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i look forward to recreating sweet assault marines in rimworld
Yep, plausible and possible, unsure when I might be able to prioritise it into the mod, but will add it to the list of potentials. So "Slam burst"?
Japanese translation - Proxyer
Adds a mod option to apply a cool down for the Jet pack between jumps.
Correctly recognises if the wearer is stunned, preventing use.
Graphic Revisions - Oleg Marko
Seriously, thanks to this mod, I can actually create BF2 like aerial attack classes. Nice work!
ty
Preparatory patch work for a new JDS jet pack.
Improvements to rendering process.
Preparation work for compatibility with the mod: [JDS] Star Wars Jango and Boba Fett.
Resolved rendering issues for "individual" packs.
Preparation compatibility for future release of Passive Camouflage mod. (Further details on Discord).
The only issue I encountered is that AI didn't use this stuff (it spawn with no fuel).
(Re: micromanaging materials - the Infusions mod actually adds a filter for that; so *that* part isn't a problem, at least. Pretty sure I can just check "Not infused" and uncheck "Infused" on the upgrading-bill!)
I would suggest that if you are using the infusions mod that you'd have to create items from new (which will in theory have a chance to receive new random infusions) and forgo the conversion recipes, unless of course you want to more micro intensively babysit the conversions of the armours to ensure you are happy with the ingredients applied for use (i.e. those armour sets that you are happy to convert).
This suggestion is not ideal of course, and doesn't allow you of course to convert existing "mega" armour to jet pack use. But at least isn't preventative from using the mod and you always have the individual jet packs to use alongside any armour sets as additional equipment anyhow.
I would need to speak with "notfood" about the details for support arrangements for conversions to include the previous existing infusions and potential quality factors on the armours. Not sure when that might occur.
Having a provisional look at the Infused mod it may be more problematic than you first think or compatibility. This mainly since infusion applies random properties to apparel as a post creation process. In essence it "gets in the way" of itself in terms of trying to get information from previous elements to then try and apply to a "converted" item, since infusion applies its process to all newly generated items regardless.
Also the information regarding infusions that is recorded is stored on or associated with specific item sets and thus not attached to "unfinished" items, so there isn't currently a supported mechanic to store the information for "unfinished" items to later transfer to a finished product.
As a result, until infusions can support "conversion processes" itself I can't really aim for compatibility with it.
Okay, sounds good; that's all about what I expected. I know modding is fun free-time FOSS work, and I, of all people, won't pressure you - but I'd definitely suggest adding Infusions to your "to support" list; it's a popular mod, and I'd hate to lose a Legendary-tier piece of Marine Armor! (Modding isn't my particular programming vice; but I suspect it'd it'd be a simple-ish change; a lot less difficult than supporting a bunch of unrelated modded armors?)
Fly safe <3
1) It'll depend on the definition of the armour. If it using the same defName (definition) but adding comps (properties) to the armour then it will convert it to a new definition and yes you'd lose any comp bonuses. If it is a different defName then it wouldn't be considered for conversion.
2) Custom jetpack armour would need to be in collaboration with the mod author, with a view to them supplying the needed artwork for a custom variant of their armour set(s).
The jetpack process has an apparel class with the standard apparel as base, so it isn't as straight forward (atm) as adding on upgrade values to existing armour or apparel.
And to save supporting all modded armour was why the individual jetpacks were added, as these can work with any modded armour set. (assuming they don't utilise the same apparel slot as the JP which is the outer/shell belt slot).
2. The number of added pieces of equipment might be prohibitive, but it'd be cool if my Spartan Foundry armors could have jetpacks added! (Perhaps add a settings panel to select which existing Apparel items should have JetPack-variants added; that'd save you supporting each and every armor-adding mod out there ...)
Japanese translation updated. ty Proxyer.
I update the Japanese translation. So, Please download from the link below and confirm and merge.
Thank you.
- add ThingDef: SFBoostPack.label in Defs_JPSkyFaller.xml
File name: 10_JetPack_JP.zip
File size: 9.56 KB (9,792 bytes)
SHA256: cec4f24556c9cdc8b410caec8f3447c2f2df69696f4fafea5e2131aaf01f7c39
CRC32 : 5535DD7C
DropBox DowmloadLink :
https://www.dropbox.com/s/8ivzo01djp68xlx/10_JetPack_JP.zip
I see! Thnak you for fix work.
ty for the feedback, that was an important issue to fix.
Harmony fix applied to correct caravan/world site removal due to jet pack use.
(@Proxyer: No translation work is required for this update).
Found the issue, working on a harmony fix atm.
ty for clarifying. will investigate
Not sure i understand completely the situation?
Oh, I will paste the URL directly next time.
Thank you for updating.
Japanese translation updated. (ty Proxyer).
ty for the update, only I'm not seeing a download option from dropbox with this submission.
It's ok, I got the zip file by forcing the URL settings. Will update shortly.
I update the Japanese translation. So, Please download from the link below and confirm and merge.
Thank you.
- add JetPack.UseCarry Setting in Keyed.
File name: 10_JetPack_JP.zip
File size: 9.53 KB (9,761 bytes)
SHA256: 845ccd60fafbea7794a420d6a4f647abba53ba794bfc027cca42054b5a19efe9
CRC32 : 75E9098E
DropBox DowmloadLink : Here [www.dropbox.com]
You might need to be more specific than "something along the lines of".
But if it is "cannot do that due to pilot cannot operate", then that occurs when the pilot is not awake or if the pawn isn't capable of manipulation.
Mod option to allow for carry capacity to have a potential effect to fuel use and jump range.
Multiplayer native support added (beta).
(@Proxyer there are no language additions/changes that need your attention in this update.)