Difficulty Tuner Bugs
So I've noticed a few bugs right off the bat when trying Difficulty Tuner again.
Earlier I created and saved a custom difficulty to slot 1, and when I came back to a new game, I tried loading Slot 1 and it only saved a portion of what I had saved. It didn't save the belt costs, pipe costs, and that such stuff. It also didn't save workbench speeds or build time, or storage sizes. Basically the only thing it did store was a couple of bools and the milestone cost block near the top.
I also notice that the age old bug of the milestones for machine parts appearing in your milestone list. Perhaps instead of a milestone, these special buildings should be added to the regular unlock list of the original milestones, or unlocked outright with a build cost of what it would cost to make those parts that can't be manufactured normally. I would also set a building limit of 1 so that special version of the building can only be built once, and set it to work at half speed. Name it "Model Zero Assembler" and "Model Zero Manufacturer". Maybe you can do a flag to hide it if its not part of that difficulty but at least then you no longer need "machine parts" or milestones for those special units. Alternatively you could just alter the cost of all assemblers and manufacturers to be the cost of all the parts that make them up prior to needing themself to produce the parts.
Hypertube cost defaults at 0, very confusing. Should probably be 1.0 like the others.
Workbench Speed Tooltip could include "Higher values increase speed, lower values decrease speed". Just a thought.
Build Time cannot be saved or applied. I keep entering 1, and hitting enter repeatedly, but nothing happens. With 1 in there, I click apply and it doesn't apply. I'd also like to set build time on certain other things too, but not 100% of all things.
Percent on storage ones should default at 100% instead of 0%, also confusing.
Incoming Damage does not appear to save or apply either.
All in a single player test.
71 Replies
This is @SifVerT's mod, whom I used to help out and try to diagnose and all. So I figured I'd bring all this up here where it can be tracked and others can confirm or help out with testing too.
So my current attempted settings are as follows:
Milestone 3.0
MAM 3.0
Awesome 2.0
Elevator 10.0
Belt 3.0
Pipe 3.0
Power Line 2.0
Craft Bench 0.1
Semi Anti-Lazy Build Time 1
Minute, Tractor -9
Explorer -5
Creatures Passive No Spiders
No Giraffes
Longer Wait Healing
Medium 125% Incoming Dmg
Very Long Night
Instant Pickup
@Vas the Stampede i have ran into a bunch of bugs too
hope @SifVerT can work on them soon when he gets a chance
You can silent ping by starting your message with @silent by the way. It prevents pinging someone who may be busy at the time. π
Haven't actively modded since U7 and the bugs are known, but thanks for reminding
The milestones well it's a never fixed bug
Alright. x3
How about the idea to patch out the milestone?
Changing the costs of the structure would be an alternative to that.
I had hoped the devs would have embedded difficulty options into their own game for a full release but nope, the obvious isn't obvious to them. π
It's fixable just have to work on it, probably rewrite the code
Now we've got 1.0 which is boring because literally everything in the game is known by now so there's no more exploration or adventure and everything's practically exactly the same.
Thats why I was hoping to use Difficulty Tuner to at least patch out some of the issues such as plopping down crafting benches everywhere or building radar towers to reach high cliffs and whatnot.
I also think difficulty settings should be base game
Which reminds me. I think you should add towers and radar towers to your anti-lazy or another option for build time that includes anti-lazy and anti-climb.
It'll still allow people to use foundation ramps to climb but its more of a hassle. Same with belts. π
Difficulty Tuner has ben one of my fav mods for this game
Difficulty Tuner works on most baseline features
At least now you know there are no more major updates to the game so you don't have to worry about the devs changing things and breaking your mods. Now you can code something that'll last.
The slot system I should've inactivated the code, it's full of incompatible code after I added more features to the mod
Can't handle newer settings and will set them to 0.0
Unfortunately didn't implement a failsafe
Hyper tube cost is an example
I think Difficulty Tuner came in U6
So are you thinking of rewriting from the ground up or are you planning to come back around at some point to try and re-patch the existing?
@SifVerT was it that early
Difficulty Tuner is a huge mod under the hood, ain't rewriting that
i started with it in mid u7
It was U6
Since U7 I've mostly maintained the mod as-is
Will there at least be a way to let only the host, change settings?
Except for Progressive Difficulty
That was added due to own interest
I kinda wish there was a way for me to set the difficulty settings before I even start the game, to change them prior to starting a map.
and then when you last updated it to work with u8 and went M.I.A lol
It used to be possible to set it before the game
And lock them so that no one in game could change them. π I don't think that building is even needed anymore since you have that hotkey anyway.
I met a new woman and married her
Hadn't time
Working full time too
hi hear ya Life Comes first man
Now I got her to play the game π
I met a woman, she then suddenly told me one day she's lesbian and ditched me. π
right on
Of course all my meetings are online and such. So eh.
Forever alone, yay.
I had a feature to lock the settings
It just got missing
Well hopefully when you have time, we can get DT working again. I can't imagine starting a new game just to have the same pre-calculated crap out again from people who know everything already by memory.
It really gets old when you play with someone and they have a spreadsheet in their head with all the costs pre-figured out.
Well, DT is working mostly
I really want the ore locations randomized too but thats even harder to do and sync.
i know you said back in u7 that there was more you wanted to do with it
It is easier than a mod I was working on with procedurally generated nodes
Random resource nodes is mod from Andre, isnβt it? Have you tried?
Oh PCG would be nice
There's more I had planned yes
I still have the mod in the workflow, Procedurally Generated Resources
Just was very complex
I canβt even imagine π
You would prospect for ores, no fixed locations and the nodes were finite
if you think about it is kind of the one mod for just about anything
I managed to come pretty far on it though
Was cool with finite nodes
I just saw a video from the Coffee Stain QA Stream where Jace and Snutt are talking about early builds of the game where they were planning to do something like:
You can put miners everywhere in the map, but the % of the purity would be low and the nodes would be randomly placed but with % of purity high. And they would be finite
It would actually be interesting to have nodes in different locations too honestly. So they have to actually be searched for instead of knowing where all the nodes currently exist are. π
Though I don't think I like finite. Just new locations that no map system can point them out to you with.
But doing that would be difficult considering picking their locations would result in overhangs and floating stuff and wall stuff and all that jazz.
But yea, difficulty tuner is certainly a required thing for me to start a new game. π No point if everything remains the same since a new game would just replicate everything we did before.
what i like about it is that you can change input and output
thats one of the things that still works
I thought it would be nice to not always have the same node but have to move miners.
I used inactive code from early versions just for that in Procedurally Generated Resources
I don't think so though. π Moving miners would be highly annoying.
It removes my favorite feature, trains.
It'd not be that often though
No point in trains if you can't have static stops.
inferstructure would become pointless over time.
It is still a vein in the ground with a pool of resources in the area, the site would still matter for trains.
And ghost stations is also a thing irl
Could use an old site for factory construction
Manufacturing
It's also not like the miner runs out in 10 secs
Stations RL last years π Not days.
I just don't want my ores disappearing over time.
I want random locations, but not disappearing. That can be a different difficulty setting.
45 minutes in game is one day.
Roughly 274 hours is one year.
Still, I don't think everyone's gonna want their ores disappearing. I'm sure you'll make it an optional adjustment. π
Or maybe it was 45 minutes day and 5 minutes night, been a while since I wrote the stuff for DT about days
Anyway, if you need someone to test your stuff, lemme know. I can help like I did in the past π
I'm doing a playthrough using this mod so far and I like it. Is there any way to toggle the chat messages outputted reminding me "x days has passed and is valid"? I'm not even using the setting that adjusts difficulty by time and keep getting this, figured this can half classify as a bug. If there's a way to toggle it, I would love to know
I can maybe add a toggle for the message in a future version
Original intention was for it as part of an achievement system based on difficulty which never got implemented. It actually records the days you played on a difficulty setting, although the data collection has got bugged from disrepair.
For example playing for 100 days on Hard difficulty.
It says "valid" because it detects cheating through fast forwarding a game.
What about rewinding? π Or time freezing. Perhaps instead it should detect hours played on a difficulty rather than using game time.
I don't remember how it detected cheating exactly but if you tamper with the time, except pause, your day isn't valid
So why not just tether it to played time instead? Can't exactly tamper with that. x3
It's not that simple unfortunately
But I might remove the code anyhow because it's for a feature that never got implemented.
Odd, not simple to count how much time has passed since the start of the save? π I thought there was already a built in mechanism in the game for that though.
That's not hard but to use it to detect fast forwarding the simulation is.
If someone fast forwarded time, it wouldn't really matter if you're tracking hours played.
And if someone uses an external program to boost the speed of the game physically making it faster like cheat engine, well there's nothing you can do about that.
To those lengths I'm not going for something which isn't like CS. It was originally about tracking if the player changes the time scale so everything in the game is sped up, which is a form of cheating.
Played time says nothing when the player has manipulated the time scale.
I shouldn't really care if players want to cheat but it was meant to be part of an achievement system.
@SifVerT thats what makes DT diffrent from other mods because of all the things you can do with it
It would be good to add a note on the mod page that you have to press F9 to get to the config settings. This was the first mod I ever installed and it took me a while to figure out how to use it because I didn't notice the "Readme" text on the mod screen.
When did the "FICSIT" assembler and manufacture get added to the mod? Can't see a way to turn it off, that said I had a bug where every time I logged back into my game, the 10x multiplier for SpaceElevator parts I had set, was re-applying to the point it requested 25,000,000 versatile frames lol
@SifVerT hi i just got this mod and found two issues.
#1 i increased the costs of research and building. currently mercer spheres and sloops are also increased but they should be exempt imo.
#2 i wanted to increase the amount of materials required for research and progression. when i was dialing in the numbers, spaceparts would bug out. i would tweak, save, then load. this resulted in a bug where spaceparts required would increase exponentially. for example if i set spaceparts to 10x required, ended up tweaking something, did save/reload, after loading it would require 100x, then 1000x etc. it could even overflow and go negative
encountered same behavior with the exponentially scaling costs, happens with a lot of mods. easy way to avoid is never reloading a save in-game until devs fix it
@SifVerT ficsmas is out, i just got started with it and found an issue. i have increased mam research costs but ficsmas data cartridges should be exempt (you only get 1 from the calendar)