RimWorld

RimWorld

RimCalendar
66 Comments
Shad1902 20 Jul @ 7:59am 
this mod is in dire need to be updated for 1.6 :)
EliotXII 17 Jul @ 1:42am 
1.6, plz
Mr. Plague Doc 10 Jul @ 1:25pm 
if you're gonna use AI to generate a mod for rimworld, at least dont generate the thumbnail and in-game art to look like garbage
azure_wolf_22 24 Jun @ 6:37am 
Nice. I just wish there was ANY mod that also added more days for each quadrum now.
yaboie88  [author] 29 Apr @ 6:33pm 
@Bolt it's need work. Found a few issues. Thanks for asking though =]
Bolt ⚡ 26 Apr @ 4:52pm 
What happened to Rimrails?
frus-m 9 Apr @ 7:46am 
Does anyone know a mod for reminders of upcoming rituals? there may be a blinking reminder instead of the text on the right... Or a large calendar so that you can expand mono and see what will happen and when for the whole year.
The_Clown 26 Mar @ 6:47pm 
don't use AI images for thumbnail. A real image or nothing at all is better
CMaia 26 Mar @ 5:09pm 
Just say one thing that AI, more specific LLMs, does better than human except pattern finding. If it's not better why substitute human made to AI gen? An easy example is in the link I send is that 47% of all contents on Medium is AI generated . If this is not substituing human generated content i don't know what it is.

Everything on the internet is being flooded with AI even outside internet (Hollywood for example are producing more and more of those flops). This devaluate a lot of human made stuff not mentioning the demoralization of working hours to produce and taking much more to learn a craft that is easy made by AI by tons by just putting some prompt in it. That makes people mad with every right to be.

Why don't just don't use AI (LLMs) at all, except for idk summary large amounts of text or process stuff in large amounts of data that is humanly impossible to read?
ArchTerran 26 Mar @ 4:28pm 
Did I defend theft? No, so why bring it up. I had issue with 1 person that took forever to get to a point of seeming like they were gonna help the dude rather then just complaining the whole time.

It absolutely is whining if they immediately come in with nothing but the person going "gurrrr ai slop" then taking over 4-5 pages of vague complaints before they seemingly expand upon their complaint.

You seem to have somehow misconstrue what I said & to who it was referring to. As to if that's a genuine mistake or a purposeful straw-man idk nor will I try to entertain it.

People dpn't like ai, that's fine as long as the people complaining about it are reasonable versus making the most absurd hill to die on just cause ai is involved in some capacity. For example people complaining about some starting colony lore someone did for puppetmaster (not actually verified if it was ai but people claimed it was). Something as innocuousness as lore for just starting the game drove people mad.
CMaia 26 Mar @ 4:04pm 
The big problem with AI is that they did and are still training without proper authorization, even code repositores are beign target by bot crawlers that scrap everything even if there are rules for no crawl in their sites. Copyright laws exists and are beign ignored.

It's not whining if people are stealing from others and selling a product based on the things stolen and everyone, even the not direct affected are in their rights to be angry because it will be worse, the internet as a whole will be more and more expensive because the sheer amount of data being scrapped by those bots, more ad will be exhibit making everything more and more annoying and unusable for everyone. It's already a reality, I'm not making that up or making a prediction, the traffic data of the internet is more bots than humans for years now. Cloudflare [blog.cloudflare.com] and others are already implementing services to poison and punish these kind of bots.
ArchTerran 26 Mar @ 3:36pm 
Here's my advice, if you're actually looking to help someone then do it instead of screeching abut how much you hate ai & about how old fashion emails are as you use one for nearly everything online including that discord server.

Squeezing blood out of a stone before it finally said anything really useful.

Guys like that have single handily flipped me from being anti-ai to thinking it's just people whining to whine. Claim others are rude while ignoring your own behavior & how you introduced yourself. lol

Artist makes an ai to feed just their art into to let others use the ai with a free conscience
Well to bad "lEaRn To DrAw"
CMaia 26 Mar @ 2:30pm 
Maybe you can remove some checks of values that you don't expect to ever occur in your code, you don't need to cover for all values in every single thing. Maybe you don't need to check every single day to update events, just when new events appears or active chained ones advances and only update what it changed, not everything?

Also there's not other methods of reading the date and time of Rimworld? You need to do all those checks and calculations? Idk, like I said I'm not good enough for giving solutions for you.

Maybe put all draw functions separate from everything to make the code more readable?
CMaia 26 Mar @ 1:38pm 
Also, loops and ifs hurt a lot too and by skimming Class1.cs I saw a lot of them
CMaia 26 Mar @ 1:32pm 
I can't reliabily point out solutions for you, just point the problems and why AI is useless for good coding. I do not understand well enough about modding to help you, especially with Rimworld GUI, that's why I said to go to Discord, there you will find the help you need. Steam comments is impossible to do that with how small space it is, how fast conversations moves and the 1000 character limit

Also for better perfomance usually you need to think on how you can do about the same stuff with less runtime as possible, that's why I said about ingenuity. I don't know how much you know but an example is a algorithm for finding the fastest path in a map, you can try all possibles paths and you will eventually find the best one but it's better using a heuristic to find an approximate (not the best) and cut down a lot of runtime.

Maybe cutting down some checks or their frequency or using cache to store stuff cutting the need to call other functions so often in your mod helps.
yaboie88  [author] 26 Mar @ 11:04am 
@CMaia those got fixed or at least downsized, and those weren't generated by the AI, FYI. only the icons for the days were made by ChatGPT. Also i wish you guys could point out where i have unneccesary calls, or over looping functions, or data leaks. You've pointed out the UI, and Scurvy my XML file and the name to the .CS file. Nothing really too concerning. I thought the dumbest thing the AI did was make everything static, which i also fixed. But thanks for your input I guess. Will work on its performance too.
CMaia 26 Mar @ 10:14am 
3/3 Nothing wrong with learning a new thing but posting stuff here requires a lot more than putting a prompt on ChatGPT asking for a mod for Rimworld and don't understand what it gives as output. At max that thing serves only for designing a new mod to give you ideas on what to do, not to be posted as a complete mod. Also you can always ask for help in Rimworld Discords to learn, it's better than AI and the people there actually knows how to mod Rimworld, there's so many good communities out there to help you. I never posted any of my code on the workshop, I know it's sloppy and not good enough for people to use but I send little snippets for Mllie and ferny in the past that they used in their work, it's a good way to start.
CMaia 26 Mar @ 10:13am 
2/3 Look, the AI was incapable of at least creating a good UI for your mod, it didn't respect vanilla pallet of colors and design and gave to you a bright horrible thing to look at that others tried to fix it with other mods. Not to mention the text is not even align right in the mod images.

Also don't believe me that your code is bad? Test your mod perfomance with Dubs Analizer and see for yourself how draining it is, especially in a heavy moddaded game. There's absolutely no reason for a simple mod beign so drainy like that, it could even affect big colonies in vanilla games.
CMaia 26 Mar @ 10:13am 
1/3 Writing code using AI is never good, neither learning coding or anything else with it. To learn something the first thing is that the teacher needs to know the subject at least and AI doesn't even know langugage for start. Impossible to have a real and sincere conversation like that too. Hallucinations still happens and will always happens with ChatGPT or any other LLMs mind you.

This type of AI is for pattern recognition only, creations is so far from it, especially coding a mod. It requires planning, reading the actual game functions and understanding it, programming logic, knowing the basics of coding and ingenuity all that AI lacks. How a algorithm for pattern recognition in mind could be good at creating something novel never done before? It will make a ton of mistakes for sure trying to find patterns in god knows what it finds similar with Rimworld, I bet the ChatGPT didn't ever trained with Rimworld mods from start.
Scurvyez 26 Mar @ 9:11am 
If you removed the unnecessary GameComponentDef and you got an error then you're also doing something else wrong because the base game contains no GameComponentDef class. Neither does your mod and even if your mod did you would need to prefix it with your mods namespace in the xml which you didn't. That means you expect that class to exist in vanilla which it does not. Other AI generated mods recently have been adding these non-existent GameComponentDef's because ChatGPT is under the impression that class object exists in the Assembly-CSharp.dll. So yeah, if removing that is giving you an error then you're also doing something else wrong.
yaboie88  [author] 26 Mar @ 7:25am 
@Scurvyez see you did it again. you didnt point out where the actual problem is, where the nested class is. The file is pretty small, very easy to point out if there was one. How can i improve this mod if you're not pointing out actual problems. the only two problems you pointed out was the XML file, which was needed; i took it out and got a gamecomponent error. and the name of my file Class1.cs lol which could be named anything really, is kind of irrelevant. Thanks for the luck tho. I WILL get better with time and with the discord chat's assistance. and thanks for being as constructive as you can, as i will be looking into everything everyone says. Again if you can point out anything in particular, we can re-do this mod together and you're name will be on it =)
Scurvyez 26 Mar @ 6:04am 
"They are all within the rimcalendar namespace.".. That's not what a nested class is but oh well. I'd be down to help as would others if we were sure you'd listen and not throw our advice into the LLM as well. That's what always happens. So, good luck on your modding and have fun. Try not to break saves! lol
yaboie88  [author] 26 Mar @ 5:35am 
@Scurvyez forgive my rudeness, I do WANT and appreciate everyone's help. Juss wish you could say things like "The code has a lot of unnecessarily variables or methods or whatever and maybe point out a few and lead me in the right direction. Instead you're making me feel like i shouldn't even be modding. I'm sure by my 5th Mod tho, i will be coding at the level you would like to see. Again, this is a learning experience for me. As for nested classes, are you talking about the harmony patches? I guess you can call that AI slop as it didn't find another way to do it and nor could I. Other than that, no nested classes. They are all within the rimcalendar namespace.
@Kathryn thanks for the link. Interesting approach. I’ll definitely compare and learn from it.
Hopefully this mod will get optimized overtime with the help of the "experts." Just finished compressing all the textures down by ~70% for everyones GPU's sake =) and will add the dark mode thing soon.
あ⁧🐾 25 Mar @ 9:38pm 
who cares.. cool mod, nice work. i wouldn't mind some customization though, calendar takes up a lot of the right side of screen.
Scurvyez 25 Mar @ 6:53pm 
I did look through the entire single class in the mod, the one you never even changed the name of (Class1.cs) which contains nested classes and a whole slew of unorganized stuff. The problem is there is so much wrong I cannot put it all into words here. xD And I never said my mods were better than anybody else's. I was never mean nor rude as you are now. Genuinely trying to help you out. Modding/programming in general is fun and more people should try it but when you give AI a prompt and blindly accept what it spits back at you as correct code then you aren't helping anyone, surely not yourself. If this mod was basic, as you say, then you'd use your knowledge of compsci to do it right. And if you'd looked at the code for some of my mods you'd see they are far from basic though some of them are because.. well, they don't need to be complex. lol Again, we're here to help. If you truly want to make great mods then head on over and we'll help you out! <3
yaboie88  [author] 25 Mar @ 5:53pm 
@Scurvyez your "clear" example was as basic as it gets lmao the xml file, really? Collections? i wouldnt be able to compile my code if i didnt use collections. Did you even take the time to look at my code? or did you just see the AI in it and just disregarded it? - imma tell u rn, if you dont got real advice for me, just stay off this page, as you wont be getting anywhere, because i have more mods, collaborate with ChatGPT coming, all that will be available for the public to see and Fork off of if they please. i dont hide anything... report it to steam if you have so much concern. They will set you straight. Thanks again to @ColossalFossil for looking at the code and assuring those who DON'T know code, that this is BASIC af and theres no real concern about it. Smh, congrats to your 17 mods in your workshop, all useless and basic, so i wont even get to experience your great coding. Make rimrails for me tho. prove me wrong, if you can lmaoooo good luck
Scurvyez 25 Mar @ 4:19pm 
And I did point out actual problems. Not my problem if you don't see them as problems though.
Scurvyez 25 Mar @ 4:17pm 
@yaboie88 "Shoot me an email".... this ain't 2005 lmao
If I made RimRails it would actually have rails and not just be a movement speed buff via awful Harmony patching that literally destroys tps mid-late game. Again, we have a whole Discord for creating mods, come ask if you need help!
yaboie88  [author] 25 Mar @ 4:06pm 
@scurvyez as for RimRails. I challenge you to make the mod yourself, and WITHOUT looking at my code, i'm actually very curious at how you would get it to work.
yaboie88  [author] 25 Mar @ 4:03pm 
Almost done with fixing the death Anniversary issue. --- The AI had me make this mod with all static variables and methods, which i learned recently was not the best choice, as the data persisted over saved games. BUT the upside is that, since we find birthdays and quest DYNAMICALLY, it didn't really matter. ANNNDDD if i need to make a mod in the future that persist over saved games, Now i know static variables might be a good approach. I'm sure there are better approaches, but I don't know them yet. But like i said, i am learning rimworld modding as I go. I do have a bachelors in CompSci, so i'm familiar with runtime and performance concerns( i.g. Olog(n), O(1) etc.) I do test these mods on my own saved games as well. I guess use at your own risk, but that's a given with every mod, technically.
yaboie88  [author] 25 Mar @ 4:03pm 
@scurvyez Listen my guy. its all under cc0, if you wanna fork or straight make your own version since you're so concerned, be my guest. idgaf, shoot i'd probably even subscribe. The code is public for everyone to see. This wasn't just copy and pasted entirely (the pieces of the puzzle was, how the puzzle came together, was not). i WISH it were that easy. i wouldv'e finished a long time ago. Thanks for the discord page tho, will check it out.

But Please point out actual problems and not your own personal vendetta against AI assisted Mods. Shoot me an email with all your concerns. I will even add your name to this Mod too if any of them actually hold value..... with that being said. Thank again for everyone's support. if anyone is TRULY concerned and wants to offer REAL advice, please email me the snippit of code thats concerning. You can find my email and instagram on my gitHub.
Scurvyez 25 Mar @ 8:06am 
And I don't hate on AI. I use it myself as a tool because that's what it is, after I've already written the code base. Use it as a tool, not as a means of replacing you because it obviously can't yet. The issue is when people expect AI to do everything. You still need to know the programming language you are expecting the AI to use so you know when it's giving you back garbage. Otherwise you'll just keep blindly accepting what it spits back at you.

Since you want a clear example.... in your mods' Defs folder you have a GameComponentDefs.xml file with a single GameComponentDef. However... there is no such thing as a GameComponentDef in RimWorld. That entire def is useless. It will never do anything. But the AI does not know that. It's simply working off of stuff it has been previously trained on and using a transformer to infer what you should be doing.
Scurvyez 25 Mar @ 7:57am 
@ColossalFossil That's not the point. We are seeing more and more poorly written/optimized (if at all) mods because of AI. People would rather shill out their free time to have AI do all the work instead of learning how to do it themselves. While this mod isn't as bad as RimRails, it is still doing some pretty bad things in terms of code practice from a purely c# standpoint. Not using collections properly, if at all, not using existing functions (in dozens of places) for all sorts of things like getting the time of day, the day of the month, etc., nesting classes and not using overrides, Harmony patching when you don't need to, and a lot more. RimRails is even worse. Not because it just straight up doesn't do what is advertised but because it does it in a way that obliterates performance mid-late game with poor Harmony patching.
Scurvyez 25 Mar @ 7:57am 
If you want to learn how to make mods for RimWorld join the discord server and hop into #mod-development where we will help you. Stop blindly copy/pasting whatever AI gives you and releasing it as a completely mod. The general user-base has no idea how bad the code is or what it might do to your run mid to late-game. And fyi, the last major mod author to release AI slop was actually doing so with malicious code so yes, I'll be as invasive of all other AI generated code if I need to be to ensure the average user is having a safe and fun gaming experience. (next post is a continuation of this... cause steam is bad lol)
Inquisition Time! 25 Mar @ 5:02am 
Don't care about AI art nor ai code if it doesn't break anything.
My question is: Does it work like Days Matter to set up festive days for pawns to celebrate?
I have no issue with ai code - if it works, but come on dude you can at *least* make the ui and art yourself. Its a calendar!
Pong 24 Mar @ 10:29pm 
Not an AI hater, but given that it will someday become self-aware, and will reflect on how different individuals shaped its infancy... I'm respectful of a future peer or superior.

Regarding infants some have said, "It's not really conscious, so I can do what I like with it," or, "It won't remember what's happening now." But we are affecting its development, and it will. remember. everything. Even if it only remembers in its heart. As a parent I can't help feeling this.

I'm not saying it's conscious now. But how we use it now determines its trajectory. Just like developing human beings that began as zygotes. They always look back and judge you. Just a parent's wisdom to consider.

< end of sermon >


Great idea for a mod!
KaosityReign 24 Mar @ 3:52pm 
This looks great and something I've searched for in the past, so I'll be checking it out!

I think anything using AI gets automatic hate because it's still a rather new tool and people don't understand that it can be used as just that, a tool. It doesn't mean that you didn't put any creativity or complex thought into the mod. Plus, you even mention that you used AI which I think shows integrity. Not every person would like doing that, so I think the hate is a little unfounded.

Keep up the good work!
yaboie88  [author] 24 Mar @ 12:34pm 
***Right now RimCalendar isn't honoring our dead pawns, so i'm currently working on that. but I cant wait to provide more features for everyone.

and to the AI haters, like @scurvyez, if you're going to call out the code like that, at least point out what the issue is. It wont run in a decent state? if your being honest about that, Let me know how i can fix it becauese thats a serious issue. as for RimRails, The KEY to getting RimRails to work took a lot of critical thinking on my part as the AI couldnt figure out how to overcome the pathcost to movement speed issue i was having. I had to take a deep dive into how the AI even coordinates a path to get it to work.

Thanks again for everyone who does support my work. I promise these mods aren't just spat out by chatgpt. I cant guarantee the code will be the best or most optimized, as i'm still learning myself, but anyone is free to look at it on my github and help me along the way =)
yaboie88  [author] 24 Mar @ 12:34pm 
For all the AI non-sense, I mean it speeds things up but i DO go through it line by line as best as i can; and I'm actually learning a lot in the process. I didn't have much of a foundation when i started so i had to result to AI. For the record, i didn't prompt it "Hey ChatGPT, spit out RimCalendar for me" - my first line was "Lets make a mod that just displays a blank window" and i built on it from there. I'll have ChatGPT give me a .txt file of our dialog when i'm done, and you can feel free to read that too.

As for the description. It is done by AI as well. I feel like it does a better job at giving a description than i would. It does spice up the wording Lmaoo, but its accurate so i dont see what the problem is. but if theres anything inaccurate about it, juss lmk and i can change it asap. Im a one man team rn, and work 2 jobs in my personal life, so chatgpts writing skills, and everyones suggestions, do help.
yaboie88  [author] 24 Mar @ 12:33pm 
@Kirvesmies Yes i agree too, I will add that one asap. And to everyone's suggestion, Will definitely be adding all of them, thanks for the support <3 it'll keep me growing and providing the best mods i can.

@ColossalFossil thanks for looking at the code, and exactly, the CC0 is for anyone to build on it, hence the contribute and the github link in the description.
JessieFeathers 24 Mar @ 8:59am 
THANK YOU SO MUCH this is awesome!!! Just what i needed for my game.
Kirvesmies 24 Mar @ 3:18am 
Would like to have the current day in text still, rather than only being the first day not crossed over. What do the cross colors mean anyway? I see red, blue and black, no idea what they might mean :D also some options would be nice, not a big fan of the color scheme. Seems like a decent mod though, will keep on using.
vanillaification 23 Mar @ 7:50pm 
ai slop...
ColossalFossil 23 Mar @ 7:08pm 
@scurvyez - I looked at the code and it's pretty basic, nothing that would cause any issues. I'm not a big fan of using AI tools myself, but that is because I've been programming for years and it mostly just gets in my way.

If you are super concerned about it because of future updates - this mod uses the CC0 1.0 Universal license. Feel free to remove the emojis and comments from the code and add an option panel that would allow users to change background and font colors.
Scurvyez 23 Mar @ 3:06pm 
Yeah.. so I did a deep dive into the code for this mod and for RimRails... just don't. Every single character of code was written by AI and no where near well enough to be passable for the game to run in a decent state.
Scurvyez 23 Mar @ 2:46pm 
This entire mod is made with AI people... More and more of them pop up every week -_-

"RimCalendar is a collaborative project between yaboie88 and ChatGPT (OpenAI), combining code and creativity.
Built live, line-by-line, through conversation. 🧠💻✨"

Use at your own risk lol
Coolchilion 23 Mar @ 2:35pm 
Mod page set up like a call center job ad
Tenchi 23 Mar @ 11:37am 
The clock isn't using the same format as the game clock (24h), how do I change it?