RimWorld

RimWorld

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Mechanitor Command Relays
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Mod, 1.4, 1.5
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112.395 KB
7.11.2022 klo 13.53
11.4.2024 klo 18.34
6 muutosilmoitusta ( näytä )
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Mechanitor Command Relays

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This mod adds relays which project a command radius around them, allowing a mechanitor to command mechanoids within that range. These relays are unlocked via the Standard Mechtech research, and require a Standard Subcore to construct.

Art by pphhyy!

GitHub: https://github.com/Hydroxyapatite/Mechanitor-Command-Relays
Suositut keskustelut Näytä kaikki (2)
10
12.4.2024 klo 11.55
Spamming errors in the log related to a deconstructed relay
Parkle
1
15.6.2023 klo 11.03
Does it still work if the mechanitor is in a caravan/another world tile entirely?
Lilly Satou
79 kommenttia
Hydrologist  [tekijä] 21.5. klo 15.01 
@Thekillergreece I haven't tested the mod with any modded mechanoids, but it shouldn't have any outright incompatibilities. You can try loading this mod after URMC to see if you get the desired behavior, but be aware that it may cause whatever behavior URMC is overriding this one's with to stop working.
»SoD« Thekillergreece 21.5. klo 0.52 
Does this work for modded mechanoids such as the ones from URMC? Cause it doesn't seem to work as if the command relay don't exist for them to be ordered.
Hydrologist  [tekijä] 22.3. klo 20.13 
@Derproid That was for performance reasons. If I recall correctly, when I attempted to make the range a configurable stat in the XML, retrieving the value for every range check caused the game to run poorly. There might be a better way to go about it, but since I haven't been actively playing Rimworld I haven't been motivated to pursue it.
Derproid 22.3. klo 11.51 
Tried doing it myself but I think editing the range in xml isn't possible because in CompProperties_CommandRelay you make relayCommandRange const :(
Derproid 20.3. klo 17.12 
Would you be open to adding additional tiers? One with more range and another the covers the whole map (being extremely expensive ofc) is what I was thinking.
Hydrologist  [tekijä] 16.11.2024 klo 21.30 
@Hog It should be. It just adds a new building and doesn't change anything about existing ones.

@Hermann Are you seeing the same behavior as The Lord Pootis? Does moving the mod above or below Gestalt Engine in your load order change anything?
HogbogtekkyTTV 16.11.2024 klo 15.47 
Is this stable to add to an existing save?
Hermann 13.11.2024 klo 13.00 
does not work with Gestalt engine
The Lord Pootis 30.5.2024 klo 9.17 
It seems this mod and the Gestalt engine mod conflict in some way and makes the Gestalt engine unable to move drafted mechs under its command as if it had 0 command range instead of expending the whole map like it should, removing this mod fixes it
Morcalvin 19.5.2024 klo 22.07 
Is there a way to make superior versions that put out larger control zones?