RimWorld

RimWorld

Survivalist Equipment All-In-One
98 Comments
kingrevolucion12 7 hours ago 
Thanks for the excellent mod, it gives depth to survival games, I wish you could add more clothing, maybe another backpack, generally more things with a post-apocalyptic look... it's what I've been looking for for a long time, but none of them provide total immersion.
S.E.A.F Admiral 9 Oct @ 6:46pm 
this... might make me play a nomad palythrough... aaagh!
Мир 7 Oct @ 10:33pm 
Спасибо за эту замечательную работу)
Draconis🐊 3 Oct @ 2:23pm 
Super fun mod, weapons are actually balanced. AMR is similar to other large AM rifle mods and longer range shotgun works well vs faster shorter range ones.

Workspeed bonus on knife and packs however are not. Knife lets you do everything from surgery to crafting components 10% faster and its very noticeable with high skill/bionic pawns.
Bacon_15 3 Oct @ 10:09am 
Amazing pack man! Ty great work
Jerber69 16 Sep @ 6:11pm 
Do backpacks also increase max weight capacity? Thx :)
Scott Wilco  [author] 14 Sep @ 11:52pm 
@Dim Yep. You'll need to take the ranged weapon XML and give it it's own mod folder. Lots of info on the modding wiki for folder structures. As long as there's no stats in there related to the DLCs it should be fine. 1.4 is another issue though. You may just have to gradually troubleshoot through any errors, if the game throws any.
Dim 14 Sep @ 11:37pm 
I'm sorry if this was answered before, but i didn't see anything related to what i'm about to ask:
Is it possible to just have the guns? i don't have the DLC Biotech, but i'd love to have these guns in my no DLC rimworld gameplay (1.4 btw).
If i can do it myself i'd appreciate it if someone explains how i can do that
Scott Wilco  [author] 12 Sep @ 11:09pm 
@Klaus That's a vanilla issue. Figured I'd leave it in though in case it ever gets updated.
Klaus Von Wonderstrap 12 Sep @ 4:12pm 
the survivalist backpack doesn't give the 15 capacity it says it should :c
Scott Wilco  [author] 12 Sep @ 11:27am 
DPS doesn't necessarily mean raw damage. It's only a slight bump from the regular knife. Also consider armour penetration, blunt/sharp, amount of different attacks etc. I'm happy where it's sat to be honest. But if it really bothers you, you can always change the values in the XML. It's very easy.
Futstub 12 Sep @ 11:08am 
The Survivalist Knive has more DPS than all the two handed melee weapons from 3 higher techs for example. So with this mod there is never a reason to craft another melee weapon than this until the very late game.
Scott Wilco  [author] 12 Sep @ 7:00am 
@Futstub What exactly are you finding so overpowered? I've balanced these to be vanilla friendly as I don't like anything being made redundant.
Futstub 12 Sep @ 6:40am 
Any chance you will add mod options to make the items less OP at some point? I really like the idea of the mod, but a lot of people want to keep things balanced, so they are not forced to make the same item every run for every pawn, because it is by far the best option...
G1gaP3rdun 11 Sep @ 2:04pm 
thanks!! :spiffo:
Scott Wilco  [author] 10 Sep @ 2:04pm 
Patch link for CE is above.
G1gaP3rdun 10 Sep @ 2:00pm 
can you patch it for Combat Extended pweease?
Dega 31 Aug @ 5:36am 
You just hit my sweetspot of style. What a good looking gear, can´t wait to try it out. Thanks a lot :praisesun:
Tassie Tiger 28 Aug @ 5:30pm 
Oh wow only just saw this thank you so much 🙏
Scott Wilco  [author] 26 Aug @ 1:33am 
@Tassie Tiger I gotchu fam. Updated.
Tassie Tiger 25 Aug @ 6:00pm 
So I love this mod, Really well designed and put together little package of items so thanks heaps for the mod. Just curious if it would be possible to allow psychite tea to be brewed in the campfire?
Jackcat2310 16 Aug @ 12:20pm 
some mf with a rifle knocked 5 of my pawns who all had recon armor wth
알리오 15 Aug @ 7:57am 
Melee Animation patch please!
Scott Wilco  [author] 9 Aug @ 11:48pm 
@Whisper Maybe!
Scott Wilco  [author] 9 Aug @ 11:47pm 
@Beelzebub Have a look around in the XML. Commonality and Allow chance can be tweaked to suit your needs.
Beelzebub 9 Aug @ 3:47pm 
Seems that raiders also use this. Got tribals attacking me with survivalist knives, which i really do not like. Anyway to make it only to be used by the player?
Whisper 9 Aug @ 7:56am 
Absolutely love this set. Do you have plans for making a hot-climate set as well?
zachajewia99 7 Aug @ 10:49pm 
Love the aesthetic. Gonna use it for either a Last of Us themed run, or maybe a Metro style run
Klaun 31 Jul @ 1:04pm 
Thank you so much :)
Scott Wilco  [author] 31 Jul @ 1:00pm 
@Muffl I've just added the 'complex clothing' research requirement to the jacket and backpacks. Should update next time you launch the game. Pretty happy with the knife being craftable straight away though since it requires quite a few more resources. Thanks for pointing that out.
Klaun 31 Jul @ 12:20pm 
I did not not unlock complex clothing yet (industrial) and when searching for "Parka" no research is highlighted. Thanks for checking!
Scott Wilco  [author] 31 Jul @ 12:04pm 
@Muffl Glad you like the mod. From memory, all the clothing is locked behind 'complex clothing', so if you can make parkas, you can make clothing from this mod. But I'll double check.
Klaun 31 Jul @ 11:48am 
Hi Scott Wilco, I really like your mod and its style. I just started at medievel tech level and was able to craft the backpack, knife and clothing right away? Just an idea: maybe you want to add all items to specific research?
Scott Wilco  [author] 31 Jul @ 12:09am 
@Nexus I'll get around to it when I can. It is noted in the description though.
Nexus of Concordia 30 Jul @ 11:56pm 
If this requires Biotech, you should mark the mod as such so that it shows up at the top.

I just spent three hours noodling through a large mod list only to see that this is what's been causing the crash on load all along, presumably because I don't have the DLC. Without that tag it won't show a warning about it needing Biotech in the ingame mod manager either.
Cringefinder General 29 Jul @ 3:40am 
survivalist shotgun my beloved
Scott Wilco  [author] 28 Jul @ 1:23am 
@peppe Working for everyone else. What's the problem?
peppe 27 Jul @ 11:44pm 
this mod is broken
This_Guy 24 Jul @ 1:36pm 
Pretty cool
Scott Wilco  [author] 24 Jul @ 12:36am 
@QAQ Yes
QAQ 23 Jul @ 7:16pm 
Will enemies spawn these items?
Scott Wilco  [author] 23 Jul @ 10:06am 
@Kokorocodon No idea. I've never used it. If Rimatomics uses the vanilla toxic resistance, then maybe.
SadPlastic 23 Jul @ 7:13am 
It is very selfish to say, but I wish this kind of urban fantasy also Vanilla+ design would become the central design philosophy in Rimworld modding. Over-technological design isn't bad, but when I see good race mods with appearance designs that are too anime-like with too thin outlines, I have to use a cherry picker.
galesdeloscien 23 Jul @ 7:09am 
Pollution from biotech @Kokorocodon
Kokorocodon 23 Jul @ 2:03am 
radiation that is
Kokorocodon 23 Jul @ 2:03am 
compatible with rimatomics?
恰似宛然一笑生花 22 Jul @ 10:14pm 
Hello Scott Wilco. That's an interesting mod.
So I created a mod " Survivalist Equipment All-In-One_zh
 " that adds a Chinese translation for your mod and published it on the workshop. Thank you!:dslike:
MedvePapus 22 Jul @ 9:15pm 
when I read "homemade soundeffects" I was hoping to hear "pew pew" in the most human way possible :D great mod anyway!
WithTheFlow 22 Jul @ 12:59pm 
@Scott Wilco You're welcome! :steamhappy:
crow 22 Jul @ 9:39am 
There's also a way to edit the tags on your mod to tell Steam Workshop and Rimworld that Biotech is likely a required mod, as opposed to just the text requirement!