RimWorld

RimWorld

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What the Hack?! (Continued)
   
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Mod, 1.5
File Size
Posted
Updated
2.955 MB
27 Nov @ 7:57am
5 Dec @ 2:16pm
4 Change Notes ( view )

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What the Hack?! (Continued)

In 1 collection by Zaljerem
Zal's Continued Mods
490 items
Description
Original mod by Roolo
https://steamproxy.net/sharedfiles/filedetails/?id=1505914869
Updated with permission
All the same, if the original author requests it, I will remove this update.

Check out Roolo's game, Cursed Crew! A free demo is available.
https://steamproxy.net/steamstore/app/1839760/Cursed_Crew/

Van's Retexture : What The Hack ?!
(1.3, but it should still work, ignore the version/missing dependency error)
https://steamproxy.net/sharedfiles/filedetails/?id=2841976252

[JGH] WTH retexture
https://steamproxy.net/sharedfiles/filedetails/?id=2600860593


Please note: the packageID has changed to "zal.whatthehack". If any mods requiring What the Hack?!? are updated to 1.5, you will need to change your dependency. Thank you for your understanding.

--

I'm very pleased to present this continued version of a classic mod. Thank you to Roolo for permission, thank you to KymasTuran for your testing, and thank you to everyone who has requested this one.

--

Original mod notes (1.4):

What better way is there to take revenge on mechanoids than to hack them, and use them as your own combat slaves? With What the Hack!? you can raise your own squad of blood machines. This is not all: You can also apply various upgrades to mechanoids like a turret module for mounting turrets on them, a belt module for equipping belts like shield belts, and various other modules. Moreover you can use your hacked mechanoids as pack-mules during world travel, raid factions with them, you can control them directly with a controller belt, or implant an AI persona core in them for indefinite control. Beware though, hacking has its dangers, and other technologically advanced factions also know how to hack, so expect hacked mechanoids in enemy raids.

*Features*
- Adds the possibility to hack downed mechanoids with the mechanoid hacking facility.
- Mechanoids can be downed again. Only downed mechs can be hacked.
- Adds a "hacking" work type, which levels with both the crafting skill and the intellectual skill of colonists.
- A lot of end game content involving an advanced Rogue AI which you can help to develop a consciousness and which can learn abilities like temporarily hacking mechs, controlling your turrets, controlling your mechanoids and more. Don't get it mad though, as it'll use its abilities against you.
- Hacked mechs cannot use their internal reactor as that would draw attention from the mechanoid hive, so they rely on their internal backup batteries which need charging.
- Hacked mechs need regular maintenance which is performed automatically by your hackers. If it's completely neglected, hacks can stop working...
- Mechanoid platforms are added, which repair and recharge mechanoids on them.
- Various upgrades can be performed. Look at the image below for an overview.
- Repair, maintenance, and hacks and upgrades require "mechanoid parts", which can be obtained by disassembling mechanoids.
- World travel is possible with mechanoids. To support this, a portable charging platform is added.
- Enemy factions can also use (occasionally upgraded) mechanoids during raids. What factions can use mechanoids can be configured in the mod options.

Many more things, just install the mod and you'll see!

One of the most notable upgrades is definitely the turret module, which allows you to mount turrets and mortars on your mechs, including ones added by other mods.

*How to hack mechanoids*
1. Research basic hacking.
2. Build a hacking table and one mechanoid platform for each mechanoid.
3. Gather mechanoid parts by destroying and disassembling mechanoids. Bigger mechanoids give more parts.
4. Go to the health tab of a downed mechanoid, click Modifications-> Add bill -> Hack mechanoid targeting device.
5. The mechanoid will be hauled automatically to the hacking table, and any pawns with a minimum crafting and intellectual of 5 assigned to hacking, will start a modification job, given there are at least 10 mechanoid parts in store.

*Languages*
- English
- Japanese (by Proxyer)
- Korean (by yangbum7)
- Simplified Chinese (by Lingluo)
- Traditional Chinese (by Biscuit)
- German (by RoffeIchen)
- Polish (by Gt.zgame.pl)
- Spanish (by Caferino)

*Dependencies*
This mod depends on Hugslib. Load order should be: Hugslib -> What the Hack!?.

*Credits*
- Roolo - author
- Madman666: For drawing al lot of sprites and being a great support!
- Mlie: For the 1.4 update!
- Ogliss: For helping with the 1.3 update.
- malistaticy: For drawing the sprites for the mechanoid hacking facility and the mechanoid workshop.
- Noirfry: Helping out with the 1.2 update, and solving some issues.
- Cenbes: For testing, re-organising the research tab, and being Cenbes :).
- rawrfisher: For extensive playtesting and bug reporting.
- Orion: For creating and giving me permission to use the advanced mechanoid chip sprite, which was part of the amazing More Mechanoids, but is no longer used in that mod.
- Pardeike a.k.a. Brrainz: For creating Harmony on which this mod relies so much.
- UnlimitedHugs: For creating Hugslib, and saving me a lot of time.
- The translators for doing a great job.
15 Comments
Kelarius 17 Dec @ 3:20pm 
Sorry for the stupid question, but I just installed this mod as I was mostly interested in the upgrade aspect. Is it not possible to use the upgrades in this mod for mechanoids you already control (e.g., gestated from Biotech expansion)? I saw the "shut down" operation for my existing mechs but they will get carried to the hacking table and then immediately rejected. I'm not sure if I'm doing something wrong, or if this mod just doesn't work that way. Thanks in advance.
Medic Olkie 15 Dec @ 7:54am 
Ahh... the ORIGINAL mechanoid army simulator
Vexacuz 14 Dec @ 4:10am 
Go in the retext folder, and copy the textures to your personal copy of the main mod folder. That is what i ve been doing to outdated reskins.
Zaljerem  [author] 12 Dec @ 6:43am 
Seems to work fine for me, ignore the "version mismatch" and "missing dependency", place it after What the Hack?! (Continued)
Doctor Sex 12 Dec @ 6:30am 
Van's Retexture : What The Hack ?!
Does not in fact work
TheBigBadWillow 7 Dec @ 10:31pm 
Hacked mechanoids seem to have a big blue Square highlighting them? i cant seem to get rid of it, is there something i am doing wrong?
salt9/9 5 Dec @ 5:30pm 
I’ve resolved the issue myself.
salt9/9 5 Dec @ 5:24pm 
The mechanoids controlled by this MOD content seem to lose the ability to set restricted areas. Could this be because I failed to download the MOD correctly, or is there an unconfigured setting on my part?
Zaljerem  [author] 3 Dec @ 9:56am 
Updated: Compatibility fix for Winston Waves

Re: hacking - Research complete? Operation set on the mech itself? It won't get hauled to the table unless the operation is set. I'm not having any problems hacking mechs, so I've been unable to duplicate the issue.
csfireworks 1 Dec @ 2:36pm 
hello, I found it incompatible with "Vanilla Storytellers Expanded - Winston Waves ",and I can't hack the downed mechanoid like The_fallen_sandwich