RimWorld

RimWorld

JetPack
140 Comments
Karolus40k 10 Aug, 2020 @ 1:01pm 
My assault marines thank you, techpriest. No longer can they flee from righteous fury and the revving of chainswords.
Mycroft 14 Jun, 2020 @ 6:19pm 
i for one would second the idea of a ground pound. Assault Marines from 40k knock enemies back or to the ground when jumping onto the ground next to them, a brief stun for 1 second or a push, after which they are free to either use their melee weapons or toss anti tank grenades.

i look forward to recreating sweet assault marines in rimworld
Pelador  [author] 1 Mar, 2020 @ 12:29pm 
Please see discussion
kylo glen 1 Mar, 2020 @ 12:28pm 
1.1?
Pelador  [author] 12 Feb, 2020 @ 10:06pm 
@The ninja goomba

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"?
The Ninja Goomba 12 Feb, 2020 @ 9:59pm 
Say, do you think that there should be a tier of jet pack or a mechanic of it that allows you to tackle into enemies with it? Think of the First Order Jet Trooper from Battlefront 2, he has a jetpack dash that allows him to launch straight into enemies and deal tons of damage.
DrBossWatson 29 Jan, 2020 @ 7:33am 
I see you trained in the Rising Phoenix. I didn't think my elite level warriors could get another upgrade, glad I was wrong!
Pelador  [author] 11 Jan, 2020 @ 10:41pm 
@Update

Japanese translation - Proxyer
Pelador  [author] 11 Jan, 2020 @ 8:56pm 
@Update

Adds a mod option to apply a cool down for the Jet pack between jumps.

Correctly recognises if the wearer is stunned, preventing use.
Pelador  [author] 9 Jan, 2020 @ 3:32pm 
@Update

Graphic Revisions - Oleg Marko
The Ninja Goomba 8 Jan, 2020 @ 12:19pm 
They fly now!?



Seriously, thanks to this mod, I can actually create BF2 like aerial attack classes. Nice work!
Pelador  [author] 5 Jan, 2020 @ 8:33pm 
@Murphy501

ty
Murphy501 5 Jan, 2020 @ 6:09pm 
This mod is awesome, and I just wanted to take the time to say thank you for making it!
Pelador  [author] 20 Dec, 2019 @ 2:31pm 
@Update

Preparatory patch work for a new JDS jet pack.
Pelador  [author] 19 Dec, 2019 @ 9:30am 
@Update (earlier today)

Improvements to rendering process.
Canon 16 Dec, 2019 @ 2:44pm 
Nice
Pelador  [author] 16 Dec, 2019 @ 2:04pm 
@Update

Preparation work for compatibility with the mod: [JDS] Star Wars Jango and Boba Fett.
Pelador  [author] 16 Dec, 2019 @ 5:09am 
@Update

Resolved rendering issues for "individual" packs.
Elth 3 Dec, 2019 @ 1:20pm 
clone jet troopers....
Pelador  [author] 16 Nov, 2019 @ 5:34pm 
@Update

Preparation compatibility for future release of Passive Camouflage mod. (Further details on Discord).
kaczorski 3 Nov, 2019 @ 1:45pm 
Scratch last sentence, I re-read mod description :)
kaczorski 3 Nov, 2019 @ 1:39pm 
Great mod! I've just tested my brawler + booster pack combo in battle and it was insane. So satisfying to see her jumping from guy to guy in clouds of exhaust, leaving trail of bodies in her wake :D
The only issue I encountered is that AI didn't use this stuff (it spawn with no fuel).
ELLIOTTCABLE on Discord 8 Sep, 2019 @ 4:07am 
Yeah, that all tracks. Too bad!

(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!)
Pelador  [author] 6 Sep, 2019 @ 12:39am 
@ElliotCable

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.
Pelador  [author] 6 Sep, 2019 @ 12:28am 
@ElliotCable

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.
ELLIOTTCABLE on Discord 5 Sep, 2019 @ 10:11pm 
Thanks for the speedy reply, dang!

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
Pelador  [author] 28 Aug, 2019 @ 4:45pm 
@Elliotcable

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).
ELLIOTTCABLE on Discord 28 Aug, 2019 @ 1:39pm 
1. How does the "Convert Marine Pow Armor to JP" handle 'infused' gear, i.e. from the Infusions mod? I'm assuming it actually technically creates a new item, doesn't fix/upgrade/change the existing one, so it probably loses the infusion in the process? I'm afraid to lose my absurdly-OP masterwork, infused Marine armor! :P

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 ...)
Proxyer 13 Aug, 2019 @ 10:25pm 
Thank you! :lunar2019grinningpig:
Pelador  [author] 13 Aug, 2019 @ 10:17pm 
@Update

Japanese translation updated. ty Proxyer.
Proxyer 13 Aug, 2019 @ 8:32pm 
Hello, author Pelador
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
Proxyer 6 Aug, 2019 @ 8:50pm 
@Pelador
I see! Thnak you for fix work.
Pelador  [author] 6 Aug, 2019 @ 11:06am 
@rebelscum

ty for the feedback, that was an important issue to fix.
Pelador  [author] 6 Aug, 2019 @ 11:03am 
@Update @rebelscum

Harmony fix applied to correct caravan/world site removal due to jet pack use.

(@Proxyer: No translation work is required for this update).
Pelador  [author] 6 Aug, 2019 @ 10:25am 
@rebelscum

Found the issue, working on a harmony fix atm.
egoanditspwn 6 Aug, 2019 @ 10:02am 
i'll add that there were no roofs on the map the caravan was on. i did a little testing, and it only seems to happen if all pawns on a map are jumping simultaneously. i can send a caravan with two people, have one person jump, then the other, no problem. but if i tell both to jump at the same time, as soon as they're both in the air the caravan gets lost.
Pelador  [author] 5 Aug, 2019 @ 8:25pm 
@rebelscum

ty for clarifying. will investigate
pgames-food 5 Aug, 2019 @ 6:28pm 
maybe there was a roof above them when they jumped, and they took lethal damage?
egoanditspwn 5 Aug, 2019 @ 5:14pm 
I formed a caravan with only one person in it. They arrived at the destination, and when I tried to have them do a jump, it took me back to the world screen, telling me the caravan had been lost.
Pelador  [author] 5 Aug, 2019 @ 4:54pm 
@rebelscum

Not sure i understand completely the situation?
egoanditspwn 5 Aug, 2019 @ 3:10pm 
Thankfully I was just messing around, but I just lost a caravan of one person when I had them try to jump.
Proxyer 4 Aug, 2019 @ 6:54pm 
@Pelador
Oh, I will paste the URL directly next time.
Thank you for updating.
Pelador  [author] 4 Aug, 2019 @ 2:05pm 
@Update @Proxyer

Japanese translation updated. (ty Proxyer).
Pelador  [author] 4 Aug, 2019 @ 1:23pm 
@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.
Proxyer 4 Aug, 2019 @ 12:52pm 
Hello, author Pelador
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]
Pelador  [author] 4 Aug, 2019 @ 9:39am 
@Hykal94

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.
Hykal 4 Aug, 2019 @ 7:53am 
Okay, perhaps I'm a complete idiot but despite having a jetpack (just a normal one) and the chemfuel to go with it, I cannot refuel it. It says something along the lines of "colonist cannot pilot it". Any ideas?
Pelador  [author] 4 Aug, 2019 @ 3:54am 
@Update

Mod option to allow for carry capacity to have a potential effect to fuel use and jump range.
Proxyer 15 Jul, 2019 @ 11:03am 
I see! thank you for your kindness. :)
Pelador  [author] 15 Jul, 2019 @ 9:10am 
@Update @Proxyer

Multiplayer native support added (beta).

(@Proxyer there are no language additions/changes that need your attention in this update.)