RimWorld

RimWorld

Hacking Expansion
234 Comments
Potato.tech 3 hours ago 
@pasaway imagine if it was a toggle? and when toggled on you generate cyberdata while hacking, but at the cost of hacking speed and stealth
Pasaway 15 hours ago 
@xVALERAx: I agree. I found data ripping to be tedious and slow. I wish we could just enable or disable ripping, and let it be automatic.
xVALERAx 17 hours ago 
Pawn are not able to use abilites in pod, Data Ripping should be used on everything automaticaly, to much clicking for few data.
Potato.tech 18 hours ago 
@jogado21 as in pawns not being able to use their abilities while inside the pod? because yeah, that does stink a bit
jogado21 19 hours ago 
I'm disappointed that hacking inside the cyberpod doesn't stack with pawn's hacking ability :steamsad:
Wrath 10 Oct @ 1:47am 
This mod is incredible, thanks for your work
Dablunskiy Santa 9 Oct @ 9:26am 
its so fucking peak:steamsad:
LifeIsAbxtch 7 Oct @ 7:35pm 
HEY BlueEagle421 can you also give us the ability to hack other factions for they're Money(Silver)
MkRobin 7 Oct @ 2:00pm 
Are ancient defender turrets supposed to be unhackable or is it a bug on my end? I have the option to hack turrets on but are unable to.
CeasartheUndead 6 Oct @ 1:53pm 
"relics quest hack_spacedrone"(dlc), "work site" may sometime have some turrets, prisoner recruit, "distress signal"(dlc) if they are Non tribal. attack bases and lastly add mods like "[Glittertech Expanson] Urban ruined, VE rebel" for a examples,
Spatial 6 Oct @ 2:15am 
hey so where can i find more stuff to hack? beyond mechanoids i havent seen anything outside of what generated with my tile.
ZGMF-X20A 4 Oct @ 9:52pm 
How to obtain cyber data stably?
Ascythian 4 Oct @ 1:54pm 
@ BlueEagle421 - Since imgur is down in my country could you add some of the images to the picture slideshow at the top? Thanks!
GamerCake 3 Oct @ 1:14pm 
Seems there are some issues with hacking the Sentry Drones from the Odyssey DLC
Belinko 3 Oct @ 8:38am 
Update about hijack subcore: Looks like the problem comes from that the ability has range 0, becase I managed to fix it by adding remote acces.
Belinko 3 Oct @ 7:14am 
I've got a problem: hijack subcore just stoped working at all, I target the mech but nothing happens.
wofwofwofwofwofwofwof 2 Oct @ 7:37am 
Are there enemy hackers that can hack our turrets and mechs? That'd be pretty cool
Potato.tech 1 Oct @ 9:45pm 
i am so, so sorry to ask this question, but would it be possible to make a compatability for persona mechanoids 2? ( https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3522497657&searchtext=persona )

persona mechanoids can not install a cyberlink due to not having a brain, apparently
LifeIsAbxtch 1 Oct @ 9:25am 
HEY BlueEagle can also give us the ability to hack other factions for they're Money(Silver)
estrogenesys 1 Oct @ 8:15am 
update: i started a new save to see what results of hacking the ancient cyberdeck and crate. then i went back to my other save and used console to spawn those things in.
estrogenesys 30 Sep @ 9:23pm 
@potato.tech

thanks!

1. I was able to use Dev Mode to spawn them in, but cannot hack them because they are "owned by hacker". There is no option to "claim" them. Am I sequence breaking the tech progression by spawning their contents into the map? Am I meant to get my beginning cyberdata from here, or by ripping other objects i find on other maps?
2. I thought I tried that, but will try it again next time.
3. Thanks
Potato.tech 30 Sep @ 7:03pm 
@estrogensys
1: the ancient cyberdeck and encrypted lockbox
2: when you select the menu to send pawns and items down, you should see the data rippers in the items tab
3: security terminals have a workload of 10 to hack. to generate basic cyber data you need to data rip an object with a minimum of 25 workload
estrogenesys 30 Sep @ 4:10pm 
what content is missing from "available only while generating the map for the first time"?

how do i take datarippers downstairs into ancient stockpiles?

i've installed datarippers on security terminals but they never generate cyberdata
Sturm Krahe 30 Sep @ 4:08pm 
Is there a decent tutorial for this somewhere? It looks really cool but I cannot seem to figure out what I'm supposed to do, got enough data eventually to make a cyberlink for my hacker character but he still can't do anything to enemies, am I missing something?
GamerCake 30 Sep @ 1:01pm 
Slight compatibility issue: The striker turrets from VE Deserters is not able to be data ripped.
Arthur0412 30 Sep @ 12:25pm 
for me a focus on the cyberpod, maybe an advanced version, would be absolutely amazing... the idea of having a colonist decicated to cyberprotection, or remote combat from there is peak cyberpunk aesthetics. anyway amazing work, even if you don't plan to expand it that much
kinson523 30 Sep @ 6:00am 
@blueeagle421 would it be possible to add hacking devices across map tiles from the hacking pod? Would enhance the long range hacking experience I think
Lovecraft 30 Sep @ 5:36am 
Disabling turrets doesn't seem to work in CE. Otherwise it seems compatible.
Potato.tech 29 Sep @ 10:09pm 
@BlueEagle421 its also me again xD
anywho, i noticed that the VRE-androids do not seem to get affected by failed hacking. berserk does not make them go berserk, they do not get cyberspace nausia, about the only thing that does effect them are the ones such as hullbreach when they are inside of a cyberpod

hope this info is helpful to ya!
Zoe, the Bad Wolf 29 Sep @ 7:11pm 
@Author,
Hi, it's me again. :)
I found out which mod/config was causing the problem. I don't know how much it would be fixable on either end, but it was Tweak's Galore config option of "No Breakdowns".
I am guessing something on your end refers to breakdown chance? Well, with that disabled, your mod works perfectly. <3

Thank you for such amazing content.
Rob The Robot Guard 29 Sep @ 12:58pm 
@Arthur0412

Maybe its already cached for you but even imgur is completely unusable.

Just go to their website: https://imgur.com/

And you will see nothing besides a HTTP Error 400.
Rob The Robot Guard 29 Sep @ 12:53pm 
Hey there.

The image host that this mod is using for its mod page graphics is restricting the ability for people within the UK to view many graphics on there website.

This is happening due to the UK Online Safety Act

I advise you find an alternate provider or add a text version of your mod information to the page
Pond_Grass 29 Sep @ 12:32pm 
Also, some kind of daily utility use case for the cyberlink, and maybe also a resource sink for the cyberdata. Maybe the supporting building requires cyberdata to run.
Pond_Grass 29 Sep @ 12:29pm 
As of suggestion, I would think of a supportive "hacking". As an Idea, it maybe could hack allies to increase there shooting accuracy. Allies may need some gear like gunlink and/or cyberlink to get the assistance. Or instead pawns with cyberlink can get benefits from some kind of server like building an register with hacking, so that they can get some manipulation and/or sight enhancement as long as the building is alive? Maybe the building is a cyberpod linkable, and needs to be linked and with cyberpod filed to operate?
BlueEagle421  [author] 29 Sep @ 11:34am 
BALANCING UPDATE
- buffed jammer kit stats
- buffed optimization module stats
BlueEagle421  [author] 29 Sep @ 11:31am 
@veoba
Sorry for late response!
That depends on the ability. Most of them work only on hackable things, but disarm works on any weapon held by a pawn
Burger and Sabbath Moment 29 Sep @ 10:52am 
This mod turned my game's sky to the color of a television tuned to a dead channel, great job!
MegaZillaDestroyer12 29 Sep @ 10:20am 
1.5?
Belinko 29 Sep @ 10:16am 
@Pond_Grass Thanks anyway! I actually've got virtual dataminer, and I am actually have a sos2 hackers playthrough (sos2 cyberwarfare) so gonna go for mechs. And when I will get the ability to take control over mechs, I will build a mech hacker+boarder.
Pond_Grass 29 Sep @ 9:57am 
@Belinko
Sorry, I don't know, since I don't play with large mod list, but maybe quest or faction mod should add a bit more hackables? Though I would assume it would be harder high tech faction mod that would provide large turrets in the camp, or some kind of hard hacking quest. I don't have any come to mind.
Belinko 29 Sep @ 9:04am 
@Pond_Grass okay and what about non vanilla? What mods give you good stuff to hack?
BlueHatCipher 29 Sep @ 8:35am 
Finally I can have a colony of Deckers and other shadowrunners. Phenomenal stuff!
Pond_Grass 29 Sep @ 8:34am 
@Belinko
Ancient hatch, space drone, relay stabilizer, are the only three things that has enough hacking capacity for giving you advanced cyber data from vanilla.
Of which currently Ancient hatch can't have dataripper installed.
Other than that from test, it seems currently some turret (at least the auto-charge turret, from mechanoid cluster), can provide enough hacking capacity for at least one advanced cyberdata. I am assuming you can't use virtual dataripper, but if you can, I think some mechanoid can provide you with it? Did not check on the last one.
Belinko 29 Sep @ 7:31am 
Okay, does anyone know a good way to farm cyberdata and especially advanced one early on? Because I've got some from spacedrone but that's not enough. And broken exec too.
Åbeii 29 Sep @ 6:43am 
STOP PLZ i want to have a life again stop doing content plz ;)
BlueEagle421  [author] 29 Sep @ 4:45am 
UPDATE
- replaced disabling turrets with reconfiguring turrets after finishing hacking (they now can fight for you!)
- added cyberlink requirement to turrets and mech hacking
- fixed some turrets not being patched

- added proper research checks to advanced cyberdata and broken exec data during ripping
- made hack gizmo from cyberlink hidden on downed or uncontrollable pawns
- fixed infinite range bug during hacking
- added more information during turret, mech hacking
- improved zapcode description, logic
- disabled black ICE hacking on cyberpod, updated description
- other balance changes and fixes
Minasoda 29 Sep @ 1:06am 
First this is a great mod. thanks for your time doing it. I am having some trouble figuring out how to work some of the items. I have a hacker with the adv cyber chip, cyberpod, and i figured out how to train the remote ripper. How do I use the remote ripper? I dont see an option when she is in the pod to do this. She can remote hack no problem but I have to have another pawn manually install a ripper. Again thanks,
Quasar 29 Sep @ 12:22am 
Oh my god, I've been hoping for a mod like this for so long! Once I got my c# down, I was going to and mod something like this if no one else did just to scratch that itch xD
SketchyGalore 28 Sep @ 11:30pm 
Amazing work, as always! I had a small suggestion from my very first experience with the mod (and apologies if it's already been said). Would it be possible to gate the act of hacking behind a tech? It makes very little sense that my tribals can hack into a computer that they found lying around, and even less sense that they can then install the computer in their brain (in fact, the same goes for my know-nothing crashlanders!)
Belinko 28 Sep @ 9:02pm 
@Potatotech oh, okay, thanks!