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RimWorld => Mods => Releases => Topic started by: UnlimitedHugs on January 10, 2016, 01:09:51 PM

Title: [1.3] Remote Tech (2.4.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on January 10, 2016, 01:09:51 PM
(https://i.imgur.com/pz2HaAA.png)

Description:
At some point in our lives, we each ask ourselves questions like- "Who am I?", "Where did I come from?" and "Am I exploding as much stuff as I could be?". This highly introspective mod will help you answer at least one of these questions.

Features

(http://i.imgur.com/D5xv5so.png)

How to explode stuff

The two types of mining explosives:
(http://i.imgur.com/kK7hult.png)

The sealing foam canister in action. It expands to fill whatever space is available. Before the foam hardens, you can still squeeze through it, though that is rarely a good idea. Also, with a bit of planning, it's possible to make walls out of this stuff.
(http://i.imgur.com/D7q3RFy.png)

The sleeping gas canister in action. The gas behaves as you might expect- it spreads to fill rooms, seeps outside through open doors and vents, and quickly dissipates under an open sky. Some gear may prevent the gas from affecting the wearer.
(http://i.imgur.com/1b5wy45.png)

The manual detonator and detonator wire. Note, that remote explosives can be triggered by wire, but need to be armed. It's a good idea to keep the detonator wire away from rain (or dry it, if necessary).
(http://i.imgur.com/YfEEON4.png)


Installation
Existing saves should work just fine.

Changelog

2.2.2: Minor fixes
- Fixed save-load issues of auto-replaced charge blueprints
- Auto-replaced charges will now remember their armed state

2.2.1: Error fix
- Fixed a potential error during periodic faction relation updates

2.2.0: Rimworld 1.1 update and fixes
This and future releases are compatible with both Rimworld 1.1 and 1.0.
Changes for Rimworld 1.0 and 1.1:
- Doors from Doors Expanded mod will now block gasses when closed
- Mining explosives will now work properly on ores
- Added mod setting to auto-forbid resources dropped by mining charges
- Improved look of connected solidified foam walls
- Solidified foam walls will no longer be dropped by meteors
- Fixed gas vent not working when both ends are outdoors
- Significantly improved ability of gas vent to act as a heat exchanger
- Increased gas vent durability
- Shaped charge placement overlays are no longer covered by fog
- Shaped charge placement overlays will now highlight effective areas of other charges
- Lowered construction skill requirement for all upgrades

2.1.2: Minor fixes and tweaks
- Red button fever mental break is now limited to colonists
- Portable detonator moved to accessory slot
- Detonator wire no longer deconstructs buildings it is placed under
- Crushed charcoal recipe added to electric smelter

2.1.1: Minor fixes and tweaks
- Added colonist avoidance logic for sparkweed and gas clouds
- Sparkweed flammability has been doubled to compensate
- Placing charges will no longer expand the home zone area
- Only originally friendly factions will have an extended negative goodwill cap
- Added setting to disable negative goodwill extension entirely (dev mode)
- Fixed proximity sensor errors after loading dead tracked targets
- Added crushed charcoal recipe to fueled smithy

2.1.0: Updated to Rimworld 1.0
- Fixed sleeping gas not affecting insects

2.0.0: B19 Update, new content                               
- Re-branded mod to Remote Tech                               
- Added new channels keypad with research                     
- Added radio mast for setting up wireless networks           
- Added portable power unit                                   
- Added proximity sensor                                     
- Added universal upgrade system                             
- Added secret metal break                                   
- Added Place button on item-form charges                     
- Added sparkpowder-based crafting recipe variants           
- Added instant detonation on manned detonators               
- Added channels to portable detonator                       
- Added base components for damaging gasses                   
- Redesigned foam wall texture                               
- Fix: shaped charge thin roof breaking                       
- Fix: proper volume calculation on stacked chemical charges 
- Fix: do until amount for sleeping gas cans                 
- Fix: collapsed rock path cost                               
- Auto-replace system fixes                                   
- Detonator wire no longer requires sparkpowder               
- Prefixed all def and resource names for better compatibility

1.14.0: New content and fixes
- Added gas vent
- Added refined sleeping gas
- Added detonator wire crossing
- Split up chemical charges research and crafting
- Sparkweed plant is now removed on harvest
- Sparkweed ignition is now suppressed by firefoam
- Replaced sparkpowder and detonator wire graphics
- Added recipe info button to explosives workshop
- Added settings to auto-arm placed explosives
- Added concentration readout to gas clouds on hover
- Gas clouds are no longer selectable
- Fixed detonator wire causing walls to deconstruct
- Fixed charges not dropping their item form when deconstructed
- Fixed portable detonator resetting uses when unequipped
- Fixed most building being constructed instantly

1.13.1: Minor fixes
- Fixed errors caused by auto-replaceable buildings made from Stuff
- Meteorites will no longer drop smooth foam walls and collapsed rock
- Faction bases will no longer generate sparkweed farms

1.13.0: Updated to B18
- Added improved detonator wire
- Added foam wall smoothing for use as interior wall
- Foam wall will now visually connect to rock and other walls
- Goodwill will now drop below -100 when using sleeping gas on allies
- Extended auto-replace feature to passive cooler
- Charcoal renamed to crushed charcoal

1.12.3: Sleeping gas fix
- Fixed the sleeping gas becoming inert after loading a saved game

1.12.2: Translation
- Updated Chinese translations

1.12.1: Mining explosives fix
- Fixed the resource yield on the mining explosives
- Added in-game stats to all mining explosives

1.12.0: Updated to A17
- Workshop will now show all available recipes
- Locked recipes will show their research prerequisite
- EMP charge stun duration increased by 25%
- EMP charge is now able to incap mechanoids at low health

1.11.3: Translation
- Updated both Chinese translations

1.11.2: Minor feature, fixes
- Added wire detonation and auto-replace features to the vanilla firefoam popper
- The shaped charge will no longer leave a thin roof after breaking mountain roof
- The channel button on charges will now indicate that the channel is still being switched
- Fixed error when detonating multiple clustered shaped or mining charges
- Fixed bill error when placing the workbench in dev mode without doing the research
- Collapsed rock can now be multi-selected

1.11.1: Compatibility fix
- Resolved a world generation breaking issue when Rimarsenal+Federation is present

1.11.0: Updated to A16
- HugsLib is now a requirement and must be added as a separate mod
- Mining explosives now deal limited damage and are less efficient at mining resources
- Foam walls are now significantly easier to mine
- Makeshift Explosives research is now a prerequisite for the remote detonator
- Added mod setting for how long auto-replaced charges should stay forbidden
- Trader prices have been rebalanced and basic charges have become more affordable
- Detonator cord has been renamed to detonator wire
- The detonator wire grid will now be highlighted when the "select wire" designator is selected
- Shaped charge roof overlay will no longer draw when multiple charges are selected
- Fixed error in detonator wire drying job

1.10.2: New translation
- Added Simplified Chinese translation

1.10.1: Minor fix
- Shaped charge will now clear build roof designations from tiles to prevent pawns being stuck in a build-remove roof cycle

1.10.0: Content update
- Added Shaped Charge for mountain breaking, new research
- Fixed gas-related memory leak
- Optimized gas rendering for improved performance
- Pawns no longer need to be drafter to use the detonator context menu
- Gas mask will now make the wearer more resistant to toxic fallout
- Incapacitating friendlies with sleeping gas will now incur a goodwill penalty
- Added dynamic shadows to all buildings
- Detonator cord will now drop only steel on deconstruction
- Minor AI performance optimizations
- Channels component installation time now depends on construction skill
- Makeshift explosive sprite edited for a more 3D look

1.9.4: Minor fix
- Removed inheritance of one more def

1.9.3: Minor fix
- Removed inheritance of external defs for better compatibility

1.9.2: Stuck pawns fix
- Fixed the stuck pawns and errors related to installing the detonator component
- Squashed a typo

1.9.1: Minor fix
- Modified the detonator cord to look better under IEDs
- Fixed a corner case in the component installation logic

1.9.0: Content update
- Added Makeshift explosive
- Added Manual detonator
- Added Detonator cord
- Added Sparkweed plant
- Added Sparkpowder, Charcoal
- Added Makeshift explosives research
- Added 3D look to detonator and workbench
- Added Auto-replace feature to vanilla IEDs
- Mining charges will now clear trees
- The EMP charge will now show its radius
- Enemies are now significantly less likely to target explosives
- Optimized Gas performance
- Added test cases for parts of the code
- Fixed some typos

1.8.0 - 31/8/16
- Updated to A15

1.7.0 - 22/8/16
- Added portable detonator
- Fixed warning shown by FluffyTabs
- Added some documentation to the classes

1.6.0 - 29/7/16
- Added charge auto-replacement
- Fixed an edge case with the detonator component installation

1.5.0 - 22/7/16
- Updated to A14

1.4.0 - 4/7/16
- Added explosives workshop
- Charges can now be crafted with either components or steel (select in workshop).
- Moved all explosives related things to their own category
- Research now unlocks the parts needed to place the explosives, rather than the explosives themselves.
- Added chemical explosives research
- Added sealing foam canister
- Added sleeping gas canister
- Added gas mask
- Added explosives to caravan trader inventories
- EMP charges now drop gold slag on detonation, which can be smelted down for a bit of gold.
- Assorted minor tweaks

1.3.1 - 7/5/16
- Vanilla traders now carry explosives
- Added a separate category for explosives (in item form)
- Minor fixes

1.3.0 - 6/5/16
- Ported to A13.
- Explosives are now slightly cheaper.
- Detonator now must be upgraded with an additional component to unlock channels.

1.2.0 - 3/4/16
- Added channel functionality with an additional research.
- Explosives waiting to be armed now save correctly.
- Explosives splashed by EMP will now get disarmed.
- EMP charge range has been adjusted.

1.1.0 - 1/4/16
- Added the Fracturing and Clearing mining explosives. See above for what they do.
- Added the EMP charge for dealing with pesky mechanoids.
- Assorted small fixes and improvements.



Pack policy
Feel free to use and include wherever. Credit is optional.

Source
Github (https://github.com/UnlimitedHugs/RimworldRemoteExplosives)

Download

Github releases: Latest (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/releases/latest), All releases (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/releases)

HugsLib library (required): Latest (https://github.com/UnlimitedHugs/RimworldHugsLib/releases/latest)

Also available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761379469).
Title: Re: [A12d] Remote Explosives (1.1)
Post by: UnlimitedHugs on April 01, 2016, 04:03:26 PM
Updated to 1.1

Why hello there! Despite the lack of posts, there has been quite a bit of interest in this here mod. So here's a nice content update for y'all to enjoy. See above for details.

(http://i.imgur.com/gzHvnOG.png)(http://i.imgur.com/yAv8Mba.png)(http://i.imgur.com/eLx9ITz.png)
Title: Re: [A12d] Remote Explosives (1.1)
Post by: mrofa on April 02, 2016, 08:00:31 AM
Big booms is what rimworld is lacking from like a6
and another thing that rimworld is lacking in traps is
"You can deconstruct your charges to quickly move them somewhere else."
So this is grape mod!


Did a bit thinker on mines some time ago so if you already in a filed of explosion will throw a suggestion in.
You use the "armed" as a trigger i would also add fequency as a grouping mechanism since in many cases you want all stuff to be armed but not everything to blow out, so you could set a frequncy on mines and the detonator. Also adding a ability to change fuse time, since sometimes you just want to kill thous snipers that are at the end of the group.

As for posts, well dont worry in my experiance lack of posts means everything working correctly :D


Title: Re: [A12d] Remote Explosives (1.1)
Post by: UnlimitedHugs on April 02, 2016, 11:46:04 AM
Yeah, I considered adding frequencies, though it does add another level of complexity for the new player. I suppose, for simplicity, there could be like 3 separate ones, and they could unlock with an additional research.

As for fuse time, it's actually a balancing factor. You can see that pawns scurry away from the explosive, as it's about to blow- so you have to time your button press just right, so they are right on top of it. It adds a skill element. Which also makes mining explosives pretty useless in combat- they have a generous 3 second fuse, but are cheaper to make.

Quote from: mrofa on April 02, 2016, 08:00:31 AM
lack of posts means everything working correctly :D

Yes! That's what I decided to go with- means everyone was happy enough with it, as it was.

Thank you for your input.
Title: Re: [A12d] Remote Explosives (1.2) Now with channels!
Post by: UnlimitedHugs on April 03, 2016, 12:24:16 PM
Updated to 1.2.0

Behold! Another update is upon us. Channels have been added for your selective exploding pleasure.

(http://i.imgur.com/TgfBv9g.png)
Title: Re: [A12d] Remote Explosives (1.2) Now with channels!
Post by: mrofa on April 06, 2016, 09:47:55 AM
Cool !
Now i can blow up squierrls at each entry point
Title: Re: [A12d] Remote Explosives (1.2) Now with channels!
Post by: knainoa on May 05, 2016, 04:56:30 PM
is there an a13 update on the way?
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: UnlimitedHugs on May 05, 2016, 10:34:40 PM
Updated to 1.3.0

Ask, and you shall receive :P
Lots of internal changes here, but things are mostly the same functionality-wise. I chose to not require components for the explosives, so that they can still be used early and mid game. The detonator now must be upgraded with an additional component to allow the use of channels after the research is done. Also, since the vanilla IED's became cheaper, the remote explosives have also been discounted by 10 steel.
Hope you enjoy.
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: Commander Blackwatch on May 06, 2016, 08:42:18 AM
Impressive Mod and its useful

Bomb radius = Good
Bomb Damage = Good
Bomb Price on the trader Ship = Great

Rate
87/100
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: Mechanoid Hivemind on May 06, 2016, 09:37:16 AM
Save compatible?
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: UnlimitedHugs on May 06, 2016, 10:59:01 AM
Blackwatch27, glad you like. I'll probably add trader integration in the next version.

Mechanoid, if you're asking if the mod will work on existing saves, then yes- there should no problems.
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: Commander Blackwatch on May 06, 2016, 12:48:39 PM
Its Useful and impressive mod

Bomb for Mining = Great
Bomb for Enemy = Great
Detonator = Great

PS: Keep a great Work Bro Awesome Explosive Bomb

Rate
100/100
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: Mechanoid Hivemind on May 06, 2016, 02:49:18 PM
Quote from: UnlimitedHugs on May 06, 2016, 10:59:01 AM
Blackwatch27, glad you like. I'll probably add trader integration in the next version.

Mechanoid, if you're asking if the mod will work on existing saves, then yes- there should no problems.
I had to ask cause im running the perma death thing. and cant make a extra save
Title: Re: [A13] Remote Explosives (1.3) Now with channels!
Post by: UnlimitedHugs on May 06, 2016, 03:33:24 PM
Ah, I see. Probably a good idea to back up your save folder, just in case.
Title: Re: [A13] Remote Explosives (1.3.1) Now with channels!
Post by: UnlimitedHugs on May 06, 2016, 07:12:33 PM
Updated to 1.3.1

The explosives are now available from the Bulk, Combat, and Pirate traders (who are also buying them).
Title: Re: [A13] Remote Explosives (1.3.1) Now with channels!
Post by: hector212121 on June 20, 2016, 02:37:49 AM
This seems absolutely perfect for 2 things.

1.Antisap. "You think you're sapping over there? HA"

2.Killboxing. Provide enemy with perfect, yet mined cover...or have roofing set to collapse with a wood wall on it's last legs holding it up. Set off the explosive and instantly kill anything under that roof.
Title: Re: [A13] Remote Explosives (1.3.1) Now with channels!
Post by: UnlimitedHugs on June 20, 2016, 08:47:12 AM
Yep! Gives you options in the ways of defending without putting your pawns at risk.
IMO, the best mods are those that allow you to devise clever new solutions without being overtly powerful.
Title: Re: [A13] Remote Explosives (1.3.1) Now with channels!
Post by: Raccoon on June 27, 2016, 11:28:19 AM
Can we have a Landmine?
Title: Re: [A13] Remote Explosives (1.3.1) Now with channels!
Post by: UnlimitedHugs on June 27, 2016, 02:38:32 PM
Well, there's the vanilla IED that explodes when things pass over it. Did you have something different in mind?
Title: Re: [A13] Remote Explosives (1.4.0) Come check out the new stuff!
Post by: UnlimitedHugs on July 04, 2016, 01:37:59 PM
Updated to 1.4.0

Oh boy, do I have an update for you guys ;D
You can check the first post for details. Looking forward to your feedback.

(http://i.imgur.com/3clSQBN.png) (http://i.imgur.com/uZ3JIrT.png) (http://i.imgur.com/3r4eFve.png) (http://i.imgur.com/c7Y7J9k.png) (http://i.imgur.com/0agXmTc.png) (http://i.imgur.com/F6JJMi6.png) (http://i.imgur.com/iH2aDyZ.png)
Title: Re: [A13] Remote Explosives (1.4.0) Come check out the new stuff!
Post by: Fluffe on July 09, 2016, 01:14:44 PM
This looks like a awesome mod going to go ahead and try it right away lol
Title: Re: [A14] Remote Explosives (1.5.0) Come check out the new stuff!
Post by: UnlimitedHugs on July 22, 2016, 07:04:48 AM
Updated to 1.5.0

Hey folks, here's the update to A14. No further changes.
Please report any bugs you may find.
Title: Re: [A14] Remote Explosives (1.5.0) Come check out the new stuff!
Post by: Dogman_27 on July 25, 2016, 02:58:37 AM
Is this well balanced?
Title: Re: [A14] Remote Explosives (1.5.0) Come check out the new stuff!
Post by: UnlimitedHugs on July 25, 2016, 08:27:19 AM
Well, you could try it out and let me know what you think. I certainly did my best to not overshadow other base defense options.
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement option
Post by: UnlimitedHugs on July 28, 2016, 05:18:23 PM
Updated to 1.6.0

So after playing a round of Factorio, this idea came to me- if explosives are used in a defensive perimeter, surely, you would want to replace them after they did their job. An thus, auto-replacement was born ;D
The blueprint will stay forbidden for the first 30 seconds to keep overzealous builders from charging into huge waves of Wargs, while strapped with explosives. So brave.

(http://i.imgur.com/vKSae3L.png)
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: viperwasp on July 30, 2016, 01:48:13 AM
Thanks I like the Autocharge Idea! :) -updating mod now.
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: notfood on July 30, 2016, 01:54:11 AM
Sweet idea, nice job!
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: viperwasp on August 20, 2016, 05:46:09 AM
Been loving this mod so far. I use Fluffys Tab Mod as do a lot of people and I keep getting this error. I imagine this is very low priority as both mods do seem to work fine together. I don't know much about modding but I am posting this here because if a small update to this mod can make it work even better with other mods like Fluffys Tab's then that would be useful.

See attachments for details.

[attachment deleted by admin - too old]
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: 123nick on August 20, 2016, 02:04:54 PM
a suggestion- mining charges are hard to use. if using deep in a mine, you have to build a detonator or remote console near it, which means u have to get a long cable of power conduits to the remote detonator AFAIK. maybe allow a timed fuse for the explosive, that does not need research and any colonist can go and set it?
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: Zxypher on August 21, 2016, 02:05:15 AM
Quote from: 123nick on August 20, 2016, 02:04:54 PM
a suggestion- mining charges are hard to use. if using deep in a mine, you have to build a detonator or remote console near it, which means u have to get a long cable of power conduits to the remote detonator AFAIK. maybe allow a timed fuse for the explosive, that does not need research and any colonist can go and set it?

I'd love to see a remote detonator that took up a weapon/shield slot. I've found that for mining explosives I put them down, arm them, then shoot them...it works but takes time. :D
Title: Re: [A14] Remote Explosives (1.6.0) Added charge auto-replacement
Post by: UnlimitedHugs on August 21, 2016, 10:51:31 AM
Quote from: viperwasp on August 20, 2016, 05:46:09 AM
Been loving this mod so far. I use Fluffys Tab Mod as do a lot of people and I keep getting this error. I imagine this is very low priority as both mods do seem to work fine together. I don't know much about modding but I am posting this here because if a small update to this mod can make it work even better with other mods like Fluffys Tab's then that would be useful.

See attachments for details.
Thank you, I'll put out a fix with the next release.

Quote from: 123nick on August 20, 2016, 02:04:54 PM
a suggestion- mining charges are hard to use. if using deep in a mine, you have to build a detonator or remote console near it, which means u have to get a long cable of power conduits to the remote detonator AFAIK. maybe allow a timed fuse for the explosive, that does not need research and any colonist can go and set it?
Yeah, despite the console being moveable it still needs power. I might put a battery into it, or go with the timers- also a nice idea.

Quote from: Zxypher on August 21, 2016, 02:05:15 AM
I'd love to see a remote detonator that took up a weapon/shield slot. I've found that for mining explosives I put them down, arm them, then shoot them...it works but takes time. :D
Nice workaround :D
Portable detonator sounds good to me- could be shorter range and only on one channel. It would need some way to display its range, though. I'll see what I can do.
Also, mining explosives already start armed when you place them. There's a setting for that in each explosive def.
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: UnlimitedHugs on August 22, 2016, 06:11:46 AM
Updated to 1.7.0

Behold, the portable detonator! The perfect accessory for the fashion-conscious demolitionist on the go.
Goes in your shield slot and works pretty much like its table-sized bigger brother. Hover over the button to see the range.
Uses are limited, but better quality will improve both the number of uses and range.
Also, Fluffy's warnings should be fixed.

(http://i.imgur.com/rMiTn12.png)
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: Zxypher on August 23, 2016, 01:26:30 AM
Quote from: UnlimitedHugs on August 22, 2016, 06:11:46 AM
Updated to 1.7.0

Snip


That was quick! You are awesome!

Next on my personal request list would be lower tech explosives that use a plunger for when you are Component starved! :D
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: UnlimitedHugs on August 23, 2016, 04:29:40 AM
Quote from: Zxypher on August 23, 2016, 01:26:30 AM
That was quick! You are awesome!
Next on my personal request list would be lower tech explosives that use a plunger for when you are Component starved! :D

Ya know, it's an option. I wish there were more basic resources to make things out of, other than steel- like coal and oil. Charcoal is an option- nothing like tree-powered explosives :D
Primitive explosives would also go well with the low-tech tribal theme. I'll think about it.
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: Zxypher on August 23, 2016, 10:36:40 AM
Quote
Ya know, it's an option. I wish there were more basic resources to make things out of, other than steel- like coal and oil. Charcoal is an option- nothing like tree-powered explosives :D
Primitive explosives would also go well with the low-tech tribal theme. I'll think about it.

Well we have Boomalope and Boomrats why not Boomweeds? Grow your explosives! Muahaha!
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: UnlimitedHugs on August 23, 2016, 11:40:54 AM
Quote from: Zxypher on August 23, 2016, 10:36:40 AM
Well we have Boomalope and Boomrats why not Boomweeds? Grow your explosives! Muahaha!

Hey, good thinking. Let's make it interesting and say they catch fire and explode when walked over too often.
'Murica root or Texas weed seem like good names offhand ;D
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: 123nick on August 24, 2016, 09:52:45 AM
Quote from: UnlimitedHugs on August 22, 2016, 06:11:46 AM
Updated to 1.7.0

Behold, the portable detonator! The perfect accessory for the fashion-conscious demolitionist on the go.
Goes in your shield slot and works pretty much like its table-sized bigger brother. Hover over the button to see the range.
Uses are limited, but better quality will improve both the number of uses and range.
Also, Fluffy's warnings should be fixed.

(http://i.imgur.com/rMiTn12.png)

thank you so much! i will re-install this mod, if i have enough RAM for it, but that's out of my control (rimworld can use at most 4gb of ram, regardless of how much ram u actually have) still, thanks for the update!  ;D  also, i assume u might be able to craft the portable detonators?
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: UnlimitedHugs on August 24, 2016, 03:45:10 PM
Quote from: 123nick on August 24, 2016, 09:52:45 AM
thank you so much! i will re-install this mod, if i have enough RAM for it, but that's out of my control (rimworld can use at most 4gb of ram, regardless of how much ram u actually have) still, thanks for the update!  ;D  also, i assume u might be able to craft the portable detonators?

You are most welcome :)
The RAM issue sounds like a memory leak- in which case it's a bug. Does it happen with this mod, or just Rimworld in general?
The detonator is craftable at the explosives bench, or you could buy one from a trader.
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: Deimos Rast on August 26, 2016, 07:17:19 PM
I have to say this mod deserves an instant download for the SleepyTime gas mechanics alone. Looking through the defs it seems to be really fleshed out too! Now to repurpose it for other means....maybe a HappyTime gas.... Does it go through vents by the way? I'm thinking of hive fumigation or rigging my base with gas failsafes. Oooo, or mortars and smoke grenades...but dissipation would kick in.
Hmmm, lot of potential.
Overall, great mod!
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: tommiethegun on August 26, 2016, 07:48:13 PM
Love this mod, and love the new portable detonator!

Feature request: grenades! sleeping gas and sealing foam grenades would be awesome. Keep up the great work :)
Title: Re: [A14] Remote Explosives (1.7.0) Added portable detonator
Post by: UnlimitedHugs on August 27, 2016, 06:21:24 AM
Quote from: Deimos Rast on August 26, 2016, 07:17:19 PM
I have to say this mod deserves an instant download for the SleepyTime gas mechanics alone. Looking through the defs it seems to be really fleshed out too! Now to repurpose it for other means....maybe a HappyTime gas.... Does it go through vents by the way? I'm thinking of hive fumigation or rigging my base with gas failsafes. Oooo, or mortars and smoke grenades...but dissipation would kick in.
Hmmm, lot of potential.
Overall, great mod!

I'm glad you like it :D
The gas feature took quite a bit of planning and polishing to get it to work. So much so, that I considered making a separate mod with various functional gasses- laughing gas, put-you-on-fire gas, fertilizer gas, fire suppression, cooling-heating gas... so many possibilities! The gasses would come in capsules and be released by a powered dispenser with dosage, remote triggering, closable vents, etc.
Anyhoo, right now the basic vent (as well as doors) are supported, and the sleeping effect can be replaced with any Hediff with increasing severity, if you edit the defs. No coding required.

Quote from: tommiethegun on August 26, 2016, 07:48:13 PM
Love this mod, and love the new portable detonator!

Feature request: grenades! sleeping gas and sealing foam grenades would be awesome. Keep up the great work :)

Thank you for playing :)
Those grenades sound quite powerful. I'll consider it- maybe as a single-use item for the accessory slot.
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on August 31, 2016, 09:39:05 AM
Updated to 1.8.0

Fixed things up for A15. Happy explodin' :)
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: Deimos Rast on August 31, 2016, 02:33:11 PM
yes Yes YES!
Thanks for the update.

P.S. Wearable detonators are cool and all, but wearable explosives are the new fashion trend.
If only animals could wear items, I would finally have a use for a yorkshire terrier.... 8)
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on August 31, 2016, 03:14:35 PM
Quote from: Deimos Rast on August 31, 2016, 02:33:11 PM
yes Yes YES!
Thanks for the update.

P.S. Wearable detonators are cool and all, but wearable explosives are the new fashion trend.
If only animals could wear items, I would finally have a use for a yorkshire terrier.... 8)

While a great idea and very much in the whole Rimworld spirit, I couldn't stomach implementing something like that.
Granted, making a mod about explosives for a game that prominently features cannibalism may not seem like the most sensible choice either :)
Still, ya gotta draw the line somewhere.
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: gillsminnow on August 31, 2016, 03:31:44 PM
Hey love this idea have given it a download! Just a quick question - can I use this to clear the roof of a mountain so that it won't collapse in future?
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: Deimos Rast on August 31, 2016, 04:14:25 PM
Quote from: UnlimitedHugs on August 31, 2016, 03:14:35 PM
While a great idea and very much in the whole Rimworld spirit, I couldn't stomach implementing something like that.
Granted, making a mod about explosives for a game that prominently features cannibalism may not seem like the most sensible choice either :)
Still, ya gotta draw the line somewhere.
oh, I quite understand and was going to mention as much, but figured "this is rimworld." I can respect your decision.

Quote from: gillsminnow on August 31, 2016, 03:31:44 PM
Hey love this idea have given it a download! Just a quick question - can I use this to clear the roof of a mountain so that it won't collapse in future?

Skullywag has a mod called "RoofBomb" that does just that, but I don't think it has been updated yet.
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on August 31, 2016, 04:22:36 PM
Quote from: gillsminnow on August 31, 2016, 03:31:44 PM
Hey love this idea have given it a download! Just a quick question - can I use this to clear the roof of a mountain so that it won't collapse in future?

Right now the explosives don't affect roof tiles. I think the dev menu has an action for that if it's just a few tiles.
But that's cheating, so don't use that :D
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on September 10, 2016, 02:53:40 PM
Thanks to Vassteel's kind contribution this mod is now available on the Steam Workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=761379469).
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: Helpful Bot on September 14, 2016, 01:20:45 AM
Left a comment on steam but felt strongly enough about it to duplicate my praise for you here. I having been using this for a couple days and I'm thoroughly impressed. The level of attention to detail here is amazing. Not only does this mod NOT break immersion, it encourages it. I fully endorse this mod and the skill of its creator, thank you sir hugs unlimited! Uprated and favorited.

TLDR: You Rock!
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on September 14, 2016, 02:28:29 AM
Quote from: Helpful Bot on September 14, 2016, 01:20:45 AM
- snip -

Once again, thank you for your kind words :)
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: Dingo on September 23, 2016, 06:23:02 PM
You have some minor typos:
-In ResearchProjects_Misc.xml, defName RemoteDetonator's description has "manifacture" instead of "manufacture".
-In ThingCategories.xml, the label says "exposives" instead of "explosives".

But that's beside the point. I just wanted to let you know I made a patch for this mod to use Neutroglycerin in its requirements along with very slight changes to compensate for adding the requirement. You can find it here (https://ludeon.com/forums/index.php?topic=26108.msg266616#msg266616).
Title: Re: [A15] Remote Explosives (1.8.0) Added portable detonator
Post by: UnlimitedHugs on September 23, 2016, 10:05:58 PM
Quote from: Dingo on September 23, 2016, 06:23:02 PM
You have some minor typos:
-In ResearchProjects_Misc.xml, defName RemoteDetonator's description has "manifacture" instead of "manufacture".
-In ThingCategories.xml, the label says "exposives" instead of "explosives".

But that's beside the point. I just wanted to let you know I made a patch for this mod to use Neutroglycerin in its requirements along with very slight changes to compensate for adding the requirement. You can find it here (https://ludeon.com/forums/index.php?topic=26108.msg266616#msg266616).

Thank you, I'll fix the typos in the next release.
As for the patch- by all means. Thanks for letting me know.
Title: Re: [A15] Remote Explosives (1.9.0) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on September 27, 2016, 03:43:29 AM
Updated to 1.9.0

There you go folks, another big update.
Most notable additions are the wired detonator and the makeshift explosives. Especially useful early game and on tribal colonies, but there are a lot of potential applications. Oh, and then there's Sparkweed- you have fun with that :)


(https://i.imgur.com/cPzOGqU.png) (https://i.imgur.com/rRHgmsh.png)(https://i.imgur.com/NDvtGbZ.png)(https://i.imgur.com/QE2Yy1x.png)(https://i.imgur.com/f3cYpvl.png)(https://i.imgur.com/6ZC8Q9i.png)(https://i.imgur.com/E6DN7yZ.png)(https://i.imgur.com/K1WST64.png)
Title: Re: [A15] Remote Explosives (1.9.0) New: Makeshift explosives, wired detonator
Post by: kfsm420 on September 27, 2016, 03:53:21 AM
I'm having an issue with this mods effect on colonists. Just after upgrading the Remote Detonator console with the component to allow frequency selection, many of my colonists get stuck in a "standing" situation. I am using this mod with a few other mods, so maybe a cohesion issue?

Aside from that, I do love the mod! The tactical security it brings to my place on the ice sheet is unrivaled in any of my previous bases! Thanks for your hard work!
Title: Re: [A15] Remote Explosives (1.9.0) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on September 27, 2016, 04:10:11 AM
Quote from: kfsm420 on September 27, 2016, 03:53:21 AM
I'm having an issue with this mods effect on colonists. Just after upgrading the Remote Detonator console with the component to allow frequency selection, many of my colonists get stuck in a "standing" situation. I am using this mod with a few other mods, so maybe a cohesion issue?

Aside from that, I do love the mod! The tactical security it brings to my place on the ice sheet is unrivaled in any of my previous bases! Thanks for your hard work!

Someone on the workshop reported something similar, but I can't reproduce it. I need more to go on- errors from the console, or at least your other mods and a save.
Title: Re: [A15] Remote Explosives (1.9.1) New: Makeshift explosives, wired detonator
Post by: kfsm420 on September 28, 2016, 12:38:39 AM
Problem
   Any colonist with "construction" enabled under the work tab will enter a semi-persistent "Standing" activity after       
   completing a task.

Cause(s)
   Installing a component to allow channel selection in the Remote Detonator.

Observations
   After initiating the problem...
      Reloading the game from a previous save does not remove the issue.
      To remove the issue you must completely close out of Rimworld and restart.

(https://i.gyazo.com/1c5c481bc57c45dfb9955b2fa676ed92.png)

RimWorld Colony file
http://s000.tinyupload.com/index.php?file_id=36997656822021053058
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on September 28, 2016, 02:46:26 AM
Updated to 1.9.2

Fixed the stuck pawn issue related to the detonator component installation.
kfsm420, thank you for taking the time to report this, you've been a great help :)
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: kfsm420 on September 29, 2016, 12:24:39 AM
For your commitment to a quality mod; The Colonists thank you, I thank you, Rimworld thanks you!

For real, that was a solid turnaround!
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: Vincent on October 01, 2016, 10:58:27 PM
I made an account on this forum just to tell you how much I love your mod. Man have I pulled some fun tactics with it. ::)

Keep up the good work. I can't wait to see what you will invent next.  :P
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 02, 2016, 03:49:59 AM
Quote from: Vincent on October 01, 2016, 10:58:27 PM
I made an account on this forum just to tell you how much I love your mod. Man have I pulled some fun tactics with it. ::)

Keep up the good work. I can't wait to see what you will invent next.  :P

Welcome, and thank you for the feedback. It's always great to hear back from you guys.
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: Martin1837 on October 03, 2016, 02:27:17 PM
SO created an account because i love the concept of this mod to make it easier to add to my population. Anyway I can not seem to make the foam sealer work. I tried a single on in a hallway and boom but no foam. I even tried it in the wide open and still nothing? Any ideas what im doing worng?
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 03, 2016, 02:49:53 PM
Quote from: Martin1837 on October 03, 2016, 02:27:17 PM
SO created an account because i love the concept of this mod to make it easier to add to my population. Anyway I can not seem to make the foam sealer work. I tried a single on in a hallway and boom but no foam. I even tried it in the wide open and still nothing? Any ideas what im doing worng?

Welcome!
Not sure why the foam isn't not working, it sure does work on my end. Are any errors popping up?
If you still can't get it to work, send me your save and modlist, I'll take a look.
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: Martin1837 on October 03, 2016, 08:49:28 PM
Got it working now Just needed to restart the world a few times.
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: skullywag on October 04, 2016, 09:04:33 AM
You have no base apparel abstract set within this mod, see:

https://ludeon.com/forums/index.php?topic=19499.0

people will be getting duplicate thingcategory errors among other things until this is fixed, simply copy the core ApparelBase def to your mod to fix, this should be done for all abstracts, your mod should be self contained and not depend on core for abstracts.
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 04, 2016, 09:19:29 AM
Quote from: skullywag on October 04, 2016, 09:04:33 AM
people will be getting duplicate thingcategory errors among other things until this is fixed, simply copy the core ApparelBase def to your mod to fix, this should be done for all abstracts, your mod should be self contained and not depend on core for abstracts.

So bossy :P
But hey, that's good info, thanks.
Title: Re: [A15] Remote Explosives (1.9.2) New: Makeshift explosives, wired detonator
Post by: skullywag on October 04, 2016, 09:32:38 AM
Sorry wasnt being bossy, being succinct. Debugging a monster modpack of someones whos having lots of issues so im in the zone. My normally personable way of posting seemed to take a backseat here. Apologies. You do good work. Im a douche. There. :P
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 04, 2016, 10:33:39 AM
Updated to 1.9.3

Fixed the defs, I think that's all of them.
Also, no worries :)
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: CreamyCanals on October 04, 2016, 10:44:44 AM
Quote from: UnlimitedHugs on October 04, 2016, 10:33:39 AM
Updated to 1.9.3

Fixed the defs, I think that's all of them.
Also, no worries :)

I was the one who pointed it out to him so I hope it didn't cause too much trouble. I appreciate the fix though and enjoy the mod, so your effort wasn't in vein? :P
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 04, 2016, 11:00:58 AM
Quote from: CreamyCanals on October 04, 2016, 10:44:44 AM
I was the one who pointed it out to him so I hope it didn't cause too much trouble. I appreciate the fix though and enjoy the mod, so your effort wasn't in vein? :P

It's all good, it was an easy fix. If you need anything else, let me know :)
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: Litcube on October 04, 2016, 04:02:46 PM
I use this mod.  It's great.

An explosive that would remove overhead mountain roofs would be really sweet.
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: Dante King on October 05, 2016, 09:09:42 PM
Okay, I'm having serious trouble making a big amount of sparkweed, any tips? Since when you walk on it it sets itself on fire
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 06, 2016, 06:52:41 AM
Quote from: Litcube on October 04, 2016, 04:02:46 PM
I use this mod.  It's great.
An explosive that would remove overhead mountain roofs would be really sweet.

I'll consider it.

Quote from: Dante King on October 05, 2016, 09:09:42 PM
Okay, I'm having serious trouble making a big amount of sparkweed, any tips? Since when you walk on it it sets itself on fire

Sparkweed is challenging to grow. It's important to keep colonists and animals away.
Figuring out an approach that works is half the fun- but if you're not into that, here's a few spoilers: Github wiki (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/wiki/%5BSpoilers%5D-Sparkweed-tips)
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: Dingo on October 06, 2016, 06:02:00 PM
Does the gas mask render you immune/less susceptible to toxic fallout? Looking at the defs briefly it looks like it doesn't, that would be a cool addition to make this mod even more invaluable.
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 06, 2016, 06:23:42 PM
Quote from: Dingo on October 06, 2016, 06:02:00 PM
Does the gas mask render you immune/less susceptible to toxic fallout? Looking at the defs briefly it looks like it doesn't, that would be a cool addition to make this mod even more invaluable.

Seems reasonable, and looks like the game even has a stat for that exact purpose.
I'll see if I can throw that into the next update.
Title: Re: [A15] Remote Explosives (1.9.3) New: Makeshift explosives, wired detonator
Post by: Dingo on October 08, 2016, 10:01:45 PM
You're missing the MoteBase abstract base, I do believe. It's in Defs\Effects\Mote_Visual.xml
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 09, 2016, 07:16:35 AM
Updated to 1.9.4

Right you are. Thank you, Dingo.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: Vincent on October 11, 2016, 03:18:49 AM
I would love to have overhead mountain removal explosives as well. At the moment there isn't any mod that enable it (that I know of) and your mod would fit the theme.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 11, 2016, 08:15:22 AM
Quote from: Vincent on October 11, 2016, 03:18:49 AM
I would love to have overhead mountain removal explosives as well. At the moment there isn't any mod that enable it (that I know of) and your mod would fit the theme.

I hear ya, folks. It's planned and might make its way into the next update it all goes well.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: Vincent on October 13, 2016, 05:13:46 AM
Hey ! Thank you for implementing it  :P

If you want ideas, I had another watching a movie. I guess it could be possible to make smoke bombs, the bomb explode and release a dense smokescreen, the smokescreen increase cover for everything that would be inside of it but eventually fade away.

Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: cjayr369 | KagoMakoto on October 15, 2016, 12:16:51 AM
I'm having a problem on the chemical bomb and the remote detonator...
when I used the RD for the Chemical bomb it would crash after a few minute. I don't know wheres the problem is, it work for the other like the portable and the manual. but it just wouldn't work when I use RD... please help me
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 15, 2016, 12:51:13 AM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 12:16:51 AM
I'm having a problem on the chemical bomb and the remote detonator...
when I used the RD for the Chemical bomb it would crash after a few minute. I don't know wheres the problem is, it work for the other like the portable and the manual. but it just wouldn't work when I use RD... please help me

Which chemical bomb seems to cause this- the sealing foam or the sleeping gas? Do any other explosives have this result when triggered by the RD? Also, the next time the game crashes, do send me your "Rimworld/RimWorldWin_Data/output_log.txt" file, I'll take a look.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: cjayr369 | KagoMakoto on October 15, 2016, 03:59:02 AM
Quote from: UnlimitedHugs on October 15, 2016, 12:51:13 AM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 12:16:51 AM
I'm having a problem on the chemical bomb and the remote detonator...
when I used the RD for the Chemical bomb it would crash after a few minute. I don't know wheres the problem is, it work for the other like the portable and the manual. but it just wouldn't work when I use RD... please help me

Which chemical bomb seems to cause this- the sealing foam or the sleeping gas? Do any other explosives have this result when triggered by the RD? Also, the next time the game crashes, do send me your "Rimworld/RimWorldWin_Data/output_log.txt" file, I'll take a look.

I think its the sleeping gas... when the smoke about to disappear, it would just suddenly crash. I already tried it with the MD and the PRD but it just wouldn't work with the RD. I don't know it its just incompatible with the GlitterTech mod or MISCs mods. But I'll try to send the output later.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: cjayr369 | KagoMakoto on October 15, 2016, 09:15:23 AM
Here is the output...

[attachment deleted by admin - too old]
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 15, 2016, 03:43:48 PM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 09:15:23 AM
Here is the output...

Sorry, but looks like RemoteEx is not to blame here. Here are some suspects:
QuoteKiller threw exception in WorkGiver DeliverFoodToPrisoner: System.NullReferenceException
  at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn prisoner)
Which is vanilla code, but could be triggered by a modded edible item.

Also this:
QuoteRWAutoSell.ASWorkGiver_PawnBargain provided target Thing_Human504425 but yielded no actual job for pawn Mie. The CanGiveJob and JobOnX methods may not be synchronized.
Which does not seem like a fatal error, but I'd report it to the AutoSell thread anyway.

Eventually,
QuoteDynamicHeapAllocator out of memory - Could not get memory for large allocation 33554459!
Could not allocate memory: System out of memory!
The game runs out of memory and crashes. This is hard to diagnose, since any of the mods could be leaking memory. But it also says here that the game has allocated just over 700Mb, which is well within reason.
If you don't have a lot of ram available, I'd upgrade, or play on a smaller map / with fewer mods.
Hope this helps.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: cjayr369 | KagoMakoto on October 15, 2016, 05:00:50 PM
Quote from: UnlimitedHugs on October 15, 2016, 03:43:48 PM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 09:15:23 AM
Here is the output...

Sorry, but looks like RemoteEx is not to blame here. Here are some suspects:
QuoteKiller threw exception in WorkGiver DeliverFoodToPrisoner: System.NullReferenceException
  at RimWorld.WorkGiver_Warden_DeliverFood.FoodAvailableInRoomTo (Verse.Pawn prisoner)
Which is vanilla code, but could be triggered by a modded edible item.

Also this:
QuoteRWAutoSell.ASWorkGiver_PawnBargain provided target Thing_Human504425 but yielded no actual job for pawn Mie. The CanGiveJob and JobOnX methods may not be synchronized.
Which does not seem like a fatal error, but I'd report it to the AutoSell thread anyway.

Eventually,
QuoteDynamicHeapAllocator out of memory - Could not get memory for large allocation 33554459!
Could not allocate memory: System out of memory!
The game runs out of memory and crashes. This is hard to diagnose, since any of the mods could be leaking memory. But it also says here that the game has allocated just over 700Mb, which is well within reason.
If you don't have a lot of ram available, I'd upgrade, or play on a smaller map / with fewer mods.
Hope this helps.
I, I see... I just thought that it was the cause cuz it never happens before.  :)
Can I also trouble you where can I learn how mod order works or which area on the forum I could ask about it.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 15, 2016, 05:22:45 PM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 05:00:50 PM
I, I see... I just thought that it was the cause cuz it never happens before.  :)
Can I also trouble you where can I learn how mod order works or which area on the forum I could ask about it.

Mod order should only affect mods that modify the same thing in the game- so it usually does not matter what order they are loaded in. If there is a conflict, however, the mod loaded later gets higher priority.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: lc-soz on October 27, 2016, 05:55:46 PM
Man, this mod is just awesome! I can't imagine playing rimworld without it anymore!

The only thing that, in my opinion could be improved is the Hardened foam wall. I think that should be a way, with a tool hard to make or simply deconstructing it, to destroy it quickly after used.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: faltonico on October 27, 2016, 09:46:33 PM
Quote from: UnlimitedHugs on October 15, 2016, 03:43:48 PM
Quote from: cjayr369 | KagoMakoto on October 15, 2016, 09:15:23 AM

Eventually,
QuoteDynamicHeapAllocator out of memory - Could not get memory for large allocation 33554459!
Could not allocate memory: System out of memory!
The game runs out of memory and crashes. This is hard to diagnose, since any of the mods could be leaking memory. But it also says here that the game has allocated just over 700Mb, which is well within reason.
If you don't have a lot of ram available, I'd upgrade, or play on a smaller map / with fewer mods.
Hope this helps.

I have a save game in which the game would crash in almost exactly the same time, every time i played it no matter what you did after you activate the charges. i placed 3 smoke bombs in a rather big room, like 12x15, after a while, several of the affected pawns died, and after that the game crashes.
What i did for that not to happen, was simply to reduce the size of the room.... i have no idea as to why, but reducing the size didn't kill the pawns and didn't crash the game, using the same 3 charges. I don't know if killing the pawns had to do with the crash though.

And i have 12 GB of RAM, is not about not having enough of it, is a limitation of the game for being 32 bit only IMO, i am playing with a lot of mods and i have a lot of stuff in my colony so far (lots and lots of cattle as well), so reaching that 4 GB limit doesn't seem so far fetched to me.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 28, 2016, 04:38:13 AM
Quote from: faltonico on October 27, 2016, 09:46:33 PM
I have a save game in which the game would crash in almost exactly the same time, every time i played it no matter what you did after you activate the charges. i placed 3 smoke bombs in a rather big room, like 12x15, after a while, several of the affected pawns died, and after that the game crashes.
What i did for that not to happen, was simply to reduce the size of the room.... i have no idea as to why, but reducing the size didn't kill the pawns and didn't crash the game, using the same 3 charges. I don't know if killing the pawns had to do with the crash though.

And i have 12 GB of RAM, is not about not having enough of it, is a limitation of the game for being 32 bit only IMO, i am playing with a lot of mods and i have a lot of stuff in my colony so far (lots and lots of cattle as well), so reaching that 4 GB limit doesn't seem so far fetched to me.

I'd appreciate it if you could send me the save. Who knows, maybe there is something I can fix on my end.

Quote from: lc-soz on October 27, 2016, 05:55:46 PM
Man, this mod is just awesome! I can't imagine playing rimworld without it anymore!
The only thing that, in my opinion could be improved is the Hardened foam wall. I think that should be a way, with a tool hard to make or simply deconstructing it, to destroy it quickly after used.

Well, that stuff is meant to be tough. I could add the deconstruct option, but it won't be much quicker than mining it :)
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: Ildac on October 28, 2016, 05:00:41 AM
I can see myself using this to clear out boomalope herds. >.>
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: lc-soz on October 28, 2016, 08:02:38 AM
Other idea I forgot to put in my previous reply is an exhaust for the sleeping gas, anything to take the sleeping gas faster from a closed room.

I REALLY like when a man hunting or a raid come with +100 members and all of them drop in a room with 10 sleeping gas cans but is boring to wait so long for the gas to get out. Even though in end game I just burn them all alive using Furnace mod from Glitter Tech (https://ludeon.com/forums/index.php?topic=5509), in early game I rescue many raiders for more colonists.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: Vincent on October 28, 2016, 08:12:13 AM
Craft yourself some gas mask and you won't need an exhaust  ;)
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 28, 2016, 08:28:46 AM
Quote from: lc-soz on October 28, 2016, 08:02:38 AM
Other idea I forgot to put in my previous reply is an exhaust for the sleeping gas, anything to take the sleeping gas faster from a closed room.

Yeah, that is a good idea- there is a bunch of other features I have thought of to make playing with gasses more fun.
Ideally, gasses would be split off into a separate mod with RemoteEx integration- though that is a whole lotta work that I'm not feeling right now.
Adding a single vent would be kind of off-topic, I feel, but we'll see how things go in the future.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: lc-soz on October 28, 2016, 04:05:14 PM
Quote from: UnlimitedHugs on October 28, 2016, 08:28:46 AM

Adding a single vent would be kind of off-topic, I feel, but we'll see how things go in the future.


Would it be simpler to make the vanilla vent speed up the process? Just like what happen with temperature.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 28, 2016, 04:40:21 PM
Quote from: lc-soz on October 28, 2016, 04:05:14 PM
Would it be simpler to make the vanilla vent speed up the process? Just like what happen with temperature.

Far as I know, the vanilla vent only equalizes temperatures, rather than pushing heat.
How would you "speed up" the process, though? The expansion rate of the gas would still be the same, even if there were a vent to move it from one room to another.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: lc-soz on October 28, 2016, 05:12:41 PM
Quote from: UnlimitedHugs on October 28, 2016, 04:40:21 PM
How would you "speed up" the process, though? The expansion rate of the gas would still be the same, even if there were a vent to move it from one room to another.

It could be faster than gas disimpassion on an entire closed room, that's what I'm saying. Just like if there was nothing between outside and the inside (or 80% of the normal flow, something alike) , because what I imagine is that the vent is "open" and let airflow through rooms, so gas would pass too.

One idea would be a normal vent that allow 70% airflow and a powered one with 200% airflow.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: Minnigin on October 28, 2016, 05:56:11 PM
just wanna say thanks for this mod, I really like it
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: faltonico on October 28, 2016, 06:09:41 PM
Quote from: UnlimitedHugs on October 28, 2016, 04:38:13 AM
I'd appreciate it if you could send me the save. Who knows, maybe there is something I can fix on my end.

There you have it:
https://www.sendspace.com/file/5xezhi (https://www.sendspace.com/file/5xezhi)
Mod pack is this:
https://www.sendspace.com/file/r6aot2 (https://www.sendspace.com/file/r6aot2)
Mod order with images here (yes, i'm lazy -_-'):
https://www.sendspace.com/filegroup/Gy97AnXnBi71n1h0%2Bs3YoCqx%2FibEMob3 (https://www.sendspace.com/filegroup/Gy97AnXnBi71n1h0%2Bs3YoCqx%2FibEMob3)

Some stuff to be aware of though:
- That is not exactly the same mod list i had when i bumped into that crash, but the new mods are compatible, and i still got the same crash now that i test it again.
- Cancel the blueprints of the walls that i placed outside the room's door, the tests subjects would try to get out once they notice they are trapped muahaha.
- You might want to forbid the doors, so cattle don't wander in, if they get in, the crash happens anyway but i hate it when they do that >_<
- Ignore the red warning at the start, that is "Dermal Regenerator" i couldn't remove it once i found out it was broken.

I hope it helps!

Edit: Colony manager and redist heat are in the mod pack but they were not enabled.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: UnlimitedHugs on October 28, 2016, 07:13:28 PM
Quote from: Minnigin on October 28, 2016, 05:56:11 PM
just wanna say thanks for this mod, I really like it

Thank you for playing :)

Quote from: faltonico on October 28, 2016, 06:09:41 PM
- massive modlist -

Good god, man. Enabling all those mods in order nearly took me out ;D
The good news is I managed to identify a flaw in my code that could be causing a leak. It is, in fact, related to the sleeping gas, so I recommend not using that until I can release a fix.
Also, you in particular will be delighted to know that I'm cracking down on all that trader gassing you've been doing :D
Thank you for taking the time to post this.
Title: Re: [A15] Remote Explosives (1.9.4) New: Makeshift explosives, wired detonator
Post by: faltonico on October 29, 2016, 03:15:14 AM
Quote from: UnlimitedHugs on October 28, 2016, 07:13:28 PM

Quote from: faltonico on October 28, 2016, 06:09:41 PM
- massive modlist -

Good god, man. Enabling all those mods in order nearly took me out ;D
The good news is I managed to identify a flaw in my code that could be causing a leak. It is, in fact, related to the sleeping gas, so I recommend not using that until I can release a fix.
Also, you in particular will be delighted to know that I'm cracking down on all that trader gassing you've been doing :D
Thank you for taking the time to post this.

Jajaja! Thanks for taking care of that! ^^
And by the way, i have not been doing trader gassing... i was just testing the theory  ::)
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on October 30, 2016, 09:40:04 AM
Updated to 1.10.0

Update time! :D
At long last, the shaped charge joins the battle against the unchallenged oppression of the overhead mountain roof!
Along with that, the gas mask now gives toxic fallout resistance, traders can no longer be gassed with impunity, and a few other improvements.
Finally, the nasty gas memory leak has now been fixed. I was only able to nail it down thanks to your reports, so thank you for that. Gas rendering has also been optimized, which should keep your frames from tanking when you decide to gas the whole map :)
Hope you enjoy.

(http://i.imgur.com/suJpYvj.png)
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: asquirrel on October 30, 2016, 03:46:23 PM
Just downloaded the mod because it looks very useful.  Thinking gas grenades might be a good way to incapacitate my minion when it goes BS crazy  due to unhappiness.  Better than clubbing the minion to death. :P 

The other thing is blowing the roof off a mountain.  Nothing worse than digging for stone or deconstructing an existing building only to have the roof fall on your minion.

If I used this to blow up an existing structure will it demolish the granite blocks that were already made, and similar structural items?

I hadn't check to see what this stuff is built with.  I'd think with explosives you'd want to make it not built with metal to make it realistic.  Thinking maybe cloth or cotton, some type of crushed rock and a chemical from the drug lab. Whatever would be closest from available map assets.   Thanks for the mod! :)
I like the word minion. Better than lemming or pawn, IMO. 

Some other thoughts:  How about making stuff like claymores?  Make it directional so the explosive and pellets go out in one direction.  That way the minion can stay close but still detonate it safely. 

Other idea would be a tripwire explosive.  It would still be an explosive directed out only on one side of an arc.  Or just have it blow out like a regular explosive but with a tripwire for the enemy to trip over.

Would you be able to create sleeping gas grenades?   It would be good to take out angry minions without harming them.  It would still only be effective in closed spaces because of the gas dissipating in open spaces.

Or . . . how about a tazer or cattle prod to subdue either enemies or minions with less than lethal means?  Hunter S. Thompson would be proud if you made that.

Does your sleeping gas work against an army of manhunting animals if it's activated indoors? Will your demo charges work against them?  Man hunting packs are evil and I'd like a way to deal with them without putting all my minions at risk.  Actually, someone would have to stand outside and press the shiny red button I guess.
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on October 30, 2016, 04:42:04 PM
Quote from: asquirrel on October 30, 2016, 03:46:23 PM
1. If I used this to blow up an existing structure will it demolish the granite blocks that were already made, and similar structural items?
2. The other thing is blowing the roof off a mountain.
3. Other idea would be a tripwire explosive.
4. Would you be able to create sleeping gas grenades?
5. Or . . . how about a tazer or cattle prod to subdue either enemies or minions with less than lethal means?
6. Does your sleeping gas work against an army of manhunting animals if it's activated indoors?

Took me a while to sort through all that :)
1) Explosives aren't very effective against structures- but that's a vanilla thing. Far as I know, you loose a good chunk of original materials by destroying buildings.
2) We might have something like that 'round here.
3) The vanilla IED's are the closest thing for that right now.
4) Grenades- maybe someday, not anytime soon.
5) Not adding that, although I remember seeing a mod with stun-themed weapons on the forum.
6) Yep, animals are also affected. Won't work on mechanoids, though.
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: Litcube on October 30, 2016, 04:53:33 PM
"NEW The shaped charge finally brings an end to the tyranny of the overhead mountain roof, allowing it to be blasted off."

Dude.
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on October 30, 2016, 04:59:45 PM
Quote from: Litcube on October 30, 2016, 04:53:33 PM
Dude.

I know, right?! ;D
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: asquirrel on October 30, 2016, 05:23:41 PM
Thanks dude! :)
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: zmadz on October 30, 2016, 08:07:15 PM
well this is a game changer :O gj !
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: Litcube on October 30, 2016, 08:32:51 PM
Will you update the steam version, or should we migrate to this version?
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on October 30, 2016, 09:11:41 PM
Quote from: Litcube on October 30, 2016, 08:32:51 PM
Will you update the steam version, or should we migrate to this version?

I'll push the Steam update tomorrow. If you don't want to wait, you can replace the old version version in your Steam folder with the new- it'll work just fine.
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: Vincent on October 30, 2016, 10:25:34 PM
You are the MVP UnlimitedHugs  :D

Also... your sprites look so good !
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: faltonico on October 30, 2016, 11:08:17 PM
That was so fast!
Thanks a lot!
Also, shaped charge is such a nice addition... i kept blasting and blasting a small mountain to see if could get rid of its roof, and instead it kept filling the same space with ruble jaja!.
Now... let me check if it works ;p
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on October 31, 2016, 07:18:40 AM
Quote from: Vincent on October 30, 2016, 10:25:34 PM
You are the MVP UnlimitedHugs  :D
Also... your sprites look so good !

Thanks, I spend quite a bit of time on those. It's a great feeling to be in the flow and chiseling out the small details until it looks just right.

Also, the update is now live on Steam.
Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: Vincent on November 03, 2016, 10:46:24 PM
I've got a bug with the mountain explosive, I used it and then the mountain top would not be cleared, then my pawn would try to remove roof but can't and is stuck in an infinite loop (until I draft him). It's had to explain so I joined my savefile for you

http://s000.tinyupload.com/index.php?file_id=07865220977922369901

The mods I use :

https://i.imgur.com/VB5ziXt.png
https://i.imgur.com/h25lAvM.png



Title: Re: [A15] Remote Explosives (1.10.0) New: Shaped charge
Post by: UnlimitedHugs on November 04, 2016, 11:08:46 AM
Updated to 1.10.1

Quote from: Vincent on November 03, 2016, 10:46:24 PM
I've got a bug with the mountain explosive, I used it and then the mountain top would not be cleared, then my pawn would try to remove roof but can't and is stuck in an infinite loop (until I draft him). It's had to explain so I joined my savefile for you

You can fix that by removing the "build roof" designation on that tile. Due to limitations in vanilla, the shaped charge will turn the thick roof into thin roof, that is then removed by pawns when they mine out the rubble.
I released a fix to prevent the "build roof" and "remove roof" areas from overlapping in the future.
Thank you for the report.
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: Wishmaster on November 05, 2016, 12:30:12 PM
Anyone got mad by playing with this and hospitality ? I mean, when your guests will walk over your spark farm and set fire?
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: 123nick on November 06, 2016, 09:53:27 PM
i like this mod! quick suggestion, have u thought of a directional blast? like a claymore? it only damages and affects thing within a certain 90 degree angle, things behind it or maybe left and right of the directions of the blast wont take damage where as things in front of the blast will.
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: UnlimitedHugs on November 06, 2016, 11:21:53 PM
Quote from: 123nick on November 06, 2016, 09:53:27 PM
i like this mod! quick suggestion, have u thought of a directional blast? like a claymore? it only damages and affects thing within a certain 90 degree angle, things behind it or maybe left and right of the directions of the blast wont take damage where as things in front of the blast will.

Could be interesting, especially if it fired a spray of projectiles, rather than the usual explosion.
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: Fu_Yang on November 16, 2016, 10:23:15 AM
Hello,sir! I'm FuYang come from Baidu Post Bar of China. :D
could you please allow me reprint this mod? This mod is so cool,I like it!
This is a great help for mining and defense!
And I have made the translation files.I hope you can accept my request. :D
I will delete the translation files if you don't want to. I will put respect in the first place. ;)
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: UnlimitedHugs on November 16, 2016, 11:03:13 AM
Quote from: Fu_Yang on November 16, 2016, 10:23:15 AM
Hello,sir! I'm FuYang come from Baidu Post Bar of China. :D
could you please allow me reprint this mod? This mod is so cool,I like it!
This is a great help for mining and defense!
And I have made the translation files.I hope you can accept my request. :D
I will delete the translation files if you don't want to. I will put respect in the first place. ;)

Hello!
You probably mean translate. If so, then yes, of course.
The easiest way for me would be if you sent me a pull request on GitHub. However, if that's too complicated, you can PM me the files or post them here and I'll add them myself.
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: Fu_Yang on November 17, 2016, 10:12:41 AM
Quote from: UnlimitedHugs on November 16, 2016, 11:03:13 AM
Quote from: Fu_Yang on November 16, 2016, 10:23:15 AM
Hello,sir! I'm FuYang come from Baidu Post Bar of China. :D
could you please allow me reprint this mod? This mod is so cool,I like it!
This is a great help for mining and defense!
And I have made the translation files.I hope you can accept my request. :D
I will delete the translation files if you don't want to. I will put respect in the first place. ;)

Hello!
You probably mean translate. If so, then yes, of course.
The easiest way for me would be if you sent me a pull request on GitHub. However, if that's too complicated, you can PM me the files or post them here and I'll add them myself.
Sorry,I put off some time because I found some bug yesterday.now I have corrected it.This is the language file that translated.
I don't want to use the translating machine any more...It's unreliable...
I'm looking forward your update! :D Thank you!

[attachment deleted by admin due to age]
Title: Re: [A15] Remote Explosives (1.10.1) New: Shaped charge
Post by: UnlimitedHugs on November 17, 2016, 11:26:15 AM
Updated to 1.10.2

Quote from: Fu_Yang on November 17, 2016, 10:12:41 AM
Sorry,I put off some time because I found some bug yesterday.now I have corrected it.This is the language file that translated.
I don't want to use the translating machine any more...It's unreliable...
I'm looking forward your update! :D Thank you!

Files look good and the update is live.
Thank you for the contribution :)
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: lllMWNlll on November 17, 2016, 09:40:23 PM
I'm going to cry...

This is too beautifull... And FUN!

INCREDIBLE MOD!
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: Wishmaster on November 20, 2016, 09:56:04 AM
Isn't it a bit too OP you can one shoot an entire plasteel vein or a non vanilla very tough ore with fracturing explosives?
I think it should just deal a certain amount of damage to ore in a radius.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: UnlimitedHugs on November 20, 2016, 10:52:33 AM
Quote from: Wishmaster on November 20, 2016, 09:56:04 AM
Isn't it a bit too OP you can one shoot an entire plasteel vein or a non vanilla very tough ore with fracturing explosives?
I think it should just deal a certain amount of damage to ore in a radius.

That's a valid idea, balance-wise. I'll see if I can throw that into the next update.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: mazacik on November 25, 2016, 02:26:58 AM
Would you mind adding a proximity detonator? Something along the lines of: when a pawn moves into a room, blow up all attached/nearby explosives.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: UnlimitedHugs on November 25, 2016, 07:34:27 AM
Quote from: mazacik on November 25, 2016, 02:26:58 AM
Would you mind adding a proximity detonator? Something along the lines of: when a pawn moves into a room, blow up all attached/nearby explosives.

Not quite sold on that one, since it would remove the interactive element. Planning for automation can be fun, but we don't want raids to become boring affairs.
I feel the vanilla IED with its limited range fills the auto-triggered niche pretty well, especially with the added auto-replace mechanic.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: mazacik on November 25, 2016, 12:06:47 PM
Quote from: UnlimitedHugs on November 25, 2016, 07:34:27 AM
Quote from: mazacik on November 25, 2016, 02:26:58 AM
Would you mind adding a proximity detonator? Something along the lines of: when a pawn moves into a room, blow up all attached/nearby explosives.

Not quite sold on that one, since it would remove the interactive element. Planning for automation can be fun, but we don't want raids to become boring affairs.
I feel the vanilla IED with its limited range fills the auto-triggered niche pretty well, especially with the added auto-replace mechanic.

I wanted to use it specifically as a countermeasure to prison breaks, since there is literally no way to deal with them right now, except shooting the escaping prisoners until they get downed/die. A sensor would detect an escaping prisoner, sealed foam blocks the exit and sleeping gas calms the wannabe houdinis down a little.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: UnlimitedHugs on November 25, 2016, 12:27:06 PM
Quote from: mazacik on November 25, 2016, 12:06:47 PM
I wanted to use it specifically as a countermeasure to prison breaks, since there is literally no way to deal with them right now, except shooting the escaping prisoners until they get downed/die. A sensor would detect an escaping prisoner, sealed foam blocks the exit and sleeping gas calms the wannabe houdinis down a little.

Hey, that's pretty clever. Of course, you could just make a manual detonator and put those things on a separate circuit.
I'll keep the detector idea in mind- perhaps I'll come up with something interesting and balanced eventually.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: ChaosChronicler on November 25, 2016, 02:36:35 PM
Really loving this mod right now. Got me out of a bad situation with a poison ship part that landed right next to my colony (well what I designated as the beach head since it had all my defences right next to it). Downed two centapides with two chrages and a lot of pistol fire. Sucked it destroyed my sandbag bunker  :P
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: mazacik on November 25, 2016, 02:37:28 PM
Quote from: UnlimitedHugs on November 25, 2016, 12:27:06 PM
Hey, that's pretty clever. Of course, you could just make a manual detonator and put those things on a separate circuit.
I'll keep the detector idea in mind- perhaps I'll come up with something interesting and balanced eventually.

I'm afraid using a manual detonator would be too slow, because a colonist would have to walk up to it and use it - the prisoners would be long gone, since they can walk through doors during a prison break (I think I'm going to make a mod that disables this...), and generally focus on running away as fast as possible.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: UnlimitedHugs on November 25, 2016, 03:02:21 PM
Quote from: mazacik on November 25, 2016, 02:37:28 PM
I'm afraid using a manual detonator would be too slow, because a colonist would have to walk up to it and use it - the prisoners would be long gone, since they can walk through doors during a prison break (I think I'm going to make a mod that disables this...), and generally focus on running away as fast as possible.

A corridor filled with chunks would slow 'em down if it were the only entryway to the prison area. Food could be self-served nutrient paste.
But I do get your point.

Quote from: ChaosChronicler on November 25, 2016, 02:36:35 PM
Really loving this mod right now. Got me out of a bad situation with a poison ship part that landed right next to my colony (well what I designated as the beach head since it had all my defences right next to it). Downed two centapides with two chrages and a lot of pistol fire. Sucked it destroyed my sandbag bunker  :P

Try the EMP charges- nothing like punching down a shipful of stunned mechanoids. Not cheap, but definitely effective.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: ChaosChronicler on November 25, 2016, 04:13:59 PM
Quote from: UnlimitedHugs on November 25, 2016, 03:02:21 PM
Try the EMP charges- nothing like punching down a shipful of stunned mechanoids. Not cheap, but definitely effective.

Didn't have any on hand. But no one died and the sandbag bunker was a easy to fix.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: Commander Blackwatch on November 27, 2016, 11:51:19 PM
Please add some Chemical or toxic Canister i want my enemies suffer and die
just like anthrax toxic but can be avoid just wearing gas mask but it won't lasted longer
;D ;D ;D ;D ;D



Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: Smexy_Vampire on November 29, 2016, 05:22:22 PM
looks dam cool but complicated to work
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: UnlimitedHugs on November 29, 2016, 05:27:46 PM
Quote from: Smexy_Vampire on November 29, 2016, 05:22:22 PM
looks dam cool but complicated to work

Which parts of the mod do you find complicated?
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: teslatrooper on December 27, 2016, 07:24:04 AM
Please update to Alpha 16.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: faltonico on December 27, 2016, 04:44:50 PM
@teslatrooper
I guess he is busy with hugslib... it is a big mod after all, and many other modders now depend on it working as intended.
Title: Re: [A15] Remote Explosives (1.10.2) New: Shaped charge
Post by: asquirrel on December 27, 2016, 05:35:29 PM
I'm patiently waiting for an A16 release.  This is one of my "must have" mods. :)
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: UnlimitedHugs on December 27, 2016, 08:33:04 PM
Updated to 1.11.0

Well, that was quite the update, but everything came together in the end.
Here are some of the most notable changes:
- Due to internal changes, the HugsLib library must now be installed along with this mod for it to work.
- Mining explosives are now more balanced and won't flat out obliterate every resource in range. When mining stone they still work the same, though.
- Foam walls are now significantly easier to mine, but retain their high hitpoints.

The research items have been placed on the far right side of the research screen.
Hope you have a great time :)
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: asquirrel on December 27, 2016, 09:20:10 PM
Sweeet!!! :)
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: faltonico on December 27, 2016, 11:15:48 PM
Why not to "obliterate"? (https://www.youtube.com/watch?v=3uXDhwsWppI), obliterate is good!
Thanks for the update ^^
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: UnlimitedHugs on December 28, 2016, 12:04:28 AM
Quote from: faltonico on December 27, 2016, 11:15:48 PM
Why not to "obliterate"? (https://www.youtube.com/watch?v=3uXDhwsWppI), obliterate is good!

That video has z-levels, so it's clearly not applicable :)
Obliteration is nice, but when you're able to crush an entire vein of plasteel with one charge, that's just cheathax material right there. We want things to feel fair, and add new ways to do things, without tipping the existing balance.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: Dexitus on December 28, 2016, 10:38:04 AM
Hi, just a quick question and maybe a suggestion. :D Is there something like that gas bomb, but killing everything instead? My idea is that I dont like dealing with infestations using standart methods, so instead i thought about de-infestation using gas. Hives spawn, I plant bomb, lock doors to that section of my base and trigger it. Than just wait outside for a day or two until it is clear.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: faltonico on December 28, 2016, 12:44:42 PM
Quote from: UnlimitedHugs on December 28, 2016, 12:04:28 AM

"...That video has z-levels, so it's clearly not applicable :) ..."
Mountains are Up aren't they? so they would count as Z xD

Quote from: Dexitus on December 28, 2016, 10:38:04 AM
Hi, just a quick question and maybe a suggestion. :D Is there something like that gas bomb, but killing everything instead? My idea is that I dont like dealing with infestations using standart methods, so instead i thought about de-infestation using gas. Hives spawn, I plant bomb, lock doors to that section of my base and trigger it. Than just wait outside for a day or two until it is clear.
Very clever! it would be something like the sleeping gas canister, actually, do they work on bugs?, i have never tested them like that.
(http://www.binker.eu/images/texte/hauszeltbegasung.jpg)
^ I bet that would be hard to implement xD
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: Dexitus on December 28, 2016, 05:26:00 PM
Tested it on bugs and its working. But I still like the idea of anti-bug gas that kills them outright and destroys hives :D Toxic to pawns too, so you would have to evacuate.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: UnlimitedHugs on December 28, 2016, 08:09:36 PM
Quote from: faltonico on December 28, 2016, 12:44:42 PM
- snip -

I lol'd at that fumigation tent :D

Quote from: Dexitus on December 28, 2016, 10:38:04 AM
Hi, just a quick question and maybe a suggestion. :D Is there something like that gas bomb, but killing everything instead?

Something with that just doesn't sit right with me. Gassing things to death is pretty sad.
I've been thinking about moving the idea of gasses out to a new mod, and the bug spray would be a good fit for that. Maybe it would make them lethargic, or have them go nuts and attack other bugs.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: asquirrel on December 28, 2016, 11:08:40 PM
I like the gas idea, as long as the gas is toxic to anyone staying in the cloud and the cloud is visible. Or a flamethrower which will light the bugs on fire like in Aliens.  They can run around in circles and burn until they die. :)
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: Nialkier on December 29, 2016, 07:01:35 AM
I installed lots of mods, but only this mod prevents world generation. I love this mod a lot, but I can't understand why does it conflicting with another mods. Is there any way to figure this out? Sorry for bad English.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: Dexitus on December 29, 2016, 07:54:12 AM
To be honest what I want is bug-killing gas. It could give humans toxicity like toxic fallout, but kill bugs outright :D I dont want to use it on pawns, if I want to be cruel there are many other methods in unmodded too ;)
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: UnlimitedHugs on December 29, 2016, 08:12:31 AM
Quote from: Nialkier on December 29, 2016, 07:01:35 AM
I installed lots of mods, but only this mod prevents world generation. I love this mod a lot, but I can't understand why does it conflicting with another mods. Is there any way to figure this out? Sorry for bad English.

You could send me the logs- press Ctrl+F12 after you experience the problem and post the link it gives you. If the error is so bad that the log uploader doesn't work, you could send me your output_log.txt file.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: Vandalier on December 29, 2016, 08:34:42 AM
Hi mr. UnlimitedHugs. Could you add poisonus gas dispenser with remote controll? I'd like to make my own mini holocaust. Thanks in advance.
Title: Re: [A16] Remote Explosives (1.11.0)
Post by: UnlimitedHugs on December 29, 2016, 09:13:13 AM
Quote from: Vandalier on December 29, 2016, 08:34:42 AM
Hi mr. UnlimitedHugs. Could you add poisonus gas dispenser with remote controll? I'd like to make my own mini holocaust. Thanks in advance.

Hello and welcome to the forums :)
Sorry, no poisonous gas for me- I mentioned why a few posts back.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on December 30, 2016, 01:20:04 AM
Updated to 1.11.1

I resolved an issue that caused an error during world generation when Rimarsenal+Federation is also present.
I'd like to thank Nialkier for taking the time to help me pinpoint the conflict.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: nbielinski on January 02, 2017, 07:28:20 PM
Just wanted to say I love the mod. Having a large prison is hard till you learn to foam up the hallway in whenever folks get uppity and have sleeping gas canisters ready to take down rioters.

Regardless, I have one small issue in that remote incendiary and explosive charges aren't showing up on the bill list for the explosives workshop. Anyone else having the problem or is it just me and my rather copious amount of mods?

Edit: I'm a total moron, you have to research the IED's as a prerequisite for making both of them. My bad.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 03, 2017, 12:27:55 AM
Quote from: nbielinski on January 02, 2017, 07:28:20 PM
Just wanted to say I love the mod.

I'm happy to hear that. Good job on your rioter management system :)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: megatech2795 on January 12, 2017, 11:45:11 PM
Hi I've run into an issue. Every time I try to arm a remote explosive it my colonists goes to arm it and doesn't then this message pops up in the debug log. Any idea how I can fix this? Thanks in advance.
Debug message- JobDriver threw exception in initAction. Pawn=Sven, Job=JobDef_SwitchRemoteExplosive A=Thing_TrapRemoteBomb120946, Exception: System.NullReferenceException:
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 13, 2017, 05:12:21 PM
Quote from: megatech2795 on January 12, 2017, 11:45:11 PM
Hi I've run into an issue. Every time I try to arm a remote explosive it my colonists goes to arm it and doesn't then this message pops up in the debug log.

Hey.
Could you send me the link to your full log after the error happens? You can get it by pressing Ctrl+F12.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: megatech2795 on January 13, 2017, 05:43:12 PM
Quote from: UnlimitedHugs on January 13, 2017, 05:12:21 PM
Quote from: megatech2795 on January 12, 2017, 11:45:11 PM
Hi I've run into an issue. Every time I try to arm a remote explosive it my colonists goes to arm it and doesn't then this message pops up in the debug log.

Hey.
Could you send me the link to your full log after the error happens? You can get it by pressing Ctrl+F12.
Ok I deleted and then restored it from my recycle bin reinstalled it to rimworld. It works just fine now so if anyone has a similar issue all I did was deactivate the mod delete from my rimworld folder restart my PC and then right click and restore from the recycle bin. Activate it in rimworld and it should work. Also note I was updating my hugslib from 2.3.2 to the new 2.3.3 at the time so maybe that had something to do with it idk. But for anyone with that issue this is what I did.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 14, 2017, 12:57:34 AM
Quote from: megatech2795 on January 13, 2017, 05:43:12 PM
It works just fine now so if anyone has a similar issue all I did was deactivate the mod delete from my rimworld folder restart my PC and then right click and restore from the recycle bin.

If anyone does have a similar issue, please send me your logs as I mentioned earlier, so that I may fix the cause of the problem.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: DDC1234 on January 22, 2017, 09:35:52 AM
Any chance of increasing range on shaped charges or maybe with research greater shape charges ? also got an error seems if u blow 20 at the same time got a ticking error ?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 23, 2017, 04:42:08 AM
Quote from: DDC1234 on January 22, 2017, 09:35:52 AM
Any chance of increasing range on shaped charges or maybe with research greater shape charges ? also got an error seems if u blow 20 at the same time got a ticking error ?

Probably not- they can already be chained together, so it's simpler to just use multiples at the same time.
As for the error, if it happens again, press Ctrl+F12 and post the link- I'll take a look.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: faltonico on January 23, 2017, 04:58:52 AM
hi there!
I got spammed to oblivion with this error after blowing up an overhead mountain with several shaped charges:
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Explosion.Tick () [0x00000] in <filename unknown>:0
  at Verse.ExplosionManager.MapComponentTick () [0x00000] in <filename unknown>:0
  at Verse.Map.MapPostTick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.Map:MapPostTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()[/url]
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Lem Wright on January 23, 2017, 06:47:30 AM
Would there be any chance of something like an acid vapour or poison gas?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 23, 2017, 09:37:49 AM
Quote from: faltonico on January 23, 2017, 04:58:52 AM
I got spammed to oblivion with this error after blowing up an overhead mountain with several shaped charges:

Thanks for the info, I'll look into it.

Quote from: Lem Wright on January 23, 2017, 06:47:30 AM
Would there be any chance of something like an acid vapour or poison gas?

Harmful gasses are a popular request, but it's not something I would feel comfortable adding. Do feel free to make an add-on mod, though.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 23, 2017, 09:41:35 AM
A little question for you @UnlimitedHugs, if you have the time. Can your code for gas bomb be hooked up for a non-lethal gun or one-use item without delving into dll cracking? I do know how to use xmls, but I am zero at c# I am guessing your dll part adds new hediff class:
<hediffClass>RemoteExplosives.Hediff_NonLethal</hediffClass> which bypasses death\down check in RW and can be potentially used to create a ranged weapon that inflicts it instead of gas, right?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Lem Wright on January 23, 2017, 10:32:20 AM
Wait, what's so much worse about harmful gasses when the mod already adds ways to violently dismember and kill people?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: faltonico on January 24, 2017, 01:54:40 AM
Quote from: Lem Wright on January 23, 2017, 10:32:20 AM
Wait, what's so much worse about harmful gasses when the mod already adds ways to violently dismember and kill people?
And burn them to dust... lets not forget that.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 24, 2017, 05:29:54 AM
Quote from: Madman666 on January 23, 2017, 09:41:35 AM
A little question for you @UnlimitedHugs, if you have the time.

Right, you could use that hediff for other applications, like being applied by a custom DamageDef. This would allow you to use the added vanillaLethalityChance field while defining your hediff. A value of 0.5 would give the pawn a 50% survival guarantee, and in the other 50% of cases its survival is determined by the vanilla roll- which is like 30% for humanoids.

@Lem Wright, @faltonico
Just going with my gut here. It's important to feel good about the thing you're making if you want it to work out well and have people benefit from it.
Frankly, if I had to remake this mod from scratch, I would just ditch it and make something more peaceful and constructive. But since it's already made, I get to support it- which if fine.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 24, 2017, 07:40:50 AM
Quote from: UnlimitedHugs on January 24, 2017, 05:29:54 AM
Quote from: Madman666 on January 23, 2017, 09:41:35 AM
A little question for you @UnlimitedHugs, if you have the time.

Right, you could use that hediff for other applications, like being applied by a custom DamageDef. This would allow you to use the added vanillaLethalityChance field while defining your hediff. A value of 0.5 would give the pawn a 50% survival guarantee, and in the other 50% of cases its survival is determined by the vanilla roll- which is like 30% for humanoids.


Thank you!) I really wish I could code dlls... How much of c# you need to know to understand whats going on in there and how to add this lethality chance for example?

Also will incorporating the dll from your explosive mod make this gun dependent on HugsLib?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 24, 2017, 04:24:11 PM
Quote from: Madman666 on January 24, 2017, 07:40:50 AM
Thank you!) I really wish I could code dlls... How much of c# you need to know to understand whats going on in there and how to add this lethality chance for example?

Actually, in this case- not much at all. There are two classes involved here- Hediff_NonLethal (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/blob/master/Source/Hediff_NonLethal.cs) and HediffDef_NonLethal (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/blob/master/Source/HediffDef_NonLethal.cs). Here's where the lethality chance appears in the xml defs (https://github.com/UnlimitedHugs/RimworldRemoteExplosives/blob/master/Mods/RemoteExplosives/Defs/HediffDefs/Hediffs_Misc.xml#L10).

Quote from: Madman666 on January 24, 2017, 07:40:50 AM
Also will incorporating the dll from your explosive mod make this gun dependent on HugsLib?

Well, including the dll would include the whole mod, which wouldn't work without the xml files and other assets. Your best bet is to take the two files I mentioned and compile them into a little dll of your own.
It's a bit daunting if you're just getting started, but there are some tutorials on the modding help board if you're looking for pointers.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 24, 2017, 04:37:07 PM
Thank you for the pointers! For now I am not even at the starting line, all I know is how to tamper with xmls. I'll look through links you've provided) I am really grateful)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: fuman200 on January 25, 2017, 03:37:00 AM
Just wanted to thank the modder for this wonderfull mode.  I have solved my mountain base hive infestation problem by making all the rooms gas chambers hahaha. Link if anyone wants to take a look at what i did and how i Handle them pesky bugs  https://youtu.be/5j8l3Uz2wTc (https://youtu.be/5j8l3Uz2wTc)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 25, 2017, 05:16:00 AM
Quote from: fuman200 on January 25, 2017, 03:37:00 AM
Just wanted to thank the modder for this wonderfull mode.  I have solved my mountain base hive infestation problem by making all the rooms gas chambers hahaha. Link if anyone wants to take a look at what i did and how i Handle them pesky bugs  https://youtu.be/5j8l3Uz2wTc (https://youtu.be/5j8l3Uz2wTc)

Hey, good job on the video. It was a treat to watch someone actually play the mod.
Changing the channels didn't work because a colonist has to walk over to the charge to actually switch it to the new channel- would be way too easy otherwise :)
I'll add a label to the button to make it clearer that the charge is still waiting to be switched.
Also, you could lay networks of detonator wire in the walls to make multiple groups of charges, with a separate manual detonator on each network.
It probably took a while to vent the gas out of the rooms. I'll have to look into those powered gas vents.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 25, 2017, 07:35:44 AM
More good stuff! How nice) Thanks)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: fuman200 on January 25, 2017, 08:44:28 AM
Quote from: UnlimitedHugs on January 25, 2017, 05:16:00 AM
Quote from: fuman200 on January 25, 2017, 03:37:00 AM
Just wanted to thank the modder for this wonderfull mode.  I have solved my mountain base hive infestation problem by making all the rooms gas chambers hahaha. Link if anyone wants to take a look at what i did and how i Handle them pesky bugs  https://youtu.be/5j8l3Uz2wTc (https://youtu.be/5j8l3Uz2wTc)
Hey, good job on the video. It was a treat to watch someone actually play the mod.
Changing the channels didn't work because a colonist has to walk over to the charge to actually switch it to the new channel- would be way too easy otherwise :)
I'll add a label to the button to make it clearer that the charge is still waiting to be switched.
Also, you could lay networks of detonator wire in the walls to make multiple groups of charges, with a separate manual detonator on each network.
It probably took a while to vent the gas out of the rooms. I'll have to look into those powered gas vents.

Thank you UnlimitedHugs for the feedback and also the idea of laying a network of detonators.  I didn't realize that I need my people to go into actually change the channel too.  One of my other defensive plans of using your remote bombs mod was to make my gate entrance a room full of your incendiary remote bombs.

Great mod. Ill mention your name in my video description if you don't mind.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 25, 2017, 10:54:09 AM
Quote from: fuman200 on January 25, 2017, 08:44:28 AM
Great mod. Ill mention your name in my video description if you don't mind.

Of course. Looking forward to the next episode :)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 25, 2017, 06:00:01 PM
Hey there, I ran into an error with Explosives workbench - when I try to create a bill it gives me this:

Created FloatMenu with no options. Closing.
Verse.Log:Error(String)
Verse.FloatMenu:.ctor(List`1)
RimWorld.BillStack:DoListing(Rect, Func`1, Vector2&, Single&)
RemoteExplosives.ITab_ExplosivesBills:FillTab()
Verse.<DoTabGUI>c__AnonStorey3C6:<>m__566()
Verse.ImmediateWindow:DoWindowContents(Rect)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Its probably a mod conflict, I have damn lots of them, but they are actually all inactive, the only mods enabled are explosives and Hugslib. Trying to find out what is the problem, can you help? Thanks.

UPD: Completely deleting all mods beside HugsLib and Explosives didn't solve the issue, thats not a mod conflict. Its seemed to be working fine for the youtuber guy. I wonder whats wrong? Tried steam and non-steam versions - results are same.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Cassiopea on January 25, 2017, 08:07:14 PM
So with your mod I now have a new "favorite stupid colonist death" moment. I was mainly interested in getting the shaped charges and clearing mountains overheads. In my flat map, it would have made it infestation proof. I go on, do the research and build the explosives and a remote detonator. And boom. The rocks fall in a neat animation but I noticed that some of the thick roof is still there. No problem! I think as I have spare charges. I plant them and send a colonist to set the detonator. I center the screen on the demolition area when I heard the beeps to watch the neat explosion again. And right there, in the center of the explosion, my builder colonist was there putting roofs on as the game puts an automatic build roof area on when you demolish the mountain. And yup, drafted him but he was too slow to escape the blast radius and was crushed to death by a falling boulder. I honestly wasn't upset. I was laughing out loud.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on January 26, 2017, 01:45:50 AM
Quote from: Madman666 on January 25, 2017, 06:00:01 PM
Hey there, I ran into an error with Explosives workbench - when I try to create a bill it gives me this:

That error happens when placing the workbench in dev mode. Since the first workbench recipe unlocks together with the workbench itself, this isn't an issue for regular play.
In other words, this can be fixed by unlocking the detonator research.

Quote from: Cassiopea on January 25, 2017, 08:07:14 PM
So with your mod I now have a new "favorite stupid colonist death" moment.

Oh wow, that is one silly way to go. Guess he wasn't wearing this hard hat.
Unfortunately the game puts up automatic roof build orders for roofless enclosed areas, which makes the shaped charge way more complicated than it needs to be. That must be where the errors are coming from, but I've yet to pinpoint the exact cause.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Madman666 on January 26, 2017, 02:28:40 AM
Quote from: UnlimitedHugs on January 26, 2017, 01:45:50 AM
That error happens when placing the workbench in dev mode. Since the first workbench recipe unlocks together with the workbench itself, this isn't an issue for regular play.
In other words, this can be fixed by unlocking the detonator research.

Ah! That explains it. I was testing new mod setup for possible errors and incompatibilities before launching a run. Thanks for your reply :D You might want to mention this little problem somewhere, so that people like me won't ask those questions because it does actually work fine.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: fuman200 on February 04, 2017, 03:20:30 AM
Hey everyone Just wanted to add this video because it was very satisfying to watch a whole section of the Mountain be carved out instantly.

https://youtu.be/O_AgVdMIRWI (https://youtu.be/O_AgVdMIRWI)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: gendalf on February 04, 2017, 11:17:55 PM
Is there a smaller mod that would allow removing mountain roofs or this is the only one?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on February 05, 2017, 06:38:23 AM
Quote from: gendalf on February 04, 2017, 11:17:55 PM
Is there a smaller mod that would allow removing mountain roofs or this is the only one?

I think Skullywag had a small mod named "Roof bomb", or something like that.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: gendalf on February 05, 2017, 12:54:17 PM
UnlimitedHugs, it's not updated, I guess removing it in devmode is the easiest solution.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: KrombopulosMichael on February 11, 2017, 10:20:59 AM
I can't find the explosives workbench anywhere. I have pretty much all the research done except stuff requiring the multi analyzer. I had some of the research before installing the mod. Could that be why?
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on February 12, 2017, 08:32:22 AM
Quote from: KrombopulosMichael on February 11, 2017, 10:20:59 AM
I can't find the explosives workbench anywhere. I have pretty much all the research done except stuff requiring the multi analyzer. I had some of the research before installing the mod. Could that be why?

The research projects are on the far right of the research screen, and the table and all other buildings are in the "Explosives" tab in the build menu.
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: Cook The NightHunter on February 13, 2017, 05:21:25 AM
Guys, i can't bomb the ceiling of the mountain deep inside of it.
i'm using anti-underground-roof bomb thingy (i think) and it seems it doesn't do its job
(waste-of-damn-resource bomb, tsk)
Title: Re: [A16] Remote Explosives (1.11.1)
Post by: UnlimitedHugs on February 13, 2017, 05:45:28 AM
Quote from: The Old Man from Florida on February 13, 2017, 05:21:25 AM
Guys, i can't bomb the ceiling of the mountain deep inside of it.
i'm using anti-underground-roof bomb thingy (i think) and it seems it doesn't do its job
(waste-of-damn-resource bomb, tsk)

The shaped charge still has a few issues, but should work fine if you detonate them one at a time. At least, until I get a chance to fix it.
Note, that after the rubble is cleared, there is still a thin roof over the tiles that will be removed by your colonists.
Title: Re: [A16] Remote Explosives (1.11.2)
Post by: UnlimitedHugs on February 16, 2017, 01:57:00 PM
Updated to 1.11.2

So, I reworked the shaped charge, which should fix the errors and make it a tad easier to use.  The collapsed rock it leaves is now passable, and the explosion will no longer leave a thin roof for colonists to remove.
Also, the firefoam popper can now be triggered by the wired detonator, and will have the auto-replace feature.
All the other minor stuff you guys reported has also been addressed.

@bonmar14
We discussed that a few pages back, if you want to look it up.
Title: Re: [A16] Remote Explosives (1.11.3)
Post by: poruf on May 24, 2017, 06:04:09 PM
Is this mod going to be updated to a17?
Title: Re: [A16] Remote Explosives (1.11.3)
Post by: UnlimitedHugs on May 25, 2017, 09:32:38 AM
Quote from: poruf on May 24, 2017, 06:04:09 PM
Is this mod going to be updated to a17?

Yep, it's on my list. Stay tuned :)
Title: Re: [A16] Remote Explosives (1.11.3)
Post by: Switter on May 27, 2017, 09:08:45 AM
Quote from: UnlimitedHugs on May 25, 2017, 09:32:38 AM
Quote from: poruf on May 24, 2017, 06:04:09 PM
Is this mod going to be updated to a17?
Yep, it's on my list. Stay tuned :)
Yaaay :D
Title: Re: [A17] Remote Explosives (1.12.0)
Post by: UnlimitedHugs on May 27, 2017, 12:30:13 PM
Updated to 1.12.0
And there it is, folks- Remote Explosives now updated to A17.
I made some minor enhancements along the way:
As always, please report any issues you may find.
Hope you enjoy.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on June 22, 2017, 09:00:48 PM
Updated to 1.12.3

Fixed a sneaky bug that was causing the sleeping gas clouds to become stuck after being saved and loaded. The next time you load up your save, the gas should go about it's business as expected.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: LiteEmUp on July 25, 2017, 06:33:05 AM
bookmarked...

ho compatible is this with the gas traps mod by distman?? or any mod conflicts out there??
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: SpaceDorf on July 25, 2017, 07:07:10 AM
i should mark this as well ..
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on July 25, 2017, 02:26:10 PM
Quote from: LiteEmUp on July 25, 2017, 06:33:05 AM
how compatible is this with the gas traps mod by distman?? or any mod conflicts out there??

Should be fully compatible, since distman's gasses work quite a bit differently.
Also, no other conflicting mods that I'm aware of.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Shieldris on July 30, 2017, 08:35:52 AM
Prison break ? Pfffttt...*hit the button to release sleeping gas*
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Oblitus on July 30, 2017, 08:50:54 AM
So, we have an explosive to remove the mountain roofs. All we need now is explosive to create them!

BTW, I like the idea of sealing foam, but hate how bad it looks when you use it to fill empty spaces. Why can't it blend in with other tiles, like walls do?
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Jimbob_ on July 30, 2017, 12:24:58 PM
Quote from: Oblitus on July 30, 2017, 08:50:54 AM

BTW, I like the idea of sealing foam, but hate how bad it looks when you use it to fill empty spaces. Why can't it blend in with other tiles, like walls do?

Could not agree more, the blending of the foam to the walls would be a great QoL thing!
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on July 31, 2017, 12:56:10 PM
Quote from: Oblitus on July 30, 2017, 08:50:54 AM
So, we have an explosive to remove the mountain roofs. All we need now is explosive to create them!

Not sure why you would want one- aside from mortar and pod protection, and maybe a bug farm. Also, I'm not entirely clear on the logistics of how exactly an explosive creates a mountain roof :D

Quote from: Oblitus on July 30, 2017, 08:50:54 AM
BTW, I like the idea of sealing foam, but hate how bad it looks when you use it to fill empty spaces. Why can't it blend in with other tiles, like walls do?
Quote from: Jimbob_ on July 30, 2017, 12:24:58 PM
Could not agree more, the blending of the foam to the walls would be a great QoL thing!

Go figure, I went the extra mile to make it not connect to other walls. Problem is, you end up with sharp edges that don't look great either. Still, I can give it another look- could be just a matter of taste.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: SpaceDorf on July 31, 2017, 01:20:14 PM
Quote from: UnlimitedHugs on July 31, 2017, 12:56:10 PM
Quote from: Oblitus on July 30, 2017, 08:50:54 AM
So, we have an explosive to remove the mountain roofs. All we need now is explosive to create them!

Not sure why you would want one- aside from mortar and pod protection, and maybe a bug farm. Also, I'm not entirely clear on the logistics of how exactly an explosive creates a mountain roof :D


well first you need to create a pumpstack to the magma layer, or a caldera,
then you create a magma shotgun with minecarts and embrasures.
in lack of real explosives you have to trap a burning megabeast or clown in a hole,
then you pump water into the hole .. just enough so it evaporates to steam and mist,
then you shout magma into the mist which hopefully creates obsidian blocks that stack onto each
other until they create a mountan roof ..

of course there are easier ways .. but you asked for explosives :)
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Oblitus on July 31, 2017, 01:56:25 PM
Quote from: UnlimitedHugs on July 31, 2017, 12:56:10 PM
Not sure why you would want one- aside from mortar and pod protection, and maybe a bug farm.
That's already three reasons! Mountain roof vs. constructed roof is "suddenly, pirates on your base, everywhere" vs. "suddenly, bugs on your base, everywhere". Both aren't good, but I'll prefer bugs. Also, psychic ship landing right on your head is not a good thing too.

Quote from: UnlimitedHugs on July 31, 2017, 12:56:10 PM
Also, I'm not entirely clear on the logistics of how exactly an explosive creates a mountain roof :D
Well, can be something like this:
— Dig a hole.
— Pack it with sealing foam.
— Detonate foam.
— It pushes stone up.
— ???
— Profit!
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: tonsrd on August 06, 2017, 04:49:32 AM
does the foam put out fires ? ( firefoam popper but bigger ? )

@unlimitedhugs can you update this mod to 17 - firefoam morters the modmaker hasn't updated it since 15 ( and ur a good mod maker tho umight be busy )
https://ludeon.com/forums/index.php?topic=23545.0
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: SpaceDorf on August 06, 2017, 04:58:57 AM
explosives clear out fire just as well as foam ..
except for the collateral damage ..

I am actually wondering where the fire extinguisher and fire foam grenades disappeared ..

the firefoam popper may actually be the most useless object in rimworld.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Oblitus on August 06, 2017, 05:01:16 AM
Quote from: tonsrd on August 06, 2017, 04:49:32 AM
does the foam put out fires ? ( firefoam popper but bigger ? )

@unlimitedhugs can you update this mod to 17 - firefoam morters the modmaker hasn't updated it since 15 ( and ur a good mod maker tho umight be busy )
https://ludeon.com/forums/index.php?topic=23545.0
Sealing foam? Fire? Well... Kinda...

There is another firefoam mortar mod, though I'm not sure if you can find it outside of Steam
http://steamcommunity.com/sharedfiles/filedetails/?id=884312231

> the firefoam popper may actually be the most useless object in rimworld.

Not exactly. It can be reasonable to have them on your growing fields, if they are large.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: SpaceDorf on August 06, 2017, 05:12:49 AM
Quote from: Oblitus on August 06, 2017, 05:01:16 AM

Not exactly. It can be reasonable to have them on your growing fields, if they are large.

I guess I have just to many pawns around .. My main reason I dislike the firefoam popper is that it did not work, as I expected it to work .. from the basic description I assumed that the popper engages when it detects fire in its range .. I mean that is what range shows on every other item .. not when fire touches the popper or a pawn starts it manually.
So either I let half the room burn down, send a pawn on a suicide mission to turn the damn thing on .. or just place the damn thing every three tiles ..

Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on August 07, 2017, 10:35:53 AM
Quote from: tonsrd on August 06, 2017, 04:49:32 AM
does the foam put out fires ? ( firefoam popper but bigger ? )
@unlimitedhugs can you update this mod to 17 - firefoam morters the modmaker hasn't updated it since 15 ( and ur a good mod maker tho umight be busy )

The foam is actually extra flammable, so that plan might, uh, backfire :D
As for the other mod- why not ask the author? Perhaps he has dropped it due to apparent lack of interest.

A gas with fire extinguishing properties would be cool to have, though.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Questops on November 23, 2017, 01:29:29 PM
Not a gamebreaking issue but I wanted to point out that after using a portable detonator my pawns will drop it and upon saving I get this error in the log.

I assume they drop the detonator because the ID or something attached to it changes because the amount of uses lowers, it's no hassle at all to force them to pick it back up again but I was wondering if I maybe accidentally have two instances of the apparel ID for the portable detonator being read?

QuoteSaving Thing with already-used ID Apparel_PortableDetonator533031
Verse.Log:Error(String)
Verse.Map:ExposeData()
Verse.Scribe_Deep:Look(Map&, Boolean, String, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:ExposeData()
Verse.Scribe_Deep:Look(Game&, Boolean, String, Object[])
Verse.Scribe_Deep:Look(Game&, String, Object[])
Verse.GameDataSaveLoader:<SaveGame>m__90E()
Verse.SafeSaver:DoSave(String, String, Action)
Verse.SafeSaver:Save(String, String, Action)
Verse.GameDataSaveLoader:SaveGame(String)
RimWorld.Autosaver:DoAutosave()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on November 23, 2017, 01:46:54 PM
Quote from: Questops on November 23, 2017, 01:29:29 PM
Not a gamebreaking issue but I wanted to point out that after using a portable detonator my pawns will drop it and upon saving I get this error in the log.
I assume they drop the detonator because the ID or something attached to it changes because the amount of uses lowers, it's no hassle at all to force them to pick it back up again but I was wondering if I maybe accidentally have two instances of the apparel ID for the portable detonator being read?

That's quite interesting. No idea where the duplicate comes from- I'll have to investigate that. The number of uses are saved within the item itself, so there would have to be another cause.
Thank you for letting me know.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: guizinho111 on November 27, 2017, 10:24:53 PM
Are you planning to update this to A18? please say yes because honestly is one of my must-have mods for me to start playing the new version.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: UnlimitedHugs on November 27, 2017, 10:37:52 PM
Quote from: guizinho111 on November 27, 2017, 10:24:53 PM
Are you planning to update this to A18? please say yes because honestly is one of my must-have mods for me to start playing the new version.

Working on it right now, actually :)
Existing stuff already works, making a few minor additions before I release.
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Madman666 on November 28, 2017, 01:41:10 PM
Quote from: UnlimitedHugs on November 27, 2017, 10:37:52 PM
Working on it right now, actually :)
Existing stuff already works, making a few minor additions before I release.

Noooice =) I miss my explosive presents for raiders)
Title: Re: [A17] Remote Explosives (1.12.3)
Post by: Questops on November 28, 2017, 06:50:43 PM
I have to agree, this is a must-have mod. I haven't even started a serious B18 colony yet because I don't have RE and Psychology.

Vanilla-friendly Mountain Roof removal? ✔

Non-lethal gas takedowns? ✔

More chunks? ✔

We got it all!
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: UnlimitedHugs on November 28, 2017, 11:04:07 PM
Updated to 1.13.0

There ya go, folks- the B18 update is here. Besides the usual, I also made a few additions:
- The improved detonator wire: a flat upgrade over the regular one. Unaffected by rain, and with a better signal transmission.
- The foam wall now has negative beauty, but can be smoothed into one of two distinct looks. Also, it will now visually connect to stone and other walls, so let me know if that looks any better to you.
- I addressed the exploit that allowed to take advantage of friendly traders using the sleeping gas. The goodwill penalty is still the same, but the cap is much higher.
- IED's from other mods can now be triggered by wire, and can be auto-replaced.
- Auto-replace now also extends to the passive cooler, so you don't have to manually rebuild it every time it runs out.

As always, let me know what you think, and I hope you have a good time.
Happy explodin'!
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: Questops on November 29, 2017, 01:26:42 AM
Quote from: UnlimitedHugs on November 28, 2017, 11:04:07 PM
Updated to 1.13.0

Happy explodin'!

Thank you so much, Hugs.
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: Umbreon117 on December 11, 2017, 11:25:09 PM
Quote from: UnlimitedHugs on November 28, 2017, 11:04:07 PM
Updated to 1.13.0
Auto-replace now also extends to the passive cooler, so you don't have to manually rebuild it every time it runs o
WHELP. I wasn't sure if I should get this since I probably wouldn't use it, but I am going to get it purely for that!
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: Anvil_Pants on December 12, 2017, 10:54:48 AM
https://gist.github.com/HugsLibRecordKeeper/01caf89b4af05c9fb6b8c111ccb8a629

Exception spawning loaded thing PassiveCooler821694: System.Exception: Buildings made from Stuff not supported for auto-replacement
at RemoteExplosives.CompAutoReplaceable.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000]

One of the mods in the list made coolers stuffed, and that causes the game save to break on next load when a stuffed cooler is in the world.
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: UnlimitedHugs on December 14, 2017, 09:04:27 PM
Quote from: Anvil_Pants on December 12, 2017, 10:54:48 AM
Exception spawning loaded thing PassiveCooler821694: System.Exception: Buildings made from Stuff not supported for auto-replacement
at RemoteExplosives.CompAutoReplaceable.PostSpawnSetup (Boolean respawningAfterLoad) [0x00000]

I'll address that in the next patch.
Thank you.
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: UnlimitedHugs on December 28, 2017, 11:02:59 PM
Quote from: PreDiabetic on December 27, 2017, 07:59:48 PM
How to hell grow sparkweed?
Outside insta burn and explode
inside with skylights still burns when harvesting
inside growing basins still burns.
Is there something I miss?

I posted some tips a while ago- use the search bar.
Title: Re: [B18] Remote Explosives (1.13.0)
Post by: Canute on December 29, 2017, 03:42:27 AM
Hint how to use the search properly.
Enter the subforum or in this case the topic thread first, then enter the search word at the search box you find at the top right side.

If you did it, you will find
https://github.com/UnlimitedHugs/RimworldRemoteExplosives/wiki/%5BSpoilers%5D-Sparkweed-tips

The kid's today without alexa or siri they wouldn't even find their ... :-)

Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 03, 2018, 02:35:19 AM
Updated to 1.13.1

Minor update to fix the passive cooler errors caused by a mod conflict. Along with that, meteors will no longer drop smooth foam walls and sparkweed farms will no longer appear in enemy bases (as entertaining as that was).
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: asquirrel on January 07, 2018, 02:32:16 PM
Will this mod allow pressure sensor or motion sensed landmines.  Do I have to use a detonator?
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 08, 2018, 03:50:34 AM
Quote from: asquirrel on January 07, 2018, 02:32:16 PM
Will this mod allow pressure sensor or motion sensed landmines.  Do I have to use a detonator?

Not so keen on those, since they take your interaction out of the equation. You can always use the various IED's for this purpose, though.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: asquirrel on January 08, 2018, 05:48:12 PM
Thanks for the info! :)
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: mazacik on January 12, 2018, 07:55:45 PM
Any way I can make the sleeping gas put pawns to sleep faster? I wanted to make a trap using two foam charges to seal off a room's entrance and exit and then the sleeping gas.. but it takes like 20-30 seconds for raiders to fall asleep, long enough for them to just dig out of the room :-/
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 14, 2018, 07:27:34 AM
Quote from: mazacik on January 12, 2018, 07:55:45 PM
Any way I can make the sleeping gas put pawns to sleep faster? I wanted to make a trap using two foam charges to seal off a room's entrance and exit and then the sleeping gas.. but it takes like 20-30 seconds for raiders to fall asleep, long enough for them to just dig out of the room :-/

It does take a while. I'd recommend upgrading and doubling up your walls to keep your guests around long enough.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: MineFoxC on January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 14, 2018, 10:39:01 AM
Quote from: MineFoxC on January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.

Does it really take a lot of multitasking? You can issue a detonation order by right-clicking the console with a drafted colonist- the red button is mostly for looks :)
The watchtower idea might be workable, but how would the guy tell if the raiders are in optimal position? It's a judgement the player makes for best results.
An idea might be to add an interaction cell to the detonator- if a drafted guy is standing there, he will trigger the explosion as soon as a hostile enters his sight radius. Might be a nice synergy with Defensive Positions. You would need to break his visual range with some strategically placed walls for this to work, though.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: Harry_Dicks on January 14, 2018, 11:23:53 AM
Quote from: UnlimitedHugs on January 14, 2018, 10:39:01 AM
Does it really take a lot of multitasking? You can issue a detonation order by right-clicking the console with a drafted colonist- the red button is mostly for looks :)
The watchtower idea might be workable, but how would the guy tell if the raiders are in optimal position? It's a judgement the player makes for best results.
An idea might be to add an interaction cell to the detonator- if a drafted guy is standing there, he will trigger the explosion as soon as a hostile enters his sight radius. Might be a nice synergy with Defensive Positions. You would need to break his visual range with some strategically placed walls for this to work, though.

How hard would it be to setup a sort of custom trigger program? Could you have it say, "When >5 enemies are in this area, flick this switch" or something like that? You'd still have to have a guy there on standby though..
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: MineFoxC on January 14, 2018, 11:32:30 AM
Quote from: UnlimitedHugs on January 14, 2018, 10:39:01 AM
Quote from: MineFoxC on January 14, 2018, 10:15:13 AM
Since it takes a lot of multitasking to blow different groups of mines manually,in different areas on big raids,could you add something like a "securit job"?Like,you assign 1 pawn to a structure {maybe some kind of watchtower?},to blow the mines at the right moment{obviously sight and consciousness should influence how well they will perform,for example,the lower the consciousness,the longer he will need to detonate a mine,giving more time for the enemy to pass unharmed,and sight,defining the range at wich he can spot the enemies and arm the mines,also he can get shot in the watchtower,but gets like a 20% cover for wood,up to 95% cover for metals,and if the watchtower is destroyed while they are inside,they get downed instantly,with various wounds,like bruise,crack,etc...}
Definetely a hard,if not impossible request,but i would definetely like to see it.

Does it really take a lot of multitasking? You can issue a detonation order by right-clicking the console with a drafted colonist- the red button is mostly for looks :)
The watchtower idea might be workable, but how would the guy tell if the raiders are in optimal position? It's a judgement the player makes for best results.
An idea might be to add an interaction cell to the detonator- if a drafted guy is standing there, he will trigger the explosion as soon as a hostile enters his sight radius. Might be a nice synergy with Defensive Positions. You would need to break his visual range with some strategically placed walls for this to work, though.

Yes,but if you have mods that add factions with them,on insane difficulty,it gets really messy and hard to check everywhere around the base at the same time,even worse if they are already destroying stuff and you need to micromanage your pawns so they don't get killed.

And since enemies remain kind of grouped,it shouldn't matter whether it's one or 4,since the blast radius is decent enough,or you can just make them blow up based on how many enemies are around like 6 tiles,but not in the blast radius of any mine,so even if it's only one,he won't just go unharmed,for the "group trigger",maybe Zombielands' "zombies rage if group gets too large" might help you to "trigger" the event(the pawn flipping the switch)
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 14, 2018, 11:43:17 AM
Quote from: Harry_Dicks on January 14, 2018, 11:23:53 AM
How hard would it be to setup a sort of custom trigger program? Could you have it say, "When >5 enemies are in this area, flick this switch" or something like that? You'd still have to have a guy there on standby though..

I suppose this could be done from the detonator, much like you would target a mortar. If the detonator is manned and a hostile enters the target area, they would trigger the detonation.
Doesn't account for the different channels, but I guess you could place multiple detonators for that.

Quote from: MineFoxC on January 14, 2018, 11:32:30 AM
Yes,but if you have mods that add factions with them,on insane difficulty,it gets really messy and hard to check everywhere around the base at the same time,even worse if they are already destroying stuff and you need to micromanage your pawns so they don't get killed.

Making a permanent watch area would be tricky- you'd need a new work type, some tool to specify the watchtower/detonator to stand on, and a few other things.
Also, seems like setting off explosives in those circumstances would just make matters worse- perhaps you might rather be looking for some form of early warning system.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: MineFoxC on January 14, 2018, 12:37:39 PM
You could make it the same way that it works when they are drafted,instead of aiming and shooting they could be set to flick the switch?Or maybe just make a watchtower that tells you when a set of mine is being ran over by the enemy,like with the small notification at the top with something like "a colonist has spotted enemies over your mines!",that you can click to be teleported to the area that happened?
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: asquirrel on January 14, 2018, 12:54:32 PM
Could you increase the remote explosives range to unlimited?   My pawns have to stand out exposed to blow stuff up when the enemy is closing in.  Also, I laid down some claymore and IEDs and don't know how to blow that stuff up.  Do I need to use a detonator?  Where do I get sparkwire  to run the line?  Thanks for your help!
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 15, 2018, 02:44:48 AM
Quote from: asquirrel on January 14, 2018, 12:54:32 PM
Could you increase the remote explosives range to unlimited?   My pawns have to stand out exposed to blow stuff up when the enemy is closing in.  Also, I laid down some claymore and IEDs and don't know how to blow that stuff up.  Do I need to use a detonator?  Where do I get sparkwire  to run the line?  Thanks for your help!

It's nice to have some risk involved- keeps your folks from getting complacent ;)
As for the IED's, those can be triggered by wire with the manual detonator. You'd have to grow some sparkweed to get the sparkpowder.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: Sarge on January 15, 2018, 12:02:38 PM
Growing Sparkweed? Now that's something I can get into.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: asquirrel on January 15, 2018, 02:05:16 PM
Is the sparkweed crop compatible with Vegetable Garden mod?
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: UnlimitedHugs on January 15, 2018, 11:14:07 PM
Quote from: asquirrel on January 15, 2018, 02:05:16 PM
Is the sparkweed crop compatible with Vegetable Garden mod?

Should be. VG doesn't seem to add any conflicting stuff that I can see.
Title: Re: [B18] Remote Explosives (1.13.1)
Post by: asquirrel on January 15, 2018, 11:48:31 PM
Thanks for checking! :)
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on February 05, 2018, 01:31:33 AM
Updated to 1.14.0

Well hello there! I've got I nice juicy update for you today. Here are the highlights:
Fixes

Changes

New stuff

As always, let me know what you think, and your bug reports are always welcome.
Have a nice one.

(https://i.imgur.com/en61hdM.png) (https://i.imgur.com/pnRkfYu.png) (https://i.imgur.com/P0U9S5W.png) (https://i.imgur.com/EkWCrSF.png)
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Harry_Dicks on February 05, 2018, 01:56:19 AM
Mister Hugs, this is an amazing update. I think I can say without a doubt that you make some of the most professional, 100% complete mods. Everything is so nice in them. Your art is really fantastic too and fits in great with RimWorld, an aesthetic that's perfect for me. Thanks for all of your hard work, it is really appreciated.

Quote from: UnlimitedHugs on February 05, 2018, 01:31:33 AM

  • Added the gas vent. I "borrowed" this one from my Gas Works project- who knows when that will be done, so you may as well enjoy it in the meantime.
  • Added the refined sleeping gas. With a bit of research and the proper ingredients you can manufacture even sweeter dreams for your guests.
  • Added the detonator wire crossing. Allows crossing two wires without transmitting a signal between them. Handy for complex setups.

I am also most interested about these last three things I've highlighted. Do you think you could maaaaaaybe give us a little hint or two about "Gas Works project" that has me so excited, it sounds freaking AWESOME! ;D

EDIT: Will the gases from the mod GasTrap work with your new vent?
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on February 05, 2018, 02:34:41 AM
Quote from: Harry_Dicks on February 05, 2018, 01:56:19 AM
Mister Hugs, this is an amazing update. I think I can say without a doubt that you make some of the most professional, 100% complete mods. Everything is so nice in them. Your art is really fantastic too and fits in great with RimWorld, an aesthetic that's perfect for me. Thanks for all of your hard work, it is really appreciated.
I am also most interested about these last three things I've highlighted. Do you think you could maaaaaaybe give us a little hint or two about "Gas Works project" that has me so excited, it sounds freaking AWESOME! ;D

Thank you for the kind words :) Modding is kind of a "labor of love" type of thing for me, so working on it is never hard.
Gas Works expands on the idea of the sleeping gas- so, tools to produce and distribute gasses that do various useful things. With the way gasses propagate, there is a lot of interesting gameplay that can be explored here.

EDIT: I think Gas Trap uses the vanilla gasses that can't really be moved or concentrated. My gasses (heh) take a more realistic approach, so the two are not readily compatible.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Harry_Dicks on February 05, 2018, 02:54:19 AM
Man this sounds so awesome. I wonder if you could have a pressure system for your gasses as well. I had been thinking about how not many mods at all have any cleanliness items. Pretty much the sterile floor, can't think of much else. Anyway, I was thinking about how hospitals how positive pressure systems for their rooms. In my fantasy scenario for my RimWorld colony, I could have an air/gasses/pressure system that I could build through the whole colony. In addition to central heating and air conditioning, also worry about ventilation, carbon monoxide poisoning, and all kinds of other fun stuff that could pop up through new events related to these systems. Maybe a rat crawled into some intake unit, and is contaminating the system, and everyone is more susceptible to disease. Or the person getting open heart surgery is more likely to get sick/fail the surgery afterwards. Another one could be a gas leak, and then you've suddenly got flames that shot through all the vents in a wing of your base, which is now on fire. Perfect solution? A firefoam sprinkler system that you have to maintain! How do you clean up this firefoam mess now? A central vacuum system! Pawns would still need to come to the room to clean it, but it could happen faster.

Maybe I just want more systems... ::)

Also, have you checked out dubwise's MarsX? He deals with multiple gasses that you have to take care of on yours mars colony, maybe not how your approach works, though. All of his mods are really top notch, too, and I recommend everyone check them out.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Madman666 on February 05, 2018, 11:51:34 AM
This is an amazing update to an amazing mod. Thank you for your hard work!
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Madman666 on February 07, 2018, 05:18:43 PM
Placing detonator wire over doors still designates doors for deconstruction though... As well as manual detonators. Could you fix that or is that intended?
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on February 08, 2018, 03:14:06 AM
Quote from: Madman666 on February 07, 2018, 05:18:43 PM
Placing detonator wire over doors still designates doors for deconstruction though... As well as manual detonators. Could you fix that or is that intended?

Looks like it. Thank you, I'll see if I can add that to the next patch.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Harry_Dicks on February 08, 2018, 06:16:53 PM
I'm having an issue with how my foam walls looks. I had this issue before with cupro's glowstone veins, but I think he fixed it in a patch. Notice how the walls are a smooth edge, with no contours or dimples? Also, I got this effect from playing around with the meteorite incident from the dev tools (I haven't actually gotten around to building anything from the mod yet :(). Is it possible that you could randomly get the foam as a meteorite? ;D

(https://i.imgur.com/zplLLtf.png)
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Madman666 on February 08, 2018, 07:40:23 PM
One more weird thing is that foam can drop in meteorite events, which is rather funny.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Harry_Dicks on February 08, 2018, 08:02:20 PM
Quote from: Madman666 on February 08, 2018, 07:40:23 PM
One more weird thing is that foam can drop in meteorite events, which is rather funny.

That's what I meant by this:

Quote from: Harry_Dicks on February 08, 2018, 06:16:53 PM
Is it possible that you could randomly get the foam as a meteorite? ;D
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Madman666 on February 09, 2018, 12:52:49 AM
I doubled that because it isn't a question if its possible. Its a question if it should be there, because it is :P
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on February 09, 2018, 01:41:14 AM
Quote from: Harry_Dicks on February 08, 2018, 06:16:53 PM
I'm having an issue with how my foam walls looks. I had this issue before with cupro's glowstone veins, but I think he fixed it in a patch. Notice how the walls are a smooth edge, with no contours or dimples? Also, I got this effect from playing around with the meteorite incident from the dev tools (I haven't actually gotten around to building anything from the mod yet :(). Is it possible that you could randomly get the foam as a meteorite? ;D

Might be a rendering issue, since the texture does come with an outline. I'll check.
As for the meteorite drop- that used to be a bug, now it's a feature :D
Chances to get resources are unaffected, since the game actually rolls for value when picking your drop.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: Canute on February 09, 2018, 03:32:05 AM
Foam is well used stuff at spacecrafts with lower tech.
To extinguish fire at closed room and to seal hull breaches.
Since it is very temp. resistance it survive the entering the atmosphere. Or the canister just pop up at the crash and create the hill.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: lelukeson on February 15, 2018, 06:05:16 PM
Hi there. Is the foam cannister supposed to be built using herbal medicine or is my recipe wrong? Thanks for this amazing mod, im loving it.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on February 16, 2018, 12:29:27 AM
Quote from: lelukeson on February 15, 2018, 06:05:16 PM
Hi there. Is the foam cannister supposed to be built using herbal medicine or is my recipe wrong? Thanks for this amazing mod, im loving it.

For now, yes. Though I am open to suggestions, if you'd like to suggest more fitting ingredients.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: lelukeson on February 19, 2018, 08:03:36 AM
Ok got it! I am altering mine to use stone blocks, I think it feels better this way. But I understand if you did this for balancing, I have no idea if it got to easy to make them now. The foam canisters combined with some vents, gas canisters and corridors are REALLY OP, but god is it fun.
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: 6yXJI0 on April 30, 2018, 05:04:35 AM
1) Spending mostly silver to make explosives doesn't sound logical to me. Maybe keep small amount of silver in recipes and add chemfuel or something? Or make full use of Sparkweed, cause its already risky to grow just for low tier explosives. And instead of Medicines - Neutroamine/drugs?

2) Oh! Nice idea about drugs! Add a canister that can be stuffed with any specific kind of drug. For example:
1. You want to take Penoxycyline every 5 days and instead of taking pills, you can make a chamber with Penoxycyline canister and get all of your pawns inside to for them to take their dose.
2. You make a party with Smokeleaf canister chamber.
3. You are outnumbered and have no choice but to use a Luciferium on every colonist. You make the same thing as in (1. and 2.) but with Luciferium Canister

Sorry if this is too coplicated to make. Im not into coding, so i don't understand)

3) Foam walls have no black outlines. Kinda ugly. Even for -10 beauty XD
Title: Re: [B18] Remote Explosives (1.14.0)
Post by: UnlimitedHugs on April 30, 2018, 05:28:56 AM
Quote from: 6yXJI0 on April 30, 2018, 05:04:35 AM
1) Spending mostly silver to make explosives doesn't sound logical to me. Maybe keep small amount of silver in recipes and add chemfuel or something? Or make full use of Sparkweed, cause its already risky to grow just for low tier explosives. And instead of Medicines - Neutroamine/drugs?

2) Oh! Nice idea about drugs! Add a canister that can be stuffed with any specific kind of drug. For example:
1. You want to take Penoxycyline every 5 days and instead of taking pills, you can make a chamber with Penoxycyline canister and get all of your pawns inside to for them to take their dose.
2. You make a party with Smokeleaf canister chamber.
3. You are outnumbered and have no choice but to use a Luciferium on every colonist. You make the same thing as in (1. and 2.) but with Luciferium Canister

Sorry if this is too coplicated to make. Im not into coding, so i don't understand)

3) Foam walls have no black outlines. Kinda ugly. Even for -10 beauty XD

1) Those ingredients would make more sense, but would also be less accessible. I feel the explosives already strike a pretty good balance at this point.
2) Good gas-related ideas. When I get around to working on those I'll keep that in mind.
3) Looks like an oversight on my part. I'll make a note for the next update.

I appreciate the feedback :)
Title: Re: [B19] Remote Tech (2.0.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on September 13, 2018, 04:32:12 AM
(https://i.imgur.com/pz2HaAA.png)

Updated to 2.0.0
At long last, it is time, folks :)
Not only is the B19 update here, but I have done extensive work on the mod, which shall henceforth be known as Remote Tech.
Without further ado, let's get down to the new additions:
   
- Added advanced channels system
With a bit of research and a detonator upgrade, you can now get access to a whopping 8 channels. This also gives you the ability to see a list of all charges on a given channel and select them with a single click.
- Added radio mast
Much requested and highly anticipated, this thing allows to extend the range of your detonators. Multiple radio masts will form a wireless network, as long as they remain powered. The network will even work with the portable detonator.
- Added portable power unit
A solar panel combined with a battery, in a travel-sized package. Perfect for camping trips and powering outposts on large maps.
- Added proximity sensor
A versatile detection tool. Controls a circular area and notifies you when it detects movement. Can optionally act as an automated detonator. Upgrading it with an AI core allows it to filter its targets and is totally not a crazy idea.
- Added universal upgrade system
I'm quite proud of this one. With some work and materials, many things can be upgraded to improve their stats and unlock advanced functionality. If you're into XML modding, you can put these on almost anything- say, make a turret armor upgrade or make a pair of pants that burn twice as hot when upgraded with some chemfuel. See? Useful!
- Added secret mental break
Oh, you'll see. Credit to Flypaste for the idea.
- Added Place button on item-form charges
Convenient access to the Build tool when selecting a charge in its item form- no need to dig though the menu.
- Added sparkpowder-based crafting recipe variants
This should make sparkpowder significantly more useful, as it can now replace silver in some of the crafting recipes.
- Added instant detonation on manned detonators
If one of your colonists mans a detonator, the detonate button on it will trigger as soon as you press it.
- Added channels to portable detonator
With an upgrade, the portable detonator now also has access to channels, albeit only the 3 basic ones.
- Added base components for damaging gasses
Damaging gasses have been the #1 requested thing for a while now. I decided not to add any myself, but I have provided the components that will allow an add-on mod to add them- no code required. You will want to use a RemoteTech.GasCloud_DamageDealer thingClass and look at this (https://github.com/UnlimitedHugs/RimworldRemoteTech/blob/master/Source/Thing/MoteProperties_GasEffect.cs) for the properties. Message me if you need more info.
- Tweaks and fixes
Lots of minor stuff here, including compatibility improvements- the mod should no longer conflict with any other. I also added ModSync support, so you can be notified of future updates.

Note that this version is not compatible with Remote Explosives saves from B18 due to significant internal changes.

There you go- the mod has now officially reached DLC-level proportions ;D
Try it out and let me know what you think- this update has been a lot of work, so I hope you like it. If you find something broken, do let me know. Steam update tomorrow, if all is well.
Hugs out.
Title: Re: [B19] Remote Tech (2.0.0) - Formerly Remote Explosives
Post by: Madman666 on September 13, 2018, 06:05:16 AM
Daaaaayum, Hugs!? This is so awesome! So much stuff for b19. This is gonna be amazing. Thanks a lot!
Title: Re: [B19] Remote Tech (2.0.0) - Formerly Remote Explosives
Post by: viperwasp on October 18, 2018, 03:29:08 AM
This mod is one of the best. Can't wait for 1.0!
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on October 19, 2018, 07:16:57 AM
Updated to 2.1.0 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.1.0)

1.0 Update is now live.
I also fixed the issue of bugs not being affected by sleeping gas. Turns out, they are immune to toxicity, or so they thought.
Anyway, have a good one.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: viperwasp on October 19, 2018, 03:07:50 PM
Quote from: UnlimitedHugs on October 19, 2018, 07:16:57 AM
Updated to 2.1.0 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.1.0)

1.0 Update is now live.
I also fixed the issue of bugs not being affected by sleeping gas. Turns out, they are immune to toxicity, or so they thought.
Anyway, have a good one.

Thanks I have always loved this mod.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: viperwasp on October 30, 2018, 05:22:58 PM
Some errors... Could be related to other mods. These errors did not show up right away. I was using the sensors for long time without them.

Exception ticking rxProximitySensor942213 (at (13, 0, 128)): System.NullReferenceException: Object reference not set to an instance of an object
  at RemoteTech.Building_ProximitySensor.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.Game:<LoadGame>m__4()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()


I kept getting this error every second or tick etc. Until I deconstructed one specific sensor. So it seems one of the four sensors was giving this error. Recently a visitor pawn from Hospitality was killed near the sensor however behind a wall so I don't think the sensor was or should have had anything to do with it.  I also tried changing all the settings on the motion sensor and reinstall it. Still got same issue. However building a new one works fine.

Thanks even if this is Remote Tech I can replace the odd sensor if it does not happen to often. And the rest of the stuff in the mod seem like I have not no errors from it at all. I'm just reporting this encase it helps.

Error Log
https://git.io/fxFJS
Couple other errors in the log that I think also have to do with the same problem. When I click on the problem sensor I got a few different errors.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 09, 2018, 11:25:21 AM
Quote from: viperwasp on October 30, 2018, 05:22:58 PM
Some errors... Could be related to other mods. These errors did not show up right away. I was using the sensors for long time without them.

Thank you for the detailed report, I'll see if I can track this down.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: zozilin on November 09, 2018, 02:28:44 PM
Thank you for the mod, I just love having more explosives as an answer to all problems.
That said, I have a little problem with the mod - every time I use sleeping gas on a hostile faction, once they are downed, I get -20 to relationship for every pawn. And there is no limit it seems as I now have a -1100 to relations with a tribe.
I am not sure if this is a relations mod I have that uncaps the limit or is it vanilla, but I really would love to have an option not to get a relations hit for using sleeping gas. It does not make sense that blowing them up is better than puttng to sleep.
I've attached a screenshot from a quick test. Only tribes get a hit, pirates stay at -100.

[attachment deleted due to age]
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 11, 2018, 11:58:50 AM
Quote from: zozilin on November 09, 2018, 02:28:44 PM
Thank you for the mod, I just love having more explosives as an answer to all problems.
That said, I have a little problem with the mod - every time I use sleeping gas on a hostile faction, once they are downed, I get -20 to relationship for every pawn. And there is no limit it seems as I now have a -1100 to relations with a tribe.

Very much intended- mostly to prevent cheesing traders out of their goods, then restoring relations by releasing them. The extended cap also prevents relations from bottoming out when gassing large groups- otherwise you could actually get net positive relations after releasing the lot of them :P
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 11, 2018, 12:53:03 PM
If that feature is an anti-cheese measure against abusing traders, could you include a check for relations with a faction? Because really a hostile faction, that comes with intention of eating your face off can't really expect better treatment, than a sleep gas. I understand something like a neutral or allied faction getting furious due to gassing their representatives, even if they're released later. But it shouldn't really affect already 100% hostile factions, that can't send any traders and only raiders. Otherwise whats the point in a non-lethal takedown measure if it can't help mend relations with say a rough outlanders, but only uber-stacks hatred even more than harvesting and selling captives as slaves does? I hope you can consider including such a check.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 12, 2018, 07:42:35 AM
Quote from: Madman666 on November 11, 2018, 12:53:03 PM
If that feature is an anti-cheese measure against abusing traders, could you include a check for relations with a faction? Because really a hostile faction, that comes with intention of eating your face off can't really expect better treatment, than a sleep gas. I understand something like a neutral or allied faction getting furious due to gassing their representatives, even if they're released later. But it shouldn't really affect already 100% hostile factions, that can't send any traders and only raiders. Otherwise whats the point in a non-lethal takedown measure if it can't help mend relations with say a rough outlanders, but only uber-stacks hatred even more than harvesting and selling captives as slaves does? I hope you can consider including such a check.

Seems reasonable. What if, however, after being moved by your display of forgiveness, they send you a friendly delegation and you proceed to gas those guys? :D
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: zozilin on November 12, 2018, 09:04:23 AM
Quote from: UnlimitedHugs on November 12, 2018, 07:42:35 AM

Seems reasonable. What if, however, after being moved by your display of forgiveness, they send you a friendly delegation and you proceed to gas those guys? :D

I think if they are not hostile anymore, you should get hit with -20 as usual. But really, I don't see myself cheesing this much and even if I would - it's a singleplayer game. What about including no opinion hit as an option that you have to activate in mod settings? The way I see it.

Non-hostile: -20 as was before
Hostiles and pirates: no change or capped at -100.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 12, 2018, 11:29:55 AM
Quote from: UnlimitedHugs on November 12, 2018, 07:42:35 AM
Seems reasonable. What if, however, after being moved by your display of forgiveness, they send you a friendly delegation and you proceed to gas those guys? :D

Well gassing any kind of friendlies is a really dick move (as any hostile action vs a guest delegation, unless someone got a pyro mental break or something, where you just forced to wreck the dude). To a point that if you made it -40 per person, not -20 - i won't say anything. So you gas enough guys - good luck ever being friendly with that faction again.

I however see where you going - so you gas an enemy raid, send it home, they become friendly, send a trader - and you stab them in the back by gassing and robbing them, then you gas next their raid or two to get neutral again, since while hostile their relations don't go rapidly down from gassing. Maybe you could add some background ticking cooldown check, so if you gas a non-hostile faction after gassing them as hostile (or just a cooldown on any gassing, regardless of relations) it multiplies the penalty by x2 from -20 to -40 if its within some fairly lengthy period of time. If thats feasibly to code.

That way you can mend relations by releasing a group of people you put to sleep to show you're friendly, but if you try to backstab - you ll be super hated for eternity.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 13, 2018, 05:54:25 AM
Removing the cap if a faction ever becomes friendly sounds like the simplest option to me, so I might go with that.
And yeah, a setting to turn the whole thing off sounds like a good addition.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 13, 2018, 05:56:27 AM
Mod options for the win :P
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 20, 2018, 01:40:46 PM
One more thing i d like to ask for - crushed charcoal for improvised explosives is still only made with campfires... Please add a recipe for it on smelters and smithys. Relying on campfires seems a bit odd for a spacer level colony.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 22, 2018, 04:40:10 AM
Quote from: Madman666 on November 20, 2018, 01:40:46 PM
One more thing i d like to ask for - crushed charcoal for improvised explosives is still only made with campfires... Please add a recipe for it on smelters and smithys. Relying on campfires seems a bit odd for a spacer level colony.

I remember adding it to the fueled stove, as well as the campfire. Should be a bit faster, too.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 22, 2018, 04:57:19 AM
Errr. Why would you make charcoal at an electric stove exactly? Sorry if i sound nitpicky, but it kind of doesn't make much sense? Scratch that for i am being an careless idiot. Fueled stove? I guess that does make sense, but having whole separate stove just for coal is a bit inconvenient. Would be real nice to have in on smelters.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 22, 2018, 05:13:34 AM
Quote from: Madman666 on November 22, 2018, 04:57:19 AM
Fueled stove? I guess that does make sense, but having whole separate stove just for coal is a bit inconvenient. Would be real nice to have in on smelters.

Sure thing.
Title: Re: [1.0] Remote Tech (2.1.0) - Formerly Remote Explosives
Post by: Madman666 on November 22, 2018, 05:28:29 AM
Thanks a lot! Its isn't a big thing, but it'll sure help save on space.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 25, 2018, 04:56:50 AM
Updated to 2.1.1 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.1.1)

Hello gents- here are some tweaks and fixes for your consideration:
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: Madman666 on November 25, 2018, 06:25:15 AM
Amazing news, @Hugs, thank you. However i see you reeeeally want us to use those fueled crafting stations. Weren't you going to add charcoal recipe to electric smelters? :P
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on November 25, 2018, 12:14:22 PM
Quote from: Madman666 on November 25, 2018, 06:25:15 AM
Amazing news, @Hugs, thank you. However i see you reeeeally want us to use those fueled crafting stations. Weren't you going to add charcoal recipe to electric smelters? :P

Not sure how that got mixed up. Well, no worries. There is always the next update.
More charcoal, more better, right?
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: Madman666 on November 25, 2018, 12:29:13 PM
Sure is :) Its not really a big thing anyway.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: zozilin on November 25, 2018, 07:05:10 PM
Wow, thanks for the update! Sparkweed is a thing you can plant now!
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: Madman666 on November 28, 2018, 11:52:00 AM
Detonation wires still flag doors to be deconstructed when blueprints are placed. Can't something be done about that?
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: filippe999 on December 01, 2018, 06:51:37 PM
Refined Sleeping gas isn't working at all
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on December 02, 2018, 05:37:30 AM
Quote from: Madman666 on November 28, 2018, 11:52:00 AM
Detonation wires still flag doors to be deconstructed when blueprints are placed. Can't something be done about that?

I think there is some hardcoded stuff there that I'd have to work around. So- maybe, but I'd rather add some new features.

Quote from: filippe999 on December 01, 2018, 06:51:37 PM
Refined Sleeping gas isn't working at all

Seems to be working on my end. Keep in mind that the effect is mitigated by low toxic sensitivity, and the gas mask and power armor helmet give full immunity.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: Canute on December 02, 2018, 05:49:06 AM
Maybe some remode/wifi switches like from Power Logic.
https://ludeon.com/forums/index.php?topic=27768.0
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: JT on December 04, 2018, 05:58:16 PM
Quote from: UnlimitedHugs on December 02, 2018, 05:37:30 AM
Quote from: Madman666 on November 28, 2018, 11:52:00 AM
Detonation wires still flag doors to be deconstructed when blueprints are placed. Can't something be done about that?

I think there is some hardcoded stuff there that I'd have to work around. So- maybe, but I'd rather add some new features.

Missed this one earlier, but the fix is easy. =)

<Defs>
<ThingDef ParentName="rxBuildingBase" Name="rxDetWireBase" Abstract="True">
+++ <clearBuildingArea>false</clearBuildingArea>

Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on December 05, 2018, 02:08:49 AM
Quote from: Canute on December 02, 2018, 05:49:06 AM
Maybe some remode/wifi switches like from Power Logic.
https://ludeon.com/forums/index.php?topic=27768.0

Shhh, no spoilers! :D

Quote from: JT link=topic=17285.msg447733#msg447733
Missed this one earlier, but the fix is easy. =)
code]<Defs>
   <ThingDef ParentName="rxBuildingBase" Name="rxDetWireBase" Abstract="True">
+++      <clearBuildingArea>false</clearBuildingArea>[/code]

Very nice! Can't beat a one-line fix.
Much appreciated.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: Madman666 on December 05, 2018, 03:35:33 AM
I am a bit ashamed, i didn't do that myself. Nice fix.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: vovik on January 05, 2019, 09:16:29 AM
im going to integrate Fishing (https://ludeon.com/forums/index.php?topic=46165.msg439108#msg439108), Ore processing (https://ludeon.com/forums/index.php?topic=47313.15), Explosives mod (https://ludeon.com/forums/index.php?topic=17285.0),Garden tools (https://ludeon.com/forums/index.php?topic=36926.msg378137#msg378137) and terraforming (https://ludeon.com/forums/index.php?topic=46165.msg439107#msg439107)
So, what im going to do:
1. allow use of tnt for fisihing, mining at mining nodes. Feature.
2. use fertilizer, crushed coal (made from coal), and spawkweed to make tnt charges - coal, nitrogen and sulfur somthing is used to make powder(i dont remember actual ingridient names, tho sparkweed seems to generate something like sulfur and product is high-reactive). Recipe change.
3. add stations that allow terraforming ground in 3x3 area around them(require fertilizer to make garen and fertile soil; lots of work and fertilizer to terraform marshsy type of soil, mud, gravel, sand; cannot terraform stone - its a bit unrealistic, also there are planter boxes and hydroponics for that, also one cannot simply place soil on a rock and grow something there - it does not work that way). Because metagamng that counts for terrain cost and cost of terrain that counts in amount of work and ingridients. Balance change.
4. fishing node will allow for bill giving - its annoying that i cannot control how much fish i catch and when to stop, also will solve "carry fish after catch" as recipes have that option with more customization + integration with recipe changing mods. Major annoyance removal.
5. will turn most fish meat types into simple fish meat - its really annoying to have lots of different fish meat lying around taking space and since lobsters, crayfishes and snail can be used raw into food production and take time and effort for butchering these yielding less products - this is better option. Minor annoyance removal.
6. add fish`n`chips recipe - its annoying to butcher lots of little fishes that pile up and give not much of yield, just cook it with potatoes instead. Major annoyance removal.
7. will remove most terraforming recipes for terrain - really, developers made it that terran that has price is counted in raid generation, will stop that and use custom terrain transformation via code instead! Major annoyance removal. Game disbalance removal.
8. will remove most upgrades - game is simple as it is and bringing more complexity with home-brewn mechanics that work mostly in your mod is a bit strange. I understand that this is more realistic but its like a paid dlc, wanna get full version? pay! - how about full version from the start? Major annoyance removal.
9. will remove pile of dirt and lots of other things like different fish meat - its just a resource that again gets into home-brewn mechanic - vanilla pots dont need dirt, assuming that time that pawn goes around to take some dirt or sand for crafting is accounted into crafting time - its a simplification that game allows for. Minor annoyance removal.
10. will give all things and minified buildings their respective place in stockpile tree, if not done already

This is what i am going to do, i post this to ask for your opinion, permission i will do it anyway and open for suggestions.

Sorry for any inconviniences while reading.
Title: Re: [1.0] Remote Tech (2.1.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on January 16, 2019, 12:49:20 PM
Quote from: vovik on January 05, 2019, 09:16:29 AM
- snip -

Sure thing. Do feel free to use any part of the mod in your own work, since it comes with a shiny MIT license :)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on January 27, 2019, 11:45:36 AM
Updated to 2.1.2 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.1.2)

A minor update to fix a couple of outstanding issues.
Most notably, placing det wire will no longer deconstruct buildings and visitors will no longer catch the mental break added by the mod. Also, the portable detonator was moved to the accessory slot to free up the belt slot.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Madman666 on January 27, 2019, 04:09:29 PM
Remote Tech adds a mental break?? Wow, didn't even know about that! Also i am real glad about no deconstruction from wires. Thats really good news. Thanks for your time, Hugs.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Pelador on March 20, 2019, 02:25:58 PM
Requesting permission to make use of the gas mask graphics and definitions (redefined) for use in an alternative mod I'm developing?

(Full credit will be recognised for this use).
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on March 20, 2019, 03:29:25 PM
Sorry, that it took me so long - i got really distracted (job&university, same time).
here is a link (https://drive.google.com/open?id=1QiDOMFchNRuwZi4kW4OxE2e4TH20nx99) to latest stable build(+source) of remotetech by my hand (it`s somewhat balanced, i dont have much time to play)
Actual build is in "Remotetech-master/Mods/Remote Tech"
List of changes:
(https://4.bp.blogspot.com/-BKKHJkxlnNc/WGonh0pOXyI/AAAAAAAAdGo/aYubHjY-iXIqX1RXuoUcyrTNZvgbpykXwCLcB/s320/Hitler%2527s%2BEyes%2B-%2BOccult%2BHistory%2BThird%2BReich%2B-%2BPeter%2BCrawford.png)

What is planned:
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Sonsalt on March 21, 2019, 08:43:02 AM
Amazing work man, looking forward to the new features too :)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Pelador on March 22, 2019, 09:42:27 AM
FYI: Utility supplements mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1690000117
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on March 24, 2019, 05:57:21 AM
Quote from: vovik on March 20, 2019, 03:29:25 PM
here is a link (https://drive.google.com/open?id=1QiDOMFchNRuwZi4kW4OxE2e4TH20nx99) to latest stable build(+source) of remotetech by my hand

You may want to start your own topic for this, especially if you plan to make further additions.
Also, it might be more appropriate if this were distributed as an add-on mod to Remote Tech (requiring it as a dependency). Otherwise it might look like you're hijacking the mod ;)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on March 25, 2019, 05:25:45 PM
I cant make remote tech as dependency because i rewriten lots of stuff from there and plan to rewrite even more :/
im just an ordinary rimworld player that makes things more handy, kinda more logical, closing some loopholes, etc.. and then handing results to original owner of mod
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Riddle78 on March 28, 2019, 09:33:14 AM
Loving your mod. The mod easily redefines colony defence. However,I do have an issue. The Refined Sleeping Gas Bombs are... A little meh. My current colony used a gas hut to knock out human attackers for the purpose of recruitment,and even with four bombs,attackers still had more than enough time to breach the far door and escape,before getting knocked out. The entire structure's made of granite,doors and all. Also,gas seems to treat deep water as a wall; Can I assume that this is an engine limitation? One of my prototype designs involved a sapper-proofed gas hut that used deep water on both sides of the wall,courtesy of Fertile Fields,with Advanced Bridges used to throw down wall-supporting bridges to seal the attackers in.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on March 28, 2019, 02:04:55 PM
open Gasses.xml in mod files, find there refined sleeping gas and double hediffSeverityPerGastick values, have fun
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on March 30, 2019, 04:28:17 AM
Quote from: vovik on March 25, 2019, 05:25:45 PM
I cant make remote tech as dependency because i rewriten lots of stuff from there and plan to rewrite even more :/
im just an ordinary rimworld player that makes things more handy, kinda more logical, closing some loopholes, etc.. and then handing results to original owner of mod

No worries, I get that it's tricky, hence I'm not making it a hard requirement- just a preference.

Quote from: Riddle78 on March 28, 2019, 09:33:14 AM
Loving your mod. The mod easily redefines colony defence. However,I do have an issue. The Refined Sleeping Gas Bombs are... A little meh. My current colony used a gas hut to knock out human attackers for the purpose of recruitment,and even with four bombs,attackers still had more than enough time to breach the far door and escape,before getting knocked out. The entire structure's made of granite,doors and all. Also,gas seems to treat deep water as a wall; Can I assume that this is an engine limitation? One of my prototype designs involved a sapper-proofed gas hut that used deep water on both sides of the wall,courtesy of Fertile Fields,with Advanced Bridges used to throw down wall-supporting bridges to seal the attackers in.

Yeah, you kinda have to find ways to keep your guests confined until they, uh, feel like staying a while longer. Combining the gas with sealing foam generally works well.
As for the deep water thing, I'll see if I can get that fixed in a future update. I appreciate the report :)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on March 30, 2019, 06:25:46 AM
also yea, about deep water - rainebau`s bridges treat deep water as wall too :|
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Canute on March 30, 2019, 06:30:57 AM
Not as wall, as impassable.
Or do you can build bridges over walls ? :-)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on March 31, 2019, 03:11:15 PM
Quote from: Canute on March 30, 2019, 06:30:57 AM
Not as wall, as impassable.
Or do you can build bridges over walls ? :-)
yep, treat as impassable
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Ryomashi on April 10, 2019, 02:23:30 PM
Hey guys, I was having a weird bug on my game, pawns would only wander without doing their assigned tasks. Also, I could not give commands to my pawns (unless drafted) because no pop-up windows would appear. On dev mod, an error popped when I right clicked anything to give my pawns commands. More errors appeared letting the game run, involved what I think was the automatic assignment of jobs.

After removing the mod remote tech, the errors stopped happening. I run many mods, so I don't know what was causing the conflict. Does someone else has had this problem already? If not, should I provide the error logs here?
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: ozzymandias on April 11, 2019, 01:51:57 PM
Quote from: Ryomashi on April 10, 2019, 02:23:30 PM
Hey guys, I was having a weird bug on my game, pawns would only wander without doing their assigned tasks. Also, I could not give commands to my pawns (unless drafted) because no pop-up windows would appear. On dev mod, an error popped when I right clicked anything to give my pawns commands. More errors appeared letting the game run, involved what I think was the automatic assignment of jobs.

After removing the mod remote tech, the errors stopped happening. I run many mods, so I don't know what was causing the conflict. Does someone else has had this problem already? If not, should I provide the error logs here?


I've just experienced somewhat the same issue where right clicking desn't work and spawns an error. I have a lot of mods but not remote tech and i'm not sure what caused it.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on April 11, 2019, 11:44:31 PM
@Ryomashi, @ozzymandias
Once you see the errors, use Ctrl+F12 to upload your log and post the link, I'll take a look.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Riddle78 on April 19, 2019, 05:48:35 PM
So,something funny happened earlier today while I was working on my oil operation...

(https://i.imgur.com/b8D0V11.jpg)

Dunno if this is supposed to happen,but the implications are hilarious.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on April 19, 2019, 05:59:43 PM
yup, thats hillarious, good way to train miners tho
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Canute on April 20, 2019, 03:19:57 AM
Foam is used at spacecrafts to seal hull breaches.
And since the foam is more resistant then the remaining hull the chances are good for them as meteroite ! :-)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Sonsalt on April 20, 2019, 05:25:19 AM
Greetings,

Have been testing your great mod and would like to help you expand upon it.
yesterday I have already fixed some small things regarding items showing up without the research.

In my opinion it would be great to add several new and different explosive types, especially since you already created such a comprehensive system.

These are some of the explosives I would add:

1. Glue foam (Slows down considerably)
2. Fragmentation (works a bit like a 360 shotgun)
3. ACID (These substances also attack the eyes, or any other tissue they contact.)
4. Teargas (blinds and creates fear....) (vomiting effect, reduced eye sight..)
5. Lysergic acid diethylamide (delirium or hallucination) (sad wanderer effect)
6. Nerve agents

These are just some of the variations that I could think of.

Let me know if you are interested ;)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on April 21, 2019, 03:24:37 AM
Quote from: Riddle78 on April 19, 2019, 05:48:35 PM
So,something funny happened earlier today while I was working on my oil operation...

Is that a meteor drop? I remember I specifically removed the foam from the meteor pool- I guess something changed.

Quote from: Sonsalt on April 20, 2019, 05:25:19 AM
Greetings,
Have been testing your great mod and would like to help you expand upon it.

True, gasses have still a lot of potential. Do feel free to make an add-on mod if you like- I have included everything necessary to make harmful gasses using only xml, despite not adding any myself.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: vovik on April 21, 2019, 04:04:41 AM
Well, i already did that, even made a separate thread for that.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Sonsalt on April 21, 2019, 05:27:22 AM
Quote from: UnlimitedHugs on April 21, 2019, 03:24:37 AM
Quote from: Riddle78 on April 19, 2019, 05:48:35 PM
So,something funny happened earlier today while I was working on my oil operation...

Is that a meteor drop? I remember I specifically removed the foam from the meteor pool- I guess something changed.

Quote from: Sonsalt on April 20, 2019, 05:25:19 AM
Greetings,
Have been testing your great mod and would like to help you expand upon it.

True, gasses have still a lot of potential. Do feel free to make an add-on mod if you like- I have included everything necessary to make harmful gasses using only xml, despite not adding any myself.

Oh cool, will have to take a look how you did that :P
Are you on Discord ?

Your mod has great potential and is already quite superb. Would love to explore the many options of explosives and triggers :P
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Riddle78 on April 21, 2019, 01:49:34 PM
Quote from: UnlimitedHugs on April 21, 2019, 03:24:37 AM
Quote from: Riddle78 on April 19, 2019, 05:48:35 PM
So,something funny happened earlier today while I was working on my oil operation...

Is that a meteor drop? I remember I specifically removed the foam from the meteor pool- I guess something changed.


Yup,that's a meteor drop. Think it splattered a Megasloth,too. I guess the ship's sealant foam system didn't do good enough?
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Sonsalt on April 22, 2019, 06:06:51 AM
I have created several new Gas types in HediffDef and tried to add them, but I fear my skills are not good enough. Can anyone help with that task?


Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 490)

getting error messages, though I think I should have done everything right ... :(

Here is the definition file for the new gas types: https://pastebin.com/ASAPr78B

1. Tear Gas
2. Acid gas
3. Fear Gas
4. Rage Gas
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Riddle78 on April 23, 2019, 08:50:27 AM
Quote from: Sonsalt on April 22, 2019, 06:06:51 AM
I have created several new Gas types in HediffDef and tried to add them, but I fear my skills are not good enough. Can anyone help with that task?


Exception filling window for Verse.ImmediateWindow: System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.Widgets.ThingIcon (Rect rect, Verse.ThingDef thingDef) [0x00000] in <filename unknown>:0
  at RimWorld.Designator_Build.DrawPanelReadout (System.Single& curY, Single width) [0x00000] in <filename unknown>:0
  at RimWorld.ArchitectCategoryTab+<DoInfoBox>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.ImmediateWindow.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)

(Filename:  Line: 490)

getting error messages, though I think I should have done everything right ... :(

Here is the definition file for the new gas types: https://pastebin.com/ASAPr78B

1. Tear Gas
2. Acid gas
3. Fear Gas
4. Rage Gas

While I realize it's more flavour than anything else,I think the Fear Gas Canister (Scarewcrow,much?) should be renamed to "Hallucinogenic Gas Canister",and the Rage Gas Canister should be renamed to "Psychotropic Gas Canister",to make them seem more... Proper,I guess,for lack of a better term? While your current names are on-the-nose and explain to the user precisely what they do without the need for a tooltip,the names don't feel like they fit.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Sonsalt on May 12, 2019, 09:10:38 AM
Greetings everyone

I managed to add several new types of Gas Traps to this mod, updated existing ones and also made it compatible with SK Hardcore.

Download: https://www.dropbox.com/s/5sahootlmwmguwf/RemoteTech.rar?dl=0

New Traps:

Tear Gas Non-Lethal
a chemical weapon that causes severe eye and respiratory pain, skin irritation, bleeding, and even blindness. Side Effects can be Asthma

Psychotropic gas Non-Lethal
a chemical substance that changes brain function and results in alterations in perception, mood, and behavior. It can cause Anger and even blind Rage. Side Effects can be Brain damage.

Hallucinogenic gas Non-Lethal
This hallucinogen is a psychoactive agent which can cause hallucinations, perceptual anomalies, and other substantial subjective changes in thoughts and emotions. It can cause irrational fear. Side effects can be Dementia

cyanide gas Lethal
Early symptoms include headache, dizziness, fast heart rate, shortness of breath, and vomiting. This may then be followed by seizures, slow heart rate, low blood pressure, loss of consciousness, and cardiac arrest.

Corrosive Acid Gas Lethal
Corrosives can burn and destroy body tissues on contact. The stronger, or more concentrated, the corrosive material is and the longer it touches the body, the worse the injuries will be. Causes massive acid burns and heavy bleeding.

Acid Bomb
Sprays highly corrosive acid that melts entire body parts instantaneously. Cause heavy bleeding

Update

Sleeping Gas
As a side effect, sleeping gas can cause pawns to fall into a coma and get heavy brain damage.


Unresolved:

I would like to add several CE IED types to this mod too, but for this I need help.
The idea is to add Grenades and shells as IEDs.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: shadowwolf0357 on January 19, 2020, 05:32:29 PM
Hi, First off let me say I love this mod, between saving my ass from mechanoids to knocking out everyone in an ancient shrine to powering far off machines with the portable solar panel it's absolutely indispensable.

Unfortunately though I've been having a strange issue with the mining explosives, when I tried to use the fracturing explosive to quickly mine out some steel instead of actually mining anything it simply destroyed one cell of steel dropped a single unit of steel and threw up an error. I verified my game files through steam and tried again on a new map with only hugslib and remote tech active and still had the issue. I tried again on a random map (I used dev mode to finish the research and god mode to build everything) and saved the error logs.

using the fracturing explosive (https://gist.github.com/081e5455bda8cf840ec8d1763a00a9c7)

clearing explosive (https://gist.github.com/478f605a78a5bf7a919084c3c0692b84)

log on new map loading up (https://gist.github.com/10359bfe8be1424a2e48e35b44903450)

I'm running on a Lenovo G570 laptop using an I3 2330M, 8 gigs of ram, and a Samsung 850 evo ssd if it matters.

If anyone wants anymore details feel free to ask.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on January 21, 2020, 10:44:06 AM
Quote from: shadowwolf0357 on January 19, 2020, 05:32:29 PM
Unfortunately though I've been having a strange issue with the mining explosives...

Hey, thank you for the report. I have a few outstanding issues to look at, so I'll be sure to investigate the mining explosives when I do.
Props for the detailed report- it really helps :)

Quote from: Sonsalt on May 12, 2019, 09:10:38 AM
I managed to add several new types of Gas Traps to this mod

Nice work! If you need me to make some tweaks on my end, let me know.

To everyone- I'm also available on Discord under the same name- so if you want to ask something, show me stuff, or just chat, feel free to stop by.
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: shadowwolf0357 on January 21, 2020, 12:50:06 PM
Cheers mate  :)
Title: Re: [1.0] Remote Tech (2.1.2) - Formerly Remote Explosives
Post by: Miriouki on January 21, 2020, 01:42:20 PM
Quote from: Sonsalt on May 12, 2019, 09:10:38 AM
Download: https://www.dropbox.com/s/5sahootlmwmguwf/RemoteTech.rar?dl=0

Your link is dead , can you share another one ?
I actually really want some lethal gaz , i have some prisoner who nee.... deserve this  ;D ;D
Title: Re: [1.1] Remote Tech (2.2.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on March 21, 2020, 08:54:45 AM
Updated to 2.2.0 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.2.0)

Hey folks, it's been a while :)
The update for Rimworld 1.1 is here- and while I was at it, I made some fixes and improvements.
Since many people are still playing their 1.0 saves, the new changes are available in both the 1.0 and 1.1 versions of the mod.

- Compatibility for Doors Expanded (https://ludeon.com/forums/index.php?topic=39264) has been added- closed doors will now properly block gasses. Exception made for curtains and bar doors- because, well, you can't block much with those.
- Mining explosives ore breaking has been fixed and a new mod setting has been added, in case you don't want the ore drops to be automatically forbidden.
- Solidified foam wall graphic has been improved:
(https://i.imgur.com/ALhbd7i.png)

- Gas vents issues have been fixed- they were reporting as being blocked when both ends are outdoors. Hitpoints have been increased (both armored and unarmored), and heat exchange rate has been brought in line with the vanilla vent. Heat is only exchanged when powered, so the gas vent doubles as a basic climate control system.
- Shaped charge overlays have been overhauled- they are no longer covered by fog, and already placed charges now have their effective areas highlighted. This should make it a lot easier to lay out charges when trying to cover larger areas:
(https://i.imgur.com/Lr4bSSa.png)

- Finally, construction skill requirements for upgrades have been reduced across the board- less grinding should be required.

Take care and have yourselves a nice 1.1.
Title: Re: [1.1] Remote Tech (2.2.0) - Formerly Remote Explosives
Post by: shadowwolf0357 on March 21, 2020, 01:29:08 PM
Cheers mate :) I quickly checked the mining issue in dev mode and it seams to have been fixed.

Stay safe.
Title: Re: [1.1] Remote Tech (2.2.1) - Formerly Remote Explosives
Post by: UnlimitedHugs on March 31, 2020, 02:26:13 PM
Updated to 2.2.1 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.2.1)

Minor update with a fix for a potential error.
Title: Re: [1.1] Remote Tech (2.2.2) - Formerly Remote Explosives
Post by: UnlimitedHugs on April 12, 2020, 02:55:26 PM
Updated to 2.2.2 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.2.2)

Minor update to fix the broken charges produced by save-load issues in auto-replaced blueprints.
Also, charges will now remember their armed state when auto-replaced.
Title: Re: [1.2] Remote Tech (2.3.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on August 13, 2020, 03:06:42 PM
Updated to 2.3.0 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.3.0)

Tagged as 1.2-compatible. No further changes.
Title: Re: [1.3] Remote Tech (2.4.0) - Formerly Remote Explosives
Post by: UnlimitedHugs on July 19, 2021, 11:17:59 AM
Updated to 2.4.0 (https://github.com/UnlimitedHugs/RimworldRemoteTech/releases/tag/v2.4.0)

Updated version for Rimworld 1.3 is live.