RimWorld

RimWorld

Level This! (Continued)
Počet komentářů: 64
清风无意 12. čvc. v 4.30 
1.6 plz
Minxx 1. čvn. v 1.33 
this seems to have issues with the level up mod, adds a repeating error from it about not being able to generate a type for your health levels
ArtemisIkana 28. dub. v 16.47 
Might want to look into how that other mod you pointed at made the health value a float, because it would remove the issue with overflow you mentioned in the description. At least I would hope so, 38 digits certainly sounds sufficient. If you're having that much, bloodloss and dying of age before you finish bandaging everything seem more likely than losing critical organs.
Shadowwake 25. dub. v 17.17 
Cool, welcome back. Hope things are well!
It looks like the other version is slightly less compatible than yours, and they don't plan to update it any since yours exists. But thank you for pointing in that direction, i'll use that one until you have time to update / add options for this one again.
Zaljerem  [autor] 24. dub. v 9.09 
I still exist, yes, apologies - busy life lately. I would like to set up a mod option for how it levels up, there is another version that uses the original way: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3443626025

I will try to work back on this soon.
Shadowwake 21. dub. v 18.26 
Not sure if the author is still reading this thread, but any chance we can get either a toggle or a reversion of the way to level up? Taking damage was far more fun, it made melee pawns much more likely to increase their health over time, and thus survive better, as opposed to snipers getting beefy by shooting down half the enemy raid before the fighters even engaged.
NuggetSex 14. dub. v 6.15 
Is anyone else getting that enemies and prisoners don't level up at all?
One Eyed King Is Potato 12. dub. v 13.04 
hey it would seem that this mod uses the same mod settings class "LevelUp.Settings" as Level Up by Krafs this means that only one of the mods show up in the settings, would it be possible for you to change the settings class name so that it is closer to the mod name?
leahcim 7. dub. v 12.58 
I always liked the Kenshi-like way of leveling your health (by taking damage). I would prefer to have a setting to switch back to the old way of leveling by damage taken instead of damage dealt. Especially since my hunters already are over level 10 by the first winter while the melee fighters are between 1 and 3.
Hun Alexander 6. dub. v 3.46 
Could you please add a VE fire extinguisher patch? Damn the fire extinguisher damage is so strong it's max level right away. EMP is similar.
29. bře. v 3.41 
之前不是受到伤害升级吗,现在怎么变成了造成伤害升级,希望可以让玩家根据需要自己选择升级方式,我个人是喜欢之前那种受到伤害升级的
29. bře. v 3.37 
现在是给血量增加了上限吗,我这边50级,躯干部件是400血,升到了70级,躯干部件还是400血
Wolfy 25. bře. v 21.53 
Having issues where casting psycasts (Extinguish Flames - Conflagrator) is causing me to instantly max level.
Same with Melee Animation and the Summon Mystic Weapon ability.
Is it possible to make it so only weapon damage (guns, fists, melee, beer bottle) will cause level up? Or the option to revert the change to make it so taking damage is what increased your health?
望月 21. bře. v 5.34 
负正义mod的环境太需要这个mod来强化殖民地了
望月 21. bře. v 5.33 
I agree with Kyousuke Azai that it is great to let players find the parameters that suit them best.
Kyousuke Azai 18. bře. v 12.36 
If I may put my 2 cents, seeing as scaling is the main issue, what people need to effectively do is to set an exponential curve to their leveling, in other words, have the experience outgrow the life gain which can be as simple as setting the health scalar to 10 and the exp scalar to 15(or higher, depending on how sharp you want the slowdown to be) on compound leveling, the end result is simple, early levels go quite quickly. By level 30 the exp required is large enough to significantly slow progress down and by level 50 you need quite literal hours of the pawn killing stuff nonstop for 1 level.

I don't personally believe you need to clamp onto max values, because let's face it, nothing is ever going to do over 1000 damage to a pawn in a reasonable amount of time unless you stick them naked into a barrage of plasma. If people are having issues with pawn HP overflowing the integer they need to seriously adjust their settings as there is no need to ever have any pawn scale that high.
Zaljerem  [autor] 18. bře. v 10.14 
I greatly appreciate all the time and effort you've put towards this. I am not a natural coder, or a trained one for that matter; I learn everything as I go. To have testers who care about the mod and are as skilled as you is incredibly helpful. As I update many outdated mods, I don't always have the time, knowledge, or desire to necessarily support them as they deserve. I can only hope someone like you comes along to let me know what needs to be done, from actually using the mod in play. Thank you again.
望月 18. bře. v 9.14 
Until the numerical overflow issue is effectively resolved, I suggest setting the **"Max Health Multiplier"** parameter within a range of **0-10,000,000**, allowing players to customize it with a warning (e.g., "Setting it too high may cause overflow and kill characters"). Additionally, during my recent tests, I noticed that both **"Compound Levelling"** and **"Simple Levelling"** progression speeds have slowed down. Were there any recent adjustments to these parameters?
望月 18. bře. v 8.56 
I really enjoy this mod, but what I love even more is the process of characters gradually growing stronger through leveling up. For my current save file, this mod feels a bit overpowered, though I still appreciate it. During testing, I found that the **"Compound Levelling"** parameter causes numerical overflow issues, while **"Simple Levelling"** is safer. However, even with "Simple Levelling," the health of body parts still cannot exceed 100,000 when the **"Hediff"** level surpasses 100. I’m struggling to pinpoint the exact parameter settings that would strike the right balance. Additionally, with nearly 900 mods installed, launching the game has become quite challenging.
Zaljerem  [autor] 18. bře. v 5.44 
Yep, typo in that parameter. I'll push an update shortly. The code should clamp the value so overflow doesn't occur, I guess I'm just asking what you think the default multiplier should be as you seem very familiar with the mod and its functioning. Thanks!
望月 17. bře. v 21.20 
The parameter "No Hediff on non-players" is not saved and needs to be reset every time the game is launched. The "Maximum Health Multiplier" parameter can be modified to validate against the maximum health of body parts, as long as it does not result in values like -2.147484E+09 (causing integer overflow). This adjustment should prevent data corruption.
望月 17. bře. v 7.36 
For example: torso (0/-2.147484E+09). 0% efficiency.
Zaljerem  [autor] 17. bře. v 6.13 
I've added some code to clamp the value, with a mod option "Max Health Multiplier" 1-100, default 10 (for now) ... I'm not really sure what this value should be set to, in combination with the level limit, so your assistance in nailing down the optimum values would be appreciated!
望月 17. bře. v 0.18 
I maxed out the level of the upgrade, and then the health value of the body part overflowed, causing my colonist to die
Zaljerem  [autor] 16. bře. v 16.10 
Probably, though I'll need to do a bit of rework. I'll take a look at it.
Richard333 16. bře. v 15.56 
Is it possible to have it be a mod option to choose whether leveling occurs when you take damage or deal damage?
Kyousuke Azai 16. bře. v 7.32 
Just wanted to drop by and say thank you for making the leveling system now make actual sense. I always found it a bit silly when I had to have my pawns beat the sh*t out of each other to level up. Not to mention this works very nicely to counter the enemies who spawn at high enough level from out-leveling your damage, effectively becoming immortal.
Zaljerem  [autor] 16. bře. v 1.49 
Updated:
Leveling now occurs when you deal damage, not receive
Verified playerOnly setting behaves as intended
New mod option - disallow any non-player pawns from having the leveling Hediff entirely
New mod option - Max level setting
More error/null checking
望月 16. bře. v 0.16 
The function that only takes effect on the player has no effect, and it will not be upgraded if it is attacked.
望月 16. bře. v 0.10 
I just opened the save file after the stats were adjusted too much, and I found that my colonists were all dead。Is it possible to make a maximum numerical limit?
Zaljerem  [autor] 15. bře. v 12.09 
Ok, I've added some more null and error checks.
望月 15. bře. v 0.48 
LevelUp.HealthLevelling.PostPostApplyDamage (DamageInfo dinfo, float totalDamageDealt)

Issue: The `dinfo` (DamageInfo) or `totalDamageDealt` (total damage value) parameters could be `null`, or the method's internal code may not be properly handling the initialization of certain objects.
Zaljerem  [autor] 14. bře. v 11.20 
Entirely possible I messed something up! Taking a look.
KiTA 14. bře. v 11.19 
Mar13 update giving anyone else an error that looks like this every time something takes damage?

Exception ticking Bullet_Revolver20702: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 683BA01F]
at LevelUp.HealthLevelling.PostPostApplyDamage (Verse.DamageInfo dinfo, System.Single totalDamageDealt) [0x000f9] in <7db8e2b589b845af81a3f5e19672f447>:0

I have a rather big modlist, but removing this seemed to fix it after some trial and error. Here's one of the log files I still had open, start game, devquicktest, immediately try hunting, error.

https://gist.github.com/HugsLibRecordKeeper/08b80a1f968440b4b5372acf0afc0cbd
Zaljerem  [autor] 13. bře. v 9.51 
Updated: fix to "enemies level even when player only option is selected" issue.
♫LP 7. úno. v 12.11 
thank you for keeping it running :D
Fernando 18. lis. 2024 v 21.17 
Can confirm, it's applying to enemies even when the player only option is enabled.
bagelhe 14. říj. 2024 v 12.04 
heya, even if I have the enemies disabled to get health but enemies in war caskest get Leveled up.
虛無_鬼王 18. zář. 2024 v 17.51 
Hi, I hope you're doing well! It's been a few months since we last spoke, and I just wanted to check in and see how things are going with the translation updates. I really appreciate all the work you've put into it so far.

Is there anything I can help with or any areas where you need feedback? Thanks again for all your help!
JoeOwnage 18. zář. 2024 v 8.12 
Can level be adjusted with character editor?
csc001 20. čvc. 2024 v 4.25 
thank you:steamthumbsup:
GuiltySweets 9. čvc. 2024 v 20.29 
thank youuuuu
望月 6. čvc. 2024 v 3.36 
I found a bug where it works, and now all creatures work with the mod's features, and they can't kill anyone now
Victor 26. čvn. 2024 v 7.55 
How does a pawn get XP? Is it only by taking damage? Does it conflict with Elite Bionics Framework?
虛無_鬼王 26. čvn. 2024 v 7.46 
Thank you so much for taking the time to update the code, and you did it so quickly!
I'll do my best to translate the mod accurately >u<
Zaljerem  [autor] 26. čvn. 2024 v 7.11 
Lol, I found two I missed already, but due to the way the mod is set up, I'll need to rework the code a bit to get them into translatable strings. Apologies, but it's a start anyway. :)
Zaljerem  [autor] 26. čvn. 2024 v 7.09 
Updated: Added translation capability. Please let me know if I missed any strings. I was going to do a machine-translated Chinese for you as a courtesy, but I figured you would do a much better job than a machine! Thanks!
虛無_鬼王 26. čvn. 2024 v 4.53 
Thank you so much! Really appreciate your help with this!
Zaljerem  [autor] 26. čvn. 2024 v 4.48 
Too bad the original author didn't do it and save me some effort, but yes, I'll try to get that done soon.
虛無_鬼王 26. čvn. 2024 v 4.43 
Would you add .Translate() to all hardcoded strings? Thanks!