RimWorld

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[AV] Mechanoid orbital traders
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Mod, 1.4, 1.5, 1.6
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8.469 MB
2 mar, 2024 @ 23:32
22 jul @ 4:44
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[AV] Mechanoid orbital traders

I 1 samling av Veltaris
[AV] Mods made by Veltaris
13 artiklar
Beskrivning
This mod is about acquiring mechs from sources other than gestation:
  • trading (orbital or not)
  • drop pods
  • questrewards
  • ancient dangers
While giving the player full control about which of those features are active.

All base rimworld and biotech DLC mechanoids are supported.
Modded Mechs can be allowed in the mod settings.

Mechs aquired by this mod will arrive in crates. Once opened, they join your colony, but are uncontrolled and must be linked to a new overseer (mechanitor).

While this mod started out as a supply trader for [AV]Mechtech, I thought this mechanic was versatile enough to share as a completely separate thing.

I'm on the RimWorld version 1.4!
Use this description of the old steam page instead:
https://i.imgur.com/Y0MP04w.png



The marketprice for each mechtype is calculated by the game based on the following:
  • bandwidth cost
  • weight class
  • type of work (combat or labour)
  • mech age (brand-new or hijacked)
  • additional cost for mechbosses
  • additional modifiers from this mods settings
So if another mod changes the bandwidth costs, this will be reflected in the price.
This price is also different from the price the game uses for raid calculation, so the (mech) raid strength and colony wealth remain exactly the same.


All of the following features can be toggled on or off.
Not all Features are active by default!
Make sure to check the modsettings!

This mod devides mechs into 3 Groups:
Commonly available mechs (below 4 bandwidth requirement), rare mechs (above 3 bandwidth requirement) and boss mechs.

Additionaly mechs can be aquired in 2 different qualities: brand-new or hijacked.

Added items: Mechcrates

Most mechs aquired by this mod arrive in special crates.
Once opened they will release the mech inside and can be used as decoration or be deconstructed for tiny amounts of steel.




Orbital trader: mechanoid factory
  • sells brand-new mechanoids (no boss mechs)
  • sells small amounts of mechanitor supplies that rarely contains mechboss chips
  • acts as a supplier for [AV]Mechtech

Orbital trader: smuggler
  • has small amounts of silver
  • sells hijacked mechanoids (very rarly containing boss mechs)
  • a mixture of exotic trader, combat supplier and slave trader with small amounts of items, but a wide range of goods

Exotic trade caravan adjustment
  • might sell common hijacked mechanoids



Added incident:


Ideolgy DLC: ancient danger adjustment
  • Added common hijacked mechs as possible loot from hermetic crates

Quest rewards adjustment
  • Added mechs as possible quest rewards (all mechs and qualities can be there)

Modsettings:
This mod has a lot of settings - adjust it to your playstyle, don't want a feature? Turn it off.

Shown in the screenshots below are the default settings:








This mod does not touch much code of the base game and therefore shouldn't be able to break another mod.

Requirements:
This mod requires biotech and harmony.
Hijacked mechs also need an active mechanoid faction to work properly (the vanilla one, not a modded one).
If you don't want the hijacked mechanic or a mechanoid faction in your game you can disable the hijacked mechanic in the settings (simplify hijacked mechs).

Supported mods:
If activated in the modsettings, all modded mechs* found (which are not driven by limtied power cells) will be added as potential tradeables.
This requires a game restart to take effect, after which you can choose in the settings which mechs you would like to have tradeable or not.

* Exceptions: what is a considered a modded mechanoid?
This mod only considers proper mechs, which use the mechanitor system of the biotech DLC.
So mechs from mods that completly make their own system like the drones/buildable mechs from 'Vanilla Factions Expanded - Mechanoids' (Autocleaner, Autohauler etc.) will be ignored by this mod.
Obviously any proper mech from that mod is still recognised and supported by this mod.
Using ‘Vanilla Factions Expanded - Mechanoids’ as an example, this means that Knight, Inquisitor, Advanced Lancer and so on are supported.

Special mod interactions / inbuild support with:

Can this be safly added midgame?
Yes. Read the requirements again and you are fine.
But just to be clear: ALWAYS back up your saves before adding or removing any mod to an ongoing run.

Can this be safly removed midgame?
Yes. Removing this mod will result in one-time errors on the next loading of your save (just like any content adding mod).



Why can't we sell mechs?
Wasn't fun.

Why is the apocritons turned off in the default settings?
An apocriton was not designed to be used by a player.
A base game apocriton would just be a pikemen in the hands of the player, with skills which just won't work.
Mods like Gestatable Apocriton make them useable for the player.

I'm a modder and I want to add mechs as tradables to my mod!
Check the readme_for_modders.xml file, it contains all TradingTags and ThingSetMakerTags.

I've got feedback or a bug report!
Please write your feedback in the comments and bugreports in the pinned discussion, but keep in mind I am just a human with the lazy trait and might go on I-dont-want-to-play-or-mod-rimworld mental breaks for months.


Me, myself and I.
The preview artwork is partially made by AI.
Special thanks to the unofficial rimworld discords modding-channel, the people running it and its precious search function.
Without this awesome community this mod would not exist.
Populära diskussioner Visa alla (3)
2
22 jul @ 15:00
Hacked mechanoids reverting to Mechhive when the mechhive is dead
Dust
31
19 jul @ 2:19
KLISTRAD: Bug reports and potential mod conflicts
Veltaris
2
9 apr, 2024 @ 10:05
bug or just misunderstanding
lihtshadow
60 kommentarer
在戴森球上打螺丝 25 jul @ 3:05 
Hi, after playing for a while, I noticed several untranslated parts in the mod's UI. Here are the ones I found:

1.The prefixes "brand-new" and "hijacked" are not translated in the settings menu and trade interface.

2.The names of the two mechanoid containers:

"mechanoid crate"

"empty mechanoid crate"

3.The names of orbital traders:

"mechanoid factory"

"smuggler"

4.The info panel for the mechanoid container has an untranslated word, probably "Contains" (I'm not entirely sure of the exact word, but it's something along those lines).

5.The Gizmo button used to open the mechanoid container is missing its label (sorry I forgot the exact word, but it's the button that opens the crate).

Hope this helps with improving the localization!
在戴森球上打螺丝 22 jul @ 4:55 
Thank you very much!
Veltaris  [skapare] 22 jul @ 4:50 
@在戴森球上打螺丝
I've added it for the settings and also found a few other missing translation keys. Hit me up If anything is still missing.
在戴森球上打螺丝 22 jul @ 0:27 
This mod is very good, but can you provide the language translation file for the settings interface? I checked the language files and found that it does not have a keyed file for the settings interface, which makes it impossible for someone to translate it into other languages.
Veltaris  [skapare] 12 jul @ 4:53 
@SaltyStoryteller
Both orbital traders have a low chance to sell one high subcore. You could also buy a mech and disassemble them for their subcores (hijacked mechs might not like it though).
SaltyStoryteller 12 jul @ 4:26 
Just to be clear, does the trader sometimes sell high subcores? Because I'm trying to run an ethical colony and the idea of burning out even a raider's synapses using a ripscanner seems like it definitely violates some kind of human rights...
Veltaris  [skapare] 9 jul @ 7:09 
Anyway if it crashes for you (with just this mod and dlcs) please make a bug report in the pinned discussion.
A bit generalised: When exactly does the crash occur? When booting up the game, when loading a save or when starting a new game?
I'll also need the player.log file (after the game crashed) for even the chance to find the problem.
You can find the player.log under Users\YourUsername\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios
If it doesn't crash for me, there's not much I can do without a log.
Veltaris  [skapare] 9 jul @ 7:01 
@delta.strife
Still works for me. But Ludeon made an oopsie around the time you wrote the comment.
Maybe that is related?
"The unstable branch is being rolled back to 1.6.4514 rev831 due to a critical bug. To protect your save files, please do not attempt to save your game on build 1.6.4515 rev1026."
That why its called unstable^^
delta.strife 8 jul @ 16:48 
Same Problem tried unsubscribing and subscribing same result.
Veltaris  [skapare] 4 jul @ 23:39 
@mayonnaise
It works fine for me. Try to verify your rimworld files :)