RimWorld

RimWorld

Cut Content: Burning Power Cell
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
Ratman 10 Sep, 2024 @ 4:45pm 
Plinkpinko do you know how to see the geyser textures?
PinkPlinko 9 Sep, 2024 @ 2:06pm 
This seems like an earlier implementation of the Mechanoid Debris added in 1.5.
...If you're looking for more cut content that may interest you, there's an unused texture for a Rotstink Geyser in Anomaly's files. Nothing else is really known about it, however.
selest19 9 Sep, 2024 @ 3:47am 
the wall damage is because explosions are classified as breaching (i think)
darktoes 9 Sep, 2024 @ 12:18am 
You could always include a patch to make the chips indestructible as part of the mod, or add a link to another mod that does it. Lategame it's probably less of an issue and early game the raids are smaller so chances of getting two cores dropped in range is slim. If it only took a single core I'd pass but I think it's fine as it is.
dickmosi  [author] 8 Sep, 2024 @ 9:39pm 
A single explosion from one isn't enough to destroy a chip, but two or more is. So maybe yeah. But I have no idea which mechs would have actually dropped them on death originally.

They feel like a natural fit for bosses, but that is a problem. Even if I adjust the values, no matter what you could feasibly get unlucky and lose a chip despite the generous 30 second window.
darktoes 8 Sep, 2024 @ 8:25pm 
Is it possible for the power cell to destroy the chips the boss mechs drop? Might explain why it was cut.
dickmosi  [author] 8 Sep, 2024 @ 1:29pm 
You're right but there's two multipliers, one for impassable buildings (walls) and one for passable buildings (barricades, sandbags, turrets.) The impassable multi is x4, the passable multi is x2 and the default damage is 50.

So by that logic the damage should be: 200 dmg (impassable), 100 dmg (passable) and up to 50 damage to pawns. It isn't, it's 400, 100, 50. Because the impassable damage is also using the passable multi (50*4*2) It might be intentional, but it's a weird way to hardcode something when you could just make the impassable multi x8 in XML instead.
turkler 8 Sep, 2024 @ 1:19pm 
great mod btw, I love it
turkler 8 Sep, 2024 @ 1:12pm 
fyi the damage is not a vanilla bug - the bomb damage type has a damage multiplier vs structures