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yes, it has 'carry capacity' and 'bulk capacity'.
like exoskeleton gear, other core module has extra one that is 'carry weight'.
It would be nice to have a primitive combat attachment too. Like a flamethrower or something like that. And maybe a ghetto uparmored version that can't be used for fieldwork anymore but can take a couple of hits.
And yeah, I know that vehicles and other exoskeleton mods exist, but this one just nails the atmosphere of Rimworld for me in a way that others do not.
It also locks other exosuit research projects such as AMP exosuits behind it
GET AWAY FROM HER YOU BITCH!!!
1: You can set specific times in a pawn's schedule for suit piloting. They will automatically try to go wear the suit during those times, and take it off at the end.
2: Unfortunately, no. Hopefully someone will make a new Exosuit Framework submod with more suit modules that do this sort of thing.
3: This sounds like a problem with Combat Extended or another ammunition mod. Afraid I know nothing about those, sorry.
1. Is it possible to make pawn not to draft automatically after getting into suit because i always forgot to undraft them and they just standing there doing nothing instead going back to work.
2. Are there a way to increase suit moving speed?
3. is it possible to make a pawn not to unload it's own personal weapon after exit the suit?
btw these Exosuit is a good mod. I love it.