RimWorld

RimWorld

Steam Knight Armaments
63 Comments
InsideOutFace 16 Sep @ 5:16pm 
Suggestions: a big tower shield, a shoulder-mounted auto-crossbow turret, and some kind of steam-driven buzzsaw or chainsaw weapon that hits with rapid low-power strikes.
DeathTomato  [author] 15 Sep @ 1:26pm 
o7
Church 15 Sep @ 1:19pm 
Woohoo lets gooo! Thanks for the update.
DeathTomato  [author] 15 Sep @ 11:55am 
Updated to 1.6!
Khravos 1 Sep @ 10:59am 
Alright, thank you for the quick reply!
DeathTomato  [author] 1 Sep @ 10:40am 
also, it'd be more accurate to say that this mod doesn't have support for CE rather than it not being compatible, I'll update the description to reflect that.
DeathTomato  [author] 1 Sep @ 10:40am 
I'm not sure what would make something incompatible with yayo's combat, but I've used this mod with it and had no major issues from what I've seen.
Khravos 1 Sep @ 4:21am 
Hello! I see you've mentioned that this is not compatible with CE, but do you think would this be compatible with Yayo's Combat Mod?
DeathTomato  [author] 29 Aug @ 1:53pm 
wouldn't think*
DeathTomato  [author] 29 Aug @ 1:52pm 
To clarify, I mean't i don't have mod conflicts in 1.5. I wouldn't thint this would work in 1.6 without being updated.
ozzywizard 28 Aug @ 4:45pm 
I am, and I think exocuit frame work got updated so there might be an issue there.
DeathTomato  [author] 28 Aug @ 12:29pm 
The helmet is a part of the main body. You aren't trying to play this in 1.6 are you? It's not updated yet. I personally haven't had any mod conflicts.
ozzywizard 28 Aug @ 4:07am 
Also this mod does break the gantry fyi
ozzywizard 27 Aug @ 5:53pm 
Is the Helmet apart of the main body or a separate bit like the Dragroons?
DeathTomato  [author] 20 Aug @ 3:37pm 
o7
FotisP68n 20 Aug @ 2:24pm 
My bad, I didn't read the credits and thought you were saying something like "They can't talk to you"
DeathTomato  [author] 20 Aug @ 12:38pm 
else* not use
DeathTomato  [author] 20 Aug @ 12:37pm 
Excuse me? What use could I say? I'm not the coder for my mods, Taranchuk is, I commission him to make and update them for me. If he's busy, then we just have to wait. It's not like I want to leave you guys hanging.
FotisP68n 20 Aug @ 5:47am 
That's... not an answer but what can I say
DeathTomato  [author] 13 Aug @ 8:30am 
Taranchuk is busy currently.
FotisP68n 12 Aug @ 2:57pm 
How's the 1.6 update going?
DeathTomato  [author] 7 Aug @ 8:00am 
made in fabrication bench, store it near gantry in the specific storage, right click the big middle square in the gantry menu to install it
缘神启动 6 Aug @ 11:29pm 
I can't build a knight on a gantry
sewnutty 2 Aug @ 8:46am 
Yay!! but i still get the :Framework needs downloadurl: message
Latex Santa 1 Aug @ 5:09am 
@DeathTomato
Exosuit Framework has been updated to 1.6 on July 31st.
DeathTomato  [author] 27 Jul @ 12:16pm 
Thanks! and making a medieval variant would be pretty difficult I think. All of the exosuit stuff is high tech, not to mention that techprints are required. If you want to try and make a patch yourself or comission someone to do so, feel free to.
Oopee 27 Jul @ 11:55am 
This thing looks awesome! I would love to stick it in a Medieval fantasy run someday. How difficult would it be to make a medieval variant?
Mr. Bob 18 Jul @ 10:03pm 
No worries, patiently waiting here ^_^
DeathTomato  [author] 17 Jul @ 10:25pm 
still waiting on exosuit framework, but don't pester aoba of course
Mr. Bob 11 Jul @ 3:57am 
aughh
DeathTomato  [author] 11 Jun @ 11:02pm 
Will get this mod updated to 1.6 once the dependencies are updated and once Taranchuk has the time.
DeathTomato  [author] 9 May @ 10:27am 
You need to buy the techprint from the empire, you can research it after cataphract armor.
The Beast 9 May @ 7:21am 
How do I get the knights ?
DeathTomato  [author] 25 Apr @ 11:07pm 
Would love to, but I'm a bit tight on cash at the moment:steamthumbsup:
Salten Joyer 25 Apr @ 10:01pm 
do you plan on putting the steam knights from the Siege Alter event?
DeathTomato  [author] 25 Apr @ 6:40pm 
:)
paoizindiqueiju 25 Apr @ 3:05pm 
you're a legend
DeathTomato  [author] 18 Apr @ 1:25pm 
I think it fits pretty well personally, I actually use Dead man's switch alongside my mod.
Most Definitely a Mimic 18 Apr @ 8:36am 
Thought about making a reskin of the mech bay? to match the style?
Mr. Bob 17 Apr @ 8:08pm 
Like awesome designs, especially the grunt knights
DeathTomato  [author] 17 Apr @ 5:20pm 
@Mr. Bob Dang, those have some sick designs, it'd be cool to see someone make that into a mod
Mr. Bob 14 Apr @ 10:28pm 
This should be like Knights & Magic Mecha
DeathTomato  [author] 6 Apr @ 1:59pm 
Oh, and the armor is properly dyeable now!
DeathTomato  [author] 6 Apr @ 1:54pm 
Update is here! The armor has some new and improved textures, provided by the awesome Ogam and the weapons now have an unfinished item so your work won't be reset.
DeathTomato  [author] 5 Apr @ 2:11pm 
It's awesome to so 3k subs, glad you guys love the mod, update is coming within next few days likely
DeathTomato  [author] 25 Mar @ 12:14am 
@paozindiqueiju Thank you! I’m still planning for an update, unsure on when it’ll be ready though. @Xenogray, unfinished item states will definitely be added in the next update
paoizindiqueiju 24 Mar @ 11:30pm 
do more, this is fucking amazing:steamthumbsup:
Xenogray 22 Mar @ 5:28am 
You might have forgotten to add an unfinished state for, at least, the Pile Driver. My colonists starts working on it and if they every stop, they just have to start fresh everytime, because there is no "unfinished item" creation to resume
DeathTomato  [author] 6 Feb @ 8:06am 
I've got something in the works, stay tuned!
DeathTomato  [author] 22 Jan @ 9:52am 
That animation is absolutely amazing