RimWorld

RimWorld

Tactical Charged Gear
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...
Time Limit Exceeded 23 Mar, 2020 @ 3:49am 
Hi i think it's probably one of the texture mods and after I moved the mod to the top of the list the issue is resolved. Sorry for the trouble and thanks again for the great mod!
Pelador  [author] 23 Mar, 2020 @ 3:23am 
@JamesXu0220

So i suspect you have a mod that does something with pawn renderer (the drawing tool for pawns). And as a result isn't correctly applying the definitions for the TGC pawns. That you will have to resolve with whichever mod is causing the issue.
Time Limit Exceeded 23 Mar, 2020 @ 2:23am 
Image before drafting: https://i.imgur.com/lakTZvl.jpg
Image after drafting: https://i.imgur.com/CqrTJ8a.jpg
Pelador  [author] 23 Mar, 2020 @ 1:56am 
@JamesXu0220

Works ok for me: https://www.youtube.com/watch?v=fn4RTqDtP_w
Pelador  [author] 23 Mar, 2020 @ 1:30am 
@AsAreWeMonsters

Looks like the AM Armoury R1.1 mod uses its own custom version of comp_slotloadable as opposed to the standard JecsTools version. Best to discuss with the mod authors of that mod what implications this may have to other mods that make use of these same tools.

I'll have to make that mod an incompatibility in the meantime.
Time Limit Exceeded 23 Mar, 2020 @ 1:14am 
Would be the one with the shield (blueish). Body type is normal i think (neither very slim nor fat). When not drafted armor looks fine, when drafted image disappears and pawn just becomes purple block
Mars Albiorix 23 Mar, 2020 @ 1:04am 
There's a compatibility issue I had with the Adeptus Mechanicus: Armoury R1.1 mod. That mod also attempts to do something similar. In that mod you can load different types of ammunition into the guns, similar to the boost chips. But with both mods active, the boost Chips from this mod don't work. You can make them, but if you order a pawn to install them, he runs over to the chip but does nothing. The tech tree and manufacturing seem to work fine.
Pelador  [author] 23 Mar, 2020 @ 1:03am 
@JamesXu0220

Which armour, the standard one and what body type? Will help narrow down any investigation.
Time Limit Exceeded 23 Mar, 2020 @ 12:13am 
Cool mod but the armor image is fucked up when the pawn is drafted (blurry purple squares)...:steamfacepalm:
pgames-food 18 Mar, 2020 @ 9:41pm 
yeah, resistance is futile :) (especially in "charged" gear) :lunar2019piginablanket:
SpaceDorf 18 Mar, 2020 @ 10:20am 
First .. could not resist.

Damn those are beautiful and well thought out.
The mixture of retro-future style and modern weapons is great.
I can't wait to try those out.

And the Idea of using the toolboxes as actual storage space is nothing but genius.
Someone should make that an option for the other toolboxes as well *wink wink*