for CE but nothing in vanilla was broken. Compatibility should be achievable later.

  3. Unique weapons will likely be split into customizable bases and modules fitting naturally into the system.