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RimWorld => Mods => Releases => Topic started by: Roolo on September 07, 2018, 03:25:51 PM

Title: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Roolo on September 07, 2018, 03:25:51 PM
(https://i.imgur.com/4Qsag6p.png)

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

Sounds overpowered?
Well, enemy raiders (with a high enough tech level) also use hacked mechanoids. Moreover, mechanoids need to be maintained and repaired, draw a lot of power, and hacking them is pretty dangerous. I've put a lot of effort in making it a balanced experience.

In-game screenshot:
(https://image.ibb.co/c61WFU/What_The_Hack_Banner_Overview.png)

Dependencies
Hugslib (https://ludeon.com/forums/index.php?topic=28066.0), make sure Hugslib loads before What The Hack does.

Download
Github (https://github.com/rheirman/WhatTheHack/releases)
Steam (https://steamcommunity.com/sharedfiles/filedetails/?id=1505914869)
Can be added to existing saves.

This is how it looks in action
(https://i.imgur.com/YtD8B7G.jpg)

Features
- Adds the possibility to hack downed mechanoids with the mechanoid hacking facility.
- Adds a "hacking" work type, which levels with both the crafting skill and the intellectual skill of colonists.
- Hacked mechanoids cannot use their internal reactor as that would draw attention from the mechanoid have, so they rely on their internal backup batteries which need charging.
- Hacked mechanoids need regular maintenance which is performed automatically by your hacker pawns. If it's completely neglected, hacks can stop working...
- Mechanoid platforms are added, which repair and recharge mechanoids on them.
- Various upgrades can be performed. Look at the image below for an overview.
- Repair, maintenance, and hacks and upgrades require "mechanoid parts", which can be obtained by disassembling mechanoids.
- World travel is possible with mechanoids. To support this, a portable charging platform is added.
- Enemy factions can also use mechanoids during raids. What factions can use mechanoids can be configured in the mod options.
- By default hacked mechanoids behave exactly like mechanoids, only then they are on your side, so they have search and destroy behaviour (with some additional logic so they use the charging/repairing platforms). However, if you want direct control you can craft a mechanoid controller belt, and control them directly with a colonist, or you can implant an AI persona core so you have direct control indefinitely (you get the core back when you dissasemble the mechanoid after it dies, so it's not as expensive as it seems).
- Many more things, just install the mod and you'll see!

The research screen gives a good overview of what's in the mod:
(https://i.imgur.com/YwR1sUa.png)

One of the most notable upgrades is definitely the turret module, which allows you to mount turrets and mortars on your mechs, including ones added by other mods:
(https://i.redd.it/pu88ox1djdk11.png)

How to hack mechanoids
1. Research micro electronics basics and at least basic hacking.
2. Build a hacking table
3. Build some mechanoid platforms (one for each mechanoid)
4. Gather mechanoid parts by destroying and disassembling mechanoids. Bigger mechanoids give more parts.
5. Go to the health tab of a downed mechanoid, click Modifications-> Add bill -> Hack mechanoid targeting device.
6. The mechanoid will be hauled automatically to the hacking table, and any pawns with a minimum crafting and intellectual of 5 assigned to hacking, will start a modification job, given there are at least 10 mechanoid parts in store.
7. If the hacking is successful, your pawns will carry the mechanoid to a free mechanoid platform.
8. Make sure the platform has power (so the mechanoid charges), and mechanoid parts (so the mechanoid is repaired). That's it. When the mechanoids are charged and repaired, you can activate them, and they'll wreak havoc among your enemies.

Upcoming
- Adding upgrades to the mechanoid controller belt so it can be used to temporarily hack mechanoids. Chance of success using these devices could depend on intelligence of the using pawn.
- Make mechanoid weapons replaceable

Compatibility notes[/color]
- Psychology should be placed below What the Hack!? in the load order.
- Animal logic unintentionally adds buttons that let you set mechanoid platforms to be medical beds - don't use these buttons, as they won't work for platforms, and possibly break things.
- The bions added by Rimsenal Federation cannot be hacked (they aren't really mechs).
- HelpTab makes the options to mount turrets on you mechanoids disappear.
- When using RimSQOL, make sure to go to its mod options and add "ingredient radius" to the list of forbidden patches. Otherwise some recipes like installing turrets won't work.
- Turret mounting doesn't work when using Combat Extended (CE), apart from that CE is completely compatible.
- Sometimes raids go wrong completely overwrites the raid spawning mechanic. Therefore, when using that mod, enemies won't spawn with hacked mechanoids.

Let me know if you find any other compatibility issues!

Reporting issues
Clearly descibe what happens, and how to reproduce the behaviour. Also check if errors pop up, and if they do, please use the Hugslib error reporting feature by pressing ctrl+f12.

Credits
I'd like to thank the following people for helping me with the mod:
- malistaticy: For drawing the sprites for the mechanoid hacking facility and the mechanoid workshop.
- Madman666: For drawing the sprite for the portable disassembly bench, and more sprites for things that'll be added soon.
- rawrfisher: For extensive playtesting and bug reporting. 
- Orion: For creating and giving me permission to use the advanced mechanoid chip sprite, which was part of the amazing More Mechanoids (https://steamcommunity.com/sharedfiles/filedetails/?id=846222458), but is no longer used in that mod.
- Anyone else providing feedback and support!


Licence
Feel free to add this mod to modpacks or to use the code or icons for other projects, though please credit me when doing so.
Do however not release exact copies of my project, or exact copies with minor adjustments without my consent.
Code is derivate from Ludeon Studio.

Contributing
-Translations are very welcome. You can make a pull request on github if you want to add in translations, or you can contact me by sending a friend request.

If you really like my mods, please consider buying me a coffee. Instead of buying a coffee, I might buy my girlfriend a treat if I get too absorbed in modding to her taste again. But hey, that is also in your favour :).

(https://i.imgur.com/6F80CHF.png) (https://ko-fi.com/I2I75ZMH)

- One more thing: Guess what the new Giddy-up mod is going to be :)
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 07, 2018, 03:30:53 PM
Q.Q So yea I'm curious to see how magic works against them
Also kinda curious to see if I can install a wand in a turret and mount the turret on a centipide :P
Title: Re: What the Hack!? - Mechanoid hacking
Post by: ThatONEPeacefulPlayer on September 07, 2018, 03:38:52 PM
How about the chance on the first startup of a mechanoid that its own programming takes over again? like the tame chance on animals/humans. Which could be shut on/off. Just throwing things out there..
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 07, 2018, 03:48:00 PM
There's already a risk of that if you don't maintain the mechs.
Also there's a chance to trigger a mechanoid raid if you fail hacking.  I personally have it set to 70% for the raids and wasnt too happy that he raised the success rate.  Now I gotta start having the worst people do the hacking just to get the parts to maintain the numbers I keep on hand.


Could not load reference to RimWorld.WorkGiverDef named WTH_DoBillsHackingTable
Verse.Log:Error(String, Boolean)
Verse.ScribeExtractor:DefFromNode(XmlNode)
Verse.Scribe_Defs:Look(WorkGiverDef&, String)
WorkTab.WorkPriorityTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
WorkTab.PawnPriorityTracker:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Scribe_Collections:Look(Dictionary`2&, String, LookMode, LookMode, List`1&, List`1&)
WorkTab.PriorityManager:ExposeData()
Verse.ScribeExtractor:SaveableFromNode(XmlNode, Object[])
Verse.Scribe_Collections:Look(List`1&, Boolean, String, LookMode, Object[])
Verse.Scribe_Collections:Look(List`1&, String, LookMode, Object[])
Verse.Game:ExposeSmallComponents()
Verse.Game:LoadGame_Patch1(Object)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow(String)
Verse.Root_Play:<Start>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()


Just cause you released dont mean I will stop raking it over the coals lol
But this was just an on load error not sure if it means anything
Title: Re: What the Hack!? - Mechanoid hacking
Post by: ChJees on September 07, 2018, 04:52:35 PM
Sounds exploitable this hacking :P . Put your shittiest hacker on purpose to call mechanoids on demand. Then murder them and get delicious components and plasteel.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 07, 2018, 05:06:48 PM
Remember you gotta fight live mechs for that and if your not paying attention you could get jumped and slaughtered yourself.
The default is 5% mines set at 70 cause the 20+ raids per day were boring enough I fell asleep twice
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ruisuki on September 07, 2018, 05:20:26 PM
dope mod roolo
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 08, 2018, 05:07:40 AM
Thanks everyone!

A minor update:
v0.19.1
- The raid point budget of enemy hacked mechs can now be configured in the mod options.
- Rebalanced mechanoid workshop costs.
- Small changes in descriptions.

Quote from: ThatONEPeacefulPlayer on September 07, 2018, 03:38:52 PM
How about the chance on the first startup of a mechanoid that its own programming takes over again? like the tame chance on animals/humans. Which could be shut on/off. Just throwing things out there..
Like rawrfisher mentioned, something like that is already in the mod.

Quote from: ChJees on September 07, 2018, 04:52:35 PM
Sounds exploitable this hacking :P . Put your shittiest hacker on purpose to call mechanoids on demand. Then murder them and get delicious components and plasteel.

This is only the case when you fiddle with the mod settings. By default the chance that mechanoids transmit a signal drawing other mechs is really small, and trying to exploit it will just result in your colonists getting hurt (by other failed hacking events), and valuable downed mechs being wasted. Also, if you do fiddle with the mod settings, the amount of mechs you'll get is pretty punishing too :).
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 08, 2018, 03:32:13 PM
Ummm I was checking the mod settings and my install has issues when I scroll the faction hack settings or w/e you wanna call it lol
I think its due to my number of factions lol
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 09, 2018, 05:26:51 AM
Quote from: rawrfisher on September 08, 2018, 03:32:13 PM
Ummm I was checking the mod settings and my install has issues when I scroll the faction hack settings or w/e you wanna call it lol
I think its due to my number of factions lol

Can you explain what these issues are exactly? Just the names of factions/mechs not fitting in their box or something worse?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 09, 2018, 05:42:34 AM
Made a gif of it but I dont know if it actually shows whats happening XD

https://www.dropbox.com/s/35awdx8xjigibcg/20180909_045437%5B1%5D.mp4?dl=0
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 09, 2018, 07:18:26 AM
Quote from: rawrfisher on September 09, 2018, 05:42:34 AM
Made a gif of it but I dont know if it actually shows whats happening XD

https://www.dropbox.com/s/35awdx8xjigibcg/20180909_045437%5B1%5D.mp4?dl=0

Well, at least is shows that your screen could use some cleaning ^^. Jokes aside, I think I'll be able to reproduce it just fine by installing a ton of faction mods. At the same time I'll make sure to have a solution for very long names.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 09, 2018, 09:41:56 AM
LTF adds 5 factions alone and none of them can even be veiwed
As for the cleaning you saw the clean part

Oh Roolo
Tynan personally tweeted about this mod calling it impressive

He also posted a followup tweet saying he wrote up a design concept for the same thing a couple months back lol
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 10, 2018, 05:54:31 AM
Update

- Buffed vanometric power module.
- Decreased how much a mounted turret's power consumption affects mech power drain.
- Part regeneration of smaller body parts consumes less mechanoid parts. This makes mechanoids that are likely to loose small parts much more viable.
- Partially fixed problem involving inaccurate mass usage for mechs with turrets mounted on them during caravanning.
- Fixed problem with mounted turrets dissapearing when a mech walks near the map edge.
- Fixed problem involving colonists trying to mount deployed turrets on mechs, resulting in things despawning.
- Small fixes in text descriptions.


This update has some important tweak/fixes. One notable bug I didn't fix completely yet is how the mass is calculated during caravanning for the mechanoids with turrets mounted on them. Ideally, mechanoids with turrets on them aren't able to carry any extra stuff, but do fully carry the turret on them. Getting this to work properly has proven to be surprisingly confusing, and requires me to invest a bit more time. Luckily, the fix in this update at least ensures that caravans won't be overloaded due to heavy mounted turrets brought along. 


Quote from: rawrfisher on September 09, 2018, 09:41:56 AM
LTF adds 5 factions alone and none of them can even be veiwed
As for the cleaning you saw the clean part

Oh Roolo
Tynan personally tweeted about this mod calling it impressive

He also posted a followup tweet saying he wrote up a design concept for the same thing a couple months back lol

Hi again rawrfisher. Yeah I saw the tweet. I'm really happy with it :)
This update didn't yet include a fix the mod settings thing, as there were some more pressing things I had to do first. I'll make sure to look at it soon.

Title: Re: What the Hack!? - Mechanoid hacking
Post by: platipuss on September 10, 2018, 06:27:40 AM
hello

I just want to report that when I use this mod you can play with out a problem until the first raid. just before I got the first raid to my colony I took a save if I activate the mod game crashes before the "raid" box appear, when I deactivate the mod and raid comes and continue playing without any issue.

maybe this is happening just to me or I'm using lot of mods and some of those have conflict with this one, I don't know.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 10, 2018, 07:01:30 AM
Quote from: platipuss on September 10, 2018, 06:27:40 AM
hello

I just want to report that when I use this mod you can play with out a problem until the first raid. just before I got the first raid to my colony I took a save if I activate the mod game crashes before the "raid" box appear, when I deactivate the mod and raid comes and continue playing without any issue.

maybe this is happening just to me or I'm using lot of mods and some of those have conflict with this one, I don't know.

Hmm, based on this it seems very likely to me that you're using the wrong version of Rimworld. Could you open up the game, look at the top left corner (when you're in the main menu), and see if it says: Version 0.19.2009?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 10, 2018, 09:53:06 AM
Where you able to replicate it at least?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 10, 2018, 01:26:51 PM
Quote from: rawrfisher on September 10, 2018, 09:53:06 AM
Where you able to replicate it at least?

I did notice that when you scroll down far enough the faction selection buttons seem to disappear until you scroll up again.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 11, 2018, 04:02:05 PM

JobDriver threw exception in initAction for pawn Rose driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4247879) A=Thing_Vanya_DroidBeta449452 B=Thing_WTH_MechanoidParts679410 C=(109, 0, 129)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HealToStanding (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HackingFailEvent (Verse.Pawn hackee, Verse.BodyPartRecord part, System.Random r) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.CheckHackingFail (Verse.Pawn hackee, Verse.Pawn hacker, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients, RimWorld.Bill bill) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Probly nothing but have fun glossing over this one
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 12, 2018, 12:53:23 AM
Quote from: rawrfisher on September 11, 2018, 04:02:05 PM

JobDriver threw exception in initAction for pawn Rose driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_4247879) A=Thing_Vanya_DroidBeta449452 B=Thing_WTH_MechanoidParts679410 C=(109, 0, 129)) lastJobGiver=Verse.AI.ThinkNode_QueuedJob
System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HealToStanding (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HackingFailEvent (Verse.Pawn hackee, Verse.BodyPartRecord part, System.Random r) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.CheckHackingFail (Verse.Pawn hackee, Verse.Pawn hacker, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients, RimWorld.Bill bill) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


Probly nothing but have fun glossing over this one

Thanks for reporting. Did the mech become active like how it's intended when this happened or did nothing happen? Was it a vanilla or a modded mech?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Kriyppler on September 12, 2018, 02:13:54 AM
Really cool mod, I love it. How can I get more mechanoid parts? I thought there'd be a way to craft them but I can't see anything of the sorts in research. Can we only get them from salvaging mechs and advanced chips? I haven't been able to play with this mod much because of that. Does it cost mechanoid parts to maintain them aswell?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 12, 2018, 05:07:56 AM
Yes it was a modded mech and no it did not become active.  Originally I was gonna type somthing different but then I realized I misread your comment.


System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.VerbTracker.CreateVerbTargetCommand (Verse.Thing ownerThing, Verse.Verb verb) [0x00000] in <filename unknown>:0
  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)
  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
at System.Reflection.MonoMethod.Invoke (object,System.Reflection.BindingFlags,System.Reflection.Binder,object[],System.Globalization.CultureInfo) <0x0023b>
at System.Reflection.MethodBase.Invoke (object,object[]) <0x0002f>
at CompVehicle.HarmonyCompVehicle/<GetVerbsCommands>d__43.MoveNext () <0x002f7>
at Verse.Pawn_EquipmentTracker/<GetGizmos>c__Iterator1.MoveNext () <0x00269>
at Verse.Pawn/<GetGizmos>c__Iterator2.MoveNext () <0x006f3>
at TargetingModes.HarmonyPatches/<ModifiedGizmoEnumerable>d__5.MoveNext () <0x0011f>
at System.Collections.Generic.List`1<Verse.Gizmo>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Gizmo>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Gizmo> (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>) <0x00070>
at WhatTheHack.Harmony.Pawn_GetGizmos.Postfix (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>&,Verse.Pawn) <0x00034>
at (wrapper dynamic-method) Verse.Pawn.GetGizmos_Patch8 (object) <0x0010a>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x0024f>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()


and

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.StatWorker.IsDisabledFor_Patch1 (object,Verse.Thing) <0x0022b>
at (wrapper dynamic-method) RimWorld.StatWorker.GetValueUnfinalized_Patch1 (object,RimWorld.StatRequest,bool) <0x00067>
at RimWorld.StatWorker.GetValue (RimWorld.StatRequest,bool) <0x0014a>
at RimWorld.StatWorker.GetValue (Verse.Thing,bool) <0x00070>
at (wrapper dynamic-method) RimWorld.StatExtension.GetStatValue_Patch1 (Verse.Thing,RimWorld.StatDef,bool) <0x00066>
at (wrapper dynamic-method) Verse.ShotReport.HitFactorFromShooter_Patch1 (Verse.Thing,single) <0x0007e>
at (wrapper dynamic-method) Verse.ShotReport.HitReportFor_Patch1 (Verse.Thing,Verse.Verb,Verse.LocalTargetInfo) <0x002ad>
at Verse.TooltipUtility.ShotCalculationTipString (Verse.Thing) <0x004a1>
at Verse.TooltipGiverList.DispenseAllThingTooltips () <0x00483>
at RimWorld.MapInterface.MapInterfaceOnGUI_BeforeMainTabs () <0x0019e>
at RimWorld.UIRoot_Play.UIRootOnGUI () <0x0009c>
at Verse.Root.OnGUI () <0x00112>

Verse.Log:Error(String, Boolean)
Verse.Root:OnGUI()


Error 1 is the result of me just being a spaz lol
Error 2 is caused when selecting a mech that I removed the hacked poorly on that didnt have targeting hacked applied previously and yes I do that on mechs I don't want to risk losing anytime soon

Should mention that Error 2 stack trace does provide some context that is often missed.  Mostly related to errors that have 2 different expressions. 
Error 1 Was caused by me removing the targeting hacked poorly on a mech that wasn't hacked initially. 
Error 2 results in the UI being removed while the mech is selected but comes back after the mech is unselected
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 12, 2018, 07:16:40 AM
Quote from: Kriyppler on September 12, 2018, 02:13:54 AM
Really cool mod, I love it. How can I get more mechanoid parts? I thought there'd be a way to craft them but I can't see anything of the sorts in research. Can we only get them from salvaging mechs and advanced chips? I haven't been able to play with this mod much because of that. Does it cost mechanoid parts to maintain them aswell?

Thanks! You can also buy them at outlander towns and from exotic goods traders if you're running out.
During early-mid game they're quite rare, as you won't get raided by mechs that often then. But as the game progresses, they'll become more abundant. Let me know if you feel they're still too rare to your taste during late game. And yes, maintenance also costs a few parts.

Allowing players to craft mechanoid parts would compromise balance too much, and take a way the danger of housing deadly mechanoids. Also, it would encourage an in my opinion boring resource grind.

@rawfisher. Thanks. I really appreciate your reports :). How did you remove the targeting hacked poorly hediff? Just trough the dev console?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 12, 2018, 07:22:16 AM
Yup
Also somthing i noticed over time was if an error starts with Root level exception it tends to be a god mod or dev mode Command related instance. 
There are bugs which express multiple ways depending how its triggered. 
examples if such is my run ins with bugs that prevent items from being constructed.
God mode in those generate root level exceptions while trying normally generates a different one which I dont remember off hand.


Cant seem to get colonists to hack.  I try force hack it wont give me any options
I try letting em derp around till they get to it nothing happens.
Logs being flooded by unrelated errors so if theres one in it I will have a hard time finding it

Seems its related to the savegame I was on.


Exception in BreadthFirstTraverse: System.NullReferenceException: Object reference not set to an instance of an object
at SmartMedicine.InventorySurgery/<>c.<Postfix>b__0_0 (Verse.Thing) <0x00048>
at SmartMedicine.InventorySurgery.Postfix (Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.Thing>,Verse.Map) <0x00205>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.AddEveryMedicineToRelevantThings_Patch1 (Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.Thing>,System.Predicate`1<Verse.Thing>,Verse.Map) <0x002f1>
at (wrapper delegate-invoke) RIMMSqol.performance.workgiver_dobill.WorkGiver_DoBill_TryFindBestBillIngredients/AddEveryMedicineToRelevantThingsType.invoke_void__this___Pawn_Thing_List`1<Thing>_Predicate`1<Thing>_Map (Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.Thing>,System.Predicate`1<Verse.Thing>,Verse.Map) <0x00093>
at RIMMSqol.performance.workgiver_dobill.WorkGiver_DoBill_TryFindBestBillIngredients.Prefix (RimWorld.Bill,Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.ThingCount>,bool&) <0x008aa>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.TryFindBestBillIngredients_Patch7 (RimWorld.Bill,Verse.Pawn,Verse.Thing,System.Collections.Generic.List`1<Verse.ThingCount>) <0x0007d>
at (wrapper dynamic-method) RimWorld.WorkGiver_DoBill.StartOrResumeBillJob_Patch0 (object,Verse.Pawn,RimWorld.IBillGiver) <0x004b0>
at RimWorld.WorkGiver_DoBill.JobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00356>
at RimWorld.WorkGiver_Scanner.HasJobOnThing (Verse.Pawn,Verse.Thing,bool) <0x00031>
at PrisonLabor.HarmonyPatches.Patch_LaborForbid/<>c__DisplayClass1_0.<CreatePredicate>b__0 (Verse.Thing) <0x00056>
at Verse.GenClosest/<RegionwiseBFSWorker>c__AnonStorey1.<>m__1 (Verse.Region) <0x00320>
at Verse.RegionTraverser/BFSWorker.BreadthFirstTraverseWork (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x000f7>
at Verse.RegionTraverser.BreadthFirstTraverse (Verse.Region,Verse.RegionEntryPredicate,Verse.RegionProcessor,int,Verse.RegionType) <0x00130>

Verse.Log:Error(String, Boolean)
Verse.RegionTraverser:BreadthFirstTraverse(Region, RegionEntryPredicate, RegionProcessor, Int32, RegionType)
Verse.GenClosest:RegionwiseBFSWorker(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Predicate`1, Func`2, Int32, Int32, Single, Int32&, RegionType, Boolean)
Verse.GenClosest:ClosestThingReachable(IntVec3, Map, ThingRequest, PathEndMode, TraverseParms, Single, Predicate`1, IEnumerable`1, Int32, Int32, Boolean, RegionType, Boolean)
RimWorld.JobGiver_Work:TryIssueJobPackage_Patch0(Object, Pawn, JobIssueParams)
Verse.AI.ThinkNode_PrioritySorter:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Tagger:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Subtree:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch2(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob()
Verse.AI.Pawn_JobTracker:EndCurrentJob(JobCondition, Boolean)
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Got this when assigning a hacking bill.  Already reported on smart medicine steam page

Was an issue with smart medicine that just got fixed
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Kriyppler on September 14, 2018, 02:30:16 PM
Quote from: Roolo on September 12, 2018, 07:16:40 AM
Quote from: Kriyppler on September 12, 2018, 02:13:54 AM
Really cool mod, I love it. How can I get more mechanoid parts? I thought there'd be a way to craft them but I can't see anything of the sorts in research. Can we only get them from salvaging mechs and advanced chips? I haven't been able to play with this mod much because of that. Does it cost mechanoid parts to maintain them aswell?

Thanks! You can also buy them at outlander towns and from exotic goods traders if you're running out.
During early-mid game they're quite rare, as you won't get raided by mechs that often then. But as the game progresses, they'll become more abundant. Let me know if you feel they're still too rare to your taste during late game. And yes, maintenance also costs a few parts.

Allowing players to craft mechanoid parts would compromise balance too much, and take a way the danger of housing deadly mechanoids. Also, it would encourage an in my opinion boring resource grind.

I find the rarity is fine now, I have visited a few traders, defended from a few ship parts etc. and I'm doing well. I have made a controller belt but it's quite confusing to me. I see that if the mech is within the radius of the pawn using the belt, then you can draft your mech, however whenever I try to make it move to a position (outside or within the belt radius), the mech undrafts itself and begins wandering as if it was just normally activated. Or is this intended behaviour? Is the belt just for making the mech stay still, and being able to move it at my command is unlocked after the AI implant and not the belt?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 14, 2018, 03:03:04 PM

- Fixed: mod options not able to handle a lot of factions and factions/mechs with very long names.
- Fixed: mechs with vanometric module using mechanoid platforms during caravanning while they have plenty of power.
- Fixed: not possible to craft vanometric module.
- Added Japanese translations (by Proxyer), simplified chinese translations (by LingLuo), and traditional chinese translations (by Biscuit)


@Kriyppler

Glad to hear the rarity is fine. The controller belt is so you can draft and control mechs within the controller belts radius. The controlling colonist will try to stay within the range of the mech so it can keep controlling it. So as long as the colonist is close enough, you can move the mech at your command, and also choose which enemies the mech should target. Keep in mind that drafted colonists cannot control mechs. How big the radius is depends on the quality of the belt. Clear now? 
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Kriyppler on September 14, 2018, 04:06:09 PM
Sorry, what I experienced was a mod conflict lol. I understand the belt, the bug was confusing me. It appears this mod conflicts with the Achtung! mod and doesn't allow you to move your mech while it's drafted, I just disabled it and all is good now
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 14, 2018, 11:30:34 PM

JobDriver threw exception in initAction for pawn Valentine driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_2418969) A=Thing_Vanya_DroidBeta200478 B=Thing_WTH_MechanoidParts237256 C=(179, 0, 218)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HealToStanding (Verse.Pawn pawn, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_HackMechanoid.HackingFailEvent (Verse.Pawn hackee, Verse.BodyPartRecord part, System.Random r) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.CheckHackingFail (Verse.Pawn hackee, Verse.Pawn hacker, Verse.BodyPartRecord part) [0x00000] in <filename unknown>:0
  at WhatTheHack.Recipes.Recipe_Hacking.ApplyOnPawn (Verse.Pawn pawn, Verse.BodyPartRecord part, Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients, RimWorld.Bill bill) [0x00000] in <filename unknown>:0
  at RimWorld.Bill_Medical.Notify_IterationCompleted (Verse.Pawn billDoer, System.Collections.Generic.List`1 ingredients) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver)
Verse.AI.JobDriver:TryActuallyStartNextToil()
Verse.AI.JobDriver:ReadyForNextToil()
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()

Didnt expect this to pop up but here it is.  Occured with general play

https://git.io/fAXye   Just gonna toss this out since last time I think I forgot to place an output log

Lol your recall system isnt entirely Rawrfisher proof.  I managed to have a mech ignore the deactivate order and go on a killing spree :P

Was just an oversight on my part tho lol
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 16, 2018, 12:15:38 PM
Update:
v0.19.4
- Added Bio tab for hacked mechanoids, and the possibility to rename mechs there.
- When a modification fails, you should get back the upgrade module
- You get back most upgrade modules installed in a mech when disassembling the mech now.
- Several fixes for how bills are assigned at hacking benches. If a hack or modification fails, the bill should be re-added appropriately.
- Fixed: impossible to remove a mech that is downed on a hacking table from it.
- Possible fix for situational issue with maintenance.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 16, 2018, 12:35:07 PM
Lets see if this version is rawrfisher proof :P
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on September 21, 2018, 08:48:39 AM
SO after 2.5 years in, I think I have enough of an opinion to write about what I think of this mod.

Cassandra Rough
230 days in
About 190k wealth
14 colonists

1. I took around 2 years to actually properly create a mechanoid workshop. On the crafting tables themselves I like how they work but the hacking bench confused me at first. As I understand it, they're kinda like beds of sorts which would explain how you're able to perform 'surgery' on the mechanoids. So something to keep in mind, as a new player might expect bills or the like.

2. The art is great, 8/10! Though if you're wondering why not a full 10, it mostly has to do with the module crafting bench as it's not as long as a fabrication bench and it never quite correctly connects to the wall. The charging 'bed' also can be quite confusing as it looks 'tall' and it too never quite correctly sticks to the wall. The modules themselves look awesome, no complaints here! If I were to be a bit more nitpicky, the 'bedroll' could use some thicker black lines.

3. On the mechanoids themselves, my first mechanoid is a centipede with the charge blaster which I named CRAWLY_BOI 1 and it stays in the workshop until I activate it for a raid. My impressions:

3a. I'm not entirely sure why the hacking chance is so abysmal. I have my best, completely healthy 5 Crafting, 17 Intellectual pawn. I have 4 10+ Intellectual pawns who could do it. It takes like 5-6 times for them to properly get a proper success chance.

I understand this is the cost of having a machine fighting on your side, and I DO like it! However, seeing as I've only been attacked by mechanoids three times, those mechanoid parts were too few and far between. Yes, I can buy some of them, but it's atm, somewhat unreliable. The 12 day reset time is however okay, but I do wish I could do make early maintenance if I want to go raiding as even travelling to enemy bases/outposts can take a while.

3b. I have Sparkling Worlds installed, and sent a 4 man raid team along with CRAWLY_BOI 1 with a mini-turret installed to go raid a downed spaceship (think ancient danger, more or less). I didn't have a controller belt at the time, but the team was able to take the four scythers within down. The 20 man raid salvage team? Not so much.

While I was able to do it, I feel I could have done it with my 4 man team (my mechboi got downed). The centipede's arsenal was not enough to have the situation under control. Now I had the 'bedroll' brought along, but it was so heavily damaged and slow on the way back I more or less wanted to dump it. However, with drop pods the raid team was able to make it back.

4. Defense wise, my centipede was much more useful, able to stay around and absorb the rounds from raiders from my bunker. It's great at this, greater still being controlled by pacifist with a controller-belt. I do like how he's more or less tagged along for the ride, but is it perhaps possible to move him around into cover? I see this as a trade-off, but it's kinda silly my pacifist is standing out in the open and NOT decide to take cover behind that convenient tree.

5. The charging 'bed' uses mechanoid chips and honestly, it drains it enough that I've used the 'bedroll' to charge CRAWLY_BOI 1 instead, leaving the 'beds' as more or less hospital beds for healing. Mechanoid chips are unreliable to get, needing to wait for a raid or a trader to get them. Chemfuel however is plenty, as I have enough boomalopes to feed my power structure. I would actually prefer it if the 'bed' uses chemfuel instead, as mechanoid chips are too uncommon as a resource.

My TL;DR is this: they're great! BUT, and this is a big but, I do feel they might not be 'good enough' for its cost. Not only do I need to build two benches, both of which are expensive, but I also Need to craft modules for them to be useful in combat. CRAWLY_BOI 1 simply doesn't have the stamina to stay around long enough for battles at times, and he's of doubtful value in raids (he's great in defense however). Why should I spend my time hacking mechanoids and making modules when enough turrets and colonists can do the job AND not increase my colony wealth, y'know?

At the moment, I have my second mechanoid, STABBY-CHAN the scyther in my workshop which I have not used. Whether it's worth keeping mechanoid chips fed, that I cannot say. This is not my full 'review' as I've not used mechanoids enough nor encounter any humans with mechanoids as of yet. Either way, I shall continue to play, and keep you posted.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 21, 2018, 09:41:25 AM
Thanks a lot for your elaborate and clear review Ser Kitteh! Much is in line with my own experiences, so expect improvements in the future. I'll respond to your points individually:

1. Useful feedback. Since the mod adds many aspects to the game that deviate from vanilla Rimworld, I understand things can be confusing. I did add learning helpers, but I don't think many people read them. I'll think more about how to clarify new concepts better.

2. I agree with your points. The module bench (named mechanoid workshop) was originally designed as a 1x3 bench, however, when implemented in the game, 1x3 felt awkward because of how large items are in the game, making it look like some miniature bench. Therefore I made it a 2x5 bench, but the sprite still needs to be adjusted to reflect this properly. Malistaticy created that sprite, and he was busy last week, but he'll likely have time for it soon. For the mechanoid platform a similar story is true. I've drawn the sprite, and didn't really think about dimensions that much, and made it a sprite suitable for 2x2. However, clearly, you can't put a mechanoid in the middle of a 2x2 sprite, so I made it 3x3. Making the entire sprite 3x3 would look ridiculous, so now the object is 3x3, while the drawing on the object is 2x2. I had many higher priority things to solve and drawing the sprite took enough time already so I kept it like this for now.

3. I think some bad luck was involved. You should have a relatively high chance of success at that level. However, it's much more attractive to have a 10 crafting, 10 intellectual pawn than a 5 crafting, 20 intellectual pawn as lower levels scale quicker. This is to reflect that if you're clumsy as hell, being very intellectual won't help you as much, and vice versa.

4. Good suggestion. I'll look into letting controllers take cover, but it might be too complex to implement to be worth the time. Many factors have to be taken into account. In many situations taking cover will result in the pawn running into an even deadlier situation, and also the distance between the mech and the pawn has to be taken into account to make sure the controller range is satisfied. By the way, a somewhat micro-intensive solution already exists: you can draft the pawn controlling the mech, let it walk to cover manually, and undraft, and it'll continue controlling the mech after that.

5. The platform only drains mechanoid parts to repair your mechs, and not to power them. So using the portable ones instead of the normal ones doesn't make sense :). You can even disable repairing and regenerating at the platform so it doesn't consume any parts at all. Also, you can set the desired part level.

I agree with you on that the parts are too scarse, especially at lower difficulty levels. Today I'll add an update that lets difficulty level affect the drop rate of the parts. At rough you should get 20% more parts after the update than you're getting right now. Moreover, I really think there should be more ways to actively attain mech parts. I'm not going to add part crafting, but it'll more likely be something like a mechanoid beacon for attracting mechs to your base, and ways to track down and destroy mechs at the world map.




Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on September 21, 2018, 09:58:45 AM
2. Hmm, perhaps it would be just fine removing the 'pillar' of the platform? Now it looks cool as heck in your preview image but alas, my mechanoid workshop is quite tiny and it 'looks' off and well you know about the value aesthetics and such.

3. Now my bunker means that Tiger the pacifist can hide behind the walls just fine. I view CRAWLY as support first and foremost, not an active combatant like my better pawns. I do think the cost of using an AI core is appropriate.

5. Oh wow, I feel way more comfortable then! I thought it was using mechanoid parts just to keep it powered! Knowing this, I feel much more comfortable seeing they're more or less 'medicine' for my mechanoids. In that case, I think it's fine for the purpose as is.

I'm happy that more parts will be drop. This will perhaps fix the issue of maintenance then. I know you've got a lot on your to-do list, but perhaps some suggestions:

1. Dedicated mechanoid medicine. Mechanoids need a platform to charge, and I think that's fair. However, as I've mentioned in using them in player raids, it's very finicky to unload and place on the map.

That's more of a vanilla thing, as healing on the field is finnicky. However that's what Smart Medicine is for, and there's no way (other than the repair arm module I've yet to try) to heal them on the field. Would it then be possible to have a way to craft Mechanoid Medicine? It should be more or less Glittermeds for mechanoids, and cost a hefty chunk of mechanoid chips.

2. A lot of the modules reduces mechanoid speed, which is far. I'm then somewhat surprised there's no dedicated speed module. The centipede is painfully slow, and had I not brought CRAWLY along my caravan would have reached the ship a day or so earlier.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 21, 2018, 10:44:44 AM
Thanks again for your feedback. Keep it coming :)

Quote2. Hmm, perhaps it would be just fine removing the 'pillar' of the platform? Now it looks cool as heck in your preview image but alas, my mechanoid workshop is quite tiny and it 'looks' off and well you know about the value aesthetics and such.
Let's see how it works out when the mechanoid workshop is adjusted first before doing anything like that.
Quote1. Dedicated mechanoid medicine. Mechanoids need a platform to charge, and I think that's fair. However, as I've mentioned in using them in player raids, it's very finicky to unload and place on the map [...]
Be aware that the portable charging platform doesn't repair mechanoids, so deploying it is only needed to power your mechs for a longer time during your raid. Right now, the only way to repair mechs on the field is to use the repair module and the repair arm (unless you also count placing normal mechanoid platforms of course, which might be viable if you have a mod that allows you to install/deinstall any kind of building). Though the repairing modules could use some tweaking as they're a bit underwhelming, especially for mechs that take a lot of beating before getting downed, like centipedes. I'm a bit hesitant to add in another way of repairing as that'll introduce a new dimension of balancing issues. I'd rather make the repair module and arm a bit more accessible and useful. 
Quote2. A lot of the modules reduces mechanoid speed, which is far. I'm then somewhat surprised there's no dedicated speed module. The centipede is painfully slow, and had I not brought CRAWLY along my caravan would have reached the ship a day or so earlier.
Fair point. I'll definitely add such a module, but simply didn't have time to put it in yet. Right now there are already a lot of modules, and each of them required hours of work. You can certainly expect more modules to be added, including very interesting ones, but it'll all take time.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Madman666 on September 21, 2018, 10:57:51 AM
Welp, i know what to try drawing then. Oveclocked locomotion servomotors.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 21, 2018, 05:07:33 PM
Update:
v0.19.5
- Support for Giddy-up! Mechanoids (new mod in the Giddy-up! series).
- Adjusted drop chance of mechanoid chips and parts to difficulty level.
basebuilder: 2x
easy: 1.5x
medium: 1.35x
rough: 1.2x
hard: 1.1x
extreme: 1.0x
- Mechanoids now revert to their reactor when the hacking breaks. No longer you can drain their battery when you're running out of parts! You can however store them in cryptosleep caskets.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on September 21, 2018, 08:59:08 PM
Hey can someone link that artwork where a pawn rides a mechanoid thx

Amazing work, Roolo. Granted, I don't have Giddy-up installed atm, but maybe something I can work on down the line.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: rawrfisher on September 22, 2018, 12:17:44 AM

System.NullReferenceException: Object reference not set to an instance of an object
at (wrapper dynamic-method) RimWorld.Planet.DaysWorthOfFoodCalculator.ApproxDaysWorthOfFood_Patch2 (System.Collections.Generic.List`1<Verse.Pawn>,System.Collections.Generic.List`1<Verse.ThingDefCount>,int,RimWorld.IgnorePawnsInventoryMode,RimWorld.Faction,RimWorld.Planet.WorldPath,single,int,bool) <0x009b7>
at RimWorld.Planet.DaysWorthOfFoodCalculator.ApproxDaysWorthOfFood (RimWorld.Planet.Caravan) <0x0016c>
at RimWorld.Planet.Caravan.get_DaysWorthOfFood () <0x0006b>
at (wrapper dynamic-method) RimWorld.Planet.Gizmo_CaravanInfo.GizmoOnGUI_Patch1 (object,UnityEngine.Vector2,single) <0x00462>
at Verse.GizmoGridDrawer.DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&) <0x00857>
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0 (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&) <0x007aa>

Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DrawInspectGizmoGridFor_Patch0(IEnumerable`1, Gizmo&)
RimWorld.Planet.WorldInspectPane:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.Planet.WorldInspectPane:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:UIRootOnGUI()
Verse.Root:OnGUI()



System.NullReferenceException: Object reference not set to an instance of an object
at WhatTheHack.Harmony.Caravan_Tick/<>c.<MaintainMechsIfNeeded>b__1_0 (Verse.Thing) <0x0009f>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<Verse.Thing>.MoveNext () <0x0016b>
at System.Linq.Enumerable/<CreateCastIterator>c__Iterator0`1<Verse.Pawn>.MoveNext () <0x0017f>
at System.Collections.Generic.List`1<Verse.Pawn>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x000d7>
at System.Collections.Generic.List`1<Verse.Pawn>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x000e5>
at System.Linq.Enumerable.ToList<Verse.Pawn> (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00070>
at WhatTheHack.Harmony.Caravan_Tick.MaintainMechsIfNeeded (RimWorld.Planet.Caravan,System.Collections.Generic.List`1<Verse.Thing>,System.Collections.Generic.List`1<Verse.Pawn>) <0x0012e>
at WhatTheHack.Harmony.Caravan_Tick.Postfix (RimWorld.Planet.Caravan) <0x00347>
at (wrapper dynamic-method) RimWorld.Planet.Caravan.Tick_Patch1 (object) <0x00139>
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () <0x00098>
at RimWorld.Planet.World.WorldTick () <0x00064>
at Verse.TickManager.DoSingleTick () <0x003bf>

Verse.Log:Error(String, Boolean)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


2 errors that I highly doubt are worth the time to look at but I'm quite sure its cause I have mechanoids but no chargeing pads or chemfuel in my caravan

Update:  Ok so I tried with platforms and fuel still had a broken caravan but no errors were thrown so I think it was just to many items lol  I'll leave em up just in case.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 27, 2018, 05:11:04 AM
Feel like it's too hard to get mechanoid parts? This update will certainly help you then.

v0.19.6
- New operation called "induce emergency signal" is added, its description: the colonist deliberately tries to trigger a self-defense mechanism in the mechanoid that transmits an emergency signal to nearby mechanoids when activated, attracting them. This is a good way of getting some extra mechanoid parts, but also a good way to get your base blown up. Make sure to research "attracting mechanoids" first.
- Many new mod options to tweak the balance are added, and the options are redesigned.
- When an operation on a mechanoid fails, you'll see what the chance of success was now.
- The default drop rate of mechanoid parts is increased slightly for all difficulty levels.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Sleeeper on September 27, 2018, 05:32:21 AM
I saw faction settlements selling a lot of parts, so they never were a problem to me. Just needs to send a caravan.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 28, 2018, 04:10:34 AM
I wasn't quite happy with what I did with the last update as it made getting mechanoid raids a bit too easy and it was quite exploitable. So therefore this quick update to get things vanilla friendly and balanced again:
v0.19.8
- Added long cooldown (up to a quadrum) to the "induce emergency signal" operation.
- Added Korean translations (by Hungry Ramen).
v0.19.7
- It'll take much more time until the mechanoid raid arrives after an emergency signal is transmitted. The time it takes is now hard to predict for players to prevent exploits.
- An alert will show when a mechanoid raid caused by an emergency signal is incoming.
- Your colonists can only start the "induce emergency signal" if no mechanoids are already attracted by a previous signal.
- Capped success chance of "induce emergency signal" to 50% at maximum.

Now it's much better in my opinion. Sorry going a bit haywire with the updates. Sometimes important ideas emerge only after I release something.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Raf's on September 28, 2018, 06:10:26 AM
Is anyone having the problem of missing limbs in mechanoids not being fixed?i do have parts, or are they not supposed to be fixed?
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on September 28, 2018, 06:13:46 AM
@Raf's do you have auto-regen body parts on the mechanoid platforms turned on? That should fix your problem.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on September 28, 2018, 07:28:49 AM
Quote from: Raf's on September 28, 2018, 06:10:26 AM
Is anyone having the problem of missing limbs in mechanoids not being fixed?i do have parts, or are they not supposed to be fixed?

Also, a minimum of 4 parts must be loaded as regenerating parts costs extra parts (up to 4 per generated part).
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Raf's on September 28, 2018, 12:22:13 PM
thx, seems like the problem was that my colonist where't refueling it even tough i have 19 colonists and some of them should have time to refuel them.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: s44yuritch on October 02, 2018, 05:28:24 AM
A couple small things related to the pirates using hacked mechs.

1. A pirate mech is downed, I get the notification that mechanoid is low on power, deactivate it to return to platform. Problem is, it isn't my mech just yet, so I can't deactivate it.

2. After hacking said mech, it is now hacked twice! Which kind of is the case, but still, should it really have two hacks applied to different body parts? (see attached screenshot)

[attachment deleted due to age]
Title: Re: What the Hack!? - Mechanoid hacking
Post by: drd23 on October 03, 2018, 01:17:39 AM
Quote from: s44yuritch on October 02, 2018, 05:28:24 AM
A couple small things related to the pirates using hacked mechs.

1. A pirate mech is downed, I get the notification that mechanoid is low on power, deactivate it to return to platform. Problem is, it isn't my mech just yet, so I can't deactivate it.

2. After hacking said mech, it is now hacked twice! Which kind of is the case, but still, should it really have two hacks applied to different body parts? (see attached screenshot)
I ran in to this a couple of hours ago but hadn't got my hacking workshop set up yet so I just had to finish them off because I was afraid that once its battery drained, it would call a normal mechanoid hive for backup :(
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Roolo on October 03, 2018, 07:53:02 AM
Quote from: s44yuritch on October 02, 2018, 05:28:24 AM
A couple small things related to the pirates using hacked mechs.

1. A pirate mech is downed, I get the notification that mechanoid is low on power, deactivate it to return to platform. Problem is, it isn't my mech just yet, so I can't deactivate it.

2. After hacking said mech, it is now hacked twice! Which kind of is the case, but still, should it really have two hacks applied to different body parts? (see attached screenshot)

Thanks for the feedback!
1. I'll make sure this warning only shows for your own mechanoids. I thought I fixed this before, but apparently not for all situations.
2. This isn't the intention. The hack should be replaced. It was always like that but I think one of the recent updates changed this unintentionally. I'll make sure to fix it.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 03, 2018, 08:13:08 AM
@Roolo

Just wanna point out that there's this glitch where the mechanoids go YIPYIPYIP, you know the one, and while not too annoying it does make that sound while the camera hovers of the mechanoid room. I'm not too sure how to fix it myself, save for using devmode to delete my mechanoids and just remaking them again.
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ruisuki on October 11, 2018, 02:09:55 AM
ello there. I am wondering whether this mod will be compatible with the newest release coming next week? If not i figure i better wait before i jump back in
Title: Re: What the Hack!? - Mechanoid hacking
Post by: Ruisuki on October 16, 2018, 06:17:07 AM
Roolo what do you think of quest like mods? Assuming the author (mehni) agrees - would you be ok with a mission that requested a certain amount of mechs for sale, or mechs with specific upgrades?
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 18, 2018, 05:29:47 AM
Update:
v1.0.0
- Updated for Rimworld 1.0
- Added portable mechanoid disassembly bench. No longer you need to carry the metal companions that don't offer you a warm welcome during your travels all the way to your base. With this bench you can scrap them on the go! This will definitely be useful when the update I'm working on is released. The credits for the sprite of it go to Madman666, thanks for contributing!
- Added polish translations (by Gt.zgame.pl).

@Ruisuki
The version I just released is compatible with 1.0 :).
QuoteRoolo what do you think of quest like mods? Assuming the author (mehni) agrees - would you be ok with a mission that requested a certain amount of mechs for sale, or mechs with specific upgrades?
The update I'm currently working on will add exactly this, and more!

Quote from: Ser Kitteh on October 03, 2018, 08:13:08 AM
@Roolo

Just wanna point out that there's this glitch where the mechanoids go YIPYIPYIP, you know the one, and while not too annoying it does make that sound while the camera hovers of the mechanoid room. I'm not too sure how to fix it myself, save for using devmode to delete my mechanoids and just remaking them again.

Sorry, I forgot to respond to this. Do you mean they just make their mechanoid sound, just like any pawn in the game make sounds? I missing the point on what's glitchy about that, but I'm not sure if that's what you mean. I do think they make their sounds a bit too often, and I was thinking about adding a mod option or something to mute them at some point, but there are higher priority things I'd like to do first.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Madman666 on October 18, 2018, 05:31:25 AM
Cool, looking forward to what you'll cook up next!)
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 18, 2018, 06:04:42 AM
@Roolo well that was B19, and I haven't played in like almost 2 weeks (I haven't updated the mod to 1.0 for obvious reason). Basically, my mechanoids whether they are charging or patrolling, they make a high pitch YIP YIP sound. It may be stuck in a loop glitch, but Hugslib does not register the glitch so there's no point in even giving the log.

But seeing as I'm gonna make a new colony with this mod installed, that shouldn't be too much of an issue. If it is, while I'll get back to you on it. :)

I do have a similar micro-review, my final thoughts more or less. So do wait for that!
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 18, 2018, 03:09:58 PM
I shouldn't have rushed the releases this morning :(. Apparently some changes in 1.0 make What the Hack cause crashes when enemy raids arrive. I just uploaded a fix:

v1.0.1
- Fixed crash occurring when enemies try to raid your base. Unfortunately this fix interferes with a fix I published for Giddy-up Battle Mounts. Due to this, enemies either won't have hacked mechanoids, or no mounts, depending on your load order. The issue is actually pretty complex since I need to take into account both Rimworld 1.0 and B19, since both versions are supported (I already regret that XD), so I need a little more time for a proper fix that doesn't have the side-effect, but for the time being, this'll do.

Sorry for the inconvenience!

@Sir Ketteh.
I'm looking forward to the review then :)
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: SargBjornson on October 19, 2018, 05:08:26 AM
Hi Roolo!

Getting a super weird incompatibility with Alpha Animals. The nightlings are nocturnal, so to avoid them sleeping during night I'm doing this on CompTick:

        Pawn pawn = this.parent as Pawn;
                 if ((currentHour >= 19 && currentHour <= 24)|| (currentHour >= 0 && currentHour <= 9))
                {
                    pawn.needs.rest.SetInitialLevel();
                    RestUtility.WakeUp(pawn);
                }


However, people are reporting this error:

Exception ticking AA_Nightling70007 (at (20, 0, 180)): System.NullReferenceException: Object reference not set to an instance of an object
at WhatTheHack.Harmony.RestUtility_WakeUp.Postfix (Verse.Pawn&) <0x001f5>
at (wrapper dynamic-method) RimWorld.RestUtility.WakeUp_Patch1 (Verse.Pawn) <0x0010b>
at AlphaBehavioursAndEvents.CompNocturnal.CompTick () <0x002ed>
at Verse.ThingWithComps.Tick () <0x0006c>
at (wrapper dynamic-method) Verse.Pawn.Tick_Patch1 (object) <0x00095>
at Verse.TickList.Tick () <0x00487>

However, looking at your Harmony PostFix I don't see anything too obvious! Any idea?
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 19, 2018, 08:50:27 AM
Hi Sarg.

I've tried reproducing the issue, but it works fine for me. I also took a good look at my code, and the only way I can imagine it throwing errors is when the nightling doesn't have any job, which should never be the case (I think), unless some other mod causes it to bug out. I'd love to see the complete log, as I wouldn't be surprised if there's a lot more going wrong. The least I can do is just build in another check to ensure the nightling has a job so my mod won't throw errors when somehow the nightling is jobless. I'll release this extra check when I've solved the issue I mentioned in my previous post.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: SargBjornson on October 19, 2018, 09:11:28 AM
I'm going to tell the user to send me logs! Sometimes they even do so! XD
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 19, 2018, 09:47:37 AM
Update

- Fixed conflict between spawning mechanic of What the Hack and Giddy-up, causing hacked mechs and mounts to exclude each other.
- Fixed error thrown when pawns don't have any job.
- Fixed mechanoid platform being a bench instead of a building, and showing an interaction spot in the form of a chair as a consequence.

So now the temporary fix in the previous release is replaced by a definite fix, and Giddy-up and What the Hack work fine with each other again when spawning mounts and hacked mechs.

Quote from: SargBjornson on October 19, 2018, 09:11:28 AM
I'm going to tell the user to send me logs! Sometimes they even do so! XD

Haha, who knows :P. Asking for a full log might be the question I asked most of all questions past year, yet I rarely get to see one. It's almost so bad that when my mother would ask me how I'm doing through the phone, I'd answer with: "please provide your log by pressing ctrl+f12 while in-game and place the link you'll get.. oh it you mom XD". Anyhow, the update I just released potentially fixes the error being thrown in my mod, but I can't know for sure until I'm able to reproduce it.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 19, 2018, 10:49:12 AM
Same colony, 8 years later, 16 colonists, 500k wealth, temperate forest, cassandra extreme. The same gripes I had with art especially the platform and module bench still applies.

There is one major question that needs to be answered in regards to What the Hack, and that is simply, are mechanoids worth the upkeep? That is answer is yes, but it's more of a 'yyyyyeeees ... kinda.'

Combat and economy, these two are far too intertwined and far too many players ignore them. As mechanoids are designed to be well, murderbots in Rimworld lore, the mod doesn't really change much in regards to that. Every upgrade for mechanoids is designed to make them better and more efficient in combat. This makes them very much less flexible than colonists, who can do a variety of things including combat, and IMO, I think most experienced players would prefer to take 6 pawns over 3 centipedes.

Skills are a major factor in regards to how useful mechanoids are because you need a LOT of prep to actually make one worthwhile. A player not only needs good researchers, but also crafters and builders. I find the requirement of 5 crafting and 5 intellect too much of a hassle as even though I had 4 good researchers, most of them can't craft to save their lives save for 1. As such, I spent an inordinate amount of time having my researchers making shitty t-shirts just so they hit that minimum 5 crafting because my 1 dedicated mechanoid guy was always getting sick.

Sure I could also make my best crafters researchers, but researching IS a limited thing and players are racing to get better tech lest they get overrun by the dangers of the Rim. I realise this is partly a vanilla issue what with the medicine crafting double requirement of INT and Crafting, but as such, I would even go as far to say that it's better to cap it at 1 to save players the hassle.

As for the modules, I really have no issue with them. They are balanced (despite a certain YouTuber may lead you to believe), their art is lovely and the ups and downs of making them are fine.

Another issue that I think that does need addressing is my inability to upkeep my maintenance whenever I want. I was hoping that the newest update (as of the time of writing this, was 1 minute ago on github lol) would allow me to set a treshold ala the drop pod launcher or just force feed mechanoid bits into them. This is especially problematic in regards to raids, and needing to keep an eye on maintenance AND food/health/animals/distance/season. Basically, just let my mechanoid guy upkeep them at any time.

Mechanoids are for all intents and purposes support. EXPENSIVE support. It requires:

1 bench
1 charging platform
3400 research points
1 downed mechanoid
4 mechanoid parts to heal (assuming minimal damaged)

minimum to make work of one as a guard. A guard you can't control, requires energy, parts to make them work. By the time you've got that workshop setup, you've already have a proper weapon/armor assembly and a few competent combat colonists. Players, unless they're doing it on purpose, are GOING to research what they need for their colony before even touching mechanoids.

By the end of my B19 run (as in, I stopped, no spaceship), I had 4 mechanoids. One megarigged centipede with blaster and turret on top, 1 scyther and 2 lancers. Out of all of them, the duo combo of AI lancers were extremely useful in raiding other bases. They were absolutely worth the hassle to get them upgraded. It certainly is a delight to use these Men of Iron against my enemies, but it comes at a steep economic and time cost and that's really the crux of the issue.

It's actually the very opposite of Giddy-Up now I think about it. Download your preferred horse mod, get your best handler and presto, lots of ups with minimal investment. You get to zoom around the map and world map, haul things quicker and have an advantage against most dangers. What the Hack requires lots of research, space, combat to down a mechanoid, modules, and so on and so forth.

I wouldn't actually know how to 'balance' it any further save for making the upgrades cost less research. Any player that wants to get into the mod would need to spend a large amount of time to make combat better, diverting resources to make combat better the way the game intended (better weapons, armor, turrets, bunkers, etc).

Maybe if the mechanoidss had the modules already pre-installed, and maybe allowed cleaning and hauling (as you were already planning), this would be more useful. I personally am not a fan of the other mods that make robots basically be colonists, that makes the game TOO easy. What the Hack certainly has a niche it fills in the mod market with robots that can do combat, but is otherwise not useful outside of it.

I certainly enjoyed my time with it, but that's time that I could also have used to make more power armor and charge weapons. And that's the end of my micro-review.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Madman666 on October 19, 2018, 11:42:26 AM
Couple points to add - research experience is actually endless, cause you can use a Long Range Mineral Scanners to train researchers . I kind of agree that double skill requirements might be problematic to deal with. I always worry that crappy crafting skill on my lead researcher can lead to a fatality and i sure ain't ready to risk my lead crafter with godly crafting skills, when he has measly 6 research...

On the point that mechs are only useful in combat - well they're kinda of murderbots as you yourself said. And one centipede can tank a whole raid for a reasonable amount of time, usually you can rek them all in during that time. Against sapper raids centipedes play turret role of redirecting fire away from your squishy colonists (that get oneshot like every third hit thanks to tynan's buff to weapons and nerf to organs) and stoppin the raids advance long enough to dispose of it. With colonists being incredibly whiny (mental breaks during draft time - easy!), squishy (still oneshot vulnerable even in power armor) and disease prone - i for one would take 3 centipedes over 6 useless colonists any day. And incendiary centipedes can stunlock half a raid to death with 1 lucky shot (good luck fighting resulting fires late though...). They're incredible as tanks and crowd controllers.

I second the maintenance option request - it d be incredibly useful to be able to set a treshold for when guys go get mechs maintained.

No point comparing mechanoids to animals, especially modded ones like horses, that have crazy 8 tile speeds.  Animals have their own problems in form of diseases, food upkeep, trainer labor times and etc. Upkeep for mechs IS and should be pretty steep (way more expensive over animals), because couple belt controlled centipedes can negate a sizable sapper raid like nothing. Between equipping my colonists with better weapons and armor and letting them be hit and sticking nigh invulnerable murderbots to be shot at, while my people in cotton shirts shoot from behind without any worries - i choose the latter. Pirates always seem to prioritize shooting mechs that are in the open over colonists in cover anyway.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 20, 2018, 04:59:24 AM
That's fair, I forgot about the LRMS. But as I recall, Roolo did say that it's better to have a high level crafter and a minimum level researcher. I understand the logic behind it, that if you're smart AND good at crafting you should be able to hack mechanoids better. But as no playthrough of Rimworld is ever the same due to the RNG, it can come off as a hassle. One colony I have all the mechanoid guys I need and another I have none.

Like, horses aside, even something as riding muffalos is a huge boost on its own. Like sure you gotta work hard to make a proper cattle farm, but for the purposes of just riding? Some food and a good handler completely negates that.

I kinda don't get the idea of colonists in cotton t-shirts because if you already have your mech workshop set up, chances are you also have a proper armory set up as well. I can see a good centipede or two be a good tank against sappers however, as that's more or less exactly what I used centipedes for.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 20, 2018, 05:46:36 AM
@Ser Kitteh.

Thanks for the review, i was an interesting read for me. While you don't seem entirely convinced, your review actually is an indication for me that the mod strikes the balance that I intended. I don't like the idea of creating a "free lunch", as that would overshadow other alternatives and it wouldn't make the mod vanilla-friendly. Madman666 has some nice points I agree with, so I'm not going to repeat that. There are still some things that I would like to point out. You say the following:
Quote
1 bench
1 charging platform
3400 research points It's actually 1000, the workshop is optional
1 downed mechanoid
4 mechanoid parts to heal (assuming minimal damaged) I'ts actually more than 10 parts, you need 10 parts for each hacking attempt.

Yes, this is a somewhat high initial cost, but take in mind that you get most of the mechanoid parts basically for free. Mechanoids raid your base anyway, and they're a by-product of these raids, something you basically get without putting any extra effort into it. Now my point: You have the cost above only once. If you invested it, you can keep using the facilities indefinitely, so after your initial investment you get almost completely free mechanoids for the entire game (not entirely free since the risk of activating them can be considered a cost, and you have the power cost). Besides that, the only real cost is when you run out of parts, and have to buy some extra, but even that cost can be avoided completely by just deactivating your mechanoids.

So the idea with the mod is that if you really want to take all out of your mechanoids, you can choose to invest more in them, by upgrading, getting extra parts etc, however, if you don't do this at all, they are still a very good addition to your base. I've seen a lot of people assuming that the unmodified mechanoids are useless, but I strongly disagree with this. I think people think this because they mis-use them. I've seen streamers just activating them at the moment a raid arrives, resulting in 2-3 mechs getting wrecked by a group of 25 raiders, and then thinking, well this was useless. They don't realize that even without any direct control options, you actually have a lot of control over your mechs. If you make sure you nail the time of activation, or correct it by activating/deactivating them, you can almost always get your mechs to join in at exactly the right time (the right time being when they are supported by colonists and/or turrets).

@Madman666 and @Ser Kitteh
QuoteI second the maintenance option request - it d be incredibly useful to be able to set a treshold for when guys go get mechs maintained.
Right now it's set to 50% by default. I see that making it tweakable would give a bit more flexibility, but to be honest, I wouldn't see myself using that feature a lot. At 50%, it'll still take 3-5 days until maintenance gets to very low levels, so what difference would it make when you'd but the threshold higher, besides that your colonists will be more occupied? I can only imagine it to be useful in crisis situations where you aren't able to perform maintenance for multiple days, but I never really experienced a situation where none of my colonists were able to perform maintenance for such a long time. I get it still would be an improvement, but there are so many things for which I feel my time would be spent better.

I'll think about the 5 crafting /5 intellect requirement, but from an immersion point of view it doesn't make a lot of sense that an "Utter Beginner" in either crafting or intellectual would be able to hack a mechanoid, so making it 1/1 would take it a bit too far I think. I've even had people requesting to increase the minimum requirement for the reason of immersion. Maybe i'll make it 6 intellectual/4 crafting, to decrease the burden if you have bad luck with the colonists you get, but I won't take it much farther than that.

About the giddy-up discussion. Giddy-up adds extra uses to animals, which are already useful on their own, and also have a vanilla mechanic for costs built in. What the Hack in contrast adds an entirely new facet to the game and requires extra measures to be balanced well. They are just different things. Comparing them is like comparing power armor to animals, which isn't a useful comparison and only distracts from the topic.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 20, 2018, 08:32:35 AM
I have a request to the community.

Since 1.0, the save game that I used broke due to mods in it not being updated. For testing purposes I need a fairly late-game save with not too many mods in it (preferably not more than 30). Could anyone help me with this?
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 20, 2018, 08:36:50 AM
I'm gonna reply to your post in a sec, but will an old B19 mod with partially updated mods do? Less than 30 mods.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 20, 2018, 08:45:15 AM
Quote from: Ser Kitteh on October 20, 2018, 08:36:50 AM
I'm gonna reply to your post in a sec, but will an old B19 mod with partially updated mods do? Less than 30 mods.

Only if it runs in 1.0 without too many issues.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 20, 2018, 08:51:28 AM
I have a modless run from B19, but all my other runs are pretty mod heavy with mods not yet updated (because I do them all manually). Will this do? If not, sorry bud.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 20, 2018, 09:02:37 AM
Quote from: Ser Kitteh on October 20, 2018, 08:51:28 AM
I have a modless run from B19, but all my other runs are pretty mod heavy with mods not yet updated (because I do them all manually). Will this do? If not, sorry bud.

Yes, a modless run will very likely be useful. This reminds me, I completely forgot about a nearly modless run I have fom early B19 experimental i which I launched the ship, I'll try that out too. I'm still very interested in your B19 vanilla save though.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Ser Kitteh on October 20, 2018, 09:56:50 AM
Sure thing!

Uh, how do I do that again?
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 20, 2018, 10:04:13 AM
You can find your saves in C:\Users\ %username% \AppData\LocalLow\Ludeon Studios\RimWorld
Then you need to upload it somewhere where I can access it, for instance dropbox, or google drive. You can PM me if you don't want to share it with everyone.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: conkikhon on October 28, 2018, 01:37:39 PM
My cute centipede have a shredder turret mounted, it fight with 7 raiders and got hit by a lot of molotov cocktail. Fire couldn't burn my centipede, but it made shredder turret went boom. The problem is the centipede still treated as it have a turret mounted in heath tab, so I couldn't replace the broken one. i hope his problem will be fixed in the future.

[attachment deleted due to age]
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Jiro on October 30, 2018, 11:13:20 AM
Any chance of adding a research node that reverse-engineers mechs and allows you to build your own from scratch? So that your hackers can trade not having to maintain the mechs anymore with a bigger price tag.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 30, 2018, 11:38:16 AM
Quote from: conkikhon on October 28, 2018, 01:37:39 PM
My cute centipede have a shredder turret mounted, it fight with 7 raiders and got hit by a lot of molotov cocktail. Fire couldn't burn my centipede, but it made shredder turret went boom. The problem is the centipede still treated as it have a turret mounted in heath tab, so I couldn't replace the broken one. i hope his problem will be fixed in the future.

Hmm, this shouldn't happen. I'll see if I can reproduce it. Here's a temporary fix you can apply to make sure your centipede can have mounted turrets again:
- Go to options, and tick "enable development mode" there (or something like that).
- Now you see a few icons appearing in the top of your screen. Hover over them to find the debug commands. In there, click "remove hediff..", and use this command to remove the "turret mounted" hediff. This should fix it for you. 
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on October 30, 2018, 11:41:24 AM
Quote from: 中村ジロ on October 30, 2018, 11:13:20 AM
Any chance of adding a research node that reverse-engineers mechs and allows you to build your own from scratch? So that your hackers can trade not having to maintain the mechs anymore with a bigger price tag.

I won't do that. It's not worth the effort for me and it would introduce balancing issues. In the end, creating mechanoids is just a more grindy way to get them than hacking, and there should be enough parts for maintaining a reasonable amount of them. Even with a high initial cost, mechs without any maintenance would be hard to balance, since nothing stops you then from creating a huge swarm of them, without any costs (except power) to maintain them, completely trivialising other combat options in the game. If you want unfair gameplay, you can just disable the maintenance mechanic in the mod options (and change many other balance altering settings). More options to get the parts will be added in the near future.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Jiro on November 01, 2018, 12:07:30 AM
While I respect that the idea itself is not in your interest, I disagree that the issues you outlined are really issues.

>creating mechanoids is just a more grindy way to get them than hacking
Not necessarily. You can make a choice between expensive production with greater control, or cheap hacking with less control. You can also have varying quality of mechanoids when you create them, just like objects.
>nothing stops you then from creating a huge swarm of them, without any costs (except power) to maintain them
You will still need manpower and resources to repair the mechanoids. Moreover if you are using Combat Extended (which, if you're going as advanced combat as hacking mechs, is a little crazy) you need to manufacture or buy ammunition for the mechanoids' weapons.
>trivialising other combat options in the game
Not quite, you still need backup infantry in case of something like EMP weapons. Even then, I don't see how trivializing lower-tech weaponry is even a problem, since nobody really uses bows or spears after they've acquired a good arsenal of firearms. Moreover, even in real life we are seeing more and more of our military become obsolete due to automation, as well as other technology.
>If you want unfair gameplay, you can just disable the maintenance mechanic in the mod options
There's no need to become aggressive, fair gameplay is one of my biggest concerns with mods. No weapon is overpowered as long as your enemy potentially has access to the same technology.
>More options to get the parts will be added in the near future.
What do you mean by this?
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Madman666 on November 01, 2018, 04:25:11 AM
Leave it be, man. Roolo was asked many times to let us craft mechanoids (i asked as well btw) - he said no. He doesn't want them to be craftable and he doesn't even owe us explanation really. Mod's options let you fiddle with balance a LOT to compensate. Vanilla game also leaves several top tier items beyond the scope of craftability.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on November 01, 2018, 04:59:45 AM
Quote from: 中村ジロ on November 01, 2018, 12:07:30 AM
While I respect that the idea itself is not in your interest, I disagree that the issues you outlined are really issues.

[...]

Sure, many of the complaints I have can be solved, but the real problem is that they require me to put in a lot of effort. Not necessary implementation effort, but mostly balancing effort. The main problem I have it that it has a large impact on the mod's balance, while the extra "fun" you'll get out of it is pretty limited. I'd just rather spend my time on features where the fun outweighs the effort I'll have to put in.

QuoteThere's no need to become aggressive, fair gameplay is one of my biggest concerns with mods. No weapon is overpowered as long as your enemy potentially has access to the same technology.
I'm sorry if my words came across as being aggressive, this really wasn't my intention and in hindsight I should have worded it differently. I just wanted to point out that there are options to tweak the balance and to turn off the maintenance mechanic.

Quote>More options to get the parts will be added in the near future.
What do you mean by this?

I'm currently working on an update that adds more ways to get mechanoid parts which I'll finish soon. So my point was that this'll help you if you want to invest a lot in getting a large group of mechanoids and maintaining them.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Canute on November 01, 2018, 05:43:05 AM
Or lock the crafting process behind many 10k research process.
So it might be a true endgame solution,when you don't have to research anymore left.
Not to speak about a good chance that your crafted ones form a hive mind and turn into real mechanoids ! :-)

No we don't need craftable mechanoids.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Jiro on November 02, 2018, 03:38:30 AM
Quote from: Madman666 on November 01, 2018, 04:25:11 AM
Leave it be, man. Roolo was asked many times to let us craft mechanoids (i asked as well btw) - he said no. He doesn't want them to be craftable and he doesn't even owe us explanation really. Mod's options let you fiddle with balance a LOT to compensate. Vanilla game also leaves several top tier items beyond the scope of craftability.
Like I said, I'm not trying to push anyone to do anything. I don't think that my idea is right and that Roolo is wrong, or the other way around, or anything like that. I'm making a case for a possible demand for craftable mechanoids by taking a logical approach to the game, and nothing more. Not asking anyone to do anything for me, maybe I will make the extension myself even.

Quote from: Roolo on November 01, 2018, 04:59:45 AM
Sure, many of the complaints I have can be solved, but the real problem is that they require me to put in a lot of effort. Not necessary implementation effort, but mostly balancing effort. The main problem I have it that it has a large impact on the mod's balance, while the extra "fun" you'll get out of it is pretty limited. I'd just rather spend my time on features where the fun outweighs the effort I'll have to put in.
You're not wrong. I guess if you are playing the game normally, then it is a useless feature. Maybe would be interesting if you had a story that you want to tell from the beginning.

Quote
I'm sorry if my words came across as being aggressive, this really wasn't my intention and in hindsight I should have worded it differently. I just wanted to point out that there are options to tweak the balance and to turn off the maintenance mechanic.
Hey, no problem. That's what I was thinking might've happened, anyway. I think the maintenance mechanic is great and makes sense for hacked mechs, but isn't economical long-term and may be overall cheaper for a colony to build one from scratch if they plan to keep the mech around for a time. You know what I mean?

Quote from: Canute on November 01, 2018, 05:43:05 AM
Or lock the crafting process behind many 10k research process.
So it might be a true endgame solution,when you don't have to research anymore left.
Not to speak about a good chance that your crafted ones form a hive mind and turn into real mechanoids ! :-)
Sounds like a good idea, might do that myself if I ever get around to it.

QuoteNo we don't need craftable mechanoids.
This is modding video game, we don't "need" anything. Just "want", and that is different from person to person :-P
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on November 02, 2018, 04:19:53 AM
Quote from: 中村ジロ on November 02, 2018, 03:38:30 AM
[...]

Thanks for you understanding.
Quote
Hey, no problem. That's what I was thinking might've happened, anyway. I think the maintenance mechanic is great and makes sense for hacked mechs, but isn't economical long-term and may be overall cheaper for a colony to build one from scratch if they plan to keep the mech around for a time. You know what I mean?

I understand. I do want to point out that there's also a mod option where you can decrease/increase the maintenance cost in the mod settings. So if you feel it's a bit too steep, you can tweak it. Getting the a "right number" for the cost of maintenance is already difficult for me when balancing for vanilla gameplay given that there are many difficulty levels and story tellers, and there is no better way to test it than to play the game a lot. But if you throw in other mods in the mix, it's actually impossible for me to get the balance right, since many mods impact how many parts you'll get by mechanoid raids (for instance, if you add in more non-mechanoid factions, you'll get more non-mechanoid raids). Then there's also a great variety in playstyles, and some people just want things to be more difficult than others, which makes it even more impossible for me to get the number right. So don't feel bad about not using the defaults. 

But yeah, if you want to craft mechs for story reasons, the best thing to do is create an expansion yourself. If you need help with that, just send me a PM.
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Jiro on November 02, 2018, 05:32:18 AM
Wow, thank you! :-D
Title: Re: [1.0] What the Hack!? - Mechanoid hacking
Post by: Roolo on November 12, 2018, 03:37:42 PM
Hi there fellow hackers. I've just released v1.1, a Huge update for What the Hack?!
(https://i.imgur.com/HYDud92.png)
Main additions
- A Rogue AI. This advanced AI based on mechanoid technology can be built if you've gathered enough hive data. More on this AI and about hive data below.
- A hiveship hacking facility. The Rogue AI, always craving for data, can use this facility to hack a ship from the mechanoid hive orbiting the planet. With the knowledge it found on such ships, the AI can develop a consciousness, after which it can learn powerful hacking-related abilities!
- Hacking a hiveship takes multiple days, and will draw a lot of unwanted attention from mechanoids.
- You can level up your Rogue AI after it developed a consciousness by feeding it with data. By doing so, it will become more powerful and learn new powerful abilities. Abilities it can also use against you if its in a bad mood.
- A rogue AI with a consciousness has a personality of its own. It will shower you with wisdom, change its appearance corresponding to its mood, and look at you.. 
- The long range mineral scanners can now be tuned to find sites on the world with a high concentration of mechanoid parts (with the appropriate research done). Of course these parts won't just be lying around. When looking for malicious data, these sites are often a good place to visit.
- A random world quest "roaming mechanoids" is added. Doing it is a nice way to get some extra mechanoid parts.
- You can extract human brain data from live human brains as an additional way to feed your Rogue AI. Smarter colonists yield more data. The downside of this is that doing it will completely destroy the brain of the patient.

This is happens when the Rogue AI goes rogue:
(https://i.imgur.com/SXswl3E.gif)

I'd like to thank Madman666 for creating all the sprites featured in this updated, for making suggestions, and for being a huge help in general!!

Small additions and tweaks
- Crashed ship parts will now yield a small amount of hive data.
- Hive data can be bought at exotic goods dealers.
- Lowered power drain of mounted turrets.
- Lowered some research costs.
- Modified mech part drop rate.
- Increased mass capacity of centipedes. 
- Added russian translations (by Paladin)
- Updated several translations.
- Many more fixes and tweaks I forgot to mention.

Liking the update? Please consider buying me a coffee to support more updates like these! Buy me a coffee  (https://ko-fi.com/I2I75ZMH)

The next update will focus on adding more upgrade modules.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Ruisuki on November 12, 2018, 05:03:29 PM
I want to try this so bad! I should have waited a couple days to start a 1.0 save now im regretting b19 x(

do you get a mood malus for taking brain data?
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: bigheadzach on November 12, 2018, 05:20:30 PM
I imagine the brains have to come from live donors and not the recently deceased? So basically you get them from [un]willing donors?

Imagine all of your enemies packed into the equivalent of Hell's phonebooth.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Ruisuki on November 12, 2018, 05:46:56 PM
what does the rogue ai actually do though? Is it mostly a way to attract mechanoids and thus get their parts? Wasnt there already a 'luring' research or is this separate from that?
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Madman666 on November 12, 2018, 06:02:47 PM
Yes you do get a harsh mood penalty for experimentin on live humans. And AI core can utilize various abilities, such as being able to direct your turret's fire, hack enemy mechanoids, control your own ones and etc. You might wanna keep it happy though. Its hilarious in its rage mode.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Torann on November 12, 2018, 07:12:47 PM
Just had to say I love the references you've added from Space Odyssey 2001 and Cylons from BSG, very nice touch.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on November 13, 2018, 02:05:39 AM
Thanks everyone :)

Quote from: Ruisuki on November 12, 2018, 05:46:56 PM
what does the rogue ai actually do though? Is it mostly a way to attract mechanoids and thus get their parts? Wasnt there already a 'luring' research or is this separate from that?

Why would it do that? I didn't want to spoil too much, but ok here you go, the rogue AI can:

- Output unimaginable wisdom.
- Manage your power network to prevent zzzts.
- Temporarily take direct control over some of your mechanoids.
- Temporarily take direct control over some of your turrets. Allowing you to manually aim them.
- Temporary hack enemy mechs from a distance.

All these abilities drain mood, and they can, and will be used against you if you don't keep your Rogue AI satisfied.
Edit: I just saw madman already answered your question, sorry for repeating what he said :)

Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Canute on November 13, 2018, 02:08:14 AM
Rogue AI :"Feed ME!!!" :-)
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Skynert on November 13, 2018, 05:32:18 AM
Woow. Nice.  Can we name rouge AI?
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Madman666 on November 13, 2018, 05:37:25 AM
Nope, it doesn't respect humans enough to let them name it.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: NoCanDo on November 13, 2018, 09:36:31 AM
Bruh, 999 calls of this: https://hastebin.com/ulozekajih.txt , log cap reached!
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on November 13, 2018, 09:38:02 AM
Quote from: NoCanDo on November 13, 2018, 09:36:31 AM
Bruh, 999 calls of this: https://hastebin.com/ulozekajih.txt , log cap reached!

Whoops, seems I forgot to remove some logging I use for debugging. I'll remove it immediately now.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on November 13, 2018, 10:16:12 AM
Small quickfix update following the big update from yesterday:
v1.1.2
- Fixed rogue AI being able to target mannable turrets with both hostile and friendly attempts to control them, which didn't have any effect.
- Fixed temporarily mechs (hacked by the Rogue AI) being able to participate in caravans, resulting in errors.
- Removed several debugging messages I forgot to remove.

None of these things is critical (especially if you don't play permadeath), so feel free to skip this if it's too much of a hassle to download it.
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Sleeeper on November 14, 2018, 12:50:38 AM
when loading save
[HugsLib][ERR] WhatTheHack caused an exception during OnMapLoaded: System.ArgumentException: curve has start/end point with y != 0
at Verse.Rand.ByCurve (Verse.SimpleCurve) <0x00195>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateRandomAge_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004b5>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00316>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnMapLoaded(Map)
HugsLib.<>c__DisplayClass70_0:<OnMapInitFinalized>b__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()
Title: Re: [1.0] What the Hack!? - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on November 14, 2018, 01:07:19 AM
Quote from: Sleeeper on November 14, 2018, 12:50:38 AM
when loading save
[HugsLib][ERR] WhatTheHack caused an exception during OnMapLoaded: System.ArgumentException: curve has start/end point with y != 0
at Verse.Rand.ByCurve (Verse.SimpleCurve) <0x00195>
at (wrapper dynamic-method) Verse.PawnGenerator.GenerateRandomAge_Patch1 (Verse.Pawn,Verse.PawnGenerationRequest) <0x004b5>
at (wrapper dynamic-method) Verse.PawnGenerator.TryGenerateNewPawnInternal_Patch2 (Verse.PawnGenerationRequest&,string&,bool,bool) <0x00316>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003c8>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007e8>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch3 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
HugsLib.Utils.ModLogger:ReportException(Exception, String, Boolean, String)
HugsLib.HugsLibController:OnMapLoaded(Map)
HugsLib.<>c__DisplayClass70_0:<OnMapInitFinalized>b__0()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Play:Update()

Please provide your full Hugslib log by pressing ctrl+f12 after it happens, and place the link you'll get here.
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: Sleeeper on November 14, 2018, 05:32:12 AM
https://git.io/fpObw
It's a big mod mess so maybe some other updated recebtly mod makes that...
Edit: nvm it was another mod issue.
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: Bodog999 on November 15, 2018, 11:44:52 AM
How do you maintain mechanoids. I cant seem to find any option for it.

Edit: Nvm, found out I ran out of mechanoid parts to do so
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on November 15, 2018, 04:14:16 PM
Update:
v1.1.3
- Fixed bug causing button to start up reactor to disappear.
- Fixed clipping issue occurring when the hiveship hacking facility overlaps other buildings.
- Decreased impact of hacking skill on the time needed to hack back the Rogue AI when it goes rogue.
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: Monti on November 16, 2018, 02:07:58 PM
Hi there ! great mod! but it wont let me hack any other mechanoids besides vanilla ones, they just dont get downed, tried on polarisbloc-mechenemy.

There are no errors in log, will provide another info if you need

Edit: okay its working but they get downed with low chance even with debug help (about 1 in 15), its intended?
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: Roolo on December 19, 2018, 08:40:27 AM
I'm just back from a four week long holiday trip so couldn't do any modding in the meanwhile. I received a lot of feedback and bug reports for my mods in the meantime, and I'm now processing that. Here's an update that solves some pretty important bugs, and I recommend downloading it if you have a game running with What the Hack.

Update
- fixed fps drop when turrets (including mortars) are manually aimed.
- Added green line between rogue AI and turret when the turret is controlled and selected.
- fixed issue with the world map being spammed by found mechanoid parts by the LRMS in some occasions.
- fixed problem involving repeated hacking attempts with the hiveship hacking facility not working.
- fixed mechs parts being minable.
- fixed NRE when looking at info tab of mechanoids, causing it not to appear.
Title: Re: [1.0] What the Hack?! - Huge update - Added Rogue AI - Nov 12th
Post by: 2.71828 on December 29, 2018, 01:26:43 PM
Quote from: Sleeeper on November 14, 2018, 05:32:12 AM
https://git.io/fpObw
It's a big mod mess so maybe some other updated recebtly mod makes that...
Edit: nvm it was another mod issue.

Could you tell me which mod was responsible? I currently seem to get the same error, that is the "System.ArgumentException: curve has start/end point with y != 0" part.
Title: Re: [1.0] What the Hack?!
Post by: jager666 on January 07, 2019, 04:31:25 PM
Did anyone tried to play this mod with the dev version of Combat Extended for 1.0? The attacking centipedes are tough and You need at least AP ammo just to do some damage, but when I hacked one and installed some upgrades - it went down after two charged LMG bursts. Is it intentional?

Another problem could be reloading - since CE adds an ammo system, hacked centipedes are stuck with whatever ammo they have left, and then there's no way to resupply it (unless I'm missing something).

Just my two cents, great mod!
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 08, 2019, 03:56:23 AM
Quote from: jager666 on January 07, 2019, 04:31:25 PM
Did anyone tried to play this mod with the dev version of Combat Extended for 1.0? The attacking centipedes are tough and You need at least AP ammo just to do some damage, but when I hacked one and installed some upgrades - it went down after two charged LMG bursts. Is it intentional?

Another problem could be reloading - since CE adds an ammo system, hacked centipedes are stuck with whatever ammo they have left, and then there's no way to resupply it (unless I'm missing something).

Just my two cents, great mod!
Thanks.

"Is it intentional". - I can hardly have intentions for some other mod that's not released yet.

Once combat extended officially releases for 1.0, I'll release a patch, at least for the ammo. Until that time it might not be such a good idea to use what the hack with CE.
Title: Re: [1.0] What the Hack?!
Post by: temple_wing on January 19, 2019, 07:59:46 AM
Patch Operation Failed.
https://git.io/fhE7J

---------------------------------------------------------

Edit: Founded the reason.



[What the hack?!] Patch operation Verse.PatchOperationAdd(*/ThingDef[thingClass = "Building_TurretGun" and minifiedDef]/comps) failed
file: E:\download\wr1\RimWorld X64\Mods\WhatTheHack-1.1.4\Patches\WhatTheHack.xml
Verse.Log:Error(String, Boolean)
Verse.PatchOperation:Complete(String)
Verse.LoadedModManager:ClearCachedPatches()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()



This is because "Building_TurretGun" is removed by combat extended. So this is actually compatibility problem between WTH and CE.
Title: Re: [1.0] What the Hack?!
Post by: 2.71828 on January 19, 2019, 06:10:15 PM
Since "Sleeeper" doesn't report back, I started a fresh colony with my normal modlist and got myself an "output_log.txt" with the exception on map load, that WTH throws, the "curve has start/end point with y != 0" one:

https://git.io/fhuTX  (https://git.io/fhuTX)
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 20, 2019, 04:25:22 AM
Quote from: temple_wing on January 19, 2019, 07:59:46 AM
Patch Operation Failed.
https://git.io/fhE7J
[...]
This is because "Building_TurretGun" is removed by combat extended. So this is actually compatibility problem between WTH and CE.

I'm currently working with NoImageAvailable to make sure What the Hack and Combat Extended are fully compatible. This error will certainly be resolved by the time CE releases officially.

Quote from: 2.71828 on January 19, 2019, 06:10:15 PM
Since "Sleeeper" doesn't report back, I started a fresh colony with my normal modlist and got myself an "output_log.txt" with the exception on map load, that WTH throws, the "curve has start/end point with y != 0" one:

https://git.io/fhuTX  (https://git.io/fhuTX)

I took a look at that log, and I have to say, I'm puzzled. The strange thing is that what the hack doesn't patch the method that throws the error at all. It does call it at some point in the code, but only when raids spawn in, so it should definitely not be called on map load. So for me it's really strange to see what the hack turning up in that error.

I did notice that Jecstools and Alienraces patch some of the methods in the stack trace of the error, so maybe one of those mods has a hand in it. But that also doesn't make a lot of sense, since so many people (almost any mod user) use those mods, and I never get complaints (aside from the report by Sleeeper and yours). I also run both those mods without problems with what the hack.

So with such a thin lead there's not much I can do. What you could do however is to make sure Jecstools and Alienraces are updated to their latest version if they aren't already. 
Title: Re: [1.0] What the Hack?!
Post by: 2.71828 on January 20, 2019, 09:18:38 AM
Quote from: Roolo on January 20, 2019, 04:25:22 AM

[...]

Quote from: 2.71828 on January 19, 2019, 06:10:15 PM
Since "Sleeeper" doesn't report back, I started a fresh colony with my normal modlist and got myself an "output_log.txt" with the exception on map load, that WTH throws, the "curve has start/end point with y != 0" one:

https://git.io/fhuTX  (https://git.io/fhuTX)

I took a look at that log, and I have to say, I'm puzzled. The strange thing is that what the hack doesn't patch the method that throws the error at all. It does call it at some point in the code, but only when raids spawn in, so it should definitely not be called on map load. So for me it's really strange to see what the hack turning up in that error.

I did notice that Jecstools and Alienraces patch some of the methods in the stack trace of the error, so maybe one of those mods has a hand in it. But that also doesn't make a lot of sense, since so many people (almost any mod user) use those mods, and I never get complaints (aside from the report by Sleeeper and yours). I also run both those mods without problems with what the hack.

So with such a thin lead there's not much I can do. What you could do however is to make sure Jecstools and Alienraces are updated to their latest version if they aren't already.

Thanks for looking into it! Could this be a Linux issue (someone patching some virtual method, or something), again, maybe not on your end (this time :D)? The "Jecstools" and "Alienraces" should be updated though, since I exclusively use Workshop mods (at the moment).

Anyway, if the only thing this error does is write a few lines to the log, than it probably doesn't matter, although I haven't really seen WTH in action, yet. It's in my modlist, but I have not managed to touch it and wasn't visited by any mechanoids, yet. Do you think I should report this to Jecrell or erdelf?




BTW, is there an easy method for someone with almost no C#-knowledge to check a mod for "virtual method patching" if one has access to the source code?
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 20, 2019, 10:24:05 AM
Quote from: 2.71828 on January 20, 2019, 09:18:38 AM
[...]

I don't think it has anything to do with methods being virtual or not. The "curve has start/end point with y != 0" seems like some method didn't get appropriate input somehow, but it could literally be anything. I don't think reporting it to Jecrell or Erdelf is necessary, as the lead is too thin. If the error doesn't affect your game, I wouldn't be worried about it.

QuoteBTW, is there an easy method for someone with almost no C#-knowledge to check a mod for "virtual method patching" if one has access to the source code?
Sadly no, even for people with good C# knowlegde there isn't. The isn't any information about methods being virtual or not in the harmony patch itself. The only way to find out is to look at each patched method's signature in the original disassembled Rimworld code. An experienced programmer could write a script that does this automatically, but there's really no point in doing that. It's not even sure the RunAndGun issue you seem to be referring to, that seemed to be caused by a virtual method being patched, really had anything to do with methods being virtual or not. It was just a hypothesis, and just patching another method solved the issue, but that didn't really proof much. Anyhow, this is way off topic, since the error you're having now doesn't seem related.

For now, just enjoy the game and let me know when unusual things start to happen. It's probably just fine :).
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 22, 2019, 02:59:28 PM
Tiny update:
v1.1.5
- Updated to new versioning system.
- Fixed error on load when using Combat Extended.
- Updated Chinese translations.
Title: Re: [1.0] What the Hack?!
Post by: jager666 on January 23, 2019, 10:39:24 AM
Quote from: Roolo on January 08, 2019, 03:56:23 AM
"Is it intentional". - I can hardly have intentions for some other mod that's not released yet.

Once combat extended officially releases for 1.0, I'll release a patch, at least for the ammo. Until that time it might not be such a good idea to use what the hack with CE.

Hi, since CE has been released recently for 1.0, can you look into it? Or it's rather a matter of CE specific patch?
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 25, 2019, 03:33:03 AM
Quote from: jager666 on January 23, 2019, 10:39:24 AM
Quote from: Roolo on January 08, 2019, 03:56:23 AM
"Is it intentional". - I can hardly have intentions for some other mod that's not released yet.

Once combat extended officially releases for 1.0, I'll release a patch, at least for the ammo. Until that time it might not be such a good idea to use what the hack with CE.

Hi, since CE has been released recently for 1.0, can you look into it? Or it's rather a matter of CE specific patch?

Yes there will be a patch, hopefully integrated into what the hack, but I do need some time to implement that.

Edit: by the way, you can already run both mods together safely since the last update. The only thing still missing is a way to let hacked mechs regain ammo, so they'll run out at some point.
Title: Re: [1.0] What the Hack?!
Post by: Roolo on January 27, 2019, 10:34:36 AM
Update
v1.1.6
- Added a fully integrated Combat Extended compatibility patch. When using CE, mechs will automatically re-supply their ammo when they're out.
- Chance mechanoids die when they're incapacitated can now be configured in the mod options.
- When the health of mechanoids goes below the threshold they'd normally die at, there's now a chance they are downed instead.
- Chance mechanoids are downed instead of dying when their death threshold is reached can also be configured in the mod options.

Ever had trouble downing mechanoids from certain mods? The new mechanic described above makes sure any mechanoid, modded or not has a reasonable chance to get downed.
Also, Combat Extended is fully compatible now, and you don't need to install a separate patch as it's all integrated. It's like magic :).

Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Roolo on January 27, 2019, 12:25:38 PM
I'm sorry, there was a problem in the previous release, hence this update:

v1.1.7
- Removed option to set death on downed chance, as that was causing issues.

I recommend updating to this version if you downloaded the previous update.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: jager666 on January 27, 2019, 04:26:33 PM
Thanks a lot Roolo for the CE patch! You're the king :D
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: whyareuhere on February 04, 2019, 01:55:16 PM
Yes! Thanks you so much. It used to be that What the Hack would also interfere with the Psychology mod for some reason, obscuring the newly created Psyche tab to go with it.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Roolo on February 05, 2019, 02:00:12 AM
Quote from: whyareuhere on February 04, 2019, 01:55:16 PM
Yes! Thanks you so much. It used to be that What the Hack would also interfere with the Psychology mod for some reason, obscuring the newly created Psyche tab to go with it.

Yeah, not sure if that issue is still a thing, but placing What the Hack above psychology in the load order always fixed it.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: TKCaesar on February 13, 2019, 09:32:55 PM
How do you extract brain data? I have a medkit, advanced mech chip and a prisoner medical bed for him to lay in, but it still says I lack the materials. I have every station this mod has to offer as well.

Edit: Also, my Hiveship hacking facility has been hibernating at least 10 days how do I get it to not do that?
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Roolo on February 15, 2019, 03:22:30 AM
Quote from: TKCaesar on February 13, 2019, 09:32:55 PM
How do you extract brain data? I have a medkit, advanced mech chip and a prisoner medical bed for him to lay in, but it still says I lack the materials. I have every station this mod has to offer as well.

Edit: Also, my Hiveship hacking facility has been hibernating at least 10 days how do I get it to not do that?

Strange, it should be working when you have the advanced mech chip and 1 medicine. Maybe your hacking facility was occupied? The operation takes place there. Though I don't think you'll get the message that you're lacking materials in that case, but let's just rule out possibilities.

QuoteEdit: Also, my Hiveship hacking facility has been hibernating at least 10 days how do I get it to not do that?

Hibernating means it's just in a resting stage and not doing anything. Why do you want to cancel that? You can activate it if you want?


Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: TKCaesar on February 15, 2019, 10:48:58 AM
Oh when it says days until hack I thought it was a countdown I see now that you activate it and it leaves hibernation. As far as the me needing the materials I'm not sure why its not working but its fine since I can use the hacking facility to get data. I guess my prisoners get to keep their brains.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Kranon the Relentless on February 17, 2019, 06:11:33 AM
Could you make it happen that scyter blades are a thing again. I loved them wish they were back in game. That where pretty nice. Sorry if had spelled something wrong english is not my native language.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Roolo on February 17, 2019, 07:10:31 AM
Quote from: Kranon the Relentless on February 17, 2019, 06:11:33 AM
Could you make it happen that scyter blades are a thing again. I loved them wish they were back in game. That where pretty nice. Sorry if had spelled something wrong english is not my native language.

Maybe as a separate mod at some point. But it actually has no relation to the theme of this mod (hacking mechanoids). This mod just happens to add the downing mechanic back in, but isn't related to "upgrading you colonists using mechanoid body parts", so I don't see a reason to add it to this mod.
Title: Re: [1.0] What the Hack?! Fully CE compatible now.
Post by: Roolo on February 17, 2019, 12:03:39 PM
Update:
v1.1.8
- Fixed compatibility issue with mechanoids that don't have regular heads (for instance the tanks in Tiberium Rim).
- Fixed Rogue AI providing infinite power if you re-hack it when it was overloading your power network.

I'm actually working on a much bigger update, but I didn't want to wait with releasing these fixes until that update is finished.
Title: Re: [1.0] What the Hack?!
Post by: AnEcho on March 03, 2019, 09:51:11 AM
Game crashes every time I try to hack a mech.
When I try to hack a downed mech's targeting system, the game tells me I have no functioning hacking facility. However, the colonists will attempt this regardless, carry the mech to the hacking table and then the game closes itself.

Anything of the sort happened to anyone else? I use around 40 other mods, so the chance of a conflict is definitely there. Are there any known incompatibilities?
Title: Re: [1.0] What the Hack?!
Post by: Madman666 on March 03, 2019, 05:44:01 PM
I have more than 180 mods with WTH included - not encountering your issue. You could post output logs game creates on a crash to let Roolo check it out. Also posting your modlist might shed some light, on which mod might be the culprit.
Title: Re: [1.0] What the Hack?!
Post by: conkikhon on March 09, 2019, 01:02:56 PM
Everything work fine, until I start building mechanoid facility. Loading time become a lot longer than before. Dunno if this mod is the cause or not, because I build rimfactory machines and industrial roller to produce mechanoid part too. I have 12 mechs in my current save (maintaining disabled)
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 10, 2019, 03:31:40 AM
Quote from: conkikhon on March 09, 2019, 01:02:56 PM
Everything work fine, until I start building mechanoid facility. Loading time become a lot longer than before. Dunno if this mod is the cause or not, because I build rimfactory machines and industrial roller to produce mechanoid part too. I have 12 mechs in my current save (maintaining disabled)

Building that facility can't really impact load times. And what load time do you mean? Load time to load your save or load time to start the game? And how long is that load time?

It's generally installing a lot of mods that's
impacting load times. Some mods have a significant impact and What the Hack isn't one of them.
Title: Re: [1.0] What the Hack?!
Post by: conkikhon on March 10, 2019, 07:45:07 AM
My current tundra save have 16 centipedes mounted with turrets from More Vanilla Turret and it takes more than 20 min to load. I'm using less than 30 mods (nothing more added halfway) and loading time before building stuff for mechanoid is no longer than 5 min. I'll start disabling those one by one to find out what is the cause.
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 10, 2019, 07:58:51 AM
Quote from: conkikhon on March 10, 2019, 07:45:07 AM
My current tundra save have 16 centipedes mounted with turrets from More Vanilla Turret and it takes more than 20 min to load. I'm using less than 30 mods (nothing more added halfway) and loading time before building stuff for mechanoid is no longer than 5 min. I'll start disabling those one by one to find out what is the cause.

Could you send my your save file in a PM? I can take a look at it and see if there's something that makes your save very big.
Title: Re: [1.0] What the Hack?!
Post by: conkikhon on March 12, 2019, 06:22:33 PM
Right after disabling this mod, I create a new save and it's size reduce a lot. Loading time is good again. Thank you for noticing save file's size, Roloo.

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 13, 2019, 01:57:14 AM
Quote from: conkikhon on March 12, 2019, 06:22:33 PM
Right after disabling this mod, I create a new save and it's size reduce a lot. Loading time is good again. Thank you for noticing save file's size, Roloo.

Disabling the mod mid-save will probably break your game completely, keep that in mind. Could you still send me your save file? I'd like to see what exactly is making it bigger.
Title: Re: [1.0] What the Hack?!
Post by: temple_wing on March 22, 2019, 08:05:34 AM
Stackoverflow exception while putting a downed mech to the hacking bench.
I can't post it to the forum ( more than 2000 chars ). Please checkout https://github.com/rheirman/WhatTheHack/issues/24
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 22, 2019, 09:18:21 AM
Quote from: temple_wing on March 22, 2019, 08:05:34 AM
Stackoverflow exception while putting a downed mech to the hacking bench.
I can't post it to the forum ( more than 2000 chars ). Please checkout https://github.com/rheirman/WhatTheHack/issues/24

That's on master. I use the master branch for experimental builds, so bugs can be expected there. If you're a regular user and don't want to test out experimental code, I advice you to use the latest release found here: https://github.com/rheirman/WhatTheHack/releases.

By the way, when you report an issue like this, it's REALLY important that you mention that you didn't follow the advised download link, and downloaded from master directly. When people report bugs, I assume they're using an official release. If you don't mention what version you're using, I might end up wasting a lot of time looking a bug that isn't there. Luckily it was reported properly on Github, so I knew it was on master (as the guy mentioned that), so I didn't end up wasting any time.

Anyhow, I just fixed the issue on master.

Title: Re: [1.0] What the Hack?! - testers needed!
Post by: Roolo on March 24, 2019, 08:32:19 AM
I almost finished another big update, but it needs more testing. If you're familiar with What the Hack, and want to help me with testing, please PM me! Having a few people helping out with testing will probably make it possible to release sooner, and will make the release more stable.
Title: Re: [1.0] What the Hack?!
Post by: Sonsalt on March 24, 2019, 08:40:44 AM
awesome, what are the improvements?
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 24, 2019, 09:43:08 AM
Quote from: Sonsalt on March 24, 2019, 08:40:44 AM
awesome, what are the improvements?

I won't spoil too much, but the most important additions will be:
- Enemy hacked mechs will also regularly have upgrade modules installed, and have the AI to use the active abilities of them.
- 9 new upgrade modules, including a couple of modules that allow your mechs to perform simple tasks like hauling, cleaning and more.
- A tab in which you can keep track of your mechs, and assign work to the ones with work-related modules installed.
- The ability to assign mechanoids to specific platforms (like how you also can assign colonists to beds).
- A rework of how stats are presented to the player so that it's more transparent.
- A rebalance of several stats.

Let me know if you want to help with testing :)
Title: Re: [1.0] What the Hack?!
Post by: IceAero on March 25, 2019, 10:31:06 AM
Just wanted to flag an issue.

I'm using this mod with CE as well as the Defensive Machine Gun Turret Pack (DMGTP).

I'm unable to mount any turrets onto Centipedes.  I have the turret module installed, and when I go to install a turret, the options I see are the standard miniturret, as well the the DMGTP turrets. So, issue (1), which might be intended, is that none of the CE turrets appear as options.

However, issue (2), is that neither the DMGTP turrets nor the miniturret can actually be installed onto the Turret Module.  The action simple shows "Need Material [turret]" even though I have one sitting right there (tried it installed and uninstalled, with every type of turret listed).

Any thoughts? 
Title: Re: [1.0] What the Hack?!
Post by: Riddle78 on March 28, 2019, 09:47:40 AM
I don't know which mod's not cooperating,but something's not working. Lemme explain.

I use Defensive Machine Gun Turret Pack (https://ludeon.com/forums/index.php?topic=45727.0) as a means to get some real automated defences,since the Mini-Turret sucks slag like nobody's business. In this mod is something called the Mk. 19 Turret,and its Sentry Turret variant. It's a grenade machine gun,which got me salivating; Four Centipedes with these things mounted to them will be a stunning force multiplier for defence. You yourself have said that this feature is universally compatible,provided you can uninstall the turrets; Mk. 19 turrets can indeed be uninstalled.

Issue being,while I can assign the modification if I have the turret in question in storage,it'll never be done,as the game thinks I lack the materials to install the turret.

I've also posted a similar message to this one on the Defensive Machine Gun Turret Pack's thread,just in case the issue is on their end.
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 28, 2019, 10:14:22 AM
Quote from: Riddle78 on March 28, 2019, 09:47:40 AM
I don't know which mod's not cooperating,but something's not working. Lemme explain.

I use [https://ludeon.com/forums/index.php?topic=45727.0]Defensive Machine Gun Turret Pack[/url] as a means to get some real automated defences,since the Mini-Turret sucks slag like nobody's business. In this mod is something called the Mk. 19 Turret,and its Sentry Turret variant. It's a grenade machine gun,which got me salivating; Four Centipedes with these things mounted to them will be a stunning force multiplier for defence. You yourself have said that this feature is universally compatible,provided you can uninstall the turrets; Mk. 19 turrets can indeed be uninstalled.

Issue being,while I can assign the modification if I have the turret in question in storage,it'll never be done,as the game thinks I lack the materials to install the turret.

I've also posted a similar message to this one on the Defensive Machine Gun Turret Pack's thread,just in case the issue is on their end.

Hmm I've had other reports that indicate incompatibility with that mod. I suspect that mod has it's own turret implementation class, and What the Hack therefore doesn't pick it up. I'll look into it. If that mod is not doing anything crazy, it's probably possible to fix it on my side.

Quote from: IceAero on March 25, 2019, 10:31:06 AM
Just wanted to flag an issue.

I'm using this mod with CE as well as the Defensive Machine Gun Turret Pack (DMGTP).

I'm unable to mount any turrets onto Centipedes.  I have the turret module installed, and when I go to install a turret, the options I see are the standard miniturret, as well the the DMGTP turrets. So, issue (1), which might be intended, is that none of the CE turrets appear as options.

However, issue (2), is that neither the DMGTP turrets nor the miniturret can actually be installed onto the Turret Module.  The action simple shows "Need Material [turret]" even though I have one sitting right there (tried it installed and uninstalled, with every type of turret listed).

Any thoughts? 

Combat extended has it's own implementation code for turrets. I did add a check for this, but apparently it needs some more work. For the Defensive Machine Gun Turret Pack it could be a similar issue, as I'm getting more reports. I'll definitely look into both problems before I'll release the next update.
Title: Re: [1.0] What the Hack?!
Post by: sumghai on March 28, 2019, 03:56:03 PM
Hey Roolo, I'm the (current) maintainer of DMGTP.

I have to admit that I'm not 100% familiar with original author Blackie's implementation of turrets, as all I'm doing at the moment is just maintaining it for RimWorld 1.0. However, if you have any suggestions on how I could bring the DMGTP turrets in line with typical turret mods for compatibility with What The Hack!?, then I'm all ears.

Here's my repo, if it helps:

https://github.com/sumghai/DefensiveMachineGunTurretPack
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 29, 2019, 03:33:10 AM
Quote from: sumghai on March 28, 2019, 03:56:03 PM
Hey Roolo, I'm the (current) maintainer of DMGTP.

I have to admit that I'm not 100% familiar with original author Blackie's implementation of turrets, as all I'm doing at the moment is just maintaining it for RimWorld 1.0. However, if you have any suggestions on how I could bring the DMGTP turrets in line with typical turret mods for compatibility with What The Hack!?, then I'm all ears.

Here's my repo, if it helps:

https://github.com/sumghai/DefensiveMachineGunTurretPack

Thanks! I can probably fix it on my side (if I can actually reproduce it), but if something needs changing on your end, I'll let you know!
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 29, 2019, 09:11:33 AM
Quote from: Riddle78 on March 28, 2019, 09:47:40 AM
I don't know which mod's not cooperating,but something's not working. Lemme explain.

I use Defensive Machine Gun Turret Pack (https://ludeon.com/forums/index.php?topic=45727.0) as a means to get some real automated defences,since the Mini-Turret sucks slag like nobody's business. In this mod is something called the Mk. 19 Turret,and its Sentry Turret variant. It's a grenade machine gun,which got me salivating; Four Centipedes with these things mounted to them will be a stunning force multiplier for defence. You yourself have said that this feature is universally compatible,provided you can uninstall the turrets; Mk. 19 turrets can indeed be uninstalled.

Issue being,while I can assign the modification if I have the turret in question in storage,it'll never be done,as the game thinks I lack the materials to install the turret.

I've also posted a similar message to this one on the Defensive Machine Gun Turret Pack's thread,just in case the issue is on their end.

Hmm, I took a look at Defensive Machine Gun Turret Pack compatibility, and for me it works fine:
(https://i.imgur.com/oV142rf.jpg)

Some questions:

- Could you share your log by loading your save and pressing ctrl+f12 (place the link you'll get here)? That gives me insight in any mods that could be interfering.
- Did you research "Turret Module" as well as "Gun turret mounting"?

Title: Re: [1.0] What the Hack?!
Post by: Riddle78 on March 29, 2019, 11:55:33 AM
Quote from: Roolo on March 29, 2019, 09:11:33 AM
Quote from: Riddle78 on March 28, 2019, 09:47:40 AM
I don't know which mod's not cooperating,but something's not working. Lemme explain.

I use Defensive Machine Gun Turret Pack (https://ludeon.com/forums/index.php?topic=45727.0) as a means to get some real automated defences,since the Mini-Turret sucks slag like nobody's business. In this mod is something called the Mk. 19 Turret,and its Sentry Turret variant. It's a grenade machine gun,which got me salivating; Four Centipedes with these things mounted to them will be a stunning force multiplier for defence. You yourself have said that this feature is universally compatible,provided you can uninstall the turrets; Mk. 19 turrets can indeed be uninstalled.

Issue being,while I can assign the modification if I have the turret in question in storage,it'll never be done,as the game thinks I lack the materials to install the turret.

I've also posted a similar message to this one on the Defensive Machine Gun Turret Pack's thread,just in case the issue is on their end.

Hmm, I took a look at Defensive Machine Gun Turret Pack compatibility, and for me it works fine:
(https://i.imgur.com/oV142rf.jpg)

Some questions:

- Could you share your log by loading your save and pressing ctrl+f12 (place the link you'll get here)? That gives me insight in any mods that could be interfering.
- Did you research "Turret Module" as well as "Gun turret mounting"?

I have Turret Modules and Gun Turret Mounting researched,and all of my Centipedes are equipped with the Modules. I just built some new turrets (Mk. 19 Sentry,Mk. 19 Manned,and Mini-Turret) and stored them,as I sold my last batch of turrets. I needed the silver for Rimatomics.

Possible feature suggestion; An evolution of the Gun Turret Mounting research that allows you to build Autocannon and Uranium Slug Turrets onto large Mechanoids?

Here's the HugsLib log. (https://gist.github.com/HugsLibRecordKeeper/2ba5e8295ae88eefd4d5b7262e5c6424) Fill your boots. Maybe give sumghai a poke to look it over,too.
Title: Re: [1.0] What the Hack?!
Post by: Roolo on March 30, 2019, 04:32:46 AM
Ok, I found out which mod is conflicting, it's RIMMsqol.

When using RimSQOL, make sure to go to its mod options and add "ingredient radius" to the list of forbidden patches. Otherwise some recipes like installing turrets won't work.

It's a known compatibility issue that can only be solved by the author of the other mod. The code of that mod is dated, and I believe the author is working on a 2.0 version.
Title: Re: [1.0] What the Hack?!
Post by: Riddle78 on March 30, 2019, 11:13:58 AM
Quote from: Roolo on March 30, 2019, 04:32:46 AM
Ok, I found out which mod is conflicting, it's RIMMsqol.

When using RimSQOL, make sure to go to its mod options and add "ingredient radius" to the list of forbidden patches. Otherwise some recipes like installing turrets won't work.

It's a known compatibility issue that can only be solved by the author of the other mod. The code of that mod is dated, and I believe the author is working on a 2.0 version.

There was no Ingredient Radius option in the Forbidden Patches section,but there was a Recipe Radius option. And it worked. I wasn't aware of this,thank you.
Title: Re: [1.0] What the Hack?!
Post by: temple_wing on March 31, 2019, 02:15:50 AM
Exception "when and only when" I open inspect window of wood logs and wood lumbers ( I have "expended wood working" installed ).

My version is : 9fd573ab442ddbf89944fc3d4a3acffc858d2c33




Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Harmony.ThingDef_SpecialDisplayStats+<GetSpecialDisplayStats>d__1.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (Rect rect, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.FillCard (Rect cardRect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [1.0] What the Hack?!
Post by: Roolo on April 01, 2019, 05:37:24 AM
Quote from: temple_wing on March 31, 2019, 02:15:50 AM
Exception "when and only when" I open inspect window of wood logs and wood lumbers ( I have "expended wood working" installed ).

My version is : 9fd573ab442ddbf89944fc3d4a3acffc858d2c33


Exception filling window for Verse.Dialog_InfoCard: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Harmony.ThingDef_SpecialDisplayStats+<GetSpecialDisplayStats>d__1.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[RimWorld.StatDrawEntry].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at RimWorld.StatsReportUtility.DrawStatsReport (Rect rect, Verse.Thing thing) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.FillCard (Rect cardRect) [0x00000] in <filename unknown>:0
  at Verse.Dialog_InfoCard.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey0.<>m__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Thanks for reporting that. I'll install that mod and see if I can reproduce and fix it.
Title: Re: [1.0] What the Hack?!
Post by: Roolo on April 07, 2019, 03:26:14 PM
I just released v1.2, a big update!

Main additions
- Work modules! The ultimate way to humiliate the mechanoids you've beaten. Currently there are modules for hauling, cleaning, firefighting and growing/plant-cutting.
- Many other modules, including ones for improving armor, sight, speed, carrying capacity, and one that let's you overdrive mechanoids!
- Enemy hacked mechanoids now show up with random modules installed, and have the AI to use active abilities given by certain modules.
- Mechanoids can now own platforms like how your colonists can own beds.
- A new tab is added that gives an overview of your hacked mechanoids, and lets you assign them to work (if they have the right modules installed).
- All stats related to this mod have been reworked and made more transparent. For instance, you can see exactly how much power a mech drains each day, how much power capacity it has etc.
- Modules can now be uninstalled from mechanoids (without killing the mechanoid and disassembling it).

I'd like to thank Madman666 for his great work on all the sprites featured in this updated!!

Smaller Additions and tweaks
- All buildings related to this mod are now organized under a separate "Hacking" architect-tab.
- Re-organized research tab (Credits go to Cenbes for this)
- Greatly lowered default mechanoid power consumption (was really needed now that we have work-modules).
- Lowered cost to repair mechanoids.
- Slightly increased maintenance cost.
- Added warning for when the player is low on mechanoid parts.
- Replaced sprite for mechanoid workshop so that the dimensions are consistent with other large workbenches.
- Mechanoids are now labelled by their names so they are more easily distinguishable.
- Small hacked mechanoids (body size 1 or lower) now also show up in drop-pod raids.
- Modules - except the really rare ones - have a large chance to break when a mechanoid is downed. This is to balance out the larger influx of modules due to enemy hacked mechs spawning with them.
- Many hard-coded values have been moved to XML, making further expansions easier.
- Many other under-the-hood changes to make this mod more future-proof.
- Hacked mechs of friendly factions now always die when downed (this prevents some issues when the player want to hack them).

Fixes
- Conflict with Giddy-up!, preventing hacked mechanoids to spawn.
- 10 jobs 1 tick error when using mechanoid controller belt. (Credits go to diddily for this fix)

Liking the update? Please consider buying me a coffee to support more updates like this one! https://ko-fi.com/I2I75ZMH
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: bobisback on April 07, 2019, 09:45:30 PM
For some reason when I go to install a mini turret I get the option of need mats when I have a couple of turrets available. I am using CE, any ideas what might be the issue?
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 08, 2019, 01:00:07 AM
Quote from: bobisback on April 07, 2019, 09:45:30 PM
For some reason when I go to install a mini turret I get the option of need mats when I have a couple of turrets available. I am using CE, any ideas what might be the issue?

Turret mounting doesn't work for CE turrets. In CE, the turret code has been completely rewritten, so all the patches from my mod can't be applied to that.

I've looked into making it compatible this update, but it turned out to require a lot of extra coding. I'll contact the creator of CE, maybe things can be made more uniform with vanilla on his side.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: canadus on April 08, 2019, 01:53:06 AM
WOOP this is amasing.
thanks for your great work, it apriciated. :)
i really like your mod...

Cheers
Canadus
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: bobisback on April 08, 2019, 04:54:22 AM
Quote from: Roolo on April 08, 2019, 01:00:07 AM
Quote from: bobisback on April 07, 2019, 09:45:30 PM
For some reason when I go to install a mini turret I get the option of need mats when I have a couple of turrets available. I am using CE, any ideas what might be the issue?

Turret mounting doesn't work for CE turrets. In CE, the turret code has been completely rewritten, so all the patches from my mod can't be applied to that.

I've looked into making it compatible this update, but it turned out to require a lot of extra coding. I'll contact the creator of CE, maybe things can be made more uniform with vanilla on his side.

Thanks for the reply!

So I kinda figured that the turrets that CE added are not compatible, but for some reason I cannot even add the mini turret that is in vanilla, or is this not working either?
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Kirby23590 on April 08, 2019, 05:16:37 AM
For some reason Raids happen but there are no raiders...

I still get the message about the raid, but the Jump into location is greyed out and sometimes it said i got sappers or a siege but there's no raiders and transport pods dropping them insight and they don't even appear...

Here's the log i got...
https://gist.github.com/HugsLibRecordKeeper/c635dbf5f067140442d28de4b7461c67 (https://gist.github.com/HugsLibRecordKeeper/c635dbf5f067140442d28de4b7461c67)

EDIT:
I found out the real problem...

All you had to do is resub by unsubbing first then resubbing in the steam workshop, and afterwords the raids are able to come back along with their hacked mechanoids assisting them along with the raids...

So it's mostly steam workshop's fault here...
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 09, 2019, 03:42:38 AM
Update
v1.2.1
- Fixed: Some info dialogs (including ones for body parts) throwing errors.
- Fixed: Raids sometimes not arriving when using certain mods.
- Updated Japanese translations (by Proxyer).

Edit:
@Kirby23590
You were actually having a real issue, and I don't think it was Steam, as I had some other reports of people experiencing the same. However, the issue was very situational, so it could well be that after you resubscribed, you just got lucky (or unlucky if the raid was bad ^^).  Anyway, I think I fixed the issue since the last update (which was already released yesterday on Steam).
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Nameless on April 11, 2019, 10:19:52 PM
I still have the error and I downloaded the mod through steam workshop.

Is it updated there?
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 12, 2019, 02:09:32 AM
Quote from: Nameless on April 11, 2019, 10:19:52 PM
I still have the error and I downloaded the mod through steam workshop.

Is it updated there?

Which of the two errors? Logs are always useful (press ctrl+f12 after the issue occurs to provide one).

Steam sometimes isn't doing a great job of updating files, so what you could try is to unsubscribe and then resubscribe. That forces steam to update.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Nameless on April 12, 2019, 08:36:34 PM
Quote from: Roolo on April 12, 2019, 02:09:32 AM
Quote from: Nameless on April 11, 2019, 10:19:52 PM
I still have the error and I downloaded the mod through steam workshop.

Is it updated there?

Which of the two errors? Logs are always useful (press ctrl+f12 after the issue occurs to provide one).

Steam sometimes isn't doing a great job of updating files, so what you could try is to unsubscribe and then resubscribe. That forces steam to update.

Tried to do that, it still exists:


[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Canute on April 13, 2019, 02:18:59 AM
Nameless,
why do you think ask the mod author about a logfile ? From the screenshot you barly can see anything.
So please use the green button "Share log" or press CTRL-F12 and post the link.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 13, 2019, 05:45:37 AM
Canute is right. By not providing a real log (and preferably a Hugslib log, which you can only get by pressing ctrl+f12 or clicking the green button), you're effectively wasting time for both of us.

Aside from that, I can already see this is a completely different issue than the ones that were fixed in the last update. Apparently some mods adds a stat that What the Hack also adds, but without a proper log I can't see what mod it could be, and I can only guess what stat it could be.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Riddle78 on April 14, 2019, 03:29:35 PM
About how quickly does a sapient Rogue AI consume data,on a per-day basis?
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 15, 2019, 05:14:53 AM
Quote from: Riddle78 on April 14, 2019, 03:29:35 PM
About how quickly does a sapient Rogue AI consume data,on a per-day basis?

Nothing actually. Only when you use abilities, or when it is without power or damaged, its mood will drop (requiring data to replenish it). There's only one situation where it losing its mood cannot be prevented: during solar flares (since it'll be unpowered for a while). So how much data it consumes mostly depends on how frequently you use its abilities. Hacking mechanoids is of course the most costly ability.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 17, 2019, 12:04:24 PM
Update (mostly fixes and tweaks)
v1.2.2
- Fixed issue that made it possible to assign multiple mechs to a single platform
- Fixed compatibility issue with Prison Labor, that made it impossible to rename mechs.
- Mechs no longer start working when drafted with work mode enabled.
- Medical is automatically turned off at startup for platforms. This is to prepare for an update of Animal Logic for which I created a pull request.
- Further increased repair rate of mechanoid platforms and lowered the cost of repairs.
- Increased cost of maintenance.
- Increased mechanoid platform part capacity
- Rebalanced ancient mech sites found with LRMS. They're more dangerous now, and their size determines how many mechs are inside one.
- Added partial spanish translations (by Caferino)
- Updated Korean translations (by yangbum7)
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 17, 2019, 03:10:04 PM
Update (there was a minor error in the last update)
v1.2.3
- Fixed error on startup when Prison Labor isn't loaded introduced in previous update.
- Updated Japanese translations.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Riddle78 on April 20, 2019, 05:13:10 PM
So,I've thought about the Rogue AI,and your relationship with it once it gains sapience. Once it gains sapience,you're pretty much stuck with it for good. Its mood is in constant decline. If its mood gets too low,you'll wish you were never born. You can keep its mood up by feeding it. And,with some prodding,it'll even do something constructive,though it won't like it in the least. In other words,a sapient Rogue AI is a gloriously overengineered cat.

And it made me laugh.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: IceAero on April 23, 2019, 11:08:35 PM
Just encountered a repeatable crash-to-desktop event that I believe is from this mod.

I had a scyther set to work mode (with a hauling module installed), and I went to install a cargo module in that scyther.  It approached the workbench and the entire game crashed.  Not sure if it was trying to haul itself to the bench or what, but I was able to repeat the crash a few times, and only turning work mode OFF and THEN adding the 'install cargo module' operation, did it everything seem to work correctly.
Title: Re: [1.0] What the Hack?! v1.2 - "All work and no play" released
Post by: Roolo on April 24, 2019, 10:31:38 AM
Update
v1.2.5
- Fixed crash occuring when a mech with a hauling module wants to haul itself.
- Days of fuel explanation is now displayed correctly for caravans with hacked mechs
- Pawns perform maintenance during caravan trips when mechs are below 50% maintenance, instead of 20%.
- Pawns no longer need to be assigned to hacking to be able to perform maintenance during caravanning


Quote from: IceAero on April 23, 2019, 11:08:35 PM
Just encountered a repeatable crash-to-desktop event that I believe is from this mod.

I had a scyther set to work mode (with a hauling module installed), and I went to install a cargo module in that scyther.  It approached the workbench and the entire game crashed.  Not sure if it was trying to haul itself to the bench or what, but I was able to repeat the crash a few times, and only turning work mode OFF and THEN adding the 'install cargo module' operation, did it everything seem to work correctly.

Thanks for reporting. This is fixed in the update I just released.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Madman666 on April 24, 2019, 11:49:23 AM
I actually wanted to comment about caravan maintenance having low treshold, but you beat me to it. Nice work.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Riddle78 on April 24, 2019, 01:15:32 PM
Do you need the Portable Charging Platforms to effect maintenance on Mechanoids during caravan? I assumed not,but I was risking catastrophic failure on my GlitterTech Cruise Missile Launcher-equipped Centipede by the time the caravan got back.(It had a Vando Cell).
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on April 24, 2019, 01:30:04 PM
Quote from: Riddle78 on April 24, 2019, 01:15:32 PM
Do you need the Portable Charging Platforms to effect maintenance on Mechanoids during caravan? I assumed not,but I was risking catastrophic failure on my GlitterTech Cruise Missile Launcher-equipped Centipede by the time the caravan got back.(It had a Vando Cell).

No, but you do need to bring mechanoid parts. Also, previously, you needed a pawn in your caravan that is assigned to hacking, but because this was too confusing, that's no longer a requirement since the last update. It's still good to bring an experienced hacker, because pawns can still fail at performing maintenance in caravans. In this case they'll retry until they succeed, wasting parts for every failed attempt.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Riddle78 on April 24, 2019, 02:11:22 PM
Quote from: Roolo on April 24, 2019, 01:30:04 PM
Quote from: Riddle78 on April 24, 2019, 01:15:32 PM
Do you need the Portable Charging Platforms to effect maintenance on Mechanoids during caravan? I assumed not,but I was risking catastrophic failure on my GlitterTech Cruise Missile Launcher-equipped Centipede by the time the caravan got back.(It had a Vando Cell).

No, but you do need to bring mechanoid parts. Also, previously, you needed a pawn in your caravan that is assigned to hacking, but because this was too confusing, that's no longer a requirement since the last update. It's still good to bring an experienced hacker, because pawns can still fail at performing maintenance in caravans. In this case they'll retry until they succeed, wasting parts for every failed attempt.

That is confounding. The caravan left with a hundred Mechanoid parts,and never used them. The entire human element of the caravan (Ten people) had high Intellectual and Crafting skills. Like,ten or more in each. Can the parts be accessed if they're being carried by pack animals,or Cargo Unit-equipped Mechs?
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on April 25, 2019, 04:19:34 AM
Quote from: Riddle78 on April 24, 2019, 02:11:22 PM
That is confounding. The caravan left with a hundred Mechanoid parts,and never used them. The entire human element of the caravan (Ten people) had high Intellectual and Crafting skills. Like,ten or more in each. Can the parts be accessed if they're being carried by pack animals,or Cargo Unit-equipped Mechs?

Yes, they just have to be part of the caravan, that's all.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Canute on April 25, 2019, 04:27:05 AM
But you need to differ between a caravan on a worldmap (then all can access all stuff on the caravan) and on a temp. map (then you need to unload inventory/animals/mechs before (other) pawn's can use them.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Corniflex on April 29, 2019, 05:35:42 PM
Hello,

I seem to have a problem with the mod:
I successfully hacked one mechanoid, but for the second I can't: When I right click the mech it says "Not on functioning hacking facility". But I have the table as well as the platform, both ready.
I can only "haul" the mech, which makes the pawn do the "hacking job" in its description. The pawn will haul the mech to the table (even if it was already there) and then work on it for about 1 frame and give up. If I put 10 mechanoid parts in its inventory, it will work a bit longer and then give up again.

Also as you can see on the attached picture, it seems the Hacking Table is considered as a "bed" or something, as its description says it's not assigned to anyone.

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on April 30, 2019, 04:03:42 AM
Quote from: Corniflex on April 29, 2019, 05:35:42 PM
Hello,

I seem to have a problem with the mod:
I successfully hacked one mechanoid, but for the second I can't: When I right click the mech it says "Not on functioning hacking facility". But I have the table as well as the platform, both ready.
I can only "haul" the mech, which makes the pawn do the "hacking job" in its description. The pawn will haul the mech to the table (even if it was already there) and then work on it for about 1 frame and give up. If I put 10 mechanoid parts in its inventory, it will work a bit longer and then give up again.

Also as you can see on the attached picture, it seems the Hacking Table is considered as a "bed" or something, as its description says it's not assigned to anyone.

Please provide a log by pressing ctrl+f12 just after the issue occurs, and place the link you'll get here. Without a log I can't see what's going on.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Corniflex on April 30, 2019, 07:07:20 PM
Here's the log right after I asked a colonist to "haul the mech" but the hacking hasn't been done : https://git.io/fjZYV

I added another pic giving a better look at what I built in case I've been doing something bad.

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on May 01, 2019, 02:37:31 AM
Quote from: Corniflex on April 30, 2019, 07:07:20 PM
Here's the log right after I asked a colonist to "haul the mech" but the hacking hasn't been done : https://git.io/fjZYV

I added another pic giving a better look at what I built in case I've been doing something bad.

Ok, I see. It's the skullywag. That mech has custom AI, which was a problem in the past. I fixed the problem before, but in the latest major update I rewrote a lot of the hacked mech AI, so I think hacking the skullywag is broken again because of those changes.

It's probably something I can fix easily. I'll take a look at it, probably this weekend.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: MemoriMento on May 08, 2019, 02:04:04 AM
Some minor bugs:
Missing translation for fatal operation on summoning mechs.
Exception translating '{SURGEON_labelShort} has committed a fatal error while operating on {PATIENT_labelShort} because of the special challenges of: {2}': System.FormatException: Input string was not in a correct format.

'Some damage' operation has no effect on lancer.
Also, 'mechanoid suspicous' after oversummoning them disapear right after raid. Happen 2/2 times, maybe just rng.

And question, roaming mechanoids event always give me one mech, my wealth now is over 100k. Can it get bigger? Or i have to send more than 2 colonists?
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on May 08, 2019, 07:24:01 AM
Quote from: MemoriMento on May 08, 2019, 02:04:04 AM
Some minor bugs:
Missing translation for fatal operation on summoning mechs.
Exception translating '{SURGEON_labelShort} has committed a fatal error while operating on {PATIENT_labelShort} because of the special challenges of: {2}': System.FormatException: Input string was not in a correct format.

'Some damage' operation has no effect on lancer.
Also, 'mechanoid suspicous' after oversummoning them disapear right after raid. Happen 2/2 times, maybe just rng.

And question, roaming mechanoids event always give me one mech, my wealth now is over 100k. Can it get bigger? Or i have to send more than 2 colonists?

The roaming mechs strength is dependent on your caravans strength. Maybe I'll ramp it up a little more, and maybe I'll increase the minimum strength.

That problem involved the translation is on my radar, I'll fix it soon.

I think the mechanoid suspicious expiring on raids is just coincidence, since it uses a timer that is in no way related to raids.
Title: Re: [1.0] What the Hack?! v1.2 - last update: April 24th, 2019
Post by: Roolo on May 08, 2019, 03:45:42 PM
Update
v1.2.6
- Added buttton that allows you to configure when mechanoids automatically go back to their platform for maintenance. Especially for mechs with vanometric modules or for mechs with work modules this change is important.
- Mechs now auto de-activate when arriving at any map through world travel.
- Fixed problem causing pawns to drop any apparel attached to their waist, when they equip other apparel to their waist. (many mods use the waist to attach all sorts of apparel, including backpacks, trinkets, etc. )
- Made the Skullywag from More Mechanoids compatible again.
- Fixed mechs not recharging with portable platforms during caravan trips (the platforms only prevented the power to drop since the last major update).
- Fixed translation error popping up when mech operations failed in a certain way.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 09, 2019, 09:52:20 PM
Bit off topic here but,

I'm so glad this wasnt an enemy raid.  Some of these mechs are quite evil

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 10, 2019, 10:02:49 AM
Quote from: rawrfisher on May 09, 2019, 09:52:20 PM
Bit off topic here but,

I'm so glad this wasnt an enemy raid.  Some of these mechs are quite evil

Hehe. You probably overtuned the raid points for hacked mechs a bit ^^.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 11, 2019, 01:40:48 AM
Strangely That was the first time I saw  hacked mechs in a raid since this mod was in beta.
Currently doing a map with 3 raids a day on average in an impassable map with permanent toxic fallout.

Some of the mechs in that group have 20k HP per part and I have a mod in my list that raises the HP of pawns as they take damage.  Regularly see those tiny explode droids with 200+ hp on the main body with it. 
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 11, 2019, 06:47:12 AM
Quote from: rawrfisher on May 11, 2019, 01:40:48 AM
Strangely That was the first time I saw  hacked mechs in a raid since this mod was in beta.
Currently doing a map with 3 raids a day on average in an impassable map with permanent toxic fallout.

Some of the mechs in that group have 20k HP per part and I have a mod in my list that raises the HP of pawns as they take damage.  Regularly see those tiny explode droids with 200+ hp on the main body with it.

Sometimes Raids Go Wrong completely overwrites the raid spawning mechanic, so maybe you disabled that mod?
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 11, 2019, 10:05:25 AM
I'll try it but I am quite sure my colony will be dead within 3 days.

https://git.io/fjCbP

My current load order since I know you havnt seen it in a while  I did remove the sometimes raids go wrong tho.

I grossly overestimated my colony's strength lol
Died 12 game hours after removing sometimes raids go wrong


Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 13, 2019, 04:31:47 AM
Quote from: rawrfisher on May 11, 2019, 10:05:25 AM
I'll try it but I am quite sure my colony will be dead within 3 days.

https://git.io/fjCbP

My current load order since I know you havnt seen it in a while  I did remove the sometimes raids go wrong tho.

I grossly overestimated my colony's strength lol
Died 12 game hours after removing sometimes raids go wrong

Well you probably set the What the Hack settings to extreme values when you weren't getting any raids with hacked mechs when you still used Sometimes Raids Go Wrong. If you set the raid points to 500%, and the chance you get hacked mechs to 100%, then I'm not surprised you didn't last long ;P.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 13, 2019, 10:59:12 AM
Well second attempt I actually survived but it was pretty tight, 
As for values I didnt set them to extreme amounts due to lack of mechs I set em back when I was a turtle with 50 tiles of barbed wire/chest deep water in front of my cave entrance.

The values tho are min 200% max 500% :P  Holding fairly well now that I found a way around that annoying CQB bug
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 13, 2019, 07:08:32 PM
Quote from: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.

I think the platforms replace missing parts too.

Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 14, 2019, 02:04:00 AM
Quote from: rawrfisher on May 13, 2019, 07:08:32 PM
Quote from: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.

I think the platforms replace missing parts too.

Make sure there are at least 4 parts loaded in the platforms, then they'll regenerate parts.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: brucethemoose on May 14, 2019, 12:23:38 PM
Quote from: Roolo on May 14, 2019, 02:04:00 AM
Quote from: rawrfisher on May 13, 2019, 07:08:32 PM
Quote from: brucethemoose on May 13, 2019, 04:09:21 PM
Is there any way to repair missing body parts? All the mechanoids I've manage to down so far are either blind or incapacitated, even once they're fully healed and upgraded with speed/sight modules.

I think the platforms replace missing parts too.

Make sure there are at least 4 parts loaded in the platforms, then they'll regenerate parts.

Huh. Well my centipede is still blind and my assaulter is still incapacitated after days (maybe a year for the centipede?) of sitting on stocked platforms. It won't let me activate the healing module on the centipede either, as it says it's not damaged.

Must be a mod conflict. My first guess would be Combat Extended or More Mechanoids, but I'll do a little digging later.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 14, 2019, 05:28:09 PM
Roolo I was wondering if you actually tried implimenting the ability to change a mechs weapon?  Maybe the ability to disable it from replacing the weapon if the mech loses it

Also this is a tad odd.  hopefully its the right screenshot

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 15, 2019, 01:51:12 AM
Quote from: rawrfisher on May 14, 2019, 05:28:09 PM
Roolo I was wondering if you actually tried implimenting the ability to change a mechs weapon?  Maybe the ability to disable it from replacing the weapon if the mech loses it

Also this is a tad odd.  hopefully its the right screenshot

Interesting, I can imagine the speed module compensates for the out of power debuff. I'll look into that.

I have a weapon swapping module planned for the next major update. But it'll take a while until you'll see it.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 15, 2019, 03:05:51 AM
Ok.

Exception in WhatTheHack.ThinkTree.ThinkNode_ConditionalMechanoidRest TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Utilities+<>c__DisplayClass6_0.<GetAvailableMechanoidPlatform>b__0 (Verse.Thing b) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at WhatTheHack.Utilities.GetAvailableMechanoidPlatform (Verse.Pawn pawn, Verse.Pawn targetPawn) [0x00000] in <filename unknown>:0
  at WhatTheHack.Jobs.JobGiver_Mechanoid_Rest.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch6(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
Verse.AI.Group.TransitionAction_CheckForJobOverride:DoAction(Transition)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:Notify_PawnDamaged(Pawn, DamageInfo)
Verse.Pawn_HealthTracker:PreApplyDamage_Patch3(Object, DamageInfo, Boolean&)
Verse.Pawn:PreApplyDamage_Patch1(Object, DamageInfo&, Boolean&)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget_Patch1(Object, LocalTargetInfo)
RimWorld.Verb_MeleeAttack:TryCastShot_Patch2(Object)
Verse.Verb:TryCastNextBurstShot_Patch0(Object)
Verse.Verb:WarmupComplete_Patch1(Object)
Verse.Verb:TryStartCastOn_Patch2(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack_Patch1(Object, Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I dun broketed something again :P

https://gist.github.com/1b6277605ef9365636321276cf0cc89d 
output log ^

Sniffing around trying to figure out how to mount a turret.
Got 12 minified mini turrets and 5 installed miniturrets yet its saying I dont have the materials to install it.  I have the turret module installed already.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 17, 2019, 07:55:24 AM
Quote from: rawrfisher on May 15, 2019, 03:05:51 AM
Ok.

Exception in WhatTheHack.ThinkTree.ThinkNode_ConditionalMechanoidRest TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
  at WhatTheHack.Utilities+<>c__DisplayClass6_0.<GetAvailableMechanoidPlatform>b__0 (Verse.Thing b) [0x00000] in <filename unknown>:0
  at Verse.GenClosest+<ClosestThingReachable>c__AnonStorey0.<>m__0 (Verse.Thing t) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThing_Global (IntVec3 center, IEnumerable searchSet, Single maxDistance, System.Predicate`1 validator, System.Func`2 priorityGetter) [0x00000] in <filename unknown>:0
  at Verse.GenClosest.ClosestThingReachable (IntVec3 root, Verse.Map map, ThingRequest thingReq, PathEndMode peMode, TraverseParms traverseParams, Single maxDistance, System.Predicate`1 validator, IEnumerable`1 customGlobalSearchSet, Int32 searchRegionsMin, Int32 searchRegionsMax, Boolean forceGlobalSearch, RegionType traversableRegionTypes, Boolean ignoreEntirelyForbiddenRegions) [0x00000] in <filename unknown>:0
  at WhatTheHack.Utilities.GetAvailableMechanoidPlatform (Verse.Pawn pawn, Verse.Pawn targetPawn) [0x00000] in <filename unknown>:0
  at WhatTheHack.Jobs.JobGiver_Mechanoid_Rest.TryGiveJob (Verse.Pawn pawn) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_JobGiver.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
  at Verse.AI.ThinkNode_Priority.TryIssueJobPackage (Verse.Pawn pawn, JobIssueParams jobParams) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Conditional:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.ThinkNode_Priority:TryIssueJobPackage(Pawn, JobIssueParams)
Verse.AI.Pawn_JobTracker:DetermineNextJob_Patch6(Object, ThinkTreeDef&)
Verse.AI.Pawn_JobTracker:CheckForJobOverride()
Verse.AI.Group.TransitionAction_CheckForJobOverride:DoAction(Transition)
Verse.AI.Group.Transition:Execute(Lord)
Verse.AI.Group.Transition:CheckSignal(Lord, TriggerSignal)
Verse.AI.Group.Lord:CheckTransitionOnSignal(TriggerSignal)
Verse.AI.Group.Lord:Notify_PawnDamaged(Pawn, DamageInfo)
Verse.Pawn_HealthTracker:PreApplyDamage_Patch3(Object, DamageInfo, Boolean&)
Verse.Pawn:PreApplyDamage_Patch1(Object, DamageInfo&, Boolean&)
Verse.Thing:TakeDamage_Patch1(Object, DamageInfo)
RimWorld.Verb_MeleeAttackDamage:ApplyMeleeDamageToTarget_Patch1(Object, LocalTargetInfo)
RimWorld.Verb_MeleeAttack:TryCastShot_Patch2(Object)
Verse.Verb:TryCastNextBurstShot_Patch0(Object)
Verse.Verb:WarmupComplete_Patch1(Object)
Verse.Verb:TryStartCastOn_Patch2(Object, LocalTargetInfo, Boolean, Boolean)
RimWorld.Pawn_MeleeVerbs:TryMeleeAttack_Patch1(Object, Thing, Verb, Boolean)
Verse.AI.<MakeNewToils>c__Iterator0:<>m__1()
Verse.AI.<FollowAndMeleeAttack>c__AnonStorey3:<>m__0()
Verse.AI.JobDriver:DriverTick()
Verse.AI.Pawn_JobTracker:JobTrackerTick()
Verse.Pawn:Tick_Patch1(Object)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I dun broketed something again :P

https://gist.github.com/1b6277605ef9365636321276cf0cc89d 
output log ^

Sniffing around trying to figure out how to mount a turret.
Got 12 minified mini turrets and 5 installed miniturrets yet its saying I dont have the materials to install it.  I have the turret module installed already.

Do you use Combat Extended by any chance? When using that mod, turrets can't be mounted, as CE uses custom code for the turret behaviour.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: 82ab53e4 on May 17, 2019, 08:05:00 AM
A request: nuzzling module for centipedes.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 17, 2019, 08:18:50 AM
@Roolo  I havnt touched CE since 17.  Really dont like how easy it is to exploit the weapon ranges on that mod.
I posted an output log which should have my entire list on it just below that log too.

BTW think I got enough mechs?  I cant assign most their chargers directly for some reason.

Small meaningless complaint:  Misc robots bots are added to the hackable list by default and that can lead to some interesting situations where over half a raid despawns instantly.
I just had to remove the misc robot pawns from hackable lists.

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: tapioca on May 21, 2019, 08:57:24 PM
help! I play beta 18 because of mod related issues. Is there a way to get the full mod [not the wip one because i cannot mod mechanoids in it] on beta 18?
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 21, 2019, 10:29:21 PM
B18 version is no longer supported far as I know. As for the mod issues Which mod/s are you having issues with.  I might know some alternatives that are similar or the 1.0 version might have been uploaded separately. 
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 22, 2019, 03:27:22 AM
Supporting older versions of the game with new content would be totally infeasible. It would literally almost double the work I'd have to put into updates, just for a tiny fraction of players that refuse to move on to the newest version of the game.

@Rawrfisher.
Wow, that's a lot of mechs xD. Do you have plans to take over the world? Can you keep up with the maintenance need, or did you disable that?

By the way, do you have RIMMSqol installed? That could explain why you can't mount turrets. You can fix it by going to the mod options and add the "recipe radius" to the forbidden patches.

I'll look into the MISC Robots issue.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 22, 2019, 10:19:38 AM
Ok I'll do that Roolo.  No I just deploy the mechs when I cant be bothered to fight a raid or if I have no one able to fight.
Maintenance decay is set at half and I set the min maintance to 50% on all mechs which is time consuming but easy to do
I did notice one thing that irks me a bit reguarding weapon regen.  If the mech is killed and revived using dev console it changes its weapon to one of the other options for the mech.  Sometimes I do that if the mech just gets 1 shot.
Take your time its just a minor issue

-_- Never actually looked at the RIMMSQOL settings gonna take me forever to find the right one

Edit: Greetings from the wacky world of horrors that is my rimworld games


[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: damienm on May 26, 2019, 05:19:57 PM
Robot with module wont sow/harvest crops from VGP , i did try placing it above and below the load order.it does however work with the crop from Combat extended. Anything i can do to fix it
?
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 26, 2019, 09:45:41 PM
I know there was some issues involving combat extended but roolo would have to explain that stuff.  As for the crops thing I can try to replicate it myself.  I do not use combat extended but I do use vegetable garden

May I ask which plants you are trying to grow?  I know theres a minimum plants skill and I think that blastweed or w/e its called dont have a plants level requirement.

Edit:  Aside from them being slower then molasses on sea ice in an arctic worlds pole I was able to get them to sow the barley from VG.
It appears they can only sow plants with a requierment of 4 or lower. 
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: damienm on May 26, 2019, 11:19:32 PM
Quote from: rawrfisher on May 26, 2019, 09:45:41 PM
I know there was some issues involving combat extended but roolo would have to explain that stuff.  As for the crops thing I can try to replicate it myself.  I do not use combat extended but I do use vegetable garden

May I ask which plants you are trying to grow?  I know theres a minimum plants skill and I think that blastweed or w/e its called dont have a plants level requirement.

Edit:  Aside from them being slower then molasses on sea ice in an arctic worlds pole I was able to get them to sow the barley from VG.
It appears they can only sow plants with a requierment of 4 or lower.
tested this too and you're right seems they can sow the others too that have no mentioned requirement tobacoo,agave,barley . so yes it seems they skill is too low to sow them .this seems to apply to vanilla too for eg they cant do heal root. so this is probably as intended  with the skill level
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 26, 2019, 11:30:04 PM
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: damienm on May 27, 2019, 01:04:28 AM
Quote from: rawrfisher on May 26, 2019, 11:30:04 PM
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<
they  seem to be able to harvest all crops though, probably botch most tho sadly . u can probs edit the skill level in the files
found a def with a growing skill entry at WhatTheHack-1.2.5\Defs\HediffDefs\Hediffs.xml does not seem to effect it tho
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 27, 2019, 07:16:23 AM
Quote from: damienm on May 27, 2019, 01:04:28 AM
Quote from: rawrfisher on May 26, 2019, 11:30:04 PM
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<
they  seem to be able to harvest all crops though, probably botch most tho sadly . u can probs edit the skill level in the files
found a def with a growing skill entry at WhatTheHack-1.2.5\Defs\HediffDefs\Hediffs.xml does not seem to effect it tho

That xml does affect it, but the skill level is set when the module is installed. You could try uninstalling the module and re-installing it after changing the xml, not sure that'll work though. At least the skill will be higher for any future growing modules you install.

It makes sense that they can harvest any plant with a low skill level as normal colonists capable of growing can also harvest any plant regardless of skill level. Only planting requires skill.

I've indeed set the skill to 4 for balancing purposes.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: damienm on May 27, 2019, 07:49:29 AM
Quote from: Roolo on May 27, 2019, 07:16:23 AM
Quote from: damienm on May 27, 2019, 01:04:28 AM
Quote from: rawrfisher on May 26, 2019, 11:30:04 PM
Yea Its kinda lame that they cant sow any higher end crops but its probably for balancing.  Would love to make those annoying rocket dogs cut stone blocks tho <,<
they  seem to be able to harvest all crops though, probably botch most tho sadly . u can probs edit the skill level in the files
found a def with a growing skill entry at WhatTheHack-1.2.5\Defs\HediffDefs\Hediffs.xml does not seem to effect it tho

That xml does affect it, but the skill level is set when the module is installed. You could try uninstalling the module and re-installing it after changing the xml, not sure that'll work though. At least the skill will be higher for any future growing modules you install.

It makes sense that they can harvest any plant with a low skill level as normal colonists capable of growing can also harvest any plant regardless of skill level. Only planting requires skill.

I've indeed set the skill to 4 for balancing purposes.
reinstall after change works
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 27, 2019, 09:50:48 AM
Would you be able to add an option where scythers would butcher downed colonists?  I remember a mod that had that and it was painfullly difficult to not lose pawns in mech raids cause of it.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Canute on May 27, 2019, 10:13:51 AM
Don't forget a teamwork with a Centipede with Inferno launcher to create Grilled steaks ! :-)
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 27, 2019, 10:56:10 AM
Lol yea

Gonna have fun if if I could remember the name of that mod and if it was updated to 1.0
Edit:
If I was able to I would add ??? above the wolf's head.  Hacked wolf no UI for it

[attachment deleted due to age]
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Roolo on May 30, 2019, 08:08:39 AM
Update:
v1.2.7
- Fixed pawns not being able to wear multiple apparel items in the belt slot. This was mainly an issue for CE users.
- Added a save game sanitizer, which automatically removes redundant records from What the hack on startup. Before, WTH had the tendency to gradually bloat save games with unnecessary data. This was especially the noticeable for late-game saves. This fix can greatly shorten the save-load times, and should reduce the save file disk usage
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: rawrfisher on May 30, 2019, 11:44:00 AM
I never noticed the apparel bug but apparently I been getting hit by it this whole time XD
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 8th, 2019
Post by: Retry_02Hide on June 17, 2019, 11:51:15 PM
Quote from: Roolo on May 30, 2019, 08:08:39 AM
Update:
v1.2.7
- Fixed pawns not being able to wear multiple apparel items in the belt slot. This was mainly an issue for CE users.
Never think of that was a WTH's compatibility issue with CE :O , just wonder why they always throw away the back pack when they equip another belt item.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: RyansPlace on August 07, 2019, 12:26:38 PM
I've been having fun with you mod, but noticed a couple issues to add to your list. 

The pics below are two lancers with identical modular setups.  The bot indicate running on backup battery power.  The second pic indicates targeting hacked and running on backup battery in the whole body section while the first just show those indications in the artificial brain and reactor areas.  Should backup battery power be displayed with vanometric modules installed?

(https://i.imgur.com/3hHwh1P.jpg)
(https://i.imgur.com/6wozMIq.jpg)

Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: makute on September 19, 2019, 06:22:01 PM
Hello again,

Would I be able to harvest mechanoid parts and guns again with the "Reclaim, Reuse, Recycle" benches if I install "What the Hack!"?

Thanks.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: SpaceDorf on December 21, 2019, 08:22:30 AM
Hi there Rooloo,

I keep getting the following error on StartUp.


[HugsLib][ERR] WhatTheHack caused an exception during OnDefsLoaded: System.NullReferenceException: Object reference not set to an instance of an object
at CustomThingFilters.CustomThingFilters/Patch_StorageAndIngredients/ThingFilter_CopyAllowancesFrom_Patch.CopyCustomFilter (Verse.ThingFilter,Verse.ThingFilter) <0x00036>
at (wrapper dynamic-method) Verse.ThingFilter.CopyAllowancesFrom_Patch1 (object,Verse.ThingFilter) <0x003ff>
at Verse.RecipeDef.ResolveReferences () <0x00239>
at WhatTheHack.Base/<ImpliedRecipeDefs>d__46.MoveNext () <0x008c6>
at WhatTheHack.Base.GenerateImpliedRecipeDefs () <0x000a8>
at WhatTheHack.Base.DefsLoaded () <0x02898>
at HugsLib.HugsLibController.OnDefsLoaded () <0x00086>


Any Idea what the reason could be ?

https://gist.github.com/HugsLibRecordKeeper/8cd26b073dda88ea16a0f61d29c5941c (https://gist.github.com/HugsLibRecordKeeper/8cd26b073dda88ea16a0f61d29c5941c)
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Thundercraft on January 07, 2020, 05:59:27 PM
This is such a cool mod!

For me, though, the hacked Mechanoids look far too similar to enemy Mechanoids. I'd love to have an option to change their color to make it easy to distinguish them.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Canute on January 08, 2020, 02:57:54 AM
Pink Centiped of Death ! :-)
Yep, such feature would be nice, but i don't know a mod to change the colour of colony animals/mechanoids.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: 123nick on January 09, 2020, 07:54:05 AM
is it possible too have maintenance decay be decreased when on a mechanoid platform, or possibly halted altogether when you get the rogue AI thingy too support your mechanoid platforms, aslong as the mechs are on the mechanoid platform? i like the idea of it but not even having some late game research too halt the consumption of this non renewable resource which is constantly being consumed by my mechs even when they sit around and do nothing, is a bit... offputting too me, is all.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Madman666 on January 09, 2020, 08:09:12 AM
This resource is entirely renewable. You have crapton of ways to get mech parts. Raids sometimes bring hacked mechanoids, mechanoids raid you themselves, you can actually self-initiate a mechanoid raid against your colony by hacking a mech emergency system and long range mineral scanner can spawn mechanoid hideouts on the world map. If you re getting low on mech parts, you re doing something wrong. Its intended, that you have to constantly get more, if you want to keep mechs on your side and you can't buy them from traders in reliable quantities.

In fact late game raids are so huge and bring so many mechs, that i have to sell off extra mech parts, despite having 10-14 mechs in the barracks.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Torneco on May 08, 2020, 09:18:52 PM
Anyone knows if this mod works with 1.1 or if it will be updated?
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Canute on May 09, 2020, 02:41:37 AM
Why you didn't even check the downloads before you ask?
Quote
v2.1.4
released this May 2, 2020

Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: Torneco on May 09, 2020, 09:32:25 AM
Because i´m new in the forum and learning how things work.
Title: Re: [1.0] What the Hack?! v1.2 - last update: May 30, 2019
Post by: jager666 on October 01, 2020, 01:32:46 PM
Is there any CE patch for WTH? I mean the CE mechanoids are almost unkillable without heavy ordnance, but the hacked ones drop like animals when shot.