RimWorld

RimWorld

SubcoreInfo
27 Comments
LoggerC4 9 Jul @ 3:30am 
Awesome, thanks for the update!!
eth0net  [author] 8 Jul @ 9:07am 
SubcoreInfo is now up to date for 1.6 and has some new settings to toggle the unknown fields ^^
Darian Stephens 1 Jul @ 4:47pm 
Woo, looking forward to it!
eth0net  [author] 1 Jul @ 4:06pm 
I'm actually back and working on 1.6 ready for Odyssey release, as well as working on improvements! I did build my subcore components to be extendable with other mods btw :)
Nuker1110 1 Jul @ 8:08am 
Anyone tested this on 1.6?
Darian Stephens 25 May @ 4:20pm 
Do you suppose you could exclude cores and mechanoids which weren't derived from a human?
For example, all lifters and stuff just say 'unknown' for all the information, because they use a basic subcore.
Darian Stephens 22 May @ 4:12pm 
Otherwise, definitely out of scope and for a different mod, but I'd love it if these high-tier mechanoids could form social bonds and relationships. I haven't found any mods which allow that, but I can imagine a very specific set of mods to have the following progression:
Loved one dies or is about to die, their very fresh/preserved/nearly dead body gets ripscanned to save their mind (Or their Stack from Altered Carbon gets uploaded to a high core), and they get implanted in to a mechanoid which matches what they used to do, and they are able to continue their relationship in an altered form, because it is still them.
Heck, it could be an entirely different form of Altered Carbon's stack stuff, specialized mechanoid based instead of growing multipurpose organic bodies.
Darian Stephens 22 May @ 4:11pm 
I feel like there could be some really cool interaction with Altered Carbon 2, but I'm not certain how without breaking a lot of things.
I do love the idea behind this mod, though. It's something I wanted a while back, but never found a mod to handle it. I like the idea of taking prisoners and stuff and turning them in to personally-appropriate mechanoids. Like, I had an unwavering doctor that I turned in to a medic mechanoid, but I don't remember their name anymore. This mod would have been great for that.

It may be cool if you could, instead of saving the names and stuff directly, keep a reference to the pawn which could be clicked on to open their information, but it may not be worth it to potentially keep a world pawn around forever.
5150 18 Sep, 2024 @ 11:37pm 
Epic mod
Dümbük Enişte 9 May, 2024 @ 4:19pm 
Nice to see you back!
eth0net  [author] 9 May, 2024 @ 3:24pm 
Now up to date!
eth0net  [author] 9 May, 2024 @ 1:23pm 
I will test! Been away from RimWorld for some time ^^
Dümbük Enişte 2 May, 2024 @ 7:29am 
Does this need an update to work in 1.5?
eth0net  [author] 31 Mar, 2023 @ 3:51am 
Added the faction and title :D
eth0net  [author] 30 Mar, 2023 @ 8:33am 
I'm more than happy to look into that! Hadn't even considered faction and title :D

Currently the full name is saved, but the short name is displayed. I will add a setting to switch between name length!
nothing to see here 29 Mar, 2023 @ 12:42pm 
What do you think about saving the pawn's full name and originating faction onto the subcore? Looks like it just stores their first name. That way we could really tailor our subscores to mechs with specific jobs. Titled Royals from the empire could be cleaners and haulers, say, tribals could be throwaway swarm units like militors, etc.
ProfileName 26 Jan, 2023 @ 1:14pm 
It might be mods in general kinda thing, buuuut thanks man! And yeah, I did mention salvaging, after all.
eth0net  [author] 26 Jan, 2023 @ 8:55am 
New version keeps patterns when disassembling mechs :)
eth0net  [author] 25 Jan, 2023 @ 3:41pm 
I have just uploaded a new version with the trader change, hopefully it works out for you ProfileName! :) Let me know if you have any troubles, or if you figure out which mod added it so I can test further in the future versions :D
eth0net  [author] 25 Jan, 2023 @ 3:39pm 
I haven't implemented that, didn't realise you get the subcore back o.O Thanks for the question, I will investigate and add that!
Wyrd 25 Jan, 2023 @ 3:26pm 
Do they retain their designation when dismantling a mechanoid?
eth0net  [author] 25 Jan, 2023 @ 2:12pm 
I'm thinking it must have been a mod, I'm adding support for it as best I can however :) Will need to track down that mod to test it further, but I'll update it once it's stable at least!
ProfileName 25 Jan, 2023 @ 1:28pm 
They can occur that way, yeah! Saw it once. Maybe it's a modding only thing. Or salvaging? Either way.
eth0net  [author] 25 Jan, 2023 @ 1:34am 
Oh that's a pretty neat idea, I will look at adding that, thanks! ^^ Didn't even consider that since I've not noticed them with traders :D
ProfileName 24 Jan, 2023 @ 4:21pm 
I'd say ones bought from people should have generated info, if you'd like to do that? in the case you manage to find them on a random wandering ship?
eth0net  [author] 18 Jan, 2023 @ 2:01pm 
Thanks! Though I can't take full credit for the idea, Mr Samuel Streamer happened to mention the concept in his Biotech QoL series and I decided to make it from there :)
SpaceDorf 18 Jan, 2023 @ 8:37am 
Wonderful Idea which gives a little more RP to the little mechs :)