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when those mods are out i can play rimworld again.
I'm likely not going to work on this version that much [if at all] once I finish making version 2 [which is pretty much done at this point.
The main problem is that I can't keep them all together while also having different costs for different upgrades or mech weight classess.
If anyone has any suggestions for v2 I'm open to 'em, I'm releasing it as a separate mod anyway so it doesn't really matter how big those changes are.
Code-wise it's pretty much done...thought I'm kinda struggling to make them actually look good, so that might take a day or two still :Y
Currently version 2 works similarly to biosculptor pods [it uses code from the subcore scanner tho, so it's all fine ;) ]
-you start it up
-a pawn delivers the needed resource[s]
-you pick a mechanoid from a list
-the mechanoid will either enter the building on their own or be carried to it
-after an X amount of time the procedure will finish and the mechanoid will receive an upgrade [and some wastepacks will spawn cuz why not]
-the same mechanoid can receive the upgrade several times, until it reaches its max level [after that the mechanoid will not be able to get selected]
The only reason for their current size is that they looked weird as 3x3.
Plus I'm pretty sure it would cause conflicts with other mods with that many changes.
Besides, I'm working on a different version already.
It will crash if both mods patch the same code. Only ways are to try or to report this mod to CE authors and wait until they patch it or say that all is good
@MrKociak Yeah your idea of dropping can be simplest, the player will need to watch his fire to don't destroy these items. It can be a good way to balance the "ressurection" of the upgraded mech
I wouldn't want people to get raided by mechs equipped with upgrades that the game "doesn't count" as affecting the raid strenght [basically causing mechs to have them "for free"].
I could probably make it more biosculpor-like, but that would likely require me to add Ideology as a requirement, taking code from a dlc/mod without them being a requirement is a big no-no.
Also I guess with the way it works now it's easy to make a simple "build and forget about it" setup.
Basically on death a bit of the cost could be refunded [a level 3 upgrade for example could drop 2 cells].
I think coding-wise it would be the simplest method [at least for me lel].
With this building you display what config are currently stocked (2 light level 1, 1 heavy level 3 etc).
You put your fresh mechanoid and after time he come back with config from the previous dead one
For losing upgrades on death it's not really a problem if you take the stance "he is dead, he need to reacquire everything". It balance the system.
Ok it's like a punishment considering the costs for upgrades.
Maybe using a "external token" ?
If a mechanoid from Weight class X with Level Y die
--> the next mechanoid build receive automatically the same configuration
More complexe for balancing :
If a Level 3 (level n) die
--> the next is level 2 (n-1)
Without level 1 :
If Level [2,+inf] die
--> the next is n-1
And you can check weight class too if you consider that a heavy one need "more time, more cost" so bigger/less punishment than a medium or a light one
Lot of C# :')
ex) component or advanced component