[1.0](WIP) What The Hack?! - Mechanoid hacking

Started by Roolo, May 31, 2018, 04:03:57 PM

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rawrfisher

I'll update and see what my wealth is after that.
Probably gonna launch another wave of reports in a couple days too XD
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Madman666

Goddamn, work s been brutal, i am really sorry i still didn't post something nice for upgrade table, Roolo. Actually, i was also dumb enough to not ask you about what do you envision this table to be. I mean are your mech upgrades like microchips\modules that upgrade software, rather than the hardware? Or are those mechanical upgrades? Cause answer to that really alters the way I d go about trying to make a sprite. It can be a computery-programmy table with some high-tech PCs for programming microchips or it can be a high tech assembly bench for constructing upgraded mechanical parts. Well i guess it could also be a wild mess of a hybrid between the two...

rawrfisher

#257
Its so rare that I release my hounds AND knights.  They go down I release lardo and just nuke my base to kill em off
Lardo got released but they fled after 1 shot :P


[attachment deleted due to age]
Professional jerk
Want something broken let me know

rawrfisher

#258
Sorry for the double post but I wanna keep banter seperate from the reports posts


Got ThingsListAt out of bounds: (212, 0, 400)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ThingGrid:ThingsListAt(IntVec3)
WhatTheHack.Harmony.GenGrid_Standable:Postfix(Boolean&, IntVec3, Map)
Verse.GenGrid:Standable_Patch1(IntVec3, Map)
Verse.ThingUtility:InteractionCellWhenAt(ThingDef, IntVec3, Rot4, Map)
Verse.Thing:get_InteractionCell()
Verse.Pawn:get_InteractionCell()
Verse.AI.GenPath:ResolvePathMode(Pawn, TargetInfo, PathEndMode&)
Verse.ReachabilityImmediate:CanReachImmediate(IntVec3, LocalTargetInfo, Map, PathEndMode, Pawn)
Verse.Reachability:CanReach(IntVec3, LocalTargetInfo, PathEndMode, TraverseParms)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


https://git.io/fAZNe  output log if your interested in that mess.

Screw size limts on attachments

[attachment deleted due to age]
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Want something broken let me know

Roolo

Quote from: Madman666 on August 29, 2018, 04:48:10 PM
Goddamn, work s been brutal, i am really sorry i still didn't post something nice for upgrade table, Roolo. Actually, i was also dumb enough to not ask you about what do you envision this table to be. I mean are your mech upgrades like microchips\modules that upgrade software, rather than the hardware? Or are those mechanical upgrades? Cause answer to that really alters the way I d go about trying to make a sprite. It can be a computery-programmy table with some high-tech PCs for programming microchips or it can be a high tech assembly bench for constructing upgraded mechanical parts. Well i guess it could also be a wild mess of a hybrid between the two...

Don't worry, no need to apologize. Creating this mod and participating is just for fun, so don't worry if real life prevents you from contributing. You didn't promise anything, so I'm not expecting anything, and I certainly don't want to cause you any stress. Also, I had plenty of other things to do, so you didn't hold anything back, and even if you did, it wouldn't matter as in that case I'd just draw the sprite myself.

About your question: It's actually the last option you mention, so like you put it "a wild mess of a hybrid between the two".
Take for instance the turret module, crafted on the mechanoid workshop: "A module that provides both structural support and and interface for gun turrets and mortars." So the structural support is really a mechanical thing, while the interface between the mech and the turret would need some advanced electronics to function. However, most upgrade modules use mechanoid parts and mechanoid chips as resource, so you could also argue that existing chips are reused and re-purposed, so no micro-electronics are created on the table, but instead they are "hacked" or modified.  This all seems to make it complicated, but you actually have a lot of freedom. The elements on the table don't need to reflect real life things, as in real life we don't have mechanoids, and we don't hack/upgrade them. As long as the table looks like a high tech thing on which high tech things are created/modified, it's fine. 

As another example of things created on the table, here are the sprites of the repair arm and the repair module:

Hmm, the repair module should be a bit less grainy, I'll polish that later, but I hope this helps.

Quote from: rawrfisher on August 29, 2018, 07:04:14 PM
Sorry for the double post but I wanna keep banter seperate from the reports posts


Got ThingsListAt out of bounds: (212, 0, 400)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ThingGrid:ThingsListAt(IntVec3)
WhatTheHack.Harmony.GenGrid_Standable:Postfix(Boolean&, IntVec3, Map)
[..]

I've encountered that error too and found a solution. Will be fixed in the next update. It doesn't seem to affect the game by the way (but I still don't like errors so it's good you reported it).

rawrfisher

I also added those 2 pictures to give you an idea what I have for mechs to deploy.
longhead is the bastion from polaris bloc and well as you can see it hides the platform lol
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Smexy_Vampire

Quote from: rawrfisher on August 29, 2018, 07:04:14 PM
Sorry for the double post but I wanna keep banter seperate from the reports posts


Got ThingsListAt out of bounds: (212, 0, 400)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
Verse.ThingGrid:ThingsListAt(IntVec3)
WhatTheHack.Harmony.GenGrid_Standable:Postfix(Boolean&, IntVec3, Map)
Verse.GenGrid:Standable_Patch1(IntVec3, Map)
Verse.ThingUtility:InteractionCellWhenAt(ThingDef, IntVec3, Rot4, Map)
Verse.Thing:get_InteractionCell()
Verse.Pawn:get_InteractionCell()
Verse.AI.GenPath:ResolvePathMode(Pawn, TargetInfo, PathEndMode&)
Verse.ReachabilityImmediate:CanReachImmediate(IntVec3, LocalTargetInfo, Map, PathEndMode, Pawn)
Verse.Reachability:CanReach(IntVec3, LocalTargetInfo, PathEndMode, TraverseParms)
Verse.<ClosestThingReachable>c__AnonStorey0:<>m__0(Thing)
Verse.GenClosest:ClosestThing_Global(IntVec3, IEnumerable, Single, Predicate`1, Func`2)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


https://git.io/fAZNe  output log if your interested in that mess.

Screw size limts on attachments
gimie da doggos D:

rawrfisher

#262
Check out the polaris bloc mods by vaniant on steam
Should mention those dogs are EVIL when provoked lol
Professional jerk
Want something broken let me know

Roolo

Update:

- Added sprites for all upgrade modules that didn't have a sprite yet.
- Fixed seemingly non-harmful GenGrid exception.
- Replaced any instance where combat power is used in a calculation with a capped combat power to improve compatibility with other mods.

rawrfisher

Roolo got any solutions to this photo?

Been under heavy attack by the bugs the whole game lol

[attachment deleted due to age]
Professional jerk
Want something broken let me know

Umbreon117

Quote from: rawrfisher on September 01, 2018, 08:00:02 PM
Roolo got any solutions to this photo?

Been under heavy attack by the bugs the whole game lol
I have a solution.

Nuke from orbit.
I'll shoot your colonists...After a long nap.

rawrfisher

Tried that already....
10 orbital bombardments and they just keep comming
Professional jerk
Want something broken let me know

Canute

Looks like an episode of Starship Troopers, one of the scenes the bugs win ! :-)


rawrfisher

The bugs lost that battle once I found my gernades
Sadly my wealth isnt super high
Professional jerk
Want something broken let me know