RimWorld

RimWorld

Subspace Burst Transponder (Continued)
23 Comments
Zaljerem  [author] 8 Jun, 2024 @ 4:39am 
Looks great! I'll add a link above.
Happycam 8 Jun, 2024 @ 4:05am 
I made a retexture for this mod, both in regards to the console and the UI. Hope y'all like it. Link is found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3263510261
Zaljerem  [author] 10 Apr, 2024 @ 6:09pm 
Updated: Fixed a dumb mistake in the raid chance code. Should be working correctly now.
Zaljerem  [author] 10 Apr, 2024 @ 3:33pm 
Why would I take offense? Can't try to fix if I don't know it's broke. I'll take a look.
Signal 10 Apr, 2024 @ 3:26pm 
No offense intended, I'm just reporting it, but the raid chance setting doesn't work correctly. At 100% raid chance, a raid always occurs (as expected), but at 99% chance I get the trade ship every time. I'd saved just before the transmission finished. 15 reloads at 99% raid chance never produced a raid.
Signal 4 Apr, 2024 @ 3:28pm 
Just some observations.

The charge cycle is just over 4 days.

The transmission takes just over 2 days. From the name, I had foolishly assumed that the transmission would be a "burst", like charging an energy weapon and firing. It's my fault for not reading carefully. I'd hoped to choose the timing of a possible raid by waiting until my pawns are all combat ready. But it makes sense, especially for land caravans, that one might not be close enough to respond quickly.

You can save 1200W by turning off the power while transmitting.

There's no way to pause or cancel a call, even by cutting the power. With the original design having a fixed chance of just 3% for a raid, that wouldn't have been a consideration, but with a significant raid chance, a player might wish to abort if a lot of pawns have become wounded. I'm not complaining, just mentioning. The vast majority of players will keep the raid chance very low and never want to pause or cancel.
Signal 4 Apr, 2024 @ 2:39pm 
While transmitting, power can be toggled off and the countdown continues. Is this intentional, like using the power built up during the charge cycle? If so, it would be nifty if the device stopped drawing power while transmitting. I only discovered through experimentation that I can save 1200 watts by manually turning the power off (assuming there's no penalty for that).
Zaljerem  [author] 30 Mar, 2024 @ 8:50am 
Updated: fix to WorkToBuild, raid multiplier slider now maxes at x25. Thanks for the report!
Zaljerem  [author] 30 Mar, 2024 @ 4:07am 
Ah yes, a missed ancient tag that quietly failed rather than throwing an error. Thanks for the report; fix coming.
Signal 29 Mar, 2024 @ 11:17pm 
I noticed a small problem in the xml file. The attribute for WorkToBuild is incorrectly spelled WorkToMake, which causes the transponder to be built with just 1 point of work.
Zaljerem  [author] 29 Mar, 2024 @ 6:59am 
That's a really great idea, I guess I know what I'll be doing for my next run. :)
Signal 28 Mar, 2024 @ 9:56pm 
My actual intended use for the mod is for an alternate victory condition. I was looking for a way for my colonists to "phone home" for rescue, and I came across the Subspace Transponder. With the chance for a raid set very high, mostly this will call unwanted attention, but the arrival of an orbital ship will signal rescue and victory. This should be fun. My "victory" will be subject to chance, but my colony can be smart and only transmit when people are healthy and ready for a stronger than normal raid.

Your update provided exactly what I need. I'm very grateful.
Zaljerem  [author] 28 Mar, 2024 @ 9:35pm 
You're welcome! I'm still figuring out mod setting sliders, that one isn't behaving exactly as I'd like. I'll lower the upper bound in the next update.
Signal 28 Mar, 2024 @ 9:33pm 
Oh my, that was super fast! Thank you so much! I think this calls for an award.

The extra setting for raid difficulty is a nice touch, though the x50 upper bound might be a little much, if only because it's hard to precisely select a value between 1 and 2. Definitely not complaining though (I wanted 1.5 and was able to get the slider to 1.46667). Thanks again!
Zaljerem  [author] 28 Mar, 2024 @ 9:19pm 
Updated: Added settings for raid chance and raid multiplier. (I really should have done that to begin with.) Enjoy!
Signal 28 Mar, 2024 @ 7:58pm 
I'd really "wub" a configuration option for raid chance (I want to make the raid outcome a lot more likely). Even a line in the xml file would be fine.
Zaljerem  [author] 22 Mar, 2024 @ 9:47am 
Updated: improved gizmo texture for "Ship" setting, additional sound effect for transmitting.
Zaljerem  [author] 22 Mar, 2024 @ 9:10am 
Updated: RETURN OF THE WUB

Re-added sound effects (off by default, see mod settings)
Compatibility with "Trader ships" (summon trader ship instead of orbital trader, see mod settings)
Grzegorz Brzeczyszczykiewicz-sky 21 Mar, 2024 @ 11:45am 
Add the sound back PLEASE
Zoto 13 Mar, 2024 @ 9:43am 
That's wub fair wub enough wub, could always wub have a toggle wub :)
Zaljerem  [author] 13 Mar, 2024 @ 7:52am 
Updated: Removed (wub) terrible (wub) sound effects (wub) ... BEEEWWWWEEOOOOOPPPPPPPSZZZZZT *transmission ends*
Zaljerem  [author] 13 Mar, 2024 @ 7:45am 
Hahaha ... I added the sound, I wanted to see if anyone would notice. I'll push a fix. :)
Zoto 13 Mar, 2024 @ 7:44am 
Great mod but ohhhh my god why did the original author not include a setting to disable the sound, it's horrendous