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Terrasecurity SE (OBSELETE: SEE DECRIPTION)
   
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Mod, 1.4, 1.5
File Size
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11.423 MB
15 Jul, 2024 @ 10:11pm
25 Oct, 2024 @ 9:59pm
11 Change Notes ( view )

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Terrasecurity SE (OBSELETE: SEE DECRIPTION)

Description
Updated 7.28.2024, ~9:00AM PST

NOTICE:
This version has fulfilled it's purpose. Due to some drastic coding changes, the latest version of Terrasecurity SE does not properly work. You can enjoy the weapons inside it, but the more advanced features - i.e. things relating to saps - do not work in this version.

That being said, here's the link to the full, 1.5+ successor:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3364700123

====================

Popular Discussions View All (1)
1
11 Oct, 2024 @ 11:55pm
1.2.4: The Terralab Update
SepphorisVT
39 Comments
SepphorisVT  [author] 1 Nov, 2024 @ 8:21am 
The plug is being pulled on this mod soon. I didn't give up on it or am cancelling anything, it's just soon to not be needed. Everything tested here (and more) is going to be released under a new mod I'm making (1.5+).

Anyone playing this; feel free to continue playing it for the weapons. But, if you want a bug-free stable version with everything working, I strongly recommend waiting for the next mod.

The new mod will also have a testing version as well, which - unlike this one - will be actively sustained.

For 1.4 users, any additions will be in the legacy "Terrasecurity" mod, which I may add things into from time to time. But most of my focus is shifting to the upcoming 1.5+ release.
SepphorisVT  [author] 30 Oct, 2024 @ 8:43am 
@Tofu Tomo found the issue with the transposer. Unfortunately it might mean that the transposer might have to filter sap a different way. Same use, different method. Until then it won't work, even if the required amount is on the map (in other words, don't use it).

Aiming to push a fix later today.
SepphorisVT  [author] 29 Oct, 2024 @ 1:56pm 
@Tofu Tomo no prob! I'll look into adding a check that'll prevent the player from trying to fill the transposer if not enough sap is present on the map. That should help avoid this happening again.
Tofu Tomo 29 Oct, 2024 @ 12:33pm 
That would make sense with the required glowsap not existince since I only have about 150 not the 300 required. I'll gather up to 300 then plant it again and see if it continues, thanks for the insight!
SepphorisVT  [author] 29 Oct, 2024 @ 11:47am 
@Tofu Tomo drops happen when pawns try to do a job that's invalid/impossible for one reason or another. It's a vanilla thing... but I do know it pops up due to how TerraSec handles it's jobs.

This issue also happens when you select a spot for a tree to grow, but a different tree grows right by that spot before the seed is planted; trees aren't allowed to exist directly by one another, so the game freaks out. This can happen in vanilla with the Gau seed.

That said, the transposer code is nearly identical to vanilla brewing. My guess is, the sap that was going to be inserted (or an amount of it) doesn't exist, or two pawns are trying to use it.

Make sure no other pawns are trying to load it, and that the glowsap isn't being targeted/used by another pawn. Additionally it's possible the glowsap doesn't exist anymore.

If none of that helps, please post the Devmode error message that pops up when this happens.
Tofu Tomo 29 Oct, 2024 @ 11:37am 
Having an issue when I plant the Sap Transposer, whichever pawn decides to fill it with glowsap stands still and causes an immense drop in TPS.
SepphorisVT  [author] 25 Oct, 2024 @ 9:49pm 
Update pushed. Turrets fixed, Terravats grow properly, Prima plants are easier to manage, and a couple new items added.
SepphorisVT  [author] 22 Oct, 2024 @ 4:35pm 
@Aulie Went to go give the live mod a quick look on how to get it, here's the process: Research "Terraseed Essentials", which the included scenario should already have. It should now actually be under the "Terratech" Group on the Architect menu.

If it is not there, then there is certainly something wrong and I would suggest to unsub and resub to the mod.
Aulie 22 Oct, 2024 @ 9:27am 
I'm using the Terratech Sentries scenario start which does have new tribe in there but I still don't see the research bench production but I'll try to see if my mods have any conflicts. Also just a minor thing but it would be pretty awesome to see a patch for the melee animations mod for the terratech melee weapons. Though don't sweat on it.
SepphorisVT  [author] 19 Oct, 2024 @ 2:07pm 
@A Bot the Terravat is indeed having problems when growing. You'll have to spawn one in until the fix is live (some brand new code needs to be tested). The terravat itself should 100% still work though.

The terratech research bench is under "production" since it's your initial way to access the mod. It does not show up when you start up as a colony with an Industrial+ tech level (like Ur-Boards, or Pemmican). You can tell the difference in Scenarios, new tribe = neolithic, new colony = industrial.