RimWorld

RimWorld

Mechanitor Psy-Sensitive Control Range
30 Comments
SquigglyV 17 Jul @ 10:48am 
Currently not working for 1.6. The increased control range is visible but you can't actually send mechs beyond the normal radius.
Shinoskay 15 Jul @ 11:53pm 
is this going to be updated for 1.6?
grijnskat 30 May, 2024 @ 2:55am 
While desecrating your source code, I've found a curious bug. The bonus control radii of multiple Mechanitors aren't isolated.
Eg. if I select a drafted mech, controlled by a Mechanitor with a high psy sensitivity, pause and now select a mech from another Mechanitor with no/low psy sensitivity, I get the bonus of the first Mechanitor applied to their control range.
The same is also true in reverse and if you select two mechs from different Mechanitors, the larger control radius is shrunk down.

For visualisation: https://imgur.com/a/S909azB
turkler 30 Apr, 2024 @ 7:43pm 
great mod thank you
L. Velociraptor 12 Apr, 2024 @ 9:23pm 
Yup! That fixed it! Thanks for makin' a good mod!
Hydrologist  [author] 12 Apr, 2024 @ 9:13pm 
My bad, I arranged the folders for the versions incorrectly, and the Patches folder wasn't where it should have been. I've updated the mod to put the folder in the correct place, and it should be working now.
L. Velociraptor 12 Apr, 2024 @ 8:19pm 
Hey there. Looks like I'm getting an error in the log while trying to load Rimworld 1.5 with all the DLC and only this mod enabled.

The error text:
Failed to find RimWorld.StatDef named hydroxyapatite_MechCommandDistance. There are 230 defs of this type loaded.
Hydrologist  [author] 8 Apr, 2024 @ 9:24pm 
I've recompiled the mod using the 1.5 assemblies. Let me know if there are any issues.
Hydrologist  [author] 24 Mar, 2024 @ 8:11pm 
@tiem8r Yes, I'm working on it.
ntiem8r 23 Mar, 2024 @ 5:53pm 
Hi, will you release an update for 1.5?
Giggles 25 Jun, 2023 @ 7:18am 
Appreciate the suggestions, will do
Hydrologist  [author] 24 Jun, 2023 @ 11:15pm 
If changing the load order doesn't work, you can try disabling the mods I mentioned to see which one may be conflicting with this one.
Hydrologist  [author] 24 Jun, 2023 @ 11:13pm 
@Giggles You have some other mods which post- and prefix the "Can Command To" function, which may be overriding the result from this mod. Try loading this mod toward the end of your mod list. A few mods in your list that you may want to load this after: Tweaks Galore, Combat Extended, and VFE Mechanoids.
Giggles 23 Jun, 2023 @ 8:08pm 
So the mod originally did work yesterday, but now it seems to not fully. I can see my increased range, but the mechs are still tied to the default range.

https://gist.github.com/HugsLibRecordKeeper/ad25ba04022ae3a72ce10734ae338fc6
Hydrologist  [author] 12 Nov, 2022 @ 7:41pm 
Control range maxes out at around 56 tiles, because Rimworld will refuse to draw circles larger than that. The numbers are in the description, ~224% psychic sensitivity will max out the radius at ~56 tiles.
Chaosstripe 12 Nov, 2022 @ 6:31pm 
Shane is basically asking how the mod handles excessively high psychic sensitivty, since you can buff that to very high amounts in VPE. How much psy sensitivity covers 100 tile radius?
Hydrologist  [author] 8 Nov, 2022 @ 9:27pm 
@Skizuki I've just pushed an update to add a minimum range of 2 tiles (which looks like a square around the mechanitor).

@shane_357 I'm not aware of any incompatibilities with VPE, though I don't use that mod myself. Incompatibilities would probably only happen with other mods which also alter mechanitor control ranges - the code this mod touches is only used for that.
shane_357 8 Nov, 2022 @ 8:52pm 
How compatible is this with stuff like VPE?
Skizuki 7 Nov, 2022 @ 11:39am 
Also I got it by making a xenotype that is psychially deaf with the mechanitor scenario
Skizuki 7 Nov, 2022 @ 11:38am 
Thanks :)
Hydrologist  [author] 6 Nov, 2022 @ 7:26pm 
Psychically deaf pawns aren't supposed to be able to become mechanitors, but I guess they could become deaf after becoming a mechanitor. I don't really mind adding a minimum for this case if it's desired.
Adronius 6 Nov, 2022 @ 7:59am 
@Skizuki I think it makes sense that a psychically deaf pawn would have no range.
Skizuki 6 Nov, 2022 @ 5:54am 
I have a pawn with 0 psysense and they have 0 range.. thats a bit impractical. A lower cap of like 5 would be great.
Hydrologist  [author] 3 Nov, 2022 @ 10:44pm 
I've just updated the mod to make it compatible with my new implants mod. The new version is pretty much entirely different under the hood, but should function the same, with one exception: the circle showing the mechanitor's control radius will only update its size once per second. This shouldn't cause issues, but please let me know if you do notice any problems.
Hydrologist  [author] 3 Nov, 2022 @ 6:07pm 
I've made a mod which adds implants for increasing command range: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884038189
DashZ 3 Nov, 2022 @ 1:51pm 
I too think the structure would be cool. I just Imagine a mechanitor hiding deep within a bunker controlling entire armies of mechanoids at the gate, rather than him being on the front-lines where a single lucky shot could kill one of your most valuable colonists.
The Blind One 3 Nov, 2022 @ 10:25am 
Awesome, I'd definitely be a subscriber to that :)
Hydrologist  [author] 3 Nov, 2022 @ 10:22am 
@The Blind One I'm planning to make that, as well as a structure that projects a control range around it. This was just the simplest part, since I'm new to modding Rimworld.
The Blind One 3 Nov, 2022 @ 8:28am 
I wish there was an implant you could give your mechanitor to increase his control range really.
ThroatGOAT 3 Nov, 2022 @ 6:48am 
Oh this is a neat idea.