RimWorld

RimWorld

Better Jump Pack (Continued)
65 Comments
Frenchy 30 Jun @ 10:07am 
Not sure if mentioned before but Paramedic mechs will auto use their jump packs indoors, causing them and the colonist they're carrying to take damage. There's no way to stop them doing this
Mlie  [author] 4 May @ 1:20pm 
@Coolchilion I have it as a goal but the settings are tied to it at the moment
Coolchilion 4 May @ 12:12pm 
Would it be possible to remove the huglibs requirement?
blackrave 10 Nov, 2024 @ 11:51pm 
I see.
Will have to do some testing then
Mlie  [author] 10 Nov, 2024 @ 11:49pm 
@blackrave No idea, if it does then this mod does too
blackrave 10 Nov, 2024 @ 11:45pm 
Hmmm, does roof collapse damage takes armor into consideration then?
Wiki says it's Blunt damage.
So helmets with high Blunt protection should theoretically prevent/decrease damage?
Haven't played enough with roof collapse defense to know how exactly damage applies.
Mlie  [author] 10 Nov, 2024 @ 10:00pm 
@blackrave I dont think so, it just uses the default roof collapse damage.
blackrave 10 Nov, 2024 @ 3:41pm 
Is damage to pawn modified by armor?
For example with sturdy enough helmet pawn will recieve little to no damage?
Vasco 20 Sep, 2024 @ 8:15am 
Great mod btw ty very much <3
Vasco 20 Sep, 2024 @ 8:15am 
I didn't read the description correctly and a pawn blew his head off by jumping under a roof. Outch.
Mlie  [author] 4 Aug, 2024 @ 9:03am 
@dr_bobs That was implemented with the last update of the mod
dr_bobs 4 Aug, 2024 @ 8:23am 
Could you make this work with the sanguophage long jump legs?
Microsoft Excel 18 May, 2024 @ 4:14pm 
One more for the Anomaly pit-gate issue, would love a quick patch to disable functionality in Anomaly maps.
Mlie  [author] 1 May, 2024 @ 11:49pm 
@ozfresh The jump-pack is added by the Royalty DLC
Hykal 1 May, 2024 @ 10:46pm 
@ozfresh

Because the jump pack is from Royalty.

{LINK REMOVED}
ozfresh 1 May, 2024 @ 10:44pm 
is there a coding reason why this mod needs royalty to work? Im just curious if theres a special need for this DLC to create mods like this
Hykal 28 Apr, 2024 @ 5:34am 
@Mlie

There's a weird bug regarding this mod and the pit gate/flesh pit.

Whenever a monster is killed within the pit gate/flesh pit, rocks will instantly fall onto the killed fleshbeast. This makes combat very easy and very hard, as you can kill the fleshmeld no problem but also the rocks have a bad tendency to smoosh your melee pawns.

https://gist.github.com/HugsLibRecordKeeper/b2bb5f289953b9053b2811286a9fcefa

Disabling the mod seems to fix this issue.
shinylavawarrior 26 Apr, 2024 @ 8:22pm 
Likewise.
Serfis 17 Apr, 2024 @ 12:54pm 
I ran into the same issue with this mod and anomaly as @actual trash noted below. As Trispikes die, spawning flesbeasts break the roof and insta die. When under mountain they cause roof collapse.
actual trash 15 Apr, 2024 @ 10:16pm 
there's a soft incompatibility with anomaly and specifically with how fleshbeasts split
it's considered a 'jump', which means they'll go through ceilings and take damage, but, for example, if the fleshbeasts are beneath a mountain (pit gate caves also) their split will cause an instant cavein which will instantly kill the fleshbeasts and their offspring in addition to annihilating any colonists nearby

worth noting
Hykal 9 Apr, 2024 @ 8:35am 
Thanks for the update, Mlie.
Mlie  [author] 4 Apr, 2024 @ 1:03am 
@Hykal Updating all my mods, see Discord for progress
Hykal 3 Apr, 2024 @ 11:41pm 
Dear Mlie, I'm sure you've got thousands of mods to update but don't forget this one for 1.5.
Lung 13 Jun, 2023 @ 9:32pm 
If you could please apply this to the Long Jump ability it would be super appreciated. Many mods use it, I currently have a player controlled Apocriton, and it still has the old jump pack method.
Coolchilion 26 May, 2023 @ 2:58pm 
is it possible to add support for Longjump added by Biotech and/or Power leap from Vanilla Psycasts Expanded?
тетеря, блин 5 Feb, 2023 @ 10:57am 
is it possible to turn off the possibility of breaking a roof? thanks for the mod.
Mlie  [author] 29 Jan, 2023 @ 12:21pm 
@bole I see, should be fixed now
blue 29 Jan, 2023 @ 10:40am 
overhead mountain?
Mlie  [author] 28 Jan, 2023 @ 1:30pm 
@bole They should not be able to use under mountains, what roof are they jumping through?
blue 28 Jan, 2023 @ 12:54pm 
spoilers for anyone that doesnt own biotech

the biotech robot they come equipped with jetpacks and firefoam popper, they automatically use the jumppack to save people and they use it under caves and end up getting crushed
Mlie  [author] 27 Jan, 2023 @ 11:11pm 
@bole Paramedics?
blue 27 Jan, 2023 @ 6:53pm 
should probably be disabled if possible for paramedics, they jump under caves and get themselves crushed
Mlie  [author] 23 Jan, 2023 @ 1:47pm 
@天琼 Should be fixed now
天琼 23 Jan, 2023 @ 1:38pm 
The packs now acting like vanilla, cant jump across wall and cant jump as a group. when I go back to version 1.4.2 it can jump across walls but still cant jump when multiple colonies selected
Mlie  [author] 17 Dec, 2022 @ 10:15pm 
@Kuji Argisia No idea, havent had time to test the dlc stuff
Kuji Nekomata 17 Dec, 2022 @ 8:40pm 
Does this work with Sanguophage's Jump? their jumps seem similar enough.
Mlie  [author] 9 Nov, 2022 @ 12:51pm 
Carried pawns should no longer be dropped
Hykal 8 Nov, 2022 @ 7:06am 
I'm afraid the problem still persists.
Spank Daddy 6 Nov, 2022 @ 8:10pm 
Hiya im having the same issue as Hykal, the pawns don't carry downed pawns when they jump.

Also for the paramedic mech, when they jump to a pawn to pick them up, if they hit through a roof, the roof damages them, then they sit there for a second next to the downed pawn, and then leave the area, seems the rescuing is interrupted by falling ceiling damage

https://gist.github.com/132a4538a00e260158a3d8a074234e66
Hykal 31 Oct, 2022 @ 4:31am 
@Mlie

https://gist.github.com/HugsLibRecordKeeper/71c543b05254d300cfc880f08ce748e2

Yeah, it seems to be this mod. I tested it without the mod and it's fine, using locust armor and jumppacks.
Hykal 30 Oct, 2022 @ 11:25pm 
@Mlie

In Royalty, and even in the wiki, jump packs can be used while carrying a downed pawn. In 1.3, this was not a problem and I have carried and jumped without issue. I'll double check this again when I can.
Mlie  [author] 30 Oct, 2022 @ 11:02pm 
@Hykal And they dont do that without this mod?
Hykal 30 Oct, 2022 @ 10:08pm 
@Mlie

For some reason, when carrying pawns and using jump packs, the jumper drops the person.
她比烟花寂寞 24 Sep, 2022 @ 6:56pm 
thanks!
Mlie  [author] 16 Feb, 2022 @ 10:16pm 
@Mr. J "Soda" Start by resubscribing, Steam can be slow on updating mods for some users
Mr. J Soda 16 Feb, 2022 @ 3:01pm 
@Mlie I've tried moving it around in my modlist, but unless I've done something wrong or one of my files corrupted the jump pack spine sttill doesn't work with BJP. I'm gonna keep moving it around after validating my files, perhaps I have another mod that messes with jump packs.
Mlie  [author] 16 Feb, 2022 @ 4:22am 
@Mr. J "Soda" Should be fixed now
Mlie  [author] 15 Feb, 2022 @ 3:22pm 
@Mr. J "Soda" Its on my todolist to look into.
Mr. J Soda 15 Feb, 2022 @ 2:27pm 
About a month ago the dev of "Combat Bionics" said in their comments that they had reached out about making this mod's features work with the jump pack spine implant, and that a patch would be "on them now" in reference to the dev of BJP, did a patch ever happen or would I need to look for a third party mod that patches the two?
Rohzdear 9 Nov, 2021 @ 12:52pm 
How compatible/incompatible is this with new roof types from mods like 'Raise The Roof 1.3'?