RimWorld

RimWorld

Desynchronized: Tales and News (v2.0.0)
236 Comments
velcroboy333 2 Nov, 2022 @ 8:08am 
@Bobby_Hill, there's an entire letter written by Vectorial on the situation in Discussions if you actually care to to learn about their situation instead of making assumptions and an ass of yourself. Things may not be a simple as you presume them to be.
Vectorial1024  [author] 2 Nov, 2022 @ 5:09am 
@Bobby_Hill

Lavish words coming from presumably the free world, I guess?
Bobby_Hill 2 Nov, 2022 @ 12:37am 
@Vectorial1024 what do you mean by 'Political Concerns'? what the hell does politics have to do with making a mod???
Vectorial1024  [author] 29 Oct, 2022 @ 3:58am 
No 1.4:

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.
JessieFeathers 28 Oct, 2022 @ 5:24pm 
1.4?
Hohen 7 Sep, 2020 @ 1:46pm 
Thank you for you work here. Stay safe and well.
Mlie 7 Sep, 2020 @ 12:11pm 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2222607126
Hope this helps anyone!
IceMaverick 6 Sep, 2020 @ 5:43pm 
@Vectorial1024 Mlie is becoming well-known in the community for picking up abandoned mods and keeping them up to date. I'm part of his project management team and I just got a request for Mlie to take a look at updating this mod in particular. If you'd be interested in collaborating and passing along relevant information for him, contact him through Steam or the Discord link in the mod collection:
https://steamproxy.net/sharedfiles/filedetails/?id=1541984105
Junko 23 Jul, 2020 @ 11:47am 
it would be cool if the mod had propaganda so you could brainwash your colonists of all the things you done bad like it was the soviet union
Vectorial1024  [author] 5 Jun, 2020 @ 8:36am 
Mainly, I want to forget about this, but seeing that this mod should be interesting to some, I would want to find a successor of this mod instead of straight up abandoning it.

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.
velcroboy333 5 Jun, 2020 @ 8:18am 
Is there anything me or others in the modding community can do to help?

Do you feel safe using Discord w/VPN?
Vectorial1024  [author] 5 Jun, 2020 @ 7:22am 
@the man behind the overcok stek

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.
Autismic goblino 4 Jun, 2020 @ 4:34pm 
I'm slightly disappointed that this mod doesn't work for me : I harvest sweet organ from a prisoners in a close room with only my psycho doctor and nobody else around but some of my pawn was still able to know even if nobody see it, I make sure my doctor stay in the room, prisoners too, all medicine in the room, no right to go out everything but like someone was able to hear trough the 6m steel wall...
Vectorial1024  [author] 4 Jun, 2020 @ 9:50am 
[1/3]

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.
Vectorial1024  [author] 4 Jun, 2020 @ 9:50am 
[2/3]

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.
Vectorial1024  [author] 4 Jun, 2020 @ 9:50am 
[3/3]

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.
Billy 25 May, 2020 @ 7:32am 
Roger, was just curious. Thanks for the quick response.
Vectorial1024  [author] 25 May, 2020 @ 6:27am 
@Billy

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.
Billy 24 May, 2020 @ 11:04am 
Hey Vector, I got a question. So I've had this mod for ages and I've seen people affected by things they didn't see via people who did. I'm just curious as if there is some special speech that happens about it. Is it just through deep talks or is it a special talk like news spread or something. I've never seen anyone actually say something to another person. I just see the after affects, question is, is it just a deep talk or a special conversation about the subject?
Vectorial1024  [author] 21 May, 2020 @ 7:02am 
@Bumtits

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.
Videogameplayer 20 May, 2020 @ 11:35am 
Hello can you say how large this mod's impact to performance is? The concept of this mod is logical and appealing, but I suspect there's a lot of information being tracked and I'm running Rimworld on a loaf of stale bread so I'm trying to avoid a late game scenario where everything gets slow and crashy due to the # of colonists and their history of events adding up. Many thanks.
Vectorial1024  [author] 21 Apr, 2020 @ 4:56am 
@AmusedSaucer

I haven't really looked into my source code for a long time now... not sure what you mean by the third case
SubmarineMan 20 Apr, 2020 @ 1:37pm 
ok so you have it alerdy however why not add a third case
SubmarineMan 20 Apr, 2020 @ 1:25pm 
Sorry not trying to make a pull request (eventuly, however my build env is broken )
SubmarineMan 20 Apr, 2020 @ 1:21pm 
@Vectorial1024 btw adding to the check in the handlers GenSight (can't remember the exact function the) beside other.IsInSameMapOrCaravan or simple distance check would allow for more complex interactions
Seb 20 Apr, 2020 @ 12:58pm 
Do enemy/allies have the same deal, Like if i killed someone the people in question wouldn't know in till they found out?
Vectorial1024  [author] 8 Apr, 2020 @ 4:09am 
@Eskil

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
Eskil 8 Apr, 2020 @ 1:14am 
Anyone tried this with multiplayer yet? Wanted to implement this so that one player going wild wouldn't affect all the other players' settlements. If there is no info, I'll let you guys know if it works or not.
battlemage64 2 Apr, 2020 @ 4:19pm 
possible bug: I had a one-colonist caravan that sold a slave, and the pawn doesn't know the slave was sold. As he was alone, he was the only one there, so now the news is marked as permanently forgotten. He also never got the mood debuff for selling pawns (he does not have any trait that would cause this).
uerminosa 31 Mar, 2020 @ 11:46am 
@San-Kyu the icons come from vanilla textures expanded. change it to classic mode in the mod options and all icons revert back to text.
Vectorial1024  [author] 31 Mar, 2020 @ 9:40am 
@San-Kyu

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
San-Kyu 31 Mar, 2020 @ 7:19am 
Is there an option or an upcoming update that replaces the "desynchronized" tab with an icon representing it? I don't know if its a mod or an official update after 1.1 but most tab words have been replaced with pictures instead (like the wildlife tab is a picture of two trees instead). Just for visual consistency of the tabs.
Vectorial1024  [author] 25 Mar, 2020 @ 4:46am 
@nurupo

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
Honk: Showclown 24 Mar, 2020 @ 12:27pm 
Really wish you could expand it so that colonists don't react to things if they don't have line of sight. I have a windowless slate box for cremating bodies but everyone still reacts to someone dying there.
BluePebble 20 Mar, 2020 @ 5:26am 
Wow, Thank you very much!!!!
Vectorial1024  [author] 20 Mar, 2020 @ 4:54am 
This mod has been updated to v1.1.
Vectorial1024  [author] 5 Mar, 2020 @ 7:15am 
@b0tch

I dont have Patreon, Ko-Fi, etc, but thanks anyways :)
John Helldiver 5 Mar, 2020 @ 6:30am 
Thank you for the answer! If you have a ko-fi, you get one from me on the house. ;)
Vectorial1024  [author] 4 Mar, 2020 @ 10:22am 
@b0tch

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.
John Helldiver 4 Mar, 2020 @ 8:34am 
Will there be an 1.1 Version, because I find the mod very immersive!
Vectorial1024  [author] 16 Feb, 2020 @ 9:58pm 
You may have heard of the incoming v1.1 update of RimWorld.

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.
Vectorial1024  [author] 13 Jan, 2020 @ 7:26am 
@ZzZombo

...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.
ZzZombo 13 Jan, 2020 @ 2:06am 
Is it weird that all news I get are of "pawn died" category? Not even one "we were raided about an hour ago", or "somebody got butchered up here", so what news this mod does actually work with?
Mur Derer 11 Jan, 2020 @ 2:18am 
wow, i'm fucken waiting
Vectorial1024  [author] 11 Jan, 2020 @ 12:44am 
It's gonna be so realistic when I masochistically lay down the foundations of this rewritten mod from the darker tales of Hong Kong...

(lemme rant about it)
Vectorial1024  [author] 11 Jan, 2020 @ 12:42am 
Yeah, with all this madness happening in Hong Kong right now, there is absolutely no reason for me NOT to rewrite the mod from the ground up...
Vectorial1024  [author] 11 Jan, 2020 @ 12:38am 
@Thundercraft

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.
Thundercraft 10 Jan, 2020 @ 3:27pm 
This sounds interesting. But... Any idea how much this mod may impact game performance? How often does the DLL check for certain things? (I tend to use a lot of mods, so I wonder about performance impact.)
Vectorial1024  [author] 4 Jan, 2020 @ 7:55pm 
@Psina

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.
Mur Derer 4 Jan, 2020 @ 2:18am 
what about multiplayer?