RimWorld

RimWorld

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Gestalt Engine Scenario
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
1.848 MB
9 Feb, 2024 @ 2:40pm
11 Jul @ 8:25am
15 Change Notes ( view )
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Gestalt Engine Scenario

Description
THIS IDEA IS QUITE COMPLEX, AND HAS BEEN INTEGRATED INTO Rimworld Extended: Properly
Why integrate?
  1. Updates here where beyond semi-sporiadic, as I always would go to doing my main mod. So, now it's part of that mod
  2. For modders, ID's might change as I re-design the mod from scratch over and over...
  3. The description here will soon be complete (this is a simple version to describe it's movment, the future one will be better, and come with an edited about file description

Why Keep
So, I know some people use this mod (or at least subscribed to it)
By makeing it require the mod which has the scenario in it, people with this mod will now still get the scenario (when applicable). Basicly (once I get the prototype working)
- install this mod: get scenario
- install my main mod and Reinforced Mechanoids 2: get scenario
Description


Okay, now that the warning is over let's get on with the mod description!
Simplified summary due to new porpuse

So, there is one thing missing from our good friend the Reinforced Mechanoids 2. That is: a scenario built around the Gestalt Engine!
This mod will cause you to install my main mod and the soft compat that will, once it works, activate the scenario
34 Comments
CTH2004  [author] 11 Jul @ 8:21am 
I moved it into my main mod as a soft compat.

So, this mod basicly "enforces" it, by haveing the soft compat mod as a requirment.

So, to have the scenario, you need Rimworld Extended: Properly .

This mod here basicly enforces you doing that...
CTH2004  [author] 1 Jul @ 3:10pm 
progress is slower than expected, but the result will be better than expected

due to the next planned DLC, I don't know what Save our Ship 2 will do. So, I have decided, until then, this mod will not require it.
that does introduce a few anoying issues, but I put SoS2 in for 2 reasons:
1. an alternitive to a pawn that's thematic but would prevent the "man in black"
2. vanometrics

since Reinforced Mechanoids 2 has something similar to vanometrics, I can use that, leaving only issue 1, which I can make a work around for.

now, I can't guarentee a scenario by the 11th (I'll try my best), but I can guarentee that I'll make it backwards compatible
CTH2004  [author] 30 Jun @ 7:16am 
progress is slower than expected, but the result will be better than expected

due to the next planned DLC, I don't know what Save our Ship 2 will do. So, I have decided, until then, this mod will not require it.
that does introduce a few anoying issues, but I put SoS2 in for 2 reasons:
1. an alternitive to a pawn that's thematic but would prevent the "man in black"
2. vanometrics

since Reinforced Mechanoids 2 has something similar to vanometrics, I can use that, leaving only issue 1, which I can make a work around for.
CTH2004  [author] 1 Jun @ 8:11am 
do you think I should make it use Reinforced Mechanoids 2 instead?

just thought of a great feature that requires Reinforced Mechanoids 2. So, nevermind
CTH2004  [author] 30 May @ 11:14am 
You know what, I think I’ll try to do it this weekend while it’s fresh in my mind (assuming I feel better, not feeling that good atm)
CTH2004  [author] 30 May @ 5:06am 
yeah,,, like I said, extreme work in progress...

i'm haveing issues getting something to work that is necessary for the scenario to work...

hopefully it will have a scenario soon...
Macal Media 29 May @ 1:50pm 
I don't see the scenarios and I have all the dependents and everything
CTH2004  [author] 26 May @ 10:48am 
okay, updated it so that it uses gestalt engine continued
CTH2004  [author] 5 Apr @ 2:10am 
Thanks!

I had no idea that Helixians gestalt engine wasn’t there!
Dullahan_Blackstar 31 Mar @ 7:29pm 
this depends on a version of gestalt engine that is unlisted. I suggest changing the dependency to this one https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3392334612