RimWorld

RimWorld

107 ratings
Remote Tech (Continued)
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.086 MB
15 Jul, 2023 @ 1:54pm
13 Aug @ 11:19am
9 Change Notes ( view )

Subscribe to download
Remote Tech (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
967 items
Description

Update of UnlimitedHugss mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=761379469



[discord.gg]
[github.com]


Remote Tech is a rich content mod focused on remotely detonated explosives. These allow to set up more effective and strategic base defenses, mine for resources, and many other things.
Early colonies and tribal settlements will benefit from low-tech makeshift explosives that can be made with renewable materials. The late-game is extended with advanced chemical charges and automated defenses.

Start by researching 'Makeshift Explosives' from the Remote Tech tab- this gives you access to basic explosives that can be made using the campfire and crafting spot. Place them using the build menu (Remote Tech category), then trigger them using detonator wire connected to a manual detonator.
More advanced explosives can be purchased from traders or crafted at the explosives workshop. After unlocking the remote detonator, explosives can be triggered via radio signal. The remote detonator can be upgraded with channels to divide your placed explosives into groups, to be triggered separately.
Follow the Remote Tech research tree to unlock more powerful technologies.

This mod can be safely added to existing games.

Notice: The HugsLib library mod must also be installed. Make sure both are enabled in the Mods menu and HugsLib is loaded first.

To get more info, discuss features or provide feedback, please visit the official forum thread:
https://ludeon.com/forums/index.php?topic=17285

Hope you enjoy.

The B19 version is still available, and can be found here: Remote Tech (B19)

My other mods: HugsLib · Allow Tool · Map Reroll · Defensive Positions


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Always post your log using the Log Uploader
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: explosives, defense strategy, advanced technology
53 Comments
Antrocon 21 Sep @ 9:07pm 
would it be possible to implement couple of QoL features?
1. set "auto-replace" to true by-default on explosives
2. preserve selected channel when replacing spent explosive. this one is especially annoying if you have constructoids doing the replacement, as then you have to re-click each explosive one-by-one and wait for a living pawn to travel just to flicker the switch, which should've been set right from the start
rzar84 12 Sep @ 7:37am 
@Mage of Fables So like, when you click the Explosive Workshop, there should be two lil thingies at the top of the bills tab "Silver", and "Components", if you click one of the two it should switch to another resource like "Sparkpowder" and "Steel", which should open up the option to make a mining explosive. The Silver and Component thing should be like, inside a yellow rectangle above the add bill.
Mlie  [author] 11 Sep @ 11:36pm 
@Mage of Fables Then I dont know, works in my tests at least
Mage of Fables 11 Sep @ 8:38pm 
I've got the 'Remote Detonator' Research, which is where the Mining Explosives are, but when I've build the Explosive Workshop, for some reason, I can't make any Mining Explosives.
Mlie  [author] 11 Sep @ 7:57am 
@Mage of Fables The research project for the explosives
Mage of Fables 11 Sep @ 7:43am 
What do you meant my 'missing research'? Meaning getting Fabrication or something?
Mage of Fables 5 Sep @ 11:43am 
Yeah, my mistake.
Mlie  [author] 5 Sep @ 9:28am 
@Mage of Fables Missing research?
Mage of Fables 5 Sep @ 8:13am 
I've got an Explosive Workshop, and for some reason, I can't create Mining Explosives, only Explosic Pouches. Did I missed something?
Tal'Raziid 9 Aug @ 10:38am 
Thanks!