Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upAdd 'NO_CBM_PAINKILLERS' mod #21430
Conversation
BrettDong
added some commits
Jul 16, 2017
Coolthulhu
reviewed
Jul 16, 2017
| } else if( pk < pain_cap ) { | ||
| popup( _( "You aren't quite numb enough to tolerate installing bionics. Note that painkillers you've already taken might not be fully working yet." ) ); | ||
| return false; | ||
| if( !get_option<bool>( "NO_CBM_PAINKILLERS" ) ) { |
This comment has been minimized.
This comment has been minimized.
Coolthulhu
Jul 16, 2017
Contributor
Pretty sure this should be the world options, not just plain options.
Otherwise you're getting the default option rather than the option for current world.
This comment has been minimized.
This comment has been minimized.
BrettDong
Jul 16, 2017
Author
Contributor
Filthy Morale and No NPC Food do this the same way so I copied that.
This comment has been minimized.
This comment has been minimized.
|
Every controversial new feature does not get an option/mod. This needs a better rationale than, "some people don't like it". |
This comment has been minimized.
This comment has been minimized.
Rationale: proposed feature has questionable realism (again, this should not have been considered without fleshing out anesthetics first), questionable contribution to game balance (painkillers are not that rare if you are raiding the sorts of places that have bionics), whether this feature was worth the effort of implementing to begin with is subjective. |
This comment has been minimized.
This comment has been minimized.
|
Regardless of anyone's opinion on the realism and merit of needing painkillers for CMB installation, it is not very well balanced. As pointed out here: https://www.reddit.com/r/cataclysmdda/comments/6ndpp9/some_balancing_is_definitely_needed_with_the_new/ The average player will not contribute to that discussion, simply flooding it with complaints on the system itself (like the whole filthy clothing situation). Making this a mod would allow them to carry on with the game while those who are testing it can do so as well. |
This comment has been minimized.
This comment has been minimized.
SageB
commented
Jul 17, 2017
•
|
I feel like it should be added, because it does not detract from the experience of those who like the painkiller requirement, while adding to the enjoyment of those who dislike it. Additionally, because it doesn't seem like the change can be made with a simple JSON change, this is the only way to allow for a mod to disable the painkiller requirement. It seems like a lot of people really dislike the change to CBM installation in it's current form, and feel very strongly about it. By allowing the feature to be disabled, it would allow for a calm, rational discussion to take place about how best to balance the feature, because people don't feel like their future enjoyment of the game is at stake. On the other hand, preventing people from disabling the feature will create ill will and resentment where there really doesn't need to be any. |
This comment has been minimized.
This comment has been minimized.
|
Exactly this. Allowing some method of disabling any problematic feature is the most efficient way to ensure that discussion of the feature remains on topic and relevant to actually fixing any existing problems. Some here may believe that it risks more players simply disabling the feature, hindering testing. As with the nutrition system, common senses means that if the the majority of players are unwilling to put up with a feature to test it, that means that a majority of players dislike it. Developers need to understand that the number of people working on any given feature, relative to how many contributors are active at present, is indicative of two things:
If you know how complex the change is, any feature that appears to receive a disproportionate amount of work done on it is one that is causing problems. Much as some developers may disregard things like popular opinion and even (in extreme cases) consistent feedback as unimportant, a negative feature does far worse than simply drive players and contributors away. It becomes a self-perpetuating problem as no one wants to fix a broken feature they don't like anyway, thus making it contribute to bugs, reduces manpower to contribute, and worsens overall code quality in the long run. |
This comment has been minimized.
This comment has been minimized.
|
No rationale other than people expressing dislike provided. |
kevingranade
closed this
Jul 22, 2017
This comment has been minimized.
This comment has been minimized.
|
Did you actually read any of the points brought up before you closed this? |
This comment has been minimized.
This comment has been minimized.
People expressing dislike is the exact same reason that the filthy clothing was moved to a mod. Also asking users to stick to a current version and basically preventing them from ever updating or participating in further development is bad. This is a community driven project and this is a acceptable solution to users that someone coded for us. If there is a problem with the code then give the author some feedback other then "I don't like it" |
This comment has been minimized.
This comment has been minimized.
ampnaman
commented
Jul 26, 2017
|
Long time lurker and CDDA player here just chiming in because this issue bugs me as well. I think it's just pretty much ego and stubbornness talking. Much as I respect the devs for the time and effort they've given for the game, they shouldn't forget play-testing and taking feedback into consideration! Especially for new features/changes like this 'getting high to be able to perform surgery' thingamajig - back in the day, we just used alcohol, a piece of cloth, and lots of guts, ha! It's arbitrary to just close issues left and right like this when something is clearly broken. Much less, block the option for mods for an open-source game like CDDA. Oh, much kudos to Coolthulhu for the recent patch he made which fixes most of the recent bugs (which also included this mod), some of us won't be playing without it. |
This comment has been minimized.
This comment has been minimized.
I find it extremely distressing that @kevingranade has caused such tumult among even his own fellow developers, have Coolthulhu has to offer patches for features. Disregarding player feedback is one thing. Disregarding the feedback of another developer is either willful ignorance or malicious action. My apologies for this accusation Kevin, but when a development team is arguing among itself in this manner, that is detrimental to the project in the long run. You need to be able to work your fellow developers at a bare minimum. Players have made claims that being unable or unwilling to work with the community will cause the decline of this project. That is a possibility, but not a certainty. However, being unable or unwilling to work with ones own developers will cause this outcome eventually. This is not a one-person project, as much as Kevin seems to act as though it is. As much as I have attempted to retain my usual formality and avoid arguments, recent events are making hard to ignore. |
This comment has been minimized.
This comment has been minimized.
ghost
commented
Jul 26, 2017
|
@kevingranade Why do you keep doing this? Why. |
BrettDong commentedJul 16, 2017
Disables the need of painkillers when installing CBMs. This is not possible without touching the mainline code so I post it there.