RimWorld

RimWorld

Phinix
Vas 3 Oct, 2019 @ 5:02am
Thoughts, Feedback, Suggestions
I'd like to share a bit of feedback here that can help with the development of this mod. It was too much to post in comments though.

So, I've noticed that you can break the chat to an extent with obscenely long names, or when HTML names fail. I think the name system should be limited to display a max of say, 30 characters. AKA if I set my name to;
<b><color=#479DFF>V</color><color=#38BDB0>a</color><color=#1EB062>s</color></b>
Thats three characters displayed. If I put a space in each "color" tag, breaking the color, it would be a large amount of text.

I think it would also be great, if we had a different sound for incoming messages, something that wasn't in the standard game files so we know its a message and not just a UI click. Its a little annoying to hear UI clicks a lot. Maybe I can try to find a decent sound file if you want to change that.

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Trade system should employ a basic style of anti-cheat.
Monitoring dev commands for spawning items, should prevent trade of that item. Perhaps even mark dev spawned items with a hidden value preventing that particular item from showing up in trades.

I know that there are ways people can bypass this, but its a discouragement system, makes it harder for them to do, so they are less likely to do it.

Trade windows should probably be redesigned too, a trade should show items that they have available for trade at the time the trade was initiated. When I send a trade offer to someone, it shows up on their end with a list of all items I have in range of trade beacons (not in stock piles, another change you should probably do, to support all storage mods), and when they click accept trade request, it should show me their trade stock at the moment of that trade. Once I see a list, I can click something to show what I'd like, and what I'll trade for it. Then it sends them back that list, they can then modify it and send it back. Eventually we agree on something, and both approve the trade. Assuming that one end has lost some of the items since the initial trade opened up, we will have to wait before approving the trade till we get those items back in. Perhaps even allowing items to be deducted as soon as they become available up into the trade holding area so that once all of that accepted trade item is done, it marks your end as ready. Or some such. I'm open to discussion on this as well.

I'd also like to be able to trade in pawns and animals. We need a system though to strip modded elements out of pawns and animals that the other client does not poses.

Some verification system like this could be added for items too, a client check for items on the other's end, removes items it does not find in their game from your list so when you first send your trade request, it sends along a list of defnames to the other client. When they click accept, it sends back a list of thingdefs that did not exist on their end, and removes those trade options from your list.

In the case of pawns, if for example I have dragons with body parts that the other person does not have, and they have dragons but not the mod that adds the body part, the body part will be stripped from the dragon before trade and show a warning symbol on the trade indicating what body part will be removed before the trade commences. AKA I could end up sending them a legless dragon if they don't have the mod for bionic dragon legs. Hovering on the warning would show "Body Part Legs will be removed before trade.". "Body part heart will be removed before trade." and end up sending them a dragon that dies the instant it arrives.

Another interesting feature would be for the game to allow you to hover over names to see their game year and tech level, and to check if dev mode is activated and such.

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For some added realism, you could add a mod option to toggle realism mode or not, if enabled, it would add something like the following;

First, lets talk about tech levels.
When first loaded up each time you load your save, Phinix will check research tree for research points possible to spend.

5% of total research, puts me at a tribal level.
10% puts me at a medieval level.
15% puts me at a low industry level.
25% puts me at mid industry level.
35% puts me at high industry level.
50% puts me into low spacer level.
65% puts me into mid spacer level.
80% puts me into high spacer level.
90% puts me into Trade Ship Level.

When I try to trade with someone, a trade caravan belonging to trade faction will appear on their world map, or you can just make it belong to the spacer faction if thats easier. Make it uninterruptible so no events can harm the trade. Have it appear randomly within 50 tiles of the player's base. Even if on an island with ocean in between.

Move speed is affected by the tech level. A normal average move speed as the starting calculation point for everything, starts at mid industry.

Tribal; 0.3x + 6x slower for ocean tiles.
Medieval; 0.5x + 5x slower ocean tiles.
Low Industry; 0.75x + 3x slower ocean tiles.
Mid Industry; 1x + 2x slower ocean tiles.
High Industry; 1.15x + 1.5x slower for ocean tiles.
Low Spacer; 1.3x speed. No slowdown for ocean tiles.
Mid Spacer; 1.75x speed.
High Spacer; 2.5x speed.
Trade Ship; No longer uses a caravan, instant trade.

When caravan used, traders appear as a caravan on your base map, and head to your trade spot or wherever a caravan would normally go. They will drop their items there at the location they arrive at, and immediately leave. If you attempt to kill them, they will self destruct burning their bodies and animals into nothing leaving damage everywhere around them and disable trade with Phinix for a certain amount of days. Exclusions exist for wild animals or raiders attacking them on the map. It does a check to see who attacked them. This can be discussed further as well though.
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Showing 1-6 of 6 comments
Vas 5 Oct, 2019 @ 6:44am 
Oh, and another idea to fix some stuff on the name system;
Add an option in mod options below name that is an input box for information. This can then be filled with smaller text below someone's name in the name list that shows whatever they want, same color formating and such as name slot, its just smaller text. Then I can be named "Vas" in chat, and put info below my name in the chat list that says I trade in Organs, or Artwork, or whatever.
BuhLakEh 8 Apr, 2020 @ 4:25pm 
Do you think you would be able to implement Animal and Potentially Colonist/Prisoner Trading?
TripleShades 13 May, 2020 @ 8:47pm 
would it be possible to implement a way to change the chat notification sound? including the volume of it, if possible
I'd love to mute certain people after seeing two geniuses fight with childish insults and 'your mom' jokes for an hour. So a way to mute other people temporarily for yourself would be nice
i eat cigarettes 19 Nov, 2020 @ 9:29am 
Originally posted by A nu chiki-briki i v damki!:
I'd love to mute certain people after seeing two geniuses fight with childish insults and 'your mom' jokes for an hour. So a way to mute other people temporarily for yourself would be nice
♥♥♥♥♥♥♥♥♥ it's amazing how many religious and conspiracy discussions happen on this mod, this feature would be a godsend
Windows XP 24 Aug, 2021 @ 7:59am 
There really really needs to be a way to choose which base the resources you trade come from and get transferred to. I have multiple bases and all the stuff just comes from and gets sent to the first one.
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Showing 1-6 of 6 comments
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