RimWorld

RimWorld

Amplified Mobility Platform
175 Comments
Rheinlander87 5 Oct @ 2:00am 
Not working for me. Cant find any cores. No propper explenation for what you need besides this mod and the framework. Thumbs down.
Funzy 4 Oct @ 9:49am 
Aye, i made it work, quick note, vacsuits will be taken off, and when you unequip the armor, it will despawn idk why
Funzy 4 Oct @ 9:40am 
i also made the amp module, but no clue how to unbox it or wtv
Funzy 4 Oct @ 9:24am 
i dont get how i get a core, like where do i make it/?
maniac23 3 Oct @ 10:03pm 
thats a pain, with how heavy the ammo is as they can only carry 30 rounds at a time making them have to hop in and out constantly
Chigagad 3 Oct @ 7:51am 
@maniac23 your pawn needs to carry it in their inventory. Picking it up while already wearing the suit is not possible without fixing the carry weight/bulk in the mod settings, so you'll have to make them carry the ammo before entering the suit.
maniac23 3 Oct @ 2:05am 
How do you load ammo into the mech when using CE?
Chigagad 22 Sep @ 3:40am 
So if anyone reads this: I solved the vacsuit problem with the "Vacsuit Middle Slot" mod.

The problem with missing heads can be solved by opening '/steamapps/workshop/content/294100/3352895704/1.6/Defs/AMP_MechBase.xml' with a text editor, find "<headHideFor>" and comment out or remove "<li>2</li>". This will show the head when facing south (towards the camera).
You can do the same for the other directions (0 = north, 1 = east, 3 = west) but the head will stick out the side/back of the mech and it looks quite silly in my opinion.

I will delete this comment when an offical fix is pushed.
Chigagad 21 Sep @ 1:48pm 
I have a problem with this mod: Whenever a pawn gets into the suit, they will drop whatever apparel they were wearing on their torso slot. So wearing a vacsuit inside this exosuit is not possible. Any fix?
(Un)Fortunate Son 18 Sep @ 11:12pm 
I have it researched but I cannot build it?
Killdozer 18 Sep @ 12:32am 
@johnlehnhof i have the same problem
Johnlehnhof 16 Sep @ 4:02pm 
Does anyone have the same Bug as me ? The Pilot isn't visible in the Pilotseat. He looks like he is wearing the Mech on his Head.
Titi_k 11 Sep @ 6:05am 
@C0lin2000
I encountered the same problem. My solution was to open the \1.6\CE\Patches\Patch.xml file in the mod folder. Then, under <CarryBulk>325</CarryBulk>, open a new line. Enter <CarryWeight>数值</CarryWeight> (remember to keep the indentation) and restart the game.
FrenetiK 9 Sep @ 6:00am 
Yes it is still fully invisible. (at least for me) But it works, you can put a pawn into it, use it, shoot peoples, repair it. everything works as intended, it's just invisible, all you can see is the gun.
Lojo Jojo 4 Sep @ 6:27am 
Anyone know if this still shows as invisible when equipped?
Deadboy676 29 Aug @ 10:17am 
@macragge Thank you
macragge 29 Aug @ 2:09am 
@deadboy weapon modules you activate by switching the weapon when they are drafted, looks like the unarmed fist icon. and yes, no heads, i have that too
Deadboy676 28 Aug @ 4:13am 
I'm having an issue where one pawns get in the AMP suit they're heads aren't visible and I also can't use any weapon modules that are attached.

Also enemies don't attack pawns in the suit, anyone having something similar?
Knight Nestor 26 Aug @ 3:43am 
the same, Amp invisible. They become visible only after being destroyed in battle.
priceman921 20 Aug @ 12:28pm 
@AOBA Same problem as @Toney
Toney 20 Aug @ 8:33am 
My AMP is just invisible, in and out of the dock
C0lin2000 19 Aug @ 2:31pm 
@Aoba panws cant take ammonutin out of the shelf infentory is full CE
Richard La Ruina 18 Aug @ 3:44pm 
@AOBA mech's texture is visible now, but when not equipped (when sitting in his dock), there's still that skull, just a heads up. Thank you so much for fixing the main issue <3
AOBA  [author] 18 Aug @ 5:00am 
have some xml node that forgot to change here x should work now
Max 17 Aug @ 6:21am 
@AOBA Did you think of adding vac resistance to AMP?
Ratha 17 Aug @ 3:40am 
same problem as @Eater :/
Richard La Ruina 17 Aug @ 3:36am 
@AOBA I still have the same issue as @Eater
AOBA  [author] 17 Aug @ 12:39am 
@Eater Fixed in latest update.
Eater 16 Aug @ 10:02pm 
the mech suit textures are missing and replaced with a wooden skull while in the gantry. equipping the suit makes your pawn go invisible, while the weapons and their custom firing animations still work and make sounds. I found the textures of the mod intact in their files, but a couple had red backgrounds (idk anything about textures sowwy). it would be wonderful if you could fix this issue, but I can understand how passion projects like this take time, and it's barely been a week since you responded. my first time playing with the exosuits were a blast, even if I was invisible. hopefully you can sort things out. by far one of the best, most fun to play mods out there.

-Love, George Floyd
Shimmer 16 Aug @ 3:13pm 
same issue as others, suit is not there just a wooden/copper looking head?
Toney 16 Aug @ 5:39am 
@Dewa The AMP suit is sealed and pressurized, the RDA pilots don't wear masks in the suits unless there is a breach in the suit since the suit is equipped with an O2 generator, see the end fight of Avatar for reference, along with the lore saying that the suits have been used on Mars and the Moon

While the suit wouldn't be very suited for space on account of them not having any retro thrust to stop 1.7 ton suit fast enough to be maneuverable, it would be able to keep the occupant alive
Toney 16 Aug @ 5:12am 
Same problem
H. Romeu Pinto 15 Aug @ 8:37pm 
I am also getting the same bug. Suit is invisible.
Richard La Ruina 15 Aug @ 4:54pm 
Why is the AMP module invisible? Also when I board it, the pawn is invisible as well, I can only see the knife module @AOBA
红尘真仙谢老板 15 Aug @ 11:10am 
Same problem as fadingechoes
fadingechoes101 14 Aug @ 7:46pm 
Same problem as Greeny
Greeny 14 Aug @ 12:43pm 
Im experiencing a bug where the AMP module is invisible in the gantry and when my colonist enter the mech
H. Romeu Pinto 14 Aug @ 1:46am 
@Frankthetank24, by right clicking on the core slot.
Frankthetank24 13 Aug @ 11:51pm 
how do you load modules onto the gantry bay?
Dewa 13 Aug @ 2:01am 
@Drakollos not enclosed as in they're not air-tight, so they won't work in a vacuum (unless the pilot is in full vac gear, i think)
Drakollos 12 Aug @ 11:56am 
@Dewa Well the all point of AMP from Avatar is the fact they ARE enclosed cockpit.
doesn't the framework allow a full armor cover to your pawn so they don't get owned by a lucky headshot?
Noisy Koi 12 Aug @ 8:35am 
the amp core can be loaded now but the graphic doesn't load so its invisible
camomo bbl enjoyer 12 Aug @ 12:31am 
@Latex Santa a lot of games had many of the top or most popular mods DMCA'd. However, i've heard from other modders that they were hilariously unfinished and clearly troll shit, so Steam likely automatically handled it after they were aware of the mass attack.
Latex Santa 11 Aug @ 8:18am 
@AOBA
Some idiot filed a DMCA copyright complaint on your Exosuit Framework mod.
You should get in touch with some people from STEAM regarding this.
Dewa 11 Aug @ 5:38am 
They shouldn't, since they're not enclosed cockpits
Drakollos 10 Aug @ 10:30am 
Can AMPs handle the vacuum of space in the Odyssey DLC?
AOBA  [author] 10 Aug @ 9:51am 
@doctor who? known, but currently working on framework fix.
elsaler 10 Aug @ 5:47am 
Hi,

the AMP base module (core) can't go in the gantry even when xml modified
R4nD0mI3z 10 Aug @ 2:56am 
Render pawn head:

AMP_MechBase.xml
Line 219 to 223:
<headHideFor>
<li>0</li>
<!--<li>1</li>-->
<!--<li>2</li>-->
<!--<li>3</li>-->

or remove lines 221 to 223.
R4nD0mI3z 10 Aug @ 2:19am 
Hi,
here are the workarounds I found so far, just past them in as mentioned below (because my file is modified make sure that line content looks similar before pasting - I cannot guarantee that after modifications someting not moved a line or two)

1. VFE Pirates failed patches:

AMP_MechBase.xml
Line 195: <li MayRequire="oskarpotocki.vanillafactionsexpanded.core" Class="VEF.Apparels.ApparelExtension">

PatchHeavyWeapon.xml
Replace all occurences of HeavyWeapons.HeavyWeapon to VEF.Weapons.HeavyWeapon

2. AMP Core not rendering in gantry or on pawn (invisible):

AMP_MechBase.xml
Line 126: <ThingDef ParentName="ModuleApparelCore">

So far this will render AMP but not pawn head.