// Management · RimWorld Mod

[AV] Framework

[AV] Framework mod preview for RimWorld

This is just a framework which is needed by some of my other mods.

This is just a framework which is needed by some of my other mods.

It contains a collection of code, so I don't have to copy them all around and handles the research TAB of my mods.

It doesn't change gameplay on its own.

All harmony patches which are contained by this mod get skiped when they are not needed.



Optional biotech QoL for colonies with multiple mechanitors



This is disabled by default and needs to be activated in the mod-settings.

  • mechanitors can have their own special color (choosen by the player) for their command radius
  • mechanitors and mechs get an aura-highlight in their mechanitors color when drafted (toggleable in the bottom right of the screen)
  • command radius depends on the type of mechlink (supports Hydrologist's Mechanitor Command Range Extenders)
  • command radius can be scaled by psychic sensitivity
  • modded buildings (incl. gestalt engine) will still show the white command range





Maybe useful for xml modders


Usage excamples can be found in my own mods.

DefModExtension IsMechlink
- for custom mechlinks implants

CompUsableImplant_Mechanitor
- self installing only when the pawn is a mechanitor

CompUsableImplant_NoMechanitor
- self installing only when the pawn is not a mechanitor

DefModExtension BiocodeMessage
- creates a massage on the top left of the screen when a biocodable item is produced by the player

Comp_SelectableSpawner
- upgraded comp_spawner for buildings and pawns
- allows scaling depending on the pawns stats (you choose which)
- allows change of productionspeed
- allows item production in caravans
- spawns the item even if all adjectent tiles are full (vanilla just skips it)
- message in the top left for item production can be disabled in this mods settings

SpawnerDef
- used to define the item, count, research requirement and research for productionspeed scaling for Comp_SelectableSpawner

Comp_SpawnMonitor
- adds a gizmo to a UI that shows all producers and consumers of fuelable items for easier balancing
- this tracks all thingdefs of Comp_SelectableSpawner, Comp_Spawner & Comp_Refuelable

Comp_GiveHediffsWhenAlive
- adds a hediff to a pawnkind (used to give a mech a hediff after gestation or resurrection)

Comp_BandNodeFueled
- allows bandnodes to be fuel dependend, bandwidth change can be adjusted in xml

Enjoy!



The mod ' Mechanoid Spots' is hidden, where can I find it?


Still on steam, check it tommorrow agin.
For whatever reason steam takes over a day to process ANY change on the steam description of that mod - making it hidden for that time.
Yes, even if I just fix a typo in the description the mod is hidden for about a day.
It annoys me as much as you would think...