RimWorld

RimWorld

Remote Tech
Symbolic  [developer] 15 Sep, 2018 @ 9:32pm
Remote Tech 2.0 highlights
At long last, it is time, folks :)
Not only is the B19 update here, but I have done extensive work on the mod, which shall henceforth be known as Remote Tech.
Without further ado, let's get down to the new additions:

- Added advanced channels system
With a bit of research and a detonator upgrade, you can now get access to a whopping 8 channels. This also gives you the ability to see a list of all charges on a given channel and select them with a single click.
- Added radio mast
Much requested and highly anticipated, this thing allows to extend the range of your detonators. Multiple radio masts will form a wireless network, as long as they remain powered. The network will even work with the portable detonator.
- Added portable power unit
A solar panel combined with a battery, in a travel-sized package. Perfect for camping trips and powering outposts on large maps.
- Added proximity sensor
A versatile detection tool. Controls a circular area and notifies you when it detects movement. Can optionally act as an automated detonator. Upgrading it with an AI core allows it to filter its targets and is totally not a crazy idea.
- Added universal upgrade system
I'm quite proud of this one. With some work and materials, many things can be upgraded to improve their stats and unlock advanced functionality. If you're into XML modding, you can put these on almost anything- say, make a turret armor upgrade or make a pair of pants that burn twice as hot when upgraded with some chemfuel. See? Useful!
- Added secret metal break
Oh, you'll see. Credit to Flypaste for the idea.
- Added Place button on item-form charges
Convenient access to the Build tool when selecting a charge in its item form- no need to dig though the menu.
- Added sparkpowder-based crafting recipe variants
This should make sparkpowder significantly more useful, as it can now replace silver in some of the crafting recipes.
- Added instant detonation on manned detonators
If one of your colonists mans a detonator, the detonate button on it will trigger as soon as you press it.
- Added channels to portable detonator
With an upgrade, the portable detonator now also has access to channels, albeit only the 3 basic ones.
- Added base components for damaging gasses
Damaging gasses have been the #1 requested thing for a while now. I decided not to add any myself, but I have provided the components that will allow an add-on mod to add them- no code required. You will want to use a RemoteTech.GasCloud_DamageDealer thingClass and look at this[github.com] for the properties. Message me if you need more info.
- Tweaks and fixes
Lots of minor stuff here, including compatibility improvements- the mod should no longer conflict with any other. I also added ModSync support, so you can be notified of future updates.

Note that this version is not compatible with Remote Explosives saves from B18 due to significant internal changes.

There you go- the mod has now officially reached DLC-level proportions ;D
Try it out and let me know what you think- this update has been a lot of work, so I hope you like it. If you find something broken, do let me know.
Hugs out.
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Showing 1-2 of 2 comments
BrackObama2 16 Sep, 2018 @ 1:28am 
Hell yea, thank you very much!
沫沫 1 Apr, 2019 @ 8:20am 
thank u !
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Showing 1-2 of 2 comments
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