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Author Topic: [B19] Remote Tech (2.0.0) - Formerly Remote Explosives  (Read 79506 times)

UnlimitedHugs

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[B19] Remote Tech (2.0.0) - Formerly Remote Explosives
« on: January 10, 2016, 01:09:51 PM »


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

Features
  • Craft and deploy different types of remote explosives, to defend from the safety of your walls.
  • Blow up whole minefield at the touch of a button.
  • Mining too slow for you? There's an app explosive for that! Two, actually.
  • Get more rock chunks from your stone with a special explosive. Handy on maps without much natural rock.
  • Cut mechanoids down to size with the handy EMP mines.
  • Use the sealing foam canister to rapidly seal off area entrances with very tough walls.
  • The sleeping gas canister makes capturing live enemies a lot safer- if you can expose them long enough... and can keep your own colonists from breathing the stuff.
  • The shaped charge finally brings an end to the tyranny of the overhead mountain roof, allowing it to be blasted off.
  • Channels allow multiple groups of explosives to be triggered separately.
  • Charges can be set to be auto-rebuilt. Once such a charge explodes, a blueprint is left behind for a charge of the same type and with the same settings. Convenience!
  • The portable detonator is a easy way to trigger your explosives on the go.
  • Makeshift explosives can be made out of leather and a few other renewable components. Great for tribal colonies.
  • The manual detonator and detonator wire are a good early-game way to trigger your explosives before you go wireless.
  • Vanilla IEDs can take advantage of the auto-rebuild feature and be triggered by the manual detonator.
  • Included translations: Chinese (simplified by Fu_Yang, duduluu; traditional by duduluu)



How to explode stuff
  • The detonator unlocks through the Remote Explosives research. The explosive and incendiary charges unlock with Explosive IEDs and Incendiary IEDs respectively.
  • The charges are crafted at the Explosives Workshop. You can place them down using the build menu (look in the Explosives category).
  • The workshop allows you to select what you want to craft you charges out of- components, or the equivalent amount of steel.
  • Charges can be placed down even if you don't yet have the required research. You can buy them from traders, including caravans.
  • The detonator has limited range and will only trigger the charges you have armed. It can be easily uninstalled and moved around, though.
  • You can deconstruct your charges to quickly move them somewhere else.
  • The detonator can be triggered manually with a drafted colonist using the right click menu. Handy for perfect timing!
  • Channels can be used once the associated research is done, and an additional component is installed into the detonator (see the actions menu).
  • Changing channels on explosives still requires a colonist to actually walk over and flip the switch.
  • Makeshift explosives (research required) are made from leather, charcoal and Sparkpowder. Charcoal can be made at a campfire from wood, and Sparkpowder is made by growing Sparkweed plants.
  • The shaped charge (research required) can only break through thick mountain roof when it is applied at its edge. The effective area of the charge will be highlighted with a green outline when it is correctly placed. The additional white outline highlights any thick roof nearby.

The two types of mining explosives:


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


The sleeping gas canister in action. The gas behaves as you might expect- it spreads to fill rooms, seeps outside through open doors and vents, and quickly dissipates under an open sky. Some gear may prevent the gas from affecting the wearer.


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



Installation
  • The HugsLib library is required to run this mod. Download link below.
  • Extract both mods to your Rimworld/Mods folder.
  • Enable both mods in the Mods menu. HugsLib must be loaded first.
  • Enjoy!
Existing saves should work just fine.

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

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

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

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

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

1.12.2: Translation
- Updated Chinese translations

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

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

1.11.3: Translation
- Updated both Chinese translations

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

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

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

1.10.2: New translation
- Added Simplified Chinese translation

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

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

1.9.4: Minor fix
- Removed inheritance of one more def

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

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

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

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

1.8.0 - 31/8/16
- Updated to A15

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

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

1.5.0 - 22/7/16
- Updated to A14

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

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

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

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

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


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

Source
Github

Download

Github releases: Latest, All releases

HugsLib library (required): Latest

Also available on the Steam Workshop.
« Last Edit: September 13, 2018, 04:25:41 AM by UnlimitedHugs »
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UnlimitedHugs

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Re: [A12d] Remote Explosives (1.1)
« Reply #1 on: April 01, 2016, 04:03:26 PM »

Updated to 1.1

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

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mrofa

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Re: [A12d] Remote Explosives (1.1)
« Reply #2 on: April 02, 2016, 08:00:31 AM »

Big booms is what rimworld is lacking from like a6
and another thing that rimworld is lacking in traps is
"You can deconstruct your charges to quickly move them somewhere else."
So this is grape mod!


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

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


« Last Edit: April 02, 2016, 08:02:30 AM by mrofa »
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UnlimitedHugs

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Re: [A12d] Remote Explosives (1.1)
« Reply #3 on: April 02, 2016, 11:46:04 AM »

Yeah, I considered adding frequencies, though it does add another level of complexity for the new player. I suppose, for simplicity, there could be like 3 separate ones, and they could unlock with an additional research.

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

lack of posts means everything working correctly :D

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

Thank you for your input.
 
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UnlimitedHugs

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Re: [A12d] Remote Explosives (1.2) Now with channels!
« Reply #4 on: April 03, 2016, 12:24:16 PM »

Updated to 1.2.0

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

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mrofa

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Re: [A12d] Remote Explosives (1.2) Now with channels!
« Reply #5 on: April 06, 2016, 09:47:55 AM »

Cool !
Now i can blow up squierrls at each entry point
« Last Edit: April 06, 2016, 09:49:48 AM by mrofa »
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knainoa

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Re: [A12d] Remote Explosives (1.2) Now with channels!
« Reply #6 on: May 05, 2016, 04:56:30 PM »

is there an a13 update on the way?
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UnlimitedHugs

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #7 on: May 05, 2016, 10:34:40 PM »

Updated to 1.3.0

Ask, and you shall receive :P
Lots of internal changes here, but things are mostly the same functionality-wise. I chose to not require components for the explosives, so that they can still be used early and mid game. The detonator now must be upgraded with an additional component to allow the use of channels after the research is done. Also, since the vanilla IED's became cheaper, the remote explosives have also been discounted by 10 steel.
Hope you enjoy.
« Last Edit: May 06, 2016, 12:15:24 AM by UnlimitedHugs »
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Commander Blackwatch

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #8 on: May 06, 2016, 08:42:18 AM »

Impressive Mod and its useful

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

Rate
87/100
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No one is safe!
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We are Blackwatch!
We are the last line of defense!
We will burn our own to hold the red line,
it is the last line to ever hold!"
―The Blackwatch

Mechanoid Hivemind

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #9 on: May 06, 2016, 09:37:16 AM »

Save compatible?
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UnlimitedHugs

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #10 on: May 06, 2016, 10:59:01 AM »

Blackwatch27, glad you like. I'll probably add trader integration in the next version.

Mechanoid, if you're asking if the mod will work on existing saves, then yes- there should no problems.
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Commander Blackwatch

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #11 on: May 06, 2016, 12:48:39 PM »

Its Useful and impressive mod

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

PS: Keep a great Work Bro Awesome Explosive Bomb

Rate
100/100
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"When we hunt, we kill!
No one is safe!
Nothing is sacred!
We are Blackwatch!
We are the last line of defense!
We will burn our own to hold the red line,
it is the last line to ever hold!"
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Mechanoid Hivemind

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #12 on: May 06, 2016, 02:49:18 PM »

Blackwatch27, glad you like. I'll probably add trader integration in the next version.

Mechanoid, if you're asking if the mod will work on existing saves, then yes- there should no problems.
I had to ask cause im running the perma death thing. and cant make a extra save
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UnlimitedHugs

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Re: [A13] Remote Explosives (1.3) Now with channels!
« Reply #13 on: May 06, 2016, 03:33:24 PM »

Ah, I see. Probably a good idea to back up your save folder, just in case.
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UnlimitedHugs

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Re: [A13] Remote Explosives (1.3.1) Now with channels!
« Reply #14 on: May 06, 2016, 07:12:33 PM »

Updated to 1.3.1

The explosives are now available from the Bulk, Combat, and Pirate traders (who are also buying them).
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