RimWorld

RimWorld

30 ratings
Subspace Burst Transponder (Continued)
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
1.046 MB
11 Mar, 2024 @ 8:30pm
16 Jun @ 9:12am
9 Change Notes ( view )

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Subspace Burst Transponder (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
516 items
Description
Original mod "ED-SubspaceTransponder" by Jaxxa
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=722092901
https://ludeon.com/forums/index.php?topic=18995.0
If the original author requests it, I will remove this update.

Retexture by Happycam:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263510261

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Requires Microelectronics research, 200 Steel, 8 Components

Transmitting on the Rim is always risky; there is a small but non-zero chance your transmission will be intercepted and a raid generated instead of a ship/caravan. You're welcome!
(3% chance, x2 raid points by default, see mod settings)

If you run "Trader ships", check the mod settings to summon trader ships instead of orbital traders
Horrendous sound effects included (off by default, see mod settings)

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Original mod notes (0.14):

Contacts Ships or Caravans at a distance and guides them to your colony, allowing you to trade with them.

First the "Subspace Burst Transponder" must be built, it will then enter a charging mode. Once it is fully charged you can press the Call Button to have it Enter Transmission Mode (It can also be set to Auto transmit when charged). After transmission has been completed a Trader will arrive and the device will enter charge mode again.

There are two modes, one for contacting ships and the other for contacting ground caravans.
Only one device can be transmitting at any one time on each mode.
Transmission is twice as fast as charging, for the highest number of traders you can have one device transmitting while two are charging for each mode.
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.