Hello :)
I'm new to modding but have a degree in computer science, along with general experience in game development, especially in Unity and its Netcode networking library. I'm very open to feedback and happy to make any code adjustments as needed.
I've spent considerable time playing RimWorld with this mod and the multifaction feature enabled, which has inspired me to improve the starting experience specifically for multifaction gameplay.
First commit:
General Updates:
Enhanced multifaction starting experience for Core, Biotech, and Ideology to mirror single-player starts.
Scenario selection is now available before creating a new faction.
Correct starting gear, possessions, research, and initial dialogue are now properly generated.
Bug Fixes:
Lost tribe factions can now be joined from the faction creation sidebar.
Multifaction start: Map fog correctly disappears after creating a new faction map.
Multifaction start: All scattered resources/items are now automatically forbidden after map generation (workaround in place; root cause still under investigation).
Biotech: ExoMech Remains generate now on the map.
Second commit:
Before: New multi-faction async maps are generated with the latest map time (maptick) of all maps.
Issues: Potentially starting in winter, the storyteller might send incidents immediately, etc.
Pullrequest: When creating a faction, a checkbox can be selected to start the map from zero ticks.
Tests:
Both commits have been loosely tested by me on a single machine, using two instances of RimWorld. I primarily focused on testing different scenarios and initial days in both the Core and Biotech dlc's and checked if ideology starts without an exception. I'll be conducting further testing by me and in a multiplayer session with friends, likely within the coming week.
ToDo:
I've included a few TODOs as comments in the code and plan to work on them next week.
Hello :) I'm new to modding but have a degree in computer science, along with general experience in game development, especially in Unity and its Netcode networking library. I'm very open to feedback and happy to make any code adjustments as needed.
I've spent considerable time playing RimWorld with this mod and the multifaction feature enabled, which has inspired me to improve the starting experience specifically for multifaction gameplay.
First commit:
General Updates:
Bug Fixes:
Second commit:
Before: New multi-faction async maps are generated with the latest map time (maptick) of all maps. Issues: Potentially starting in winter, the storyteller might send incidents immediately, etc.
Pullrequest: When creating a faction, a checkbox can be selected to start the map from zero ticks.
Tests:
Both commits have been loosely tested by me on a single machine, using two instances of RimWorld. I primarily focused on testing different scenarios and initial days in both the Core and Biotech dlc's and checked if ideology starts without an exception. I'll be conducting further testing by me and in a multiplayer session with friends, likely within the coming week.
ToDo:
I've included a few TODOs as comments in the code and plan to work on them next week.