RimWorld

RimWorld

Ghost Gear
20 Comments
Mezz 7 Feb, 2020 @ 7:10pm 
Love the gear but not so much the grinding. I'd like to suggest a patch/option to craft the gear with vanilla items. I'd like Rimplas to not be a requirement.
fenfen 27 Dec, 2019 @ 8:40pm 
like the mod but wish there was an patch or mod option to replace/remove galena ore. just dont like adding aditional ore gen to my game.
Daban 16 Dec, 2019 @ 10:22am 
Nice!
Pelador  [author] 5 Dec, 2019 @ 7:40pm 
@Update

Compatibility upgrade for use of Hexane when the mod Fermenter is also loaded.
Pelador  [author] 2 Dec, 2019 @ 8:38pm 
@Update

Compatibility with Camouflage and Stealth (CAS).

Enables both passive and active camouflage components with the Ghost Gear power armour.
Pelador  [author] 30 Oct, 2019 @ 12:01am 
@News

Active camo is nearing release, apologies for any perceived delay. This is as a result of working on the passive camo version soon to be released as a separate standalone mod in conjunction with other author's material.
pgames-food 29 Oct, 2019 @ 11:56pm 
cool, another mod to try and more uses with other mods too.

(btw - dont worry about nearing 50..... theres an Age Pill for that) :lunar2019piginablanket:
Pelador  [author] 15 Oct, 2019 @ 7:46am 
Nope
Deserter Dave 15 Oct, 2019 @ 7:40am 
Is it possible to play this without rimplas?
Trunken 13 Oct, 2019 @ 7:48am 
Great work!
Grey Buddhist 11 Oct, 2019 @ 4:09pm 
@Pelador - Thank you very much for answering so fast! Can't wait to try it out.
Pelador  [author] 11 Oct, 2019 @ 9:21am 
Just for clarity the active camo elements are not uploaded yet.
Pelador  [author] 11 Oct, 2019 @ 9:20am 
@Teaser

https://www.youtube.com/watch?v=fzwFUf5Qr0A

Active camo is functional, in the process of testing and balancing atm.
Pelador  [author] 11 Oct, 2019 @ 9:19am 
@Grey Buddhist [cont...]

3) Comparable with Marine armour, slightly better with some of the protection stats, but is range shielded also. It is intentionally faster and has melee bonuses.

4) Same as Marine Armour but with hands and feet also covered. (Layers are middle and shell).
Pelador  [author] 11 Oct, 2019 @ 9:18am 
@Grey Buddhist

1) It should be fine pretty much anywhere, but as a content mod suggest after the core elements and things like hugslib other library files. For complete satisfaction in case I come across interesting patching elements (haven't so far) you could at least put it after RimPlas. (Subject to what other mods might do to various elements).

2) You can start with it mid-save but it is dependant on RimPlas infrastructure since it uses Advanced materials that also need researching and have a production chain. And for one of the neurotoxin precursors "lead" this has a mined source, so you might be missing this from the player map if it isn't a new game start and don't have compatible deep mining mods that cover this. But there are alternatives precursors provided anyhow, they just might not be as economical. Some are from other mods (compatibility).
Grey Buddhist 11 Oct, 2019 @ 8:58am 
Thinking about adding this mod, but have some questions first.
- Where in mod order do you suggest adding this one?
- Is it safe to add mid-game, or do you suggest starting new game for it?
- Protection wise, is it better than Marine Armor?
- Regarding adding other armor with it, does it cover skin/middle/or outer layer? Like Marine Armor covers middle and outer so you can still use things like speed skin/fibre skin with it.

Thank you for taking the time to make a mod.
Pelador  [author] 10 Oct, 2019 @ 2:56am 
@Update

Hexane has been added as an additional neurotoxin precursor.

Improvements to AI for Mechanoids when Haywired, will help with performance.

PDF Notes updated.
ChJees 9 Oct, 2019 @ 5:12am 
Rules of nature! *incoherent screaming*
Pelador  [author] 9 Oct, 2019 @ 1:04am 
ty Proxyer
Proxyer 8 Oct, 2019 @ 10:57pm 
Nice gear works!