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Lavish words coming from presumably the free world, I guess?
1. I am way too busy irl to maintain this many mods.
2. I have killed this project back in 2020 - 2021 out of political concerns.
3. I had an experiment (Friendship Memory Framework + The Edge of Abyss) (although it is a failed experiment, I would say) that I wanted to integrate into this mod.
If I were to provide updates again, it will have to be under a new idea and new concept, and I will have to have enough free time again.
https://steamcommunity.com/sharedfiles/filedetails/?id=2222607126
Hope this helps anyone!
https://steamcommunity.com/sharedfiles/filedetails/?id=1541984105
I dont even know about VPN anymore, real life has gotten too deep into my mind, but seeing that I originally talked with ClosedDoors about continuing it with only a few Steam messages like this, I guess people could just fork this in e.g. America and continue this? And then briefly say here that they have continued the mod somewhere else, then I can rest assured and forget about this.
Do you feel safe using Discord w/VPN?
It is a limitation, that pawns in the same map will still know the news. Your option would be to set up an additional base (e.g. using Set-Up Camp mod) to have an off-site facility to do your things.
But alas, I am to scarred to continue develop this.
This is the 31st year after the Tiananmen Massacre, which saw thousands of Chinese people killed in very mysterious circumstances. While tragedies happen from time to time, in various places around the world, the Chinese government has eerily stayed quiet about this for 31 years.
This mod, as I have previously stated somewhere else, is strongly related to the concept of truths and knowledge, and the concept of "what we really know". Last year, in the 30th anniversary of the Massacre, I changed the cover image to a monochrome one to commemorate those who lost their lives in this tragedy. But as the circumstances dictated, I could not bear to remove the monochrome image, for I saw the often-brutal Hong Kong protest crackdowns first-hand, which probably have looked similar to the ongoing crackdowns in some parts of America right now.
I am afraid of censorship. I am afraid that what I have seen will become a part of the so-called "forbidden memory". Ask yourself: if you used this mod, would you then set up organ harvesting facilites out of the reach, with only transport pods going back and forth between the facility and the main base, to prevent news about inhumane atrocities spreading from that specialized facility? I am afraid that I will soon become a metaphorical, involuntary member of that facility in real life, where the existence of me and the facility itself is undesirable and must be purged and quarantined.
I am afraid because, if those facilities are to be quarantined, the authority (e.g. you the player) would do everything to make sure no news get out of it. And, well, as they all say, "dead men tell no tales". I am really afraid.
The track record and reputation of the Chinese government is not great in the regard of "keeping news controlled" (they do have a mastery in economic development though). There probably are supporters of the 1989 Democratic Movements somewhere within China, but where are they now? How come they never showed up to commemorate such an important event in the political modernization of China? I could only expect the worst.
As someone living literally next door to such government, I am afraid of their overarching, ever-intensifying influence over my place. I am afraid that, because of some vague legislation from the Chinese side, that this item would need to be removed or hidden even though it offends no American law (I am confident it doesn't). I hope it doesn't happen, but as Carrie Lam said, "I have no stake in society". I am as strong as a cow in the face of a butcher.
Do treasure the power and right to speak freely when you still can.
The feature of news spreading is integrated with the base game's chit-chat and deep-talk feature, with deep-talk being more likely to transmit news. No new, custom handlers for this, because it is difficult as hell to make something new about social interaction mechanisms.
I think there would be hiccups when pawns die in a map with a lot of other "thinkable" pawns. While Ludeon and us here need to loop through the pawns in the same map to check things, we used a different method, and unfortunately, our method here is slower than Ludeon's method.
If I remember correctly, news are batch-updated regularly 8 times in an in-game day, to update the scores, and clean up forgotten news. There probably will be hiccups when this mod update the scores, but should be fine otherwise.
This mod also prevents pawns that are referenced by news from being discarded. If there are too many dead men in your colonist's mind, it may slow down general performance.
I haven't really looked into my source code for a long time now... not sure what you mean by the third case
Never tested it myself, seeing that the config required seems complicated
On another note, TIL even in multiplayer there is this news travelling problem...
This mod blocks news travelling by checking the Map of the pawns; currently, in singleplayer, news can only be immediately given to all pawns on the same Map as the "main pawns" of the events (or in the same caravan), and spreading the news requires the pawns to carry the news to elsewhere by talking with others
I think the icons are from one of the many vanilla expanded mods...
Then again, since I am not good at drawing stuff (the known news/forgotten news icons are simple mspaint-grade icons) so I'm not gonna provide icons for the tabs
Ah... others and I kind of have the idea of blocking news depending on the room, but yours expanded on that idea by blocking news depending on line of sight... interesting
Right now Imma leave this mod as is, and see how things will evolve in the future before I decide to restart/resurrect this mod
I dont have Patreon, Ko-Fi, etc, but thanks anyways :)
I certainly can spend some time to update this to v1.1 (no fix, no new stuff), but do understand that, in addition to the college workload (this has been here from Day 1), I suddenly have intern work, a city, and a nation to pay attention to.
What has happened in the past 8 months or so has greatly disrupted my life and modding focus, but has also inspired me greatly, and I realized that this mod is no longer sufficient to let me express myself. I need a bigger container, a bigger mod.
So, in the short run, if I have spare time, I could reallocate them around to squeeze an update to this mod. With such scale of this mod, and such changes in v1.1, it will take some time.
But in the long run, if I really have spare time (I truly hope so), I want to make a new mod that focuses on hope, and then move all the features here into that new mod, and then discontinue this mod.
Making myself clear for all to see.
The most outstanding bug that I anticipate will be that this mod will give duplicate "pawn kidnapped" letter, duplicate "pawn kidnapped" thought, and unblocked "pawn lost" thought. While I plan to rewrite this mod eventually, perhaps this future bug will be a stronger incentive for you to keep your colonists safe during raids.
With the introduction of vanilla-based mod dependency system, this mod (or its children) will no longer provide mod-loading info to Fluffy's Mod Manager. All those info will be fed directly to the game instead.
...you are right. There's mostly pawn died news.
To be complete, there are also "pawn banished", "pawn harvested", "pawn kidnapped", and "pawn sold", but I guess they are not as frequent as pawn deaths.
Originally, was about to move to something related to raids, but then Hong Kong happened. Couldn't spare time here afterwards.
(lemme rant about it)
The only worry about performance would be the "hourly news importance re-calculation", but I think it should happen pretty quick, unless you have too many deaths in your colony in the same hour (like, all your 2500 chickens died due to a fire/explosion? but then you will be lagging in the first place due to that many chickens, which is totally not related to this mod).
For other features, I dont have much worry about performance. Due to how Harmony library works, it is more likely you will get a longer startup time than having lags midgame due to this mod.
In the very long run, I have been thinking about writing up some sort of "event system framework" for all to use and for me to rewrite this entire mod. I do hope that the day will come where I can finally return to here and code away in my remaining leisure time.
Not sure how multiplayer works, but I am guessing, if everyone in the multiplayer session has this mod, then this mod should work for all people.