RimWorld

RimWorld

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Tactical Charged Gear
   
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Mod, 1.1
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2.087 MB
18 Mar, 2020 @ 5:55am
24 Jun, 2020 @ 5:01pm
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Tactical Charged Gear

In 1 collection by Pelador
Pelador V1-1
32 items
Description
Overview
V1.1

Adds additional computerised charged weaponry, armour and turrets known as Tactical Charged (TC) Gear. This is envisaged as late game use as Spacer to Ultra tech level equipment.

Includes a dedicated workbench for crafting the items and a computer chip construction table supported by a new toolbox. The chip production table provides for the needed components that make TC Gear possible and also for their improvement.

Also includes an internal tier system for most of the weaponry where additional chips can be added to the items to slightly improve their performance in a characteristic manner.


Chips

Control Chip: Base ingredient in almost all TC Gear to provide their capability.

Aim Chip: Aiming enhancement chip for ranged weapons. (+2% to +4% dependant on zone)
Boost Chip: Operation speed enhancement chip for ranged weapons. (Slight improvements to aiming delay and cooldown).

Power Chip: Overclocking enhancement chip for melee weapons. (Slight improvements to damage and cooldown).


Specialisation Chips

Reflex Chip: Tunes aiming characteristics for short range.
Hunter Chip: Tunes aiming characteristics for long range.

Heatsink Chip: Provides greater heating control with the weapon. Better "cooldown" characteristics.

Dodge Chip: Provides an extra 10% dodge chance in melee.


(Provided a chart above detailing the characteristics of the various chips).


Armoury

TC Gear has an dedicated computerised capability that enhances the items. This with regard to their general operation and utilisation of their power, as well as the use of optics that provide additional tactical information and gyroscopic assistance to help with their handling.

Weaponry: (Base statistics table image provided above for ranged weapons).

Ranged Arms: Pistol, SMG, Shotgun, Rifle and Sniper Rifle.
Ranged Support: Grenade Launcher (GL).
Ranged Cannons: Blaster and Tactical Particle Cannon (TPC).

Melee: Knife, Sword, Spear and Mace.
Grenades: EMP, Flashbang, Fragmentation, Incendiary and Smoke. (+ GL versions).
Orbital beam grenade. (TC Version)
Orbital bombardment grenade. (TC Version)

Power Armour:

Offering slightly less protection than standard power armoured gear but with improvements (reductions) to their movement penalties and weight. Also includes some additional properties for operation in hostile environments and slightly enhances melee weapon use.

Marine Power Armour
Marine Power Helmet

Security:

Mini Turret. (An enhanced version of the standard mini-turret).
EMP Mini Turret (Fires EMP bursts at Mechanoids).
Mortar. (Improves on aiming and operation speed).
Grenade Mortar.
Shells: EMP, Flashbang, Fragmentation/HE, Incendiary and Smoke. (Enhanced Vanilla).
IEDs: EMP, Flashbang, Fragmentation/HE, Incendiary and Smoke.
Grenade Mortar magazines: EMP, Flashbang, Fragmentation, Incendiary and Smoke.


Additional Mod Notes

I have been using TC Gear for a while as it has been developed so am fairly confident with the functional testing and partial balancing of the tech as a late game introduction. I haven't of course been able to cover extensively all environments and scenarios with usage, so am fairly mutable with the idea of "fine-tuning" the items to find the "best balance" for the items in their given tech setting (whilst considering difficulties). I would like to provide items that are considered as an assistance to the player as a late game item but not simply too OP that it removes the challenge and enjoyment from the game in the process. With this in mind I have provided a specific discussion topic for this purpose.

The toolbox is only a "one" tile item that can also be used as a shelf (storage) and has been additionally made capable for use with relevant vanilla benches and other mod benches that also attach the vanilla toolbox as a facility.

Not all details have been or will be provided for the items as firstly there is too much to sensibly add and secondly, part of the fun of playing with new tech items is to discover their capabilities. I have simply provided sufficient information here for players to have a good general overview of what TC Gear provides.

This mod has a "slottable" chip enhancement process for the weapons using "JecsTools" as a required base mod. This needs to be loaded after the core mod elements and before this mod itself in the mod ordering. Note the slottable chips have an intentional stack size of one due to limitations in how "JecsTools" take these items from stacks when slotting the items.

Research techs after Charged Shot (own tab).

Added in V1.1: The mod has an option to vary the amount of research by a percentage of the default values and also includes an option to control whether turrets will consume fuel (i.e. barrel replacement).

Existing save game compatible and designed with compatibility with other mods in mind.

Need to remove workbenches, turrets and all related items if you wish to remove the mod. You may also receive some error messages due to the Jecstools elements with the removal of items but these will not effect game-play and should subside with additional overwriting of saved game information.


Compatibility Notes
*** subject to conversion ***

Ammunition - sets default ammo type to battery for all relevant weaponry
Rimatomics - Adds radiation resistivity to power armour.
Ground Turret Mod - Adds native support if this mod is loaded.
JetPack - includes TC enabled jet packs for use. When combined with Medical Supplements this further enchances the packs to use Hydrogen Peroxide as an improved fuel.
Multiplayer - native support (beta). [Dependant on JecTools compatibility]
VFE - Production Additional compatibility with toolbox.

Incompatibilities

Adeptus Mechanicus - Armoury R1.1 - Uses its own custom version of JecsTools CompSlotloadable.


Future Considerations

1) Enemy spacer faction. (If introduced it will be as an expansion mod).

2) CE Compatibility. (Requires CE to confirm or ensure compatibility with JecTools (slottable comp), outstanding).

Credits

Graphics Revision - Oleg Marko

Github

https://github.com/PeladorRW/ChargedGear


Pelador's Discord

https://discord.gg/CFNP26C


V1.1 Collection

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2012817741


(CC BY-NC-SA 4.0)
Popular Discussions View All (1)
0
18 Mar, 2020 @ 6:12am
PINNED: Balance
Pelador
21 Comments
Mlie 13 Aug, 2020 @ 12:06pm 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196429233
Hope it helps anyone!
Malbec2077 5 Jun, 2020 @ 2:07pm 
@Pelador I understand your predicament. I love CE but is a hassle to make things work with it. I spend a week alone trying to find out how to make my mod library of over 200 mods to work with CE. It's a nightmare. However my coding capabilities are next to none, so I can't help you. I hope they stabilize the last product and you can find the time to make the patch!

In the meantime, keep up the good work! your mods are amazing!
Pelador  [author] 5 Jun, 2020 @ 1:58pm 
@El-Choripanero

If someone else wanted to go to the trouble of patching my mods as a third party mod expansion I would have no objection of course if they were willing to go to the trouble to maintain these interests.
Pelador  [author] 5 Jun, 2020 @ 1:57pm 
@El-Choripanero

Thanks for the feedback, ironically I was in the process of doing the patch work for this mod as a test to see if it could or what was involved to make mods compatible with CE. Whilst part way through a major update to CE occurred which moved the goal posts. This seems to happen quite frequently with CE. This makes the already additional content of patch work extra difficult to maintain for mod authors.

So at the moment reluctant to patch or get into the practice of doing work for CE compatibility and would prefer there to be some stability with CE content so that it doesn't add a large overhead to maintaining compatibility with them all.

In principal I do like what CE is trying to achieve, but believe that the design principal or lack of trying to make CE work with vanilla and making RW a different animal just makes it more difficult to other authors.
Malbec2077 5 Jun, 2020 @ 10:47am 
Hello @Pelador! I just found out your mods, and I'm in love on how well made they are, everything they add without breaking stuff up. I will vote all your hard work and keep prasing them.

Is this CE compatible? I would love to test it or help you in any way I can. Feel free to contact me :)
Pelador  [author] 21 May, 2020 @ 2:24pm 
@Update

Reinstated MP compatibility
Pelador  [author] 11 May, 2020 @ 2:43pm 
@Update

Tool boxes will now repair Weapons, Apparel and shells that are left on their surface. The repair amount is controlled by a mod option. The tool box will now draw 50w power as a result.
Time Limit Exceeded 23 Mar, 2020 @ 2:34pm 
Weirdly enough one pawn is still wearing a ranged shield belt of masterwork quality...
Pelador  [author] 23 Mar, 2020 @ 9:00am 
@JamesXu0220

Working as intended, to maintain balance of only one shielded item per pawn and also to ensure that you don't equip or combine a shield that allows ranged fire with one that doesn't.
Time Limit Exceeded 23 Mar, 2020 @ 6:27am 
It seems that pawns aren't equipping shield belts when they equip the shielded TC armor...