RimWorld

RimWorld

Remote Tech (Continued)
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!
Mlie  [author] 9 Aug @ 10:37am 
@Tal'Raziid Yes, Makeshift Explosives is a Medieval research project
Tal'Raziid 9 Aug @ 10:30am 
Poor communication: Are the low-tech explosives like the blackpowder pouch pre-industrial tech level?
Mlie  [author] 9 Aug @ 10:29am 
@Tal'Raziid I dont think primitive is referring to the tech-level
Tal'Raziid 9 Aug @ 10:25am 
Are the 'primitive' explosives actually researchable in medieval?
Dizzy Ioeuy 4 Aug @ 3:31pm 
Oh crap, it still needs HugsLib... :imprison:
Dizzy Ioeuy 4 Aug @ 2:01pm 
ty MLIE!
Mlie  [author] 17 Jul @ 9:43pm 
@마시무시 Updating all my mods, see discord for progress
마시무시 17 Jul @ 10:27am 
1.6 ?
Mlie  [author] 27 Mar @ 11:13pm 
@brokefire You should probably ask on the Ce discord about their compatibility
brokefire 27 Mar @ 4:46pm 
does this work with CE?
Fajdek 2 Nov, 2024 @ 1:41pm 
Thank you, the charge level works now, but upgrading power units still requires exiting to main menu and loading the save for them to function, unlike every other upgrade. If it's not fixable then no worries since it's only a minor annoyance. Thanks for all the mod resurrections, you're doing an amazing job.
Mlie  [author] 2 Nov, 2024 @ 10:53am 
@Fajdek Should work better now
Fajdek 1 Nov, 2024 @ 5:56pm 
The portable power unit doesn't show its charge on the bars. Also the upgrades on the portable power unit specifically do not work until I quit to menu and reload, then they work as intended.
枪马网卡耳朵聋 10 Oct, 2024 @ 6:26am 
Hi I sent a pull request to update the Chinese translation in your github repository, thanks for your work!
Mlie  [author] 7 Oct, 2024 @ 3:56am 
@aikixd Should be fixed now
aikixd 5 Oct, 2024 @ 3:52am 
Thrown:
Exception ticking world pawn Silo. Suppressing further errors. System.NullReferenceException: Object reference not set to an instance of an object

This was for a non colonist pawn. The exception is thrown at `return pawn.Map.listerBuildings.allBuildingsColonist.OfType<IRedButtonFeverTarget>().Any<IRedButtonFeverTarget>();`. My guess is that `listerBuildings` is null for non colonists. The solution should be switching the `&&` arms in `MentalBreakWorker_ColonistsOnly : MentalBreakWorker`.

log: https://gist.github.com/HugsLibRecordKeeper/491b74bf47a9f6d619b825ec9e8df65e
Syroth 14 Jul, 2024 @ 2:43pm 
THANK YOU!

I've played rimworld since like the month it became available ( alpha )

I sincerely appreciate that you resurrect and maintain mods. You've been the "salvation" of many searches of mine over the years.

Make sure you do us both a favor and get a donation link up - Maybe you have one? I'll check more now.

I'll happily send you $20 bucks here and there to show my appreciation and gratitude.

Thanks again!
Mlie  [author] 5 Jul, 2024 @ 2:45am 
@Dizzy Ioeuy I do it over time, a lot of these old mods use it and it requires a lot of work in some cases.
Dizzy Ioeuy 5 Jul, 2024 @ 2:07am 
Dang, couldn't get rid of the Hugslib required? It's the only mod of 300 that would require this- been a concerted effort to get people to drop depending on that horrible lib.
7.62forU 2 Jul, 2024 @ 11:06am 
Has anyone tried this mod with the Multiplayer mod and compatibility patch? The old version is rated a 1(persistent game breaking desyncs) but does this version work with it? Thanks!
F0216 6 May, 2024 @ 12:27pm 
this mod is very good
Taylor7500 26 Nov, 2023 @ 3:12pm 
Does this mod have a gizmo for pawns holding a bomb to plant it? It's always a bit clunky to fight with Rimworld wanting bombs dropped in stockpile zones so a pawn can pick it up and take it to the blueprint.
YEETmore! 24 Nov, 2023 @ 6:52pm 
it's fixed.
it's always going to be funny that nobody found this bug until now XD
Mlie  [author] 24 Nov, 2023 @ 10:33am 
@YEETmore! Should be fixed now
YEETmore! 23 Nov, 2023 @ 6:45pm 
I can't believe Nobody saw this but trying to select Hardened foam will make a Error and won't
select it:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
Mlie  [author] 12 Nov, 2023 @ 2:27pm 
@Tygram No idea, never used CE
Tygram 12 Nov, 2023 @ 2:05pm 
any idea if this works with Combat Extended?
Smiley Face Killer 19 Oct, 2023 @ 8:59am 
Is there a way to make the wearable detonator have infinite uses?
Mlie  [author] 17 Oct, 2023 @ 11:16am 
@k.slama95 Probably a mod-conflict as it doesnt happen with only this mod loaded
k.slama95 16 Oct, 2023 @ 3:33pm 
hey, so, I've been having an issue that the explosives workbench doesn't connect to any power cables and the button for "reconnect" is missing. Might be bug? Happened to anyone else?
Void Kitsune 10 Oct, 2023 @ 12:04am 
I missed this mod so much! -cries-
ArmedPenguin 1 Oct, 2023 @ 1:02pm 
Definitely missed this mod. Thanks Mlie.
Angrysquirrel 15 Sep, 2023 @ 2:22am 
Thanks dude! :)
鴉之豪 18 Aug, 2023 @ 9:37pm 
Thank you
Kupie 19 Jul, 2023 @ 9:47am 
ALL HAIL MLIE
Syna 18 Jul, 2023 @ 12:57am 
Glory to Mlie
Miriouki 17 Jul, 2023 @ 1:11pm 
Thank you dear god
Fenrir009 17 Jul, 2023 @ 9:11am 
I was just thinking about this mod and hoping that it would be picked up!
Oda Nobuna 17 Jul, 2023 @ 8:23am 
my hero i love you :steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup::steamthumbsup:
⎛⎝ AlilSneezyPanda ⎠⎞ 16 Jul, 2023 @ 1:16pm 
xD Hero