RimWorld
75 oy
[AV] Framework
   
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Mod, 1.5
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2.402 MB
1 May @ 13:37
5 Eki @ 2:18
16 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
[AV] Framework

Veltaris tarafından 1 koleksiyonda
[AV] Mods made by Veltaris
11 öğe
Açıklama
This is just a framework which is needed by some of my other mods.

It contains a collection of code, so I don't have to copy them all around.

It doesn't change gameplay on its own.

All harmony patches which are contained by this mod get skiped when they are not needed.


Optional biotech QoL for colonies with multiple mechanitors

This is disabled by default and needs to be activated in the mod-settings.

  • mechanitors can have their own special color (choosen by the player) for their command radius
  • mechanitors and mechs get an aura-highlight in their mechanitors color when drafted (toggleable in the bottom right of the screen)
  • command radius depends on the type of mechlink (supports Hydrologist's Mechanitor Command Range Extenders)
  • command radius can be scaled by psychic sensitivity
  • modded buildings (incl. gestalt engine) will still show the white command range





Maybe useful for xml modders
Usage excamples can be found in my own mods.

DefModExtension IsMechlink
- for custom mechlinks implants

CompUsableImplant_Mechanitor
- self installing only when the pawn is a mechanitor

CompUsableImplant_NoMechanitor
- self installing only when the pawn is not a mechanitor

DefModExtension BiocodeMessage
- creates a massage on the top left of the screen when a biocodable item is produced by the player

Comp_SelectableSpawner
- upgraded comp_spawner for buildings and pawns
- allows scaling depending on the pawns stats (you choose which)
- allows change of productionspeed
- allows item production in caravans
- spawns the item even if all adjectent tiles are full (vanilla just skips it)
- message in the top left for item production can be disabled in this mods settings

SpawnerDef
- used to define the item, count, research requirement and research for productionspeed scaling for Comp_SelectableSpawner

Comp_SpawnMonitor
- adds a gizmo to a UI that shows all producers and consumers of fuelable items for easier balancing
- this tracks all thingdefs of Comp_SelectableSpawner, Comp_Spawner & Comp_Refuelable

Comp_GiveHediffsWhenAlive
- adds a hediff to a pawnkind (used to give a mech a hediff after gestation or resurection)

Comp_BandNodeFueled
- allows bandnodes to be fuel dependend, bandwidth change can be adjusted in xml

Enjoy!
11 Yorum
Veltaris  [yaratıcı] 17 Eyl @ 9:34 
@Cruel Moose
It's accessible again. Just took nearly a day...
Cruel Moose 17 Eyl @ 0:04 
I know how that can be, steam wouldn't let me update a mod on my workshop for days until I figured out it was because the typo I was changing didn't change the file size. So I had to add a junk file, update, then update again without the junk file.
wcpwnsuto 16 Eyl @ 23:14 
I thought you deleted the mod for a bit there haha I was worried
Veltaris  [yaratıcı] 16 Eyl @ 22:26 
@Cruel Moose
It seems to be stuck in a steam process. This usually takes minutes but is been going on for ~10 hours now after I changed the steampage...
"This item is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information)."
Cruel Moose 16 Eyl @ 17:30 
was mechanoid spots hidden? can't view it on the workshop anymore :(
Veltaris  [yaratıcı] 16 Eyl @ 7:28 
@wcpwnsuto
This mod now detects the 'Unlimited Mechanitor Command Range' mod and acts accordingly, so if you want to see the colored aura-highlight on the mechs or mechanitor, it wont show a wrong circle.
wcpwnsuto 14 Eyl @ 12:55 
thanks
Veltaris  [yaratıcı] 14 Eyl @ 12:53 
@wcpwnsuto
If you use a mod like that turn the setting "allow this mod to change mechanitor command range and color" off (It is already turned off by default).
Activating it would not cause issues with the gameplay but would show a wrong command circle.
wcpwnsuto 14 Eyl @ 12:13 
does this cause any compatibility issues with unlimited mechanator range mods?
Veltaris  [yaratıcı] 13 Haz @ 11:06 
@Gyger
Thanks for the report. Just updated Mechanoid Spots, it should be fixed now.