RimWorld

RimWorld

Gestalt Engine 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
CTH2004  [author] 11 Nov, 2024 @ 5:33am 
Hmm… good point! Or at the very least the initial structure should have some large mech chargers…
RandomnessInc 10 Nov, 2024 @ 6:46pm 
make sure to have the tech to make large mech rechargers because the tunneler and the matriarch cant recharge at the small one
Ullthar 14 Oct, 2024 @ 2:32am 
Had the game running while working and I now know why an early gestalt engine is absolutely overpowered.

Called in the war queen. Hacked her. The boss version does not require you to refill steel for the urchins so you can just spamclick the button.
Ullthar 14 Oct, 2024 @ 2:07am 
Something I have yet to figure out is what bills you can have in the gestalt engine. Would it maybe be possible to add a recipe on the engine itself to create the basic core without a Mechanitor?

If I have time later on, I will try to look into that as well as the possibility to deactivate the game over message and calling in mech bosses. Mind you, I have never made any mod so who knows how much success I will have.
CTH2004  [author] 13 Oct, 2024 @ 7:52pm 
Oh, im assuming it’s fine to put you in the credits (:

When it’s ideas for a mod that the author has no idea on how to make it, ideas are from others are very important contributions!
CTH2004  [author] 13 Oct, 2024 @ 7:48pm 
Perfect!

One day I hope to have less requirements, but until then those should work, will probally add them in tommoro and upload it.

Was planning on haveing the next upload contain the first structure for the scenario, but this seems important enough to skip that and upload the Requirment change.

I do have a plan that might actually bypass most of those issues, which is to make a system to allow AI formgels without an AI ship core. But, that seemingly simple idea isn’t working so well. (And should the engine be able to form one? If so it’s me blink would need to be tied into the gestalt engines mech system, but that’s more advanced, so future plan)

Also, androids, hmm… there are Vanilla Races Expanded: Androids, and (I think it requires alpha genes) you can have a mechanitor of them… might do that to bypass “need organic colonist”…
Ullthar 12 Oct, 2024 @ 11:59pm 
Was seein how much I could defleshbag-ify the game. Using "More Mechanitor Mechs 2.0" together with "Go fXXing Capture them!" so that now the Wardron is able to capture prisoners for the Subscanner and Ripscanner. That only left the problems with the Mechanoid Bosses as well as the basic subcore.

For the basic subcore you could use the "Mech Independence" mod which allows mechanoids to build them and haul mechanoids to chargers as well as allow fabricators to repair mechanoids (Like the Fabricators can repair mod). Problem is if they ever repair themselves the game is gonna crash. So if you use it disable the auto repair on the fabricators.

Now for summoning the bosses I was unable to find anything for mechanoids specifically. But with the mod "Persona Mechanoid Pawns" you can have a mechanoid colonist that is also a mechanitor. (Edit the specific pawn for the scenario to "mechanoid mechanitor").

Jury rigging everything together is fun :wasted:
Ullthar 12 Oct, 2024 @ 7:11pm 
The only issue with the cell is, I require access to the meatbag quiet frequently, so completely closing him off is not that useful. Sadly I have not yet found a mod that allows non mechanitors to make the subcores. That and taking prisoners for the higher tier cores. Sadly the "Androids for RW 1.5" mod is a massive error fest for me, otherwise I could use a basic android from their to do those specific tasks.
CTH2004  [author] 12 Oct, 2024 @ 2:51pm 
glad you like it!

and, I (thought I linked it), kinda figured it would be used with Infitite Gestalt mod
and I definitly agree with the Solar Flare Shield, my only "qualm" is that's more requriments. But, more I think on it, more I suspect that's the only option.

And, I think that cell idea... you might be onto something! Maybe that meatbag was "the initial pattern, kept as a neural bio-substrate backup"?

I needed some way to keep him, without having pawns. I think you stumbled upon a perfect bandaid (the best soloution would be replaceing the pawns. My plan is to (somehow) make the engine able to produce a formgel (hence the SoS2 requriment), but that's not been going well.
Ullthar 12 Oct, 2024 @ 1:07pm 
Thanks for creating this scenario CTH. I combined it with the "infinite Gestalt" mod to have that true feeling of the ever more powerful growing AI.

For the Solar Flares I recommend the mod "RT Solar Flare Shield" cause otherwise you can be in massive trouble.

Another mod I installed was "Fabricors can repair mechs" to be completely free of any fleshbags. Now putting the starting mechanitor into a cryptopod does push the game over message on to me, but later on I just got the idea of making a small enclosed cell with a bed, a nutrient paste dispenser, a research bench and a comms terminal. Now the meatbag can do all the remaining silly work while being unable to ever escape from his tomb.
CTH2004  [author] 10 Oct, 2024 @ 7:45am 
I honestly have no clue, as so many things could break here, and it has been a while since I worked on this mod due to many factors includeing lack of time, distractions, and not fully knowing how to do this.

So it is almost definitely on this mod, but 2 things:
1. What isn’t working (so I know where to aim my next update at)
2. On the slim chance it was (partly, as they are things I can mostly fix later), could you check the following:
a): your gestalt engine is connected to power (I think next update will add a start building at least)
b): the mechs are connected to the engine (one day will try to make code to counteract that, for now one backup plan to integrate)
c): there is no solar flare (temporary fix coming soon (tm))

But, i suspect it is on my side. Any more info you can provide? Any and all would help.

P.S. srry for the slow reply
StarFruit692093 5 Oct, 2024 @ 9:41am 
question, do you know how to fix the Gestalt Engine..... it dosen't seem to work for me, and I don't know if it's just me or if it's the mod itself. I looked at the actual mod and don't see anything.
CTH2004  [author] 23 Aug, 2024 @ 3:24pm 
good thing I'm not good at doing what mods want :)
CTH2004  [author] 23 Aug, 2024 @ 3:23pm 
Thought I was almost done... and then, I discover that the scenarios aren't coroperating!

It's like this mod wants me to not make it!
CTH2004  [author] 17 May, 2024 @ 1:07am 
well, the structure itself isn't going well, and I'm thinking I might need to code in a a mech, and/ or reqruiere a couple other mods...

but, at least now there's a changelog!
CTH2004  [author] 12 May, 2024 @ 11:49am 
Probally. If I get better with coding I might make some sort of “em-shield” that protects everything in “x” distance from a solar flare, and include that in the build. But that’s a ways away.

Also, think I should add Alpha Mechs and (when it’s updated) Reinforced Mechanoids and Mechanoid Faction expanded?

Also got one of the buildings designed, but making them i me on hold until I make a research mechanoid… currently you can’t do research without a pawn!

And apparently it needs to start with at least a T2 gestalt engine, or you can’t have Crafting, Building, and Gestating… I had hoped for only T1, but ah well.
Lucerne 9 May, 2024 @ 4:44pm 
Better just without. I ran into one and it just functionally turns the game off til it passes
CTH2004  [author] 9 May, 2024 @ 4:28pm 
yeah, I figured you where aware of that (:

and good point on the Solar Flares, definitly will consider it (perhaps one with and one without?)
Lucerne 9 May, 2024 @ 2:24pm 
@CTH2004 I'm aware it's alpha, just a suggestion for further down the line. Also, maybe disable Solar flares in the scenario by default too.
CTH2004  [author] 9 May, 2024 @ 1:50pm 
@Lucerne

your welcome! and, didin't even realize that could occur (never thought of it), definitly need to remember that!

As you can tell, there's a reason it's got "ALPHA" in the name (:

I mean, right now, it's basically a normal crashlanded scenario, just put into a mod. I plan on useing VE Framework to set up pre-set "mechanoid cores", (and maybe some SoS2 ships as well for optional compat?) but...

I am thinking (depending on if Gestalt Engine wants to work) I'll start work on that updated after I finish a simple QuOL change to my other mods (maybe just one of them). But, due to "life circumnstances" (if you want to know more, just ask. I have no problem (actually want to) shareing), it will probally be at least 2 weeks (could be sooner, don't count on it)
Lucerne 9 May, 2024 @ 10:56am 
Would be pretty cool if it could be reinstalled elsewhere after loading in, because mine decided to spawn next to a pond which isn't a very defensible position
Lucerne 8 May, 2024 @ 8:44am 
Thanks for linking it on the main mod page.
CTH2004  [author] 3 May, 2024 @ 1:34pm 
yeah, right now it's very bare-bones, and I'm gonna wait till Gestalt Engine is functioning 100% before getting back to this (spend that time planning ideas on how to do it), but it still works, just in a "kinda-awkward" way (it's obviously external and doesn't quite fit in "correctly"/ "seamlessly", but it is fully working. Technically I could make it not unlisted, but it's not to my desired quality... )
ShiftyNoob7 3 May, 2024 @ 10:42am 
Sounds awesome, looking forward to trying it out!