RimWorld
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Subspace Burst Transponder (Continued)
   
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Mod, 1.4, 1.5, 1.6
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1.046 MB
11 mart. 2024 la 20:30
16 iun. la 9:12
9 jurnale de actualizare ( vizionare )

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Subspace Burst Transponder (Continued)

În 1 colecție creată de Zaljerem
Zal's Continued Mods
555 obiecte
Descriere
Original mod "ED-SubspaceTransponder" by Jaxxa
https://steamproxy.net/sharedfiles/filedetails/?id=722092901
https://ludeon.com/forums/index.php?topic=18995.0
If the original author requests it, I will remove this update.

Retexture by Happycam:
https://steamproxy.net/sharedfiles/filedetails/?id=3263510261

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Requires Microelectronics research, 200 Steel, 8 Components

Transmitting on the Rim is always risky; there is a small but non-zero chance your transmission will be intercepted and a raid generated instead of a ship/caravan. You're welcome!
(3% chance, x2 raid points by default, see mod settings)

If you run "Trader ships", check the mod settings to summon trader ships instead of orbital traders
Horrendous sound effects included (off by default, see mod settings)

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Original mod notes (0.14):

Contacts Ships or Caravans at a distance and guides them to your colony, allowing you to trade with them.

First the "Subspace Burst Transponder" must be built, it will then enter a charging mode. Once it is fully charged you can press the Call Button to have it Enter Transmission Mode (It can also be set to Auto transmit when charged). After transmission has been completed a Trader will arrive and the device will enter charge mode again.

There are two modes, one for contacting ships and the other for contacting ground caravans.
Only one device can be transmitting at any one time on each mode.
Transmission is twice as fast as charging, for the highest number of traders you can have one device transmitting while two are charging for each mode.
23 comentarii
Zaljerem  [autor] 8 iun. 2024 la 4:39 
Looks great! I'll add a link above.
Happycam 8 iun. 2024 la 4:05 
I made a retexture for this mod, both in regards to the console and the UI. Hope y'all like it. Link is found here: https://steamproxy.net/sharedfiles/filedetails/?edit=true&id=3263510261
Zaljerem  [autor] 10 apr. 2024 la 18:09 
Updated: Fixed a dumb mistake in the raid chance code. Should be working correctly now.
Zaljerem  [autor] 10 apr. 2024 la 15:33 
Why would I take offense? Can't try to fix if I don't know it's broke. I'll take a look.
Signal 10 apr. 2024 la 15:26 
No offense intended, I'm just reporting it, but the raid chance setting doesn't work correctly. At 100% raid chance, a raid always occurs (as expected), but at 99% chance I get the trade ship every time. I'd saved just before the transmission finished. 15 reloads at 99% raid chance never produced a raid.
Signal 4 apr. 2024 la 15:28 
Just some observations.

The charge cycle is just over 4 days.

The transmission takes just over 2 days. From the name, I had foolishly assumed that the transmission would be a "burst", like charging an energy weapon and firing. It's my fault for not reading carefully. I'd hoped to choose the timing of a possible raid by waiting until my pawns are all combat ready. But it makes sense, especially for land caravans, that one might not be close enough to respond quickly.

You can save 1200W by turning off the power while transmitting.

There's no way to pause or cancel a call, even by cutting the power. With the original design having a fixed chance of just 3% for a raid, that wouldn't have been a consideration, but with a significant raid chance, a player might wish to abort if a lot of pawns have become wounded. I'm not complaining, just mentioning. The vast majority of players will keep the raid chance very low and never want to pause or cancel.
Signal 4 apr. 2024 la 14:39 
While transmitting, power can be toggled off and the countdown continues. Is this intentional, like using the power built up during the charge cycle? If so, it would be nifty if the device stopped drawing power while transmitting. I only discovered through experimentation that I can save 1200 watts by manually turning the power off (assuming there's no penalty for that).
Zaljerem  [autor] 30 mart. 2024 la 8:50 
Updated: fix to WorkToBuild, raid multiplier slider now maxes at x25. Thanks for the report!
Zaljerem  [autor] 30 mart. 2024 la 4:07 
Ah yes, a missed ancient tag that quietly failed rather than throwing an error. Thanks for the report; fix coming.
Signal 29 mart. 2024 la 23:17 
I noticed a small problem in the xml file. The attribute for WorkToBuild is incorrectly spelled WorkToMake, which causes the transponder to be built with just 1 point of work.