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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 868120 times)

The Darkling Wolf

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #480 on: June 02, 2014, 11:13:02 am »

Same here.
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BigD145

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #481 on: June 02, 2014, 11:27:58 am »

A lot of modders have donation buttons now, largely because such things are possible now. They can do it solo through Paypal/etc or use things like Patreon. In a world run on money, where food and shelter costs money, people should be paid fairly for their work, especially when someone else is selling that work.
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Xinvoker

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #482 on: June 02, 2014, 11:55:14 am »

Except nobody is selling their work in any conceivable sense.
Modders didn't invent trees or cremation, and the code is not copied but  new. The wood mod even required purchasing saplings from traders every time you wanted new trees.
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BigD145

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #483 on: June 02, 2014, 12:08:29 pm »

RimWorld is a paid product. Tell me another story.
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Mictlantecuhtli

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #484 on: June 02, 2014, 12:17:16 pm »

Honorable mentions to modders who had the idea implemented in one way or another would do well to ease people like Big.
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Xinvoker

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #485 on: June 02, 2014, 12:24:05 pm »

RimWorld is a paid product. Tell me another story.
And the only work being sold is that of the developer. End of story.
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10ebbor10

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #486 on: June 02, 2014, 01:05:44 pm »

Anyway, all games have a disclaimer saying that modders modding the game forfeit the rights to their work, or something of that matter. It would be quite problematic if modders could claim features preventing the dev from implementing them in any way possible.
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PrimusRibbus

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #487 on: June 02, 2014, 01:40:47 pm »

You know you've made it as an indie developer when Bay12ers turn on you because of a completely non-controversial patch note for your increasingly popular game.
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Scripten

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #488 on: June 02, 2014, 02:00:38 pm »

You know you've made it as an indie developer when Bay12ers turn on you because of a completely non-controversial patch note for your increasingly popular game.

This. Seems like no matter what you do as a developer, people are going to jump down your throat. I see no reason why these ideas should not be incorporated into the main game. Otherwise, the situation could end up being that a player would need to download a list of essential mods to make the game complete. That's wholly ridiculous and unrealistic.

Anyway, if the modders have a problem with this, let them fight their own fights. Judging from the way Ludeon works, the evidence points to them having contacted the modders prior to implementing the features for permission or at least correspondence.
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Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #489 on: June 02, 2014, 02:02:15 pm »

Are any of the actual modders unhappy, or is it just people getting angry on their behalf?
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Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #490 on: June 02, 2014, 02:22:40 pm »

Are any of the actual modders unhappy, or is it just people getting angry on their behalf?
I haven't any complaints on the forums about it so you guys are being a bit too overzealous about it.

Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #491 on: June 02, 2014, 02:44:49 pm »

Modders don't know what they want! We must protect them from themselves by creating a Modder Collection Agency, which will collect royalties for their work from their behalf whether they want it or not and then distributing them amongst the lawyers myself the top earners, and sending Cease & Desist letters to these amoral capitalist commie indy developers to shut them down and stop their wicked ways.

Who's with me?
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #492 on: June 02, 2014, 02:46:16 pm »

Oh yeah I can't seem to find a way to set a oak farm to auto-chop when trees reach 100%, that would be useful.
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Tellemurius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #493 on: June 02, 2014, 03:14:09 pm »

Oh yeah I can't seem to find a way to set a oak farm to auto-chop when trees reach 100%, that would be useful.
You think the growers would be able to do that actually.

Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #494 on: June 02, 2014, 05:42:18 pm »

I guess it's because the area itself doesn't make people harvest (with crops, even if you remove the area, the crop still grows and gets automatically harvested, unlike wild plants), and planted trees aren't different from normal trees, and those don't get automatically chopped either... so, I don't know how they would fix it.
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