RimWorld

RimWorld

Hacking Expansion
221 kommentarer
Belinko For 3 timer siden 
Update about hijack subcore: Looks like the problem comes from that the ability has range 0, becase I managed to fix it by adding remote acces.
Belinko For 4 timer siden 
I've got a problem: hijack subcore just stoped working at all, I target the mech but nothing happens.
wofwofwofwofwofwofwof 2. okt. kl. 7:37 
Are there enemy hackers that can hack our turrets and mechs? That'd be pretty cool
Potato.tech 1. okt. kl. 21:45 
i am so, so sorry to ask this question, but would it be possible to make a compatability for persona mechanoids 2? ( https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3522497657&searchtext=persona )

persona mechanoids can not install a cyberlink due to not having a brain, apparently
LifeIsAbxtch 1. okt. kl. 9:25 
HEY BlueEagle can also give us the ability to hack other factions for they're Money(Silver)
estrogenesys 1. okt. kl. 8:15 
update: i started a new save to see what results of hacking the ancient cyberdeck and crate. then i went back to my other save and used console to spawn those things in.
estrogenesys 30. sep. kl. 21:23 
@potato.tech

thanks!

1. I was able to use Dev Mode to spawn them in, but cannot hack them because they are "owned by hacker". There is no option to "claim" them. Am I sequence breaking the tech progression by spawning their contents into the map? Am I meant to get my beginning cyberdata from here, or by ripping other objects i find on other maps?
2. I thought I tried that, but will try it again next time.
3. Thanks
Potato.tech 30. sep. kl. 19:03 
@estrogensys
1: the ancient cyberdeck and encrypted lockbox
2: when you select the menu to send pawns and items down, you should see the data rippers in the items tab
3: security terminals have a workload of 10 to hack. to generate basic cyber data you need to data rip an object with a minimum of 25 workload
estrogenesys 30. sep. kl. 16:10 
what content is missing from "available only while generating the map for the first time"?

how do i take datarippers downstairs into ancient stockpiles?

i've installed datarippers on security terminals but they never generate cyberdata
Sturm Krahe 30. sep. kl. 16:08 
Is there a decent tutorial for this somewhere? It looks really cool but I cannot seem to figure out what I'm supposed to do, got enough data eventually to make a cyberlink for my hacker character but he still can't do anything to enemies, am I missing something?
GamerCake 30. sep. kl. 13:01 
Slight compatibility issue: The striker turrets from VE Deserters is not able to be data ripped.
Arthur0412 30. sep. kl. 12:25 
for me a focus on the cyberpod, maybe an advanced version, would be absolutely amazing... the idea of having a colonist decicated to cyberprotection, or remote combat from there is peak cyberpunk aesthetics. anyway amazing work, even if you don't plan to expand it that much
kinson523 30. sep. kl. 6:00 
@blueeagle421 would it be possible to add hacking devices across map tiles from the hacking pod? Would enhance the long range hacking experience I think
Lovecraft 30. sep. kl. 5:36 
Disabling turrets doesn't seem to work in CE. Otherwise it seems compatible.
Potato.tech 29. sep. kl. 22:09 
@BlueEagle421 its also me again xD
anywho, i noticed that the VRE-androids do not seem to get affected by failed hacking. berserk does not make them go berserk, they do not get cyberspace nausia, about the only thing that does effect them are the ones such as hullbreach when they are inside of a cyberpod

hope this info is helpful to ya!
Zoe, the Bad Wolf 29. sep. kl. 19:11 
@Author,
Hi, it's me again. :)
I found out which mod/config was causing the problem. I don't know how much it would be fixable on either end, but it was Tweak's Galore config option of "No Breakdowns".
I am guessing something on your end refers to breakdown chance? Well, with that disabled, your mod works perfectly. <3

Thank you for such amazing content.
Rob The Robot Guard 29. sep. kl. 12:58 
@Arthur0412

Maybe its already cached for you but even imgur is completely unusable.

Just go to their website: https://imgur.com/

And you will see nothing besides a HTTP Error 400.
Rob The Robot Guard 29. sep. kl. 12:53 
Hey there.

The image host that this mod is using for its mod page graphics is restricting the ability for people within the UK to view many graphics on there website.

This is happening due to the UK Online Safety Act

I advise you find an alternate provider or add a text version of your mod information to the page
Pond_Grass 29. sep. kl. 12:32 
Also, some kind of daily utility use case for the cyberlink, and maybe also a resource sink for the cyberdata. Maybe the supporting building requires cyberdata to run.
Pond_Grass 29. sep. kl. 12:29 
As of suggestion, I would think of a supportive "hacking". As an Idea, it maybe could hack allies to increase there shooting accuracy. Allies may need some gear like gunlink and/or cyberlink to get the assistance. Or instead pawns with cyberlink can get benefits from some kind of server like building an register with hacking, so that they can get some manipulation and/or sight enhancement as long as the building is alive? Maybe the building is a cyberpod linkable, and needs to be linked and with cyberpod filed to operate?
BlueEagle421  [ophavsmand] 29. sep. kl. 11:34 
BALANCING UPDATE
- buffed jammer kit stats
- buffed optimization module stats
BlueEagle421  [ophavsmand] 29. sep. kl. 11:31 
@veoba
Sorry for late response!
That depends on the ability. Most of them work only on hackable things, but disarm works on any weapon held by a pawn
Burger and Sabbath Moment 29. sep. kl. 10:52 
This mod turned my game's sky to the color of a television tuned to a dead channel, great job!
MegaZillaDestroyer12 29. sep. kl. 10:20 
1.5?
Belinko 29. sep. kl. 10:16 
@Pond_Grass Thanks anyway! I actually've got virtual dataminer, and I am actually have a sos2 hackers playthrough (sos2 cyberwarfare) so gonna go for mechs. And when I will get the ability to take control over mechs, I will build a mech hacker+boarder.
Pond_Grass 29. sep. kl. 9:57 
@Belinko
Sorry, I don't know, since I don't play with large mod list, but maybe quest or faction mod should add a bit more hackables? Though I would assume it would be harder high tech faction mod that would provide large turrets in the camp, or some kind of hard hacking quest. I don't have any come to mind.
Belinko 29. sep. kl. 9:04 
@Pond_Grass okay and what about non vanilla? What mods give you good stuff to hack?
BlueHatCipher 29. sep. kl. 8:35 
Finally I can have a colony of Deckers and other shadowrunners. Phenomenal stuff!
Pond_Grass 29. sep. kl. 8:34 
@Belinko
Ancient hatch, space drone, relay stabilizer, are the only three things that has enough hacking capacity for giving you advanced cyber data from vanilla.
Of which currently Ancient hatch can't have dataripper installed.
Other than that from test, it seems currently some turret (at least the auto-charge turret, from mechanoid cluster), can provide enough hacking capacity for at least one advanced cyberdata. I am assuming you can't use virtual dataripper, but if you can, I think some mechanoid can provide you with it? Did not check on the last one.
Belinko 29. sep. kl. 7:31 
Okay, does anyone know a good way to farm cyberdata and especially advanced one early on? Because I've got some from spacedrone but that's not enough. And broken exec too.
Åbeii 29. sep. kl. 6:43 
STOP PLZ i want to have a life again stop doing content plz ;)
BlueEagle421  [ophavsmand] 29. sep. kl. 4:45 
UPDATE
- replaced disabling turrets with reconfiguring turrets after finishing hacking (they now can fight for you!)
- added cyberlink requirement to turrets and mech hacking
- fixed some turrets not being patched

- added proper research checks to advanced cyberdata and broken exec data during ripping
- made hack gizmo from cyberlink hidden on downed or uncontrollable pawns
- fixed infinite range bug during hacking
- added more information during turret, mech hacking
- improved zapcode description, logic
- disabled black ICE hacking on cyberpod, updated description
- other balance changes and fixes
Minasoda 29. sep. kl. 1:06 
First this is a great mod. thanks for your time doing it. I am having some trouble figuring out how to work some of the items. I have a hacker with the adv cyber chip, cyberpod, and i figured out how to train the remote ripper. How do I use the remote ripper? I dont see an option when she is in the pod to do this. She can remote hack no problem but I have to have another pawn manually install a ripper. Again thanks,
Quasar 29. sep. kl. 0:22 
Oh my god, I've been hoping for a mod like this for so long! Once I got my c# down, I was going to and mod something like this if no one else did just to scratch that itch xD
SketchyGalore 28. sep. kl. 23:30 
Amazing work, as always! I had a small suggestion from my very first experience with the mod (and apologies if it's already been said). Would it be possible to gate the act of hacking behind a tech? It makes very little sense that my tribals can hack into a computer that they found lying around, and even less sense that they can then install the computer in their brain (in fact, the same goes for my know-nothing crashlanders!)
Belinko 28. sep. kl. 21:02 
@Potatotech oh, okay, thanks!
Potato.tech 28. sep. kl. 20:44 
@belinko thats already a thing!
get the hijack subcore ability, target a disabled mech, and it will become a colony mech! though, you will need a mechanitor to connect to it and take it over once converted
Pond_Grass 28. sep. kl. 19:35 
Is the mechanoid cluster's turrets unhackable intended?
Also it seems that I can't target stockpile hatch as target hack from the gizmo of the cyberlink pawn, nor can I install dataripper on it. I can still hack the with right click hack, and from the hatch's gizmos.

Thank you for the mod, I am enjoying it.
fisting u anal 28. sep. kl. 13:37 
the mod broke the game at startup, but the game works after the mod is removed
Belinko 28. sep. kl. 13:04 
Would be cool if mechanitor could take control over disabled mechs.
BlueEagle421  [ophavsmand] 28. sep. kl. 12:10 
@Zoe, the Bad Wolf
Will look into it!
bing bong 멍청한 병신 28. sep. kl. 12:06 
{LINK FJERNET}

Thank you ! thats all i needed to know
Zoe, the Bad Wolf 28. sep. kl. 11:44 
Unfortunately, no, as soon as I rebuilt it. The error lop returned. :(
BlueEagle421  [ophavsmand] 28. sep. kl. 10:59 
@Zoe, the Bad Wolf
maybe try to rebuild the pod? Let me know if it works
Potato.tech 28. sep. kl. 10:36 
@bing bong all the hacking port does is give you a hacking speed buff, so yes! it works. it does not however do anything else other than said speed buff
Zoe, the Bad Wolf 28. sep. kl. 10:19 
@Author,
Thanks!
Yeah, I was playing while it was updated and mistakenly thought I had the newest version.

However, after the update, I am getting these errors after installing a cyberpod.
https://gist.github.com/HugsLibRecordKeeper/f8832d7564f639421c48498bd526ec7f
BlueEagle421  [ophavsmand] 28. sep. kl. 9:41 
@Zoe, the Bad Wolf
Make sure you have the latest mod version. Exec data abilities are under advanced cybertech research project
Mr. Bob 28. sep. kl. 9:01 
Git cyberpsychoed choom
bing bong 멍청한 병신 28. sep. kl. 8:07 
does the hacking port implant from "integrated implants" mod also work with this mod ?
Zoe, the Bad Wolf 28. sep. kl. 7:53 
@Potato, thank you for the answer!
Does that require a specific technlogy? Cause I see nothing related to broken data on my machining table. Maybe I am missing something.