RimWorld

RimWorld

Spacer Pack
46 Comments
FotisP68n 14 Aug @ 4:26pm 
Just want you to know that in my previous colony, my pawns were only using your packs, it's not junk
Muffl 31 Jul @ 10:59am 
Would love to have this mod (or remake) soon in 1.6 :) Keep on going!
Not Dvdyyz  [author] 14 Jul @ 12:48pm 
Would likely remake, this is my first ever mod and it's quite jank
FotisP68n 14 Jul @ 9:52am 
Are you going to update this in 1.6?
Thekiborg 24 Mar @ 4:18pm 
Good job getting the duplicated stacktrace. Next time you could try getting the first one so he can see the stacktrace, or better yet, get the log publisher and post the hugslog
Lobanych 17 Mar @ 10:35am 
f*ck it spams so much that my tps reduced 10 times
Lobanych 17 Mar @ 10:30am 
Error when trying to shoot skipbolt with my melee pawn

Exception ticking Will (at (58, 0, 63)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref B73FBC5F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch0 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch3 (Verse.Game)
Verse.Root_Play:Update ()
слава игилу 10 Dec, 2024 @ 4:27am 
I LOVE YOU BRO:resmile:
Not Dvdyyz  [author] 6 Dec, 2024 @ 11:40am 
I decided against doing that for the most part because enemies wouldn't really benefit from these items as much as the player does (the ventpack is an inferior jump pack that slows the pawn down and raiders don't benefit from the carry capacity)

If I ever re-do this mod (like when 1.6 drops, for example) then changing how the backpacks taint and making enemies use more of them might be a good change to make (provided they're balanced around that)
Tamura Hibiki 6 Dec, 2024 @ 5:32am 
Will the enemy use these backpacks?It would be nice if some enemy can use the jump pack.
Not Dvdyyz  [author] 5 Dec, 2024 @ 7:01pm 
Looks like an unused mote has that incorrect filepath in it, let me see if this fixes it
alonlystalker 5 Dec, 2024 @ 6:26pm 
idk, i never use this mod before, just install it few days before and all be fine, but yesterday i see this in main menu,
Not Dvdyyz  [author] 5 Dec, 2024 @ 2:29pm 
@alonlystalker

Do you actually see any missing textures in-game? That looks like a mostly harmless error related to an effect that the ripper rack used before I updated stuff

I'm assuming you had a miner pack before the update?
alonlystalker 5 Dec, 2024 @ 1:07am 
Could not load UnityEngine.Texture2D at Things/Mote/dvd_RipperMechanites_B in any active mod or in base resources.
Galahad 3 Dec, 2024 @ 11:52am 
Arch-shield pack could be a great addition as a sort of improved shield belt alternative while also increasing carrying capacity
Not Dvdyyz  [author] 1 Dec, 2024 @ 3:51pm 
Let me know if there are any problems with the abilities in the update

They didn't cause any issues on my save
Aelflead Wayne 11 Nov, 2024 @ 3:51am 
just a note this mod is patched on CE's devbuild
Lobanych 10 Nov, 2024 @ 1:42am 
Well, I somehow fixed the problem with the weight carried in the caravan. I replaced the parameter with "carry weight" from Combat Extended, and the problem was solved, but because of this the pawn can carry +200 kg not only in the caravan, but also on the map, but it works
Not Dvdyyz  [author] 9 Nov, 2024 @ 3:54pm 
Next update, tribals will no longer be able to sell skippacks at all (previously it was just in the pool of archotech artifacts which they could occasionally sell)
Not Dvdyyz  [author] 9 Nov, 2024 @ 1:50pm 
@Lobanych
I would probably need more information (something is very wrong if VEF_MassCarryCapacity doesn't work properly)
I don't know how to support CE if that's the problem since I'm pretty sure they use completely different stats
Z Catto! 9 Nov, 2024 @ 1:41pm 
thankyou for the speedy response
Not Dvdyyz  [author] 9 Nov, 2024 @ 1:33pm 
@Lobanych
That is odd, I don't recall tribals ever selling the skippack (I can look into this)
Also regarding the hunting thing: I don't think I ever experienced any issues with pawns like that since it's just a MVCF weapon so this might be a conflict

@Z Catto!
They're for caravans like the vanilla expanded backpack
Z Catto! 9 Nov, 2024 @ 1:15pm 
are the backpacks supposed to only give caravan carry weight or am i experiencing a bug?
Lobanych 9 Nov, 2024 @ 8:04am 
And when pawns with skippack trying to hunt, they lag as f*ck cause can't choose what they want to use - weapon or skipbolt
Lobanych 9 Nov, 2024 @ 8:02am 
And for some reason every tribal settlement sells skippacks
Lobanych 9 Nov, 2024 @ 2:27am 
I have bug with skippack - it doesn't increase max carry weight on map or caravan
gregs bath time 5 Nov, 2024 @ 12:49pm 
really nice mod and very clean textures
Futstub 4 Nov, 2024 @ 10:22am 
Cool mod!
Not Dvdyyz  [author] 4 Nov, 2024 @ 7:01am 
missing backpack textures will be added next update
been busy with work
Scorpio 3 Nov, 2024 @ 4:50am 
miner pack is not showing o.O
Not Dvdyyz  [author] 27 Oct, 2024 @ 6:16pm 
I'm having trouble testing balance recently

They should be mostly cohesive with normal gameplay since the packs attempt to avoid directly buffing combat stats, etc, and instead serve niches

If there are any concerns, please let me know
thechroniclerofchaos 23 Oct, 2024 @ 4:18pm 
don't know if you ever seen the Starship Troopers animated movies but having a weapons pack like the ones featured in Traitor of Mars would be cool. mini-gun turret pack, direct rocket pack, grenade pack, and antigrain/nuke pack. could even have pawns equip two at once with major move penalties. would need reloading each time it's used/minigun uses steel like any turret
Scorpio 23 Oct, 2024 @ 4:11pm 
Loving it so far
Not Dvdyyz  [author] 22 Oct, 2024 @ 4:05pm 
Sorry about the low quality of the last update

I am buffing the ArchoPack and adding another backpack
InsideOutFace 14 Oct, 2024 @ 6:43pm 
More ideas to add to Ctrl Shift ZZ's list:

Ammo Drum: Either seriously reduces or eliminates reload time, and/or doubles the number of shots per burst.

Shield Pack: Stronger energy shield than shield belts, possibly faster recharge time.

Exoframe: Extra armor, movement speed, move speed penalty reduction, carry capacity, and melee damage all in one backpack. Very advanced and expensive.

Miniature Warp Core: Ability to "skip" psychically even for non-psychic pawns.

Psi-Shield Pack: Multiplies the pawn's psi-sensitivity by x0%, reducing it to exactly 0%, thus making them immune to the effects of psychic powers and drones, but also makes them immune to psychic soothes and unable to use any psychic powers they have.

Tactical Micro-Missile Artillery Unit: A one-use volley of 6 or 8 explosive shots similar to frag grenades with slightly longer range. The pack is either used up and breaks afterward, or has to be repaired / reloaded similar to Anomaly's Hellcat Rifle special attack.
Ctrl Shift ZZ 13 Oct, 2024 @ 11:57am 
great mod! thank you!

just a few spitballing ideas:

VE mini turret pack upgrade: charge bullets, -movespeed, and minimal +capacity?

Mechanical arms pack: +capacity, +manipulation, -move speed

Spacer/archotech 4x arms pack: + Manipulation, +move speed, + global work speed. (needs a persona core in recipe, or quest only)

Bomber Pack: -movespeed, explodes on downed (ref. death acidifier/boomalope)? triggers all shells in pack? mini short range mortar with limited ammo? (ref. Grenadier armor)

Fancy Pack: +beauty, +social? meets Royals requirement.

Respiratory Pack: -move speed, +100% tox resistance, (possible SoS2 integration)

Miner's Pack: +capacity, + mining speed, -move speed

no credit needed. take or leave whatever idea you want!
Not Dvdyyz  [author] 9 Oct, 2024 @ 3:52pm 
Plan is for the next backpack to use bioferrite
Sir Cumcise 8 Oct, 2024 @ 9:55pm 
can i use bioferrite to make backpack?
Aelflead Wayne 6 Oct, 2024 @ 9:20am 
CE is patched on github
Not Dvdyyz  [author] 5 Oct, 2024 @ 12:22pm 
@Type Writer
Interesting
I've never used CE so I'm not entirely sure how to balance that
Type Writer 5 Oct, 2024 @ 11:54am 
Just as a heads-up, your mod currently isn't Combat Extended-compatible, as CE reworks carrying capacity a bit into two different systems. I don't know the exact technicalities, but your mod just modifies Mass Carry Capacity, while CE is looking for Bulk Capacity. This doesn't cause any problems or errors that I can see, it just means that the items don't work properly.
Not Dvdyyz  [author] 3 Oct, 2024 @ 1:41pm 
@dimitry.minch
Thanks for the ideas. I'm currently trying to fix up what's already in the mod but work is a bit in the way. I'm currently trying to avoid adding combat-oriented packs because I feel that balancing them might necessitate allowing enemies to use them and that might exacerbate the difference between other threats (mechanoids) in larger packs

@Thranos
On-pawn visuals are currently not implemented. I will add screenshots once they are.

@Dust
I didn't add precise numbers to the temporary graphics in anticipation of needing to tweak the numbers. However, they are listed under the change notes.
Dust 3 Oct, 2024 @ 12:38pm 
And it would be nice to know some specific numbers.
Thranos 3 Oct, 2024 @ 12:26pm 
An in-game on-pawn screenshot (or two) would be nice.
Daminchi 2 Oct, 2024 @ 11:28pm 
Wow, thanks for sharing!
For further ideas:
* jaeger backpack (minor carry capacity increase, +foraging in caravans, +hunting stealth)
* Scout pack (smokebelt upgrade, goes on torso slot like backpack. Smokepop + increased aiming speed)