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

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

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Canute

Yeah i found out, against this mass of bugs only Area damage weapons helps. Normal shooting weapons even Shotguns are too slow and it would take days to kill them all.
A good use of Orassan Cyro-launcher ! :-)

rawrfisher

#271
lol yea or the hounds from polaris bloc

After changing a couple settings I find myself telling the colonists to assume the position every 5 seconds when I am trying to hack mechs
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Roolo

#272
Update:

- Added "belt interface module" mechanoid upgrade. With this module installed, mechanoids can equip any type of belts that humanoids can normally use, like shield belts and smokepop belts, but also any belt added by other mods.
- Added appropriate research and items for the newly added module, though the sprite for the item is still a placeholder.
- Added back and side- sprites for the mechanoid hacking facility (credits go to Malistaticy)
- The mechanoid hacking facility can now be rotated.
- Decreased warmup time of repair, self-repair and self-destruct abilities.
- Fixed: Mechanoids with mounted turrets not being able to shoot when the turret is manned at the moment of shooting.


The belt module upgrade is the last upgrade I'll be adding for a while. I'll now focus on polishing everything to prepare for the release I've planned on next friday. Here's the current research tree, which gives a good overview of the things currently in the mod:


Quote from: rawrfisher on September 02, 2018, 10:47:44 AM
After changing a couple settings I find myself telling the colonists to assume the position every 5 seconds when I am trying to hack mechs

Could you clarify what you mean here? Please tell me what "the position" is, and how you would like to see things improved (if you do).
By the way, holy cow, the size of that group of insects you posted earlier :O. Maybe the bastion you hacked before, in addition to so meat-shield mechs could make short work of those swarms?

rawrfisher

#273
I changed the settings on what happens with failed hacks
70% chance to trigger raid now. 
Assume the position was an attempt to be funny but i mean get into position to fight

That swarm of bugs had killed 4 bastions before comming after my base.  Took 3 defense lines to kill em off only to be hit again 10 minutes later lol
Have to try out the new update before i comment there

I gotta ask.  It is still 4 parts per missing peice right?
If thats the case and a bastion is missing the max number of peices possible before it dies It would cost at least 40 parts just to repair the missing reactive armor which only has 4 hp each peice  :-\  The other peices just have so much HP its nearly impossible to break em

[attachment deleted due to age]
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Roolo

Quote from: rawrfisher on September 03, 2018, 11:32:00 AM
I changed the settings on what happens with failed hacks
70% chance to trigger raid now. 
Assume the position was an attempt to be funny but i mean get into position to fight

That swarm of bugs had killed 4 bastions before comming after my base.  Took 3 defense lines to kill em off only to be hit again 10 minutes later lol
Have to try out the new update before i comment there

Ah sorry, I mistook it for feedback ^^. 70% to get mech raids on a hack failed event is a nice way of getting some extra parts though :) If you can handle it at least.

rawrfisher

Wish it had notified me that you replied I just updated a post with actual feedback >.>
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Roolo

Quote from: rawrfisher on September 03, 2018, 12:40:36 PM
Wish it had notified me that you replied I just updated a post with actual feedback >.>

No problem, I've noticed your feedback. I guess I can make the cost dependent on the part health, so body parts with only a few hitpoints cost only 1 mechanoid part for regenerating. I never imagined parts with only such a low amount of health would exist. I'll make sure it's improved in the next update. 

rawrfisher

#277
Well since we are on that topic how about advanced versions of the portable charging station? 
My thought on that would be as follows
1: Requires power from a generator and to be fueled by mech parts to repair/charge mechs. 
2: Can only be used when installed
3: High weight at around 50kg
4: High production cost EX:  20 adv componants 500 plasteel 300 mech parts 20 advanced mech chips  Repair Modu
5: Use a recolored version of basic platform to save time.
Essentially portable version of the base platform with higher costs.

Just noticed that when I get a failed hack it removes the hack bill randomly
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Roolo

Quote from: rawrfisher on September 03, 2018, 01:01:19 PM
Well since we are on that topic how about advanced versions of the portable charging station? 
My thought on that would be as follows
1: Requires power from a generator and to be fueled by mech parts to repair/charge mechs. 
2: Can only be used when installed
3: High weight at around 50kg
4: High production cost EX:  20 adv componants 500 plasteel 300 mech parts 20 advanced mech chips  Repair Modu
5: Use a recolored version of basic platform to save time.
Essentially portable version of the base platform with higher costs.

Just noticed that when I get a failed hack it removes the hack bill randomly

Good idea. It would be something I'd add post-release though, but I might implement this. I'll look into the bill being removed, thanks for reporting.

rawrfisher

#279
I got plenty of other ideas like a portable hacking platform as well.
My thoughts for that would be something like
1: Requires power (obviously)
2: Weight of around 75kg
3: Cost being 2000 steel 500 plasteel 50 components 10 adv mechanoid components.
4: recolored sprite of base one till you can decide what to do about it (this one can apply to the portable platform too)
5: Have it require some form of resource to be used.  You can decide that yourself since I'm thinking some kind of new resource lol

Admittedly I am trying to do a caravan playthrough right now with 1 camp just to train the bad growers lol
Carrying incapacitated hostile mechs in caravans would elimite the need for a portable if you have an actual camp with a bench

https://git.io/fAB0R
Just an updated output log and this is the cleanest Its ever been since I started on unstable lol
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Roolo

Quote from: rawrfisher on September 03, 2018, 03:37:47 PM
I got plenty of other ideas like a portable hacking platform as well.
My thoughts for that would be something like
1: Requires power (obviously)
2: Weight of around 75kg
3: Cost being 2000 steel 500 plasteel 50 components 10 adv mechanoid components.
4: recolored sprite of base one till you can decide what to do about it (this one can apply to the portable platform too)
5: Have it require some form of resource to be used.  You can decide that yourself since I'm thinking some kind of new resource lol

Admittedly I am trying to do a caravan playthrough right now with 1 camp just to train the bad growers lol
Carrying incapacitated hostile mechs in caravans would elimite the need for a portable if you have an actual camp with a bench

https://git.io/fAB0R
Just an updated output log and this is the cleanest Its ever been since I started on unstable lol

Also nice, but it is rather a situational thing. Most players won't use it probably, so I'm not sure if it's worth the effort and extra clutter, so if I'll ever implement this, it'll be a low priority thing. I can give you instructions on how to make the existing buildings (including the hacking facility and the platforms) installable/ uninstallable . It can be done by going to the mod folder -> Defs -> Things -> Buildings.xml. In that file you look up building you want to change, and change the value of its "ParentName" attribute from "BuildingBase" to "FurnitureBase". That's all you need to do. Do mind that if I update that particular file in one of my updates, you may need to re-apply the change.

Your log certainly looks much better then it did :).

rawrfisher

#281
Quote from: Roolo on September 04, 2018, 03:21:03 PM
Also nice, but it is rather a situational thing. Most players won't use it probably, so I'm not sure if it's worth the effort and extra clutter, so if I'll ever implement this, it'll be a low priority thing. I can give you instructions on how to make the existing buildings (including the hacking facility and the platforms) installable/ uninstallable . It can be done by going to the mod folder -> Defs -> Things -> Buildings.xml. In that file you look up building you want to change, and change the value of its "ParentName" attribute from "BuildingBase" to "FurnitureBase". That's all you need to do. Do mind that if I update that particular file in one of my updates, you may need to re-apply the change.

Your log certainly looks much better then it did :).

Already have them transportable thanks to another mod listed in my load order.

I just had to throw in a random screenshot lol.  10 bug raids later <.<

[attachment deleted due to age]
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Smexy_Vampire

Quote from: rawrfisher on September 04, 2018, 03:44:27 PM
Quote from: Roolo on September 04, 2018, 03:21:03 PM
Also nice, but it is rather a situational thing. Most players won't use it probably, so I'm not sure if it's worth the effort and extra clutter, so if I'll ever implement this, it'll be a low priority thing. I can give you instructions on how to make the existing buildings (including the hacking facility and the platforms) installable/ uninstallable . It can be done by going to the mod folder -> Defs -> Things -> Buildings.xml. In that file you look up building you want to change, and change the value of its "ParentName" attribute from "BuildingBase" to "FurnitureBase". That's all you need to do. Do mind that if I update that particular file in one of my updates, you may need to re-apply the change.

Your log certainly looks much better then it did :).

Already have them transportable thanks to another mod listed in my load order.

I just had to throw in a random screenshot lol.  10 bug raids later <.<
looks like fun

Roolo

Update:
- Removed locomotion hacking. The mechanoid controller belt now works for any hacked mech.
- If mechs have multiple modifications queued, they'll stay on the hacking facility as long as they have modifications queued.
- Colonists assigned to hacking can now perform maintenance jobs during caravanning, given that there are mechanoid parts available.
- Mechanoids with repair modules automatically repair themselves during caravanning, given that there are mechanoid parts available.
- Mechanoids with repair arms automatically repair any mechanoid in the caravan during caravanning, given that there are mechanoid parts available.
- Fixed: mechs not resting at the right position on portable platforms.
- Improved compatibility with other mods that have custom mechanoid brains, if no "artificial brain" is found, the hack is applied to the mechanoids head instead.
- Fixed: mechs still resting after the platform they are resting on is destroyed.
- Fixed: caravan getting stuck if the hack of a mechanoid breaks during caravanning.


We're nearing the release date (next friday). I think one more round of polishing and bug fixing, and the mod is ready for release. Things I definitely want to do before release are:
- Rebalancing item properties like market value and material costs. 
- Adding an in-game way of informing the player that mechs can be repaired and maintained during caravanning. Perhaps a warning if a player starts a caravan with mechs, without loading parts or a pawn capable of performing maintenance.
- Improving some descriptions.
- Adding some mod options for more configurability.
- Adding the last missing sprites.

Let me know if there's still something important missing in this list or something you'd like to see before release!

rawrfisher

#284
I gotta pose a dumb question.
How about installing extra guns on mechs lol
I know one weapon I would have a feild day installing since it generates tiny turrets :P

Time to see how fast I can break your mod  8)
turret base's dont register REEEEE
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