RimWorld

RimWorld

61 ratings
SubcoreInfo
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
129.299 KB
17 Jan, 2023 @ 1:20pm
8 Jul @ 1:42am
21 Change Notes ( view )
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SubcoreInfo

In 1 collection by eth0net
Vaguely Vanilla
322 items
Description
Track which unfortunate pawn your subcores came from!

This mod was inspired by the wonderful Mr Samuel Streamer and his Biotech series!

Update: the latest updates removed some old dead code so you may see warnings about CompEjected. These are safe to ignore and should be resolved after a rocketman cache clean / few days!

Please consider sponsoring me on GitHub![github.com]
Donations also accepted via PayPal![paypal.me]
[ko-fi.com]

Features
  • Subcores and mechs store info about scanned pawns
  • Stored info: Title, Name, Faction, and Ideology
  • Info is shown in the tooltip for subcores and mechs
  • Scanning a pawn saves their info to the subcore
  • Subcores from traders get random info generated
  • Stored info is kept when disassembling mechs
  • Info is 'Unknown' for existing or spawned subcores

Existing Saves
This mod is safe to add or remove from saves!

Use this to add data to existing mechs or subcores in your save file:
<titleName>Supreme Leader</titleName> <patternName Class="NameTriple"> <first>Poor</first> <nick>Unfortunate</nick> <last>Pawn</last> </patternName> <factionName>Some Faction</factionName> <ideoName>Some Ideology</ideoName>

My Mods




Bugs and Requests
Let me know if there are any bugs or requests, I'll happily do my best to fix them up!

GitHub[github.com] | MIT License | Open to contributions and suggestions!
27 Comments
LoggerC4 21 hours ago 
Awesome, thanks for the update!!
eth0net  [author] 8 Jul @ 9:07am 
SubcoreInfo is now up to date for 1.6 and has some new settings to toggle the unknown fields ^^
Darian Stephens 1 Jul @ 4:47pm 
Woo, looking forward to it!
eth0net  [author] 1 Jul @ 4:06pm 
I'm actually back and working on 1.6 ready for Odyssey release, as well as working on improvements! I did build my subcore components to be extendable with other mods btw :)
Nuker1110 1 Jul @ 8:08am 
Anyone tested this on 1.6?
Darian Stephens 25 May @ 4:20pm 
Do you suppose you could exclude cores and mechanoids which weren't derived from a human?
For example, all lifters and stuff just say 'unknown' for all the information, because they use a basic subcore.
Darian Stephens 22 May @ 4:12pm 
Otherwise, definitely out of scope and for a different mod, but I'd love it if these high-tier mechanoids could form social bonds and relationships. I haven't found any mods which allow that, but I can imagine a very specific set of mods to have the following progression:
Loved one dies or is about to die, their very fresh/preserved/nearly dead body gets ripscanned to save their mind (Or their Stack from Altered Carbon gets uploaded to a high core), and they get implanted in to a mechanoid which matches what they used to do, and they are able to continue their relationship in an altered form, because it is still them.
Heck, it could be an entirely different form of Altered Carbon's stack stuff, specialized mechanoid based instead of growing multipurpose organic bodies.
Darian Stephens 22 May @ 4:11pm 
I feel like there could be some really cool interaction with Altered Carbon 2, but I'm not certain how without breaking a lot of things.
I do love the idea behind this mod, though. It's something I wanted a while back, but never found a mod to handle it. I like the idea of taking prisoners and stuff and turning them in to personally-appropriate mechanoids. Like, I had an unwavering doctor that I turned in to a medic mechanoid, but I don't remember their name anymore. This mod would have been great for that.

It may be cool if you could, instead of saving the names and stuff directly, keep a reference to the pawn which could be clicked on to open their information, but it may not be worth it to potentially keep a world pawn around forever.
5150 18 Sep, 2024 @ 11:37pm 
Epic mod
Dümbük Enişte 9 May, 2024 @ 4:19pm 
Nice to see you back!