RimWorld

RimWorld

What the hack - A little expansion
236 Comments
pgames-food 15 Feb, 2024 @ 6:21am 
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 @ 9:47pm 
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 @ 11:12pm 
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 @ 12:27pm 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2931976761
Hope it helps anyone!
MrKociak  [author] 5 Feb, 2023 @ 7:20am 
@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  [author] 2 Feb, 2023 @ 10:45am 
@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 @ 5:34pm 
Please update to 1.4...?
Mismagius 20 Jan, 2023 @ 12:57pm 
hey, what the hack just got updated to 1.4 so any chance you'll update this mod?
Mismagius 10 Nov, 2022 @ 12:45pm 
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
MrKociak  [author] 10 Nov, 2022 @ 9:14am 
@Mismagius less work for me lel.
More time to work on my Biotech [permament] mech upgrades :3
Mismagius 9 Nov, 2022 @ 4:09pm 
just so you know, WTH isn't getting any updates because of biotech conflicting with each other
MrKociak  [author] 21 Oct, 2022 @ 2:12pm 
@Velxra I might, but definitely not now when What The Hack isn't up to 1.4 yet :Y
Velxra 21 Oct, 2022 @ 2:03pm 
Please update to 1.4
Icelus 19 Sep, 2022 @ 8:40am 
Thanks for the reply man! At the end I used the android mod for my jailers, they do get cancer but it does't affect them
MrKociak  [author] 19 Sep, 2022 @ 4:27am 
@Icelus no and sadly there most likely won't ever be [at least in this mod].
The game doesn't like it when mechanoids try to do social stuff, some C# magic would be needed to fix that.
It's not impossible to do...though it is for me lel
JACK 19 Sep, 2022 @ 1:56am 
love the addition of varying skill levels, I definitely was disappointed when I finally put a gardening module in a scyther only to see how slow those little knife hands were at cutting plants
Icelus 8 Sep, 2022 @ 12:29pm 
Is there any module for wardening? That way my jailers wont be getting cancer anymore.
MrKociak  [author] 11 Aug, 2022 @ 10:37pm 
@pa_fan honestly no idea, I haven't touched this mod in months. When I have the time I'll take a look.
Scienceandponies 11 Aug, 2022 @ 9:55pm 
Adding skill modules is no longer adding the appropriate skills. I go to add a skill module, the operation completes and it shows up in their health tab, but nothing shows up in the mechanoid work tab and they can't actually do the work. No other skill modules present, just stat modules.

This worked fine before as I have a several other mechs with various skills, but I can't seem to make any more. Also, the arcotech ones don't seem to be at 20, but anywhere from 17-19, and some of the advanced ones are at like 9.8. Is there some skill degredation system at work?
MrKociak  [author] 7 Aug, 2022 @ 9:32am 
@tototooto nice, I'll get to implementing it once I get a bit of free time from my other projects
tototooto 7 Aug, 2022 @ 9:26am 
please check your mail
MrKociak  [author] 7 Aug, 2022 @ 9:12am 
@tototooto oh sure.
This is the email I use for non-work-related stuff, aka random stuff: suggykokky@gmail.com [yes that's the actual name].
tototooto 7 Aug, 2022 @ 8:58am 
We also created a patch that allows you to do nuclear work in Rimatomic mode when you install the transport module.

This was created using the RimBees patch file you created.

Can I send this as well?

If you don't mind, please let me know your email and I will send you the file as soon as possible.
MrKociak  [author] 7 Aug, 2022 @ 8:49am 
@tototooto You can send it if you wanna. Though soon I'd like to switch over to load folders instead of findmod patches [cuz they are kinda sucky]
tototooto 7 Aug, 2022 @ 8:08am 
Solved the problem.

Looking at the contents of the quarry mod patch file among your mod files, the name of the patch target mod (quarry mod) was written incorrectly.

By modifying it, creating a new world and mounting the module, quarry work became possible.

If it's okay with you, I'd like to send you the file.
MrKociak  [author] 6 Aug, 2022 @ 6:22am 
@tototooto when I was testing it was above it yeah, I guess try that
tototooto 6 Aug, 2022 @ 6:11am 
Okay.

However, does the quarry mod need to be placed on top of this mod?
MrKociak  [author] 6 Aug, 2022 @ 6:07am 
@GeckoBoy I'll need to take a look at that later, cuz it worked last time I tried it out, but it was a few months ago. Try fiddling with the load order before that, it might help if you're lucky.
tototooto 6 Aug, 2022 @ 5:46am 
Thank you for creating a great mode.

I have one question to ask.

The description states that a mechanoid equipped with a mining module can work at a quarry in quarry mode, but only mining is activated on the priority screen of the mechanoid work after the mining module is installed, but quarry work is not activated.

My mode order is What the Hack, Quarry, What the Hack Retexture and Little Expanded.
SEVEN GOON SESH 9 May, 2022 @ 7:13pm 
Is this compatible with multiplayer like base WTH? It's covered by multiplayer compat mod but I dunno if this mod would
Famous5000 28 Apr, 2022 @ 2:50pm 
What's also interesting though is that by default all mechanoids have "Hunting" as a worktype even when it's not actually possible for them to hunt {scythers}
MrKociak  [author] 28 Apr, 2022 @ 5:20am 
@Famous5000 I'm gonna try looking into it when I'm able to. For a while I haven't been maintaining this mod so that might need to change...someday lel
Famous5000 27 Apr, 2022 @ 7:00pm 
I might've done something wrong on my end but after installing an Archotech Growing module and trying to open the work tab for the Mechanoids, I'm greeted with a huge log spam.
Pastebin link: https://pastebin.com/8BkYj1D2
It's both of these errors one right after another.
Not sure what caused it but trying a save reload, could mean that this mod doesn't fully work properly with Fluffy's WorkTab.
MrKociak  [author] 24 Dec, 2021 @ 4:16pm 
@Chiwei oh boy I sure am late with this but I just released it, kind of. It's like 1 am right now so I've only done it for the advanced/archotech ones as the regular ones would require some patching which my sleep-deprived brain cannot handle doing right now. But I'll get on it tomorrow.
MrKociak  [author] 19 Nov, 2021 @ 1:23pm 
@Zical WTHs workbench/recipes are made in an unusual way, when making the new recipes I used the existing ones as a base. Though I can try making fix if it doesn't end up being too "invasive".
Zical 19 Nov, 2021 @ 10:48am 
could you make mechanoid workshop recipes faster with a pawn skill? my best crafter build a module with the same speed as 0 lvl, and he even has better work speed but that don't matter, I think it is a bug
Chiwei 18 Nov, 2021 @ 8:30am 
Thanks! !
MrKociak  [author] 17 Nov, 2021 @ 8:08am 
@Chiwei oh yeah sure, when I have a moment I'll give them their own category and move every module there
Chiwei 17 Nov, 2021 @ 7:43am 
I can modify it myself, but it is very troublesome.
Chiwei 17 Nov, 2021 @ 7:43am 
Can the module not be Manufactured in the category? Because I need to check the Manufactured category, but a large number of modules waste my UI.
Aeris 15 Oct, 2021 @ 4:20pm 
Any plans for adding interactions with mech cluster buildings?
tcw7468 8 Oct, 2021 @ 10:57am 
@MrKociak I don't think you actually need to do anything as the problem is with the other mod. Luckily he has the source released so I was able to patch his dll on my local copy (just deleted a few lines of C#) and it works again!

I'll try to put the dll into my own patch and hopefully that will overwrite his. If that works then the fix is done, but I'm new to modding I'm going to have to test it a bit before I am confident enough to actually post a patch on steam that implements my previous changes as well as this new patch.
MrKociak  [author] 8 Oct, 2021 @ 8:27am 
@tcw7468 ah damn, last time I checked there were no issues like that, thought that might've changed, the testing was done a *while* ago. I might try looking into it a bit more, thought probably not any time soon, as I'm pretty burned out right now, and besides that I'm also sick, so yeah, no PC for me even if I wanted to use it.
tcw7468 7 Oct, 2021 @ 2:06pm 
Hello all, I discovered a major incompatability with WTH Expanded Core, with that mod loaded (even with my patch), the construction module [and presumably medical module] will not fully work. The problem is entirely with the other mod, as upon inspecting his source, he HARD CODED restrictions on the "construction" and "medical" tasks for mechanoids, meaning your construction mechs will be restricted to the tasks he allows for his own equivalent (only repairing and hauling). I assume this is also the case for the medical module, though I haven't tested it.
tcw7468 7 Oct, 2021 @ 1:14pm 
So after a bit of testing, I think my previous comment about the Tiny Tweaks mod is wrong; for my mod assortment, the 0 skill thing happens some of the time even without that option, but always fixes itself after save and reload. After noticing this, I tried turning the skill decay feature on just to see what would happen, and it failed, but started working upon reload like other tests, so I wouldn't isolate it to one mod.
tcw7468 2 Oct, 2021 @ 7:48am 
Hello, I'm playing this with the WTH Expanded Core and thus wrote a patch to remove any redundant modules. I posted the code here: https://github.com/Tcw7468/wth_twomod_patch_attempt
This is literally my first attempt at modding and does this in a super inelegant way (I just removed everything that seemed duplicate from the other mod) so you may want to inspect this before adding it in.

As a "bonus" I also added in a compatibility patch for [RF] Fishing-ReWork for my personal use, but I have no idea if it works (I literally copied your VFE code and replaced the work type designator with RF's)
MrKociak  [author] 22 Sep, 2021 @ 12:35pm 
@tcw7468 oh thanks for the info! When I have a moment I'll make sure to include that in the description
tcw7468 21 Sep, 2021 @ 5:35pm 
This is more an FYI for anyone with the same problem -- a while ago all mechanoid add-ons seem to have the 0 skill bug regardless of if any module was installed before or not. It turns out that for some unholy reason if you have "Delayed Skill Decay" option enabled in the "Tiny Tweaks" mod, the mechanoid 0 skill bug will always occur. I have no idea how I managed to figure this out, but hopefully it helps anyone with a similar problem.
MrKociak  [author] 17 Sep, 2021 @ 3:36am 
@TurtleShroom they work together, though there is a bit of an overlap, there are I think ~3 modules that kinda do the same thing (same work type, though the skill varies).

Once I have some time (or actually feel like it) I'll make a patch that changes the names/descriptions so it makes a bit more sense...sheesh, when did I first promise to do that? It was supposed to be done like 2 eternities ago.