RimWorld

RimWorld

Tactical Charged Gear
49 Comments
Big Cheese 20 Jun @ 1:35pm 
Mod hit hard back then
Last_Misadventure 31 Jan, 2020 @ 12:37am 
Thank you. I like the new graphics; well done!
Pelador  [author] 23 Jan, 2020 @ 7:53pm 
@Update

Graphics Revision - Oleg Marko
Pelador  [author] 16 Nov, 2019 @ 5:27pm 
@Update

Compatibility with Ammunition to use "battery" as the default ammo type for all relevant TCG weaponry.

Preparation compatibility for Passive Camouflage.
Pelador  [author] 6 Oct, 2019 @ 1:33am 
@Update

Additional compatibility with VFE-Production.
give me games on GoG 18 Aug, 2019 @ 11:21am 
Awrsome mod , thanks.
Pelador  [author] 7 Aug, 2019 @ 9:15am 
@update

Added native compatibility with Grounded Turret mod.
Pelador  [author] 25 Jul, 2019 @ 3:53pm 
@update

Added Shielded version of the TC Armour which allows ranged weapons to be fired.
Pelador  [author] 16 Jul, 2019 @ 6:23pm 
@Update

Added Grenade mortar and magazines. Fires a simultaneous burst of 4 grenades from 1 loaded magazine.

Added TC Versions of the orbital beam and bombardment as grenades.

Added Multiplayer Native support. (beta)
wjelk 13 Jun, 2019 @ 4:42pm 
Far Better Now With Great Improvements Thank You!!!
Pelador  [author] 13 Jun, 2019 @ 6:23am 
@Update @sefikka

Ranged weaponry have had their ranges improved.

Upgrade chips now provide slightly better improvements whilst still allowing options with how to apply to the various weaponry.

(Stats updated in the screenshots above).
Pelador  [author] 13 Jun, 2019 @ 12:54am 
@sefikka

Since it is end game scenarios you are most concerned about would it be a useful compromise to perhaps tweak the chips you can use as opposed to the base weapon stats, i have thought that the chips could use a slight boost for what they are? And in doing it this way it still provides some flexibility for those players who perhaps like the challenge from using TCG guns that haven't been designed to remove this. I want to avoid the idea or mistake that other gun mods make by making combat incidental by providing weapons that are too OP wherever possible.
wjelk 13 Jun, 2019 @ 12:05am 
I like your mods .But can you reconsider the range of some TC weapons please.For example TC SMG to 25-28, TC Shotty 20-22, TC Rifle 38-42, TC Burster 28-32 for more competition against end game crowded raiders.Range cooldown and warm-up times could also be tuned down a little,for kite, hit and run and/or door conflicts reasons .Thank you for this nice mod and many others .
Pelador  [author] 6 Jun, 2019 @ 4:41pm 
@KC

As mentioned below, CE patch as and when I have time to invest into that process.
Jester 6 Jun, 2019 @ 4:18pm 
Great answer to my question.
pgames-food 5 Jun, 2019 @ 6:22pm 
wahoo you finally made it - cool :)
Pelador  [author] 5 Jun, 2019 @ 12:27pm 
Pelador  [author] 5 Jun, 2019 @ 6:34am 
@Sneak Preview of forthcoming Jet Pack mod

https://www.youtube.com/watch?v=F0kYVNS357g

It will be generally released to the community as a standalone mod, but it will include compatibility to allow for TCG users to have "additional benefits" with the use of TC Jet Pack armour. (Very Soon tm).
Jester 23 May, 2019 @ 1:29pm 
CE patch soon?
pgames-food 22 May, 2019 @ 7:21pm 
cool, just in time for a quest with 2 sleeping mechs :)
Pelador  [author] 22 May, 2019 @ 7:13pm 
@Update

Added EMP Turret.
MaunisPhiehouse 18 May, 2019 @ 5:19pm 
@Pelador U da best man!
Pelador  [author] 18 May, 2019 @ 5:21am 
@Update @MaunisPhiehouse

Adjusted melee weapon images to be slightly larger.
Pelador  [author] 18 May, 2019 @ 12:01am 
@MaunisPhiehouse

Will see if I can re-adjust them a little.
MaunisPhiehouse 17 May, 2019 @ 7:07pm 
I was wondering if in the future you could make the weapon graphics a bit bigger. At the moment they seem a bit to small. I find myself searching pretty hard in my weapon piles to find the melee weapons.
Pelador  [author] 9 May, 2019 @ 8:10am 
@herman925

Noted interest.

It's when i get time to go through and properly test a patch with CE for balance etc. That and other priorities.
herman925 9 May, 2019 @ 6:43am 
@Pelador what a bummer! Thanks anyways. Please consider it in the future if you r available~~
Pelador  [author] 9 May, 2019 @ 12:05am 
@herman925

Hasn't been patched for CE, no immediate plans atm.
herman925 8 May, 2019 @ 11:58pm 
Wonder if this is Combat Extended friendly?
pgames-food 11 Mar, 2019 @ 10:53pm 
nice :)
Pelador  [author] 9 Mar, 2019 @ 8:41pm 
@Update

Added ability/recipes to convert standard vanilla marine armour into TC Versions.
MrDino 19 Feb, 2019 @ 1:53pm 
Will do when i get home man, Thanks for fixing thst bug 😎
Pelador  [author] 19 Feb, 2019 @ 9:22am 
@igreeny

Can you check it now after reloading Rimworld and adopting the changes.

I stripped everything down mod wise to the bare bones to check the mod and found a similar error, so apologies and thankyou for bringing this to my attention, very helpful. Seems I may have another mod that it effecting the install mod check process, something for me to check into.

But your errors should be fixed now.
MrDino 19 Feb, 2019 @ 8:04am 
If you want my logs i can get them for you.
MrDino 19 Feb, 2019 @ 8:04am 
Yes all the mods are 1.0 version of the game. Also I only have 5 mods.
Most probs I done something wrong idk haahah xD
https://imgur.com/a/pXsTUB3
Pelador  [author] 19 Feb, 2019 @ 6:27am 
@igreeny

I'm unable to reproduce the error on my end.

Can only suspect it might be another mod that is adding thingCategory definitions for some reason to other items and would have to be a C# process since an xpath patching process would likely fall over or ignore any existing definitions to prevent duplications. Other than "make things minifed" style mods I'm struggling to think why another mod would want to do that though and would expect minifiable mods to do the relevant checks.

Also have to ask, you are using version 1.0+ of the core game.
MrDino 19 Feb, 2019 @ 2:55am 
Hey man, This is a really awesome mod! While I installed it on my game i have errors,
Config error in TableCGear: has duplicate thingCategory BuildingsProduction.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Pelador  [author] 14 Feb, 2019 @ 3:02pm 
@Update supplementary:

Apologies, forgot to mention that I changed the control chip stacksize to 20 for convenience to decentralise production of TC Gear. Any existing stacksizes larger than this will reduce down to the 20 value.
Pelador  [author] 13 Feb, 2019 @ 12:31pm 
@Update

Added Specialisation chips. (Needs research).
Pelador  [author] 4 Feb, 2019 @ 3:33pm 
@Natalo77

You have asked this question twice on 2 of my other mods and not responded to what exactly you mean by a "hard" incompatibility".
Natalo77 4 Feb, 2019 @ 12:42pm 
Any hard incompatabilites?
Pelador  [author] 21 Jan, 2019 @ 8:19am 
@update

Version control definitions and improved grenade graphics.
Daxin Freeborn 11 Jan, 2019 @ 4:30pm 
Thank you very much, it functions perfect :D
timsteele 10 Jan, 2019 @ 7:43pm 
Awesome. Thanks.
Pelador  [author] 10 Jan, 2019 @ 3:43pm 
From memory: The recipe items are all vanilla items it does not introduce any new base resource. Steel, plasteel and components are the main resources to most of the items. With uranium, silver, adv.components and chemfuel in some of the recipes or sub recipes to make the items or other component elements like the chips. The melee weapons, benches and parts of the turrets have a stuffed element to their body component.
timsteele 10 Jan, 2019 @ 3:28pm 
Does this require any special metals to make ?
Daxin Freeborn 10 Jan, 2019 @ 2:54pm 
will try it :) and i can only hope it dont break my mods :D
DreamState 10 Jan, 2019 @ 2:23pm 
this is worth checkin out nice lookin mod ya got there