RimWorld

RimWorld

Reverse Engineered Region Adjusters
51 Comments
hYPERION  [author] 12 Jul @ 3:22am 
Updated to 1.6, the clear weather option should now appear in the weather controller too.

The mod works fine with Odyssey, you can even put all adjusters on your ships! They will simply go inert when in space regardless of type, but otherwise kick right back into action wherever you land. (You can even cause the new flooding weather type!)
Crusader4246 7 Jul @ 6:13pm 
Clear weather option not showing up for me either, same as Scorpio
Engineer Gaming Part 3 30 Jun @ 11:12am 
Will you update the mod to 1.6
hYPERION  [author] 25 Jun @ 5:13pm 
@Andreas It works seemingly fine but does throw some relatively harmless errors in relation to the rework of how "ambient sounds" are defined for buildings.

As with all my mods I will update them as I see fit, currently I am wrapped up completely rewriting Persona Mechanoid Pawns and thus have had little time to allocate to updating my other mods that I have not already. Although most of them should work relatively fine.

Hopefully everything will be wrapped up by the full release of 1.6.
Andreas 25 Jun @ 12:38pm 
I'm guessing this won't work in 1.6 yet. Any plans for an update?
koimono 6 May @ 8:35pm 
researched them all and theres a lack of actual buildables..
Scorpio 25 Apr @ 11:40pm 
clear weather is missing

https://imgur.com/a/CEPNSG5
Resistance Band. 8 Apr @ 12:49am 
Gotcha, thanks
hYPERION  [author] 8 Apr @ 12:11am 
@Resistance Band.
Not really in the scope of the mod since this mirrors the region adjuster buildings that are normally used against the player and there's nothing that does that from the mix.
Resistance Band. 7 Apr @ 9:40pm 
Hi! Is there no machine that can be added that would be the opposite of a sunblocker? Making it essentially daytime 24/7
hYPERION  [author] 22 Feb @ 5:55pm 
For those that requested the improvements to the weather controller and over all configuration of the adjusters, a new update is out to give better controls to all adjusters thanks to GoGaTio & Blake81
Farrowe 18 Feb @ 10:04am 
very stupid question, what is the mod called in-game?
Im looking for it in Rimpy and i cannot actually find it
Blake81 12 Feb @ 6:41am 
OK, sent the request.
hYPERION  [author] 11 Feb @ 5:23pm 
@Blake81 This mods implementation is essentially a duplicate of the vanilla approach but with the dev mode buttons always visible and with icons added. If you're looking to make improvements I doubt it has anything to really go off since its so similar.

You can send me a friend request if you really want it but I dont think its needed and it'd seem like a hassle, better off with a fresh implementation if you're looking to made the mod fancier.
Blake81 11 Feb @ 1:36pm 
Ok, I am trying to get it done, but the person who's trying told me he needs the mod's source code to do it in the best way possible. Anyway I can have that?
Blake81 9 Feb @ 8:04pm 
Cool! I'll see if it can be done :D
hYPERION  [author] 9 Feb @ 7:02pm 
@Blake81 If you get a working implementation could toss it my way to update into this mod.
This one could use some improvements generally but I just haven't found the time or desire to work on it compared to other projects and mods.

I dont exactly own the idea of a mod that adds in player adjusters so if you end up with your own version dont feel bad about posting that. But if you'd like it to be for this mod specifically and with the existing assets, research, and salvaging components I wouldn't mind spending some time integrating the implementation that someone else has already set up if you want to donate that.
Blake81 7 Feb @ 9:39pm 
Would you be OK with people tweaking this mod? I am considering getting someone to add the functionality of being able to toggle them on-off.
hYPERION  [author] 12 Jan @ 2:40pm 
@Kjellmeister I do not have plans to expand on the functionality of this mod at this time (Although mod options are something a variety of my mods could benefit from)

If I were to add power requirements I'd likely have them be consistently drawing and MAYBE add a setting for configuring said draw instead of it being something that can be enabled or disabled entirely.
Kjellmeister 12 Jan @ 6:28am 
Would you consider adding a mod option for requiring power? And obscene power requirements ;)
Scorpio 6 Oct, 2024 @ 4:04am 
can the weather controller use a drop down menu instead of scrolling to each one untill we get what we need?
Blake81 26 Aug, 2024 @ 10:36pm 
Hm, that makes sense. Still, it'd be lovely if they all had some form of on/off switch, tho :P

I can see the EMI being good against big mech hive raids, for instance, but being able to just flip the switch on them would help
hYPERION  [author] 26 Aug, 2024 @ 9:57pm 
@Blake81 They're largely there to complete the set. (Archotech stuff excluded) While both could be neat for a themed run that goes for almost anything.
You could use the EMI dynamo to cripple the turrets of an enemy base, Handy if you have any mods that beef them up, transporting it would be tough. (But a few logi mechs could pull it off, or other less balanced transports like various vehicle mods.)

It's not about having a specific use so much as the ability, there's probably some neat very obscure case where a defoliator could be handy, (Maybe some mod adds in a biome with deadly plants or something.) and that goes for all the adjusters that lack an obvious use, get creative or better yet don't build it if it'll harm you. Remember you can also sell the parts to a trader if you don't have a use for it.
Blake81 26 Aug, 2024 @ 8:40pm 
I can't help but ask, what would be the use of the EMI and the Defoliator? All the other ones I can think of uses, even if niche, that you could find for them. But I can't figure out how the EMI or the Defoliator could be used, especially as they don't have a way to switch the on/off.
Ramdom 12 Jul, 2024 @ 10:03am 
Great mod, but i'm on a mechanitor solo run and my constructoids don't have a high enough skill to build the climate adjusters, annoying
BlackWaterAquifer 3 Jun, 2024 @ 9:03am 
Tyan did a few hot fixes, i will check this mod out when it is updated again. Ty of the mod op
Sumatris 4 May, 2024 @ 10:34pm 
Perfect for my sanguophage run :-). Any chance you might add the special components to (exotic) trader inventories?
hYPERION  [author] 14 Apr, 2024 @ 4:39pm 
@MintMangoz I updated it to 1.5 during the early access so it should work.
MintMangoz 14 Apr, 2024 @ 9:49am 
does this still work in 1.5?
Scorpio 5 Feb, 2024 @ 6:27am 
it would be nice if the weather selection on the gizmo for the weather controller would be a sub menu.
passing each weather individually sucks
whenwrašk 8 Dec, 2023 @ 4:46am 
time for a permanent heavy sandstorm for my ancient vault, for the perfect Fallout: New Vegas BOS base.
hYPERION  [author] 30 Oct, 2023 @ 1:28pm 
@Superbius Nope. Can be handy for disabling turrets at an enemy base and the like if you can secure a way to transport it though.
Delendar 30 Oct, 2023 @ 10:58am 
If i build the EMI Dynamo, is my stuff immune to it?
Richie 8 Oct, 2023 @ 7:15pm 
dope
L1-GH7//S33-K-3R 17 Aug, 2023 @ 3:50am 
Maybe this mod need a configurable blacklist for modded weathers.otherwise the RE Weather Controller can be extremely OP with certain mods active.
nephilimnexus 4 Aug, 2023 @ 9:50pm 
That sunblocker can come in handy for our vampire colonies. :D
VelxraTV 4 Aug, 2023 @ 4:57pm 
Im almost upset I have not discovered this mod until now. Because it always bugged me how we could not research this technology. After it seems like everyone else has them laying around...
Ravinglegend 4 Jun, 2023 @ 8:08am 
Can you add in an option to disable the drone that plays while the machines are active?
hYPERION  [author] 31 May, 2023 @ 1:56pm 
@AbsolutelyNotSteveJobs Luckily for for you it seems @SariusSkelrets was nice enough to go ahead and make a mod that makes the psychic buildings I skipped over build-able!

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2982914794
AbsolutelyNotSteveJobs 31 May, 2023 @ 1:38pm 
@hyperion please do the psychic ones as well, probably as a separate mod. Not everyone cares about balance and it sounds nice to have a madhouse with genetically modified psychically deaf colony
AbsolutelyNotSteveJobs 31 May, 2023 @ 1:35pm 
Defoliator can still be useful for swamps and tropical forests. Building on those maps is both slow and shoots up wealth because of thousands of wood you get. All of those buildings are quite niche but great nice to haves. Overall, very nice mod ty.
Visandar the Unliving 30 May, 2023 @ 3:31pm 
A very nice mod indeed.
It always irked me how even the pirates could get their hands on advanced map-impacting machinery, while the transhumanist ultra-tech colony comparatively dwells in teh dark ages.

Great job all around can't wait to one day getting around to use it
Vex 30 May, 2023 @ 3:26pm 
Another banger of a mod. 🤙
turkler 30 May, 2023 @ 2:27pm 
lovely sprites on the items btw
SariusSkelrets 30 May, 2023 @ 10:39am 
That one could be built as part of an offensive against an enemy base since they have turrets if their tech level is high enough

Smoke and sunblock are great for tunnellers and vampires, toxic is a waster's dream, climate and weather control is always useful

If building them was possible, both psychic condition causers have effects you can mitigate while the raiders take the full force of them

The only one I can't see an obvious use is the defoliator. Might be good if you play hate-all-life robots so there's no lifeforms near you
Wolfette 30 May, 2023 @ 10:37am 
@ DimonSever000 because someone would bitch about it not being there.
Cybranian 30 May, 2023 @ 9:45am 
I don't quite understand why a player would build obviously bad things like EMI Dynamo. Only if to create a strange challenge
hYPERION  [author] 30 May, 2023 @ 8:09am 
@SariusSkelrets Unfortunately, for the foreseeable future I dont plan on it. Less of an inherit technical problem, and more so that the balance would be impossible to get right I think. At least not with the simple implementation I have done so far.
SariusSkelrets 30 May, 2023 @ 6:04am 
Sounds really great!

Any plan to add the psychic droner/suppressor? I've been looking for a mod that allow to craft them for ages
Spaykers 30 May, 2023 @ 12:25am 
I will try it. Sound like a lot of fun to put my colonist in to a hoven area. :)