RimWorld

RimWorld

46 ratings
Cut Content: Burning Power Cell
   
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Mod, 1.5, 1.6
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249.574 KB
8 Sep, 2024 @ 12:08pm
12 Jun @ 12:48am
4 Change Notes ( view )

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Cut Content: Burning Power Cell

Description
🚧 Disclaimer:
This is my implementation of a cut/unimplemented feature. Not how it may have been implemented prior to being cut. Feedback is welcome.


About
Burning Power Cells were added in 1.4 alongside Biotech, but they are unused. They can still be spawned in via dev mode (Spawn Thing\BurningPowerCell) and work!

This mod makes it so:
  • Mechanoids can randomly drop a burning power cell on death. This power cell explodes after a short while.
  • The Power Cell texture is x128 instead of x64
  • Mechanoid Chips (Biotech) are immune to explosive damage.

Burning Power Cell
Mechanoids will now (at random) drop a damaged power cell that explodes after 30 seconds, it will explode sooner if damaged.


“A damaged mechanoid power generation unit. The cell has been destabilized by the death of the mechanoid, and is burning down in seconds. When critically damaged, this cell will explode.”


How do they function?
Once dropped, a Burning Power Cells loses 1 HP every second, with 30 HP they will explode after 30 seconds. They explode when their HP reaches 0, meaning if they take damage, they will explode sooner.

The explosion radius is 7x7 (excluding the corner cells.) It deals the same damage as a frag grenade. It will destroy walls, and shred pawns caught in the blast.


🛠️ Help
What the chances of a Power Cell dropping? - Check here!

Safe to be installed/removed mid-save
Includes support for Biotech
Odyssey support will be added soon.

Feel free to alter, adapt, adopt or build upon this mod/concept. No credit required.
Popular Discussions View All (1)
0
5 Jul @ 8:53pm
PINNED: Power Cell Drop Chances %
dickmosi
19 Comments
dickmosi  [author] 26 Sep, 2024 @ 3:04pm 
@Lemon caro It should be
Lemon caro 26 Sep, 2024 @ 2:41pm 
is this CE compatible?
PunisherT1000 22 Sep, 2024 @ 9:26pm 
you just need to copy the pawn transfer code and give it the ability to power cells, I didn't make mods but edited them for myself, the principle is clear but I can't fully engage in this yet.
PunisherT1000 22 Sep, 2024 @ 9:26pm 
@dickmosi Yes, it's a pity that it won't work, but is it possible to make a separate mini-patch for this mod with a transfer function? Well, that is, this mod will remain unchanged as intended, and everyone will be happy :)
dickmosi  [author] 22 Sep, 2024 @ 12:15pm 
@PunisherT1000 This mod only adds a small chance of the power cell to spawn on death, the power cell itself is in the base game.

Changing how it behaves or adding new mechanics is outside the scope of this mod. I like the idea, but it would require new code to work like that, which is outside the scope of this mod.
PunisherT1000 21 Sep, 2024 @ 10:53pm 
@dickmosi The mod is great, but I was stunned by the fact that the landing party landed in my warehouse and blew everything to hell, it's cool but can you add the ability to take and carry the Power Cell somewhere far from the warehouse? Well, for example, take it like a pawn from a bed and run in your hands, if it explodes in your hands while carrying it, then at least this will be an option and not wait and fear for your property in the warehouse. How do you like this idea?
Amethyst the otter 18 Sep, 2024 @ 2:37pm 
IVE BEEN LISTENED TO <3
dickmosi  [author] 18 Sep, 2024 @ 12:55pm 
Mechanoid Chips are now immune to taking damage from explosions, as a result all the Ultraheavy drop chances have been tweaked. None of the values are final yet. See the change notes if you're interested.
Amethyst the otter 16 Sep, 2024 @ 7:09pm 
ngl, imo, diabolous should have highter chance, at least more than centurion