RimWorld

RimWorld

GiTS Cyberoptic Visors
26 Comments
themoistestwhale  [author] 22 Jul @ 4:12am 
@Cyranode Good catch, that does appear to be a mistake on my end. I'll get a fix out in a moment for that, thanks for notifying me!
Cyranode 22 Jul @ 3:54am 
The material cost to produce a "Lurker" visor is priced the same as a Sagawa. I would expect for the stats it provides to cost more.
themoistestwhale  [author] 11 Jul @ 8:49pm 
@دانيال أيفان مولا Yes, all the visor textures are 512x512 pixels.
are these x512? the size
Massattack52 29 Jun @ 1:48pm 
On a hunch I finally bit the bullet and bought more ram for my PC, jumped from 16 to 48. It works now. Not really sure why but the game's just fighting against my machine right now for RAM. Guess it just needed more room to run?
themoistestwhale  [author] 27 Jun @ 12:24am 
@Massattack52 More likely the latter, or something else entirely. This mod is entirely XML config and doesn't contain any custom assemblies whatsoever, so it should be incapable of causing that.

No harm in telling me though if you think something is up with this mod though like you said! Don't worry about it :p
Massattack52 27 Jun @ 12:12am 
I had a memory leak in the startup process that stemmed from this mod in 1.6. Just a heads up author. Could be a bad interaction or something but I figure I'd rather tell than not.
themoistestwhale  [author] 15 Jun @ 10:22am 
@Dizzy_Dares In vanilla if you keep light level above 30%, you're still improving your colonist's movement speed and work speed, so it still can be a bit useful to keep a combat area lit up for vanilla combat.

Also, totally get not wanting to use CE, it's a divisive mod for many. I personally use CE so I always try to patch my mods for it to allow CE users to be able to use this mod from day 1, and that includes any/all features it has. When it comes to that though, I try my best to port back any of those features such as underbarrel grenade launchers in the GiTS guns mod back to vanilla. Some things I just can't though/isn't necessary like night vision in this mod for vanilla.
Dizzy_Dares 15 Jun @ 10:17am 
oh! i had no idea. i guess pawns just dont like being in darkness ( unless they do)
ive been lighting up my firing line to increase accuracy T.T
im just opposed to CE. but i love GiTS tech
themoistestwhale  [author] 15 Jun @ 10:14am 
@Dizzy_Dares The short answer is vanilla combat does not take into account darkness when calculating a colonist's shooting accuracy, and CE does. Night vision in these visors just allows colonists to shoot better in the dark with CE because of that.
Dizzy_Dares 15 Jun @ 10:05am 
why is CE required for the night vision to work?
Papito 14 Jun @ 11:29am 
Thanks anyway for bringing out this mod!
themoistestwhale  [author] 12 Jun @ 10:48am 
@uriel2 Uhh, fun fact, this mod entirely exists just because I was trying to work on an optical camo mod with active and thermoptic camos. These visors are unused assets from that, which were required as you needed a device to produce light transfer to see when using a camo.

As for that unfinished mod, usual story of ran out of time/motivation/caffeine on making a bunch of unique systems to actually make it even slightly half balanced. I might revisit it, but not right now.
uriel2 12 Jun @ 10:38am 
Amazing as always!

Have you thought about making a Thermoptic Camouflage mod? As a GITS alternative to the VPE Invisibility psycast?
Brotherman 11 Jun @ 10:03pm 
More GITS mods from the king? Baller af
themoistestwhale  [author] 11 Jun @ 6:15am 
@SanguinarcAQL Yeah, if/when I go about it I was planning on setting generate commonality to something like 5% or 10%.
SanguinarcAQL 11 Jun @ 5:49am 
I'm giving a +1 to the idea of letting those spawn on raider and as random reward, but it should probably be a rare occurrence
Proxyer 11 Jun @ 5:00am 
I thank you! :lunar2019grinningpig:
themoistestwhale  [author] 11 Jun @ 4:58am 
@Proxyer Thanks for translating! I have added a link to it in the description. If you ever have any questions about word choice or want me to provide changelogs for translators on what text I change, you can contact me via Steam or Discord (same as my Steam username).
Proxyer 11 Jun @ 4:48am 
Hello themoistestwhale. Thanks for the cool gear mod. So I created a Japanese translation Sub-Mod for your mod. Thank you so much for making this mod.
themoistestwhale  [author] 11 Jun @ 2:50am 
@Hoki Yeah, wish that mod was still actively maintained. Has too many issues right now and I already hate relying on dependencies for any of my mods. I'll try rewriting my custom patchops that check for mod settings to be a bit more flexible sometime and give it a go with this mod maybe. Just curious if 1.6 will implement some tools/better patches for modders since those have been asked for consistently in modder requests.
Hoki 11 Jun @ 2:40am 
i guess im too used to xml extensions at this point
themoistestwhale  [author] 11 Jun @ 1:57am 
@Hoki I don’t know if you’ve played around with mod settings before, but they’re actually kinda annoying/hard to implement for mods that are purely XML such as this one. Or I find them to be at least. I’m not opposed to the idea though, and I have made mod settings before that can run a XML patch. It just is a lot easier to interface with custom logic comparatively I guess.

Since 1.6 pre-release should be coming any moment, I’ll deal with that before anything else. Then I’ll see.
Hoki 11 Jun @ 12:49am 
how about adding a mod setting allowing them to spawn on raiders then? that way the users can decide wether they want them or not.
just set it to false by default to preserve your idea of how it should be
themoistestwhale  [author] 10 Jun @ 4:21pm 
@chaptramp I decided not to allow them to spawn on raiders or other pawns out in the world for now. If people end up wanting that, I might allow it to generate sometimes on them.

I could also make them a random reward that you can get from quests or an item a trader might sell.
chaptramp 10 Jun @ 4:08pm 
Good mod, can these spawn naturally?