RimWorld

RimWorld

More Utility Packs (Continued)
47 kommentarer
Emdood 3. sep. kl. 16:46 
Really like the rescue frame, is there any way you could add a button to toggle the shield off an on?

I would really love to use this as a "I NEED TO GET IN THERE NOW" kind of thing
Xeonzs 1. sep. kl. 10:23 
Could you move the research for the mechanoid stuff elsewhere?
Right now it requires fabrication, but it sits all the way at the left/start of the vanilla research tree, cropping out both stonecutting and recurve bow research.
It's functional but looks really bad.
Red 30. aug. kl. 19:58 
You are the best man!
angus_jo 26. aug. kl. 14:26 
My Hero <3
lucky_one 🍀 26. aug. kl. 14:17 
You are the best pal :') :er_heart:
Zaljerem  [ophavsmand] 26. aug. kl. 12:32 
Very well, due to popular demand I have refactored the VFE Mech content, it is now available (with its research project) and uses components rather than mechanoid components.
angus_jo 26. aug. kl. 10:51 
I miss the Mechanoid Gear. :( Can you please remove the Vanilla Factions Expanded - Mechanoids requirement?
pm00 18. aug. kl. 18:03 
is it possible to remove the VFE: Mechanoid requirement for the mechanoid packs now that the VE team is not gonna updatw that to 1.6 and rework it?
ObsidianPanth3r 17. aug. kl. 7:22 
Anyone know of a mod that has a flamer for utility like the turret backpack?
Xeonzs 17. juli kl. 4:04 
Thank you to both of you, great mod.
Zaljerem  [ophavsmand] 11. juli kl. 19:35 
Thanks for being ok with me updating it! Please feel free to use anything I've done if you wish to pick it back up. I'm always happy to hand one back!
Flankmaster 11. juli kl. 19:33 
One of these days I might revisit More Utility Packs when I have time to update it -- but I'm glad it's found a home here! Thanks so much for keeping it going.
Blue 6. mar. kl. 12:10 
Anyone ever had an issue where placing a item from this mod into storage would change item quality to normal? No error message at all. Using Adaptive storage framework.
Lekoda 4. jan. kl. 18:11 
The Command Pack dont work
Scorpio 16. okt. 2024 kl. 13:59 
shields on the jump packs dont let weapons shoot out , considering the cost they should
Omega13 8. sep. 2024 kl. 13:01 
Yeah, not a huge deal, easily fixed with character editor if you feel like it's a cheat, but kinda funny.
Zaljerem  [ophavsmand] 8. sep. 2024 kl. 10:55 
Apparently the obelisk code doesn't filter out the hediffs it duplicates, at least not to that extent. I could probably address it but the result is "anomalous" enough to be left alone in my opinion. :)
Omega13 6. juli 2024 kl. 23:42 
Using anomaly content - a character wearing a trauma pack was duplicated by an obelisk. Because duplicates inherit all of the original's medical conditions, the dupe permanently had the trauma pack buff without actually wearing one.
Rondson 4. juli 2024 kl. 11:19 
Much obliged, thanks for the ongoing efforts for resurrecing mods!
Zaljerem  [ophavsmand] 4. juli 2024 kl. 10:56 
From looking at their code, you should be good to go! They check for both the original mod and this continued version.
Rondson 4. juli 2024 kl. 10:16 
Greetings! Bit of a silly ahh question:

This mod was listed as CE compatible long time ago:

https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

If I add this to the ongoing 1.5 save with a CE active, will it work, or it's going to be a bit of a gamble?

Regards.
Zaljerem  [ophavsmand] 14. juni 2024 kl. 20:52 
Yep, those were the old patches, I changed how compatibility is handled and made them text so they wouldn't get parsed, and left them there as a reference - meant to delete them and forgot.
Safari Mesh 14. juni 2024 kl. 12:44 
It's only found in the Mechanoids.txt and Royalty.txt patches, which seem redundant. Upon further testing this really isn't a issue and all works as it should in-game, I was a little quick to comment. Thank you for updating this mod, it's one of my favorites.
Zaljerem  [ophavsmand] 14. juni 2024 kl. 6:17 
Strange, because I just searched the mod for any instance of "Reloadable" and they're all changed to "ApparelReloadable". Can you give me more info on the error, which def is reporting that?
Safari Mesh 13. juni 2024 kl. 23:56 
I'm getting some errors on startup. (I think) CompProperties_Reloadable was changed to CompProperties_ApparelReloadable in 1.5
Kokorocodon 23. maj 2024 kl. 19:46 
damn bruh, you good?
Bondrewd 22. maj 2024 kl. 0:05 
Can the trauma kit save me from all of these feels?
Zaljerem  [ophavsmand] 21. maj 2024 kl. 12:15 
Yes, just added in an update I made a few minutes ago.
wofwofwofwofwofwofwof 21. maj 2024 kl. 12:15 
Can the vanometric grav-pack be crafted via more archotech garbage?
Zaljerem  [ophavsmand] 21. maj 2024 kl. 12:11 
Unfortunately, due to the way reloadable apparel works, it will only take a specific item as ammo, not a category. I'll look into it, though, it's an excellent suggestion.
Tirith Amar 21. maj 2024 kl. 8:54 
Man if you could make it so i can use whatever shells i want with the mortar you have sold the mod to me.
Zaljerem  [ophavsmand] 21. maj 2024 kl. 8:26 
KoksOne_ 20. maj 2024 kl. 23:28 
I have a question can you update the mod https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2658903644&searchtext=aiming to 1.5 please
wofwofwofwofwofwofwof 20. maj 2024 kl. 17:32 
I was just thinking about this today, neatwof
TrollofReason 20. maj 2024 kl. 14:17 
Danke-danke! Love this mod, & I'm glad you're raising it from the 1.5-pocalypse.
Zaljerem  [ophavsmand] 20. maj 2024 kl. 12:52 
Updated: Fix to Survival Pack mass carry capacity. Thanks for the report!
Zaljerem  [ophavsmand] 20. maj 2024 kl. 12:47 
How VE handled that stat changed between versions and I missed adding it to the survival pack, or I modeled it after the backpack from VE. Either way, I'll push an update to add the mass carry back in.
TrollofReason 20. maj 2024 kl. 12:37 
Not "none of" just the Survival Pack, sorry.
TrollofReason 20. maj 2024 kl. 12:37 
I think it's a oversight holdover from 1.4 to 1.5, but none of these increase the new looking variable "Mass carry capacity" that they used to provide before it it was defined in the UI. The survival pack, for example, is maybe supposed to increase that, not "Carrying capacity" which is a totally different value.

Mcc defines the depth of an entity's capacity to carry kilograms of mass across caravans into their internal inventory, IE: telling a pawn to pick up a bunch of stuff off the ground, their capacity to carry it all at once.

Cc affects the ability of a pawn to handle a "pick up" command, IE: How big of a thing can the pawn actually put into its inventory. Can it stuff, for example, an entire dinosaur into its inventory?

Right now, the Survival pack, an maybe others I haven't checked out only seem to be touching on Cc, & not Mcc. Which, if it was intended, is very weird, Mcc is vastly more useful for caravans, which the Survival Pack seems directly intended to make easier.
a quality meme 19. maj 2024 kl. 18:43 
My man...
Zaljerem  [ophavsmand] 19. maj 2024 kl. 12:34 
Thanks for the report! Now fixed.
Icaro 19. maj 2024 kl. 8:42 
yes yes yes yes thank you :steamhappy:
Peryn [Андрій] 19. maj 2024 kl. 0:25 
you lost Survival Pack - cannot spawn it with this mode. check pls.
Peryn [Андрій] 18. maj 2024 kl. 22:19 
my favorite! Hope all bonuses work!
HappyTrigg 18. maj 2024 kl. 20:03 
Yes my favorite utility mod is back!