RimWorld
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What the hack - A little expansion
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Mod, 1.2, 1.3
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1.802 MB
14 apr 2021, ore 7:35
24 dic 2021, ore 16:16
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What the hack - A little expansion

Descrizione
This mod is an expansion for the “What the Hack?!” mod. It adds several new modules in 3 different tier variants: basic, advanced and archotech.

Stat modules:

-Advanced versions of existing ones (bigger buff with a slightly bigger drawback)

-Archotech versions of existing ones (no drawback, in some cases with an additional buff)

-Manipulation module – slightly upgrades a mech’s manipulation at the cost of additional power drain



Work modules:

-Mining module – allows the mech to mine

-Construction module – allows the mech to build

-Assembly module – allows the mech to craft

-Research – allows the mech to perform research

Those 4 all come in basic (4 skill levels, same drawback as the growing module), advanced (10 skill levels, drawback of the basic module + movement penalty) and archotech (20 skill levels, no drawbacks + minor buffs relevant to the work type). The growing module also received an advanced and an archotech version.



Non-skill modules:

-Basic labor module – allows the mech to perform basic tasks (like switching stuff on/off)

-Basic crafting module – allows the mech to perform basic crafting tasks (like smelting, cutting stone etc.)

Misc. Modules:

-Small vanometric power cell module 50% smaller power output with a 50% smaller movement speed penalty

-Large vanometric power cell module 200% bigger power output with a 200% bigger movement speed penalty



Build-in patches:

-Vanilla fishing expanded – adds a fishing module

-Quarry – allows mechs with mining modules to mine in a quarry

-Complex jobs – mechs can perform jobs that got split (for example mechs with construction modules can construct, deconstruct and repair just fine), works with both (legacy and normal) versions.

-RimBees - the hauling module unlocks the beekeeping work (the mech still needs other modules to get the needed skills)



Other important info:

-Installing more than 1-2 work modules in a mechanoid causes every additional work module after that to receive 0 skill levels for that work type (for that specific mechanoid, other ones are fine, obviously). I’m looking for a way to either fix that or make it so only 1 skill-based work module can be installed in a mechanoid at once. Even without that issue I’d still recommend installing only 1 work module per mechanoid, the drawbacks *do* stack. Of course, it doesn’t affect non-skill work modules (though any skill-based installed alter will get 0 skill, it is recommended to first install skill-based ones and non-skill-based ones after that). If you want to pretend it’s a feature just imagine that every mechanoid has limited memory space.

-Because I didn’t want to make a unique sprite for each module (there are like 30 of them), I’ve decided to just use those box sprites. To be consistent I’ve also made a patch that changes the sprites of existing modules to those box ones, if you don’t want that you can just go to the Patches folder and remove Graphics.xml.

-Speaking of graphics, I didn’t like how mechanoid parts look so I’ve retextured them. I can retexture other items/buildings if there’s enough demand for that, until then you can use “[JGH] What The Hack_Retexture” or the newer "WTH retexture [JGH]" if you can’t stand how the benches look. If you prefer this mod's textures for some items then load it after the JGH one, or vice versa if you prefer ones from there.

-To allow the player to prioritize the new work types that mechanoids now have access to, I’ve replaced the Mechanoid tab with a copy of the normal Work tab. What that means is that anyone can add new work modules as long as this mod is active.

-The advanced modules are unlocked with the same research as their basic counterparts, but they do require more materials and skill to craft and install. The archotech ones can be obtained from quests or traders.

-There will be a crafting patch in More Archotech Garbage for archotech modules soon, of course for that MAG needs to be active, so people who don’t want those to be craftable don’t need to worry.

-Modules *are* stackable (for example you can install both the basic and the advanced versions of the same module). Yes, the bonuses will stack, but so will the drawbacks, if your mechs’ batteries keep getting drained in a millisecond, that’s your fault. Work modules can also be stacked but it’s not recommended, it won’t give any bonuses, while the drawbacks will still stack.

-The mod will most likely require quite a few balance changes. I picked stats based on what I personally find balanced and fun.

Update:
-added modified mechanoid data, used to make some new stuff
-modified data injector - used in a hacking operation, this one doesn't require a bed
-support facilities for the hacking bench (increases surgery success chance by 50%, max 2) and mechanoid platform (increases repair and charge rate, while lowering mechanoid parts cost, max 3)
-hacking module - allows the mechanoid to perform hacking and maintenance (requires a research and assembly module of the same tier + 25/50/100 modified data to craft)
-cooking module - allows the mechanoid to cook/brew/butcher
-gave the rouge AI an ability to find mechanoid quests (roaming mechanoids/mechanoid parts site) every 12 hours - 5 days. It can still search before gaining counciousness, but it does need power.
-every item in the update (except the cooking module) requires modified data to craft. Let me know if there any issues with performance or balance


https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2469712948&searchtext= - here's an awesome compatability mod for Guards for Me. When I have a bit of free time I can make a patch that lets guarding be done as a job when installed in a mech (if there isn't one already).
Discussioni più popolari Visualizza tutte (2)
1
23 lug 2021, ore 13:02
GOG players
Sinex
0
11 ott 2021, ore 22:49
Russian Translation
Clunimos
236 commenti
pgames-food 15 feb 2024, ore 6:21 
hi reaper if you have lots of mech parts try and save them - you can sell them to some traders at a good value (especially if using items and chips from other mods to boost your trader charms) :)

the idea for recycling is always good (i made a a mod all about it and actually do something similar for Disco machine items, to turn bits and pieces into actual normal and advanced components) :) but if you are capturing any mechs, then id recommend you always keep a supply of them to hand, because they often need maintenance (which uses them up) - in one game i think i had maintenance bar going down, but the buildings to auto fix them werent working due to solar flares, and my people were using the parts manually until the solar flare went :)
Reaper137 14 feb 2024, ore 21:47 
It surprises me that in all this time no one thought of adding a simple craft to any of the benches to recycle the mechanoids parts, seriously, this is necessary since the mechanoids drop has already been modified to replace such valuable resources as components and plating with parts that after a while become useless, unless, you wanted to make each and every mechanoid that appears in front of you, into your slave.
pgames-food 11 feb 2023, ore 23:12 
oh nice, i always wanted to try this mod, but was still needing more practice with even the original what the hack mod - since then i managed to get 4 mechs so looking forward to this too :)
Mlie 11 feb 2023, ore 12:27 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2931976761
Hope it helps anyone!
MrKociak  [autore] 5 feb 2023, ore 7:20 
@tototooto if he wants to take it over then ye
I don't really see myself keeping this alive as I've pretty much completely switched over to biotech
MrKociak  [autore] 2 feb 2023, ore 10:45 
@Thundercraft
@Mismagius
I can't guarantee it, currently busy with other stuff and other mods that I really wanna finish up first.
Thundercraft 1 feb 2023, ore 17:34 
Please update to 1.4...?
Mismagius 20 gen 2023, ore 12:57 
hey, what the hack just got updated to 1.4 so any chance you'll update this mod?
Mismagius 10 nov 2022, ore 12:45 
oh? your actually working on adding upgrades for the biotech mechanoids? oof, about time someone makes a mod for that. i was really hoping someone would make upgrades for these mechs since, they feel so limited, weak and are very inaccurate