RimWorld

RimWorld

Movable Tech
35 Comments
TaikaJamppa 12 Jul @ 7:32am 
Hi! Would it be possible to make the chemfuel tanks added by Odyssey movable as well? Thanks in advance! :steamhappy:
ToxicQuokka  [author] 9 Jul @ 11:24am 
Updated to load in 1.6
UnoTheCard 16 Jun @ 4:11pm 
works in 1.6 as far as I can tell
ToxicQuokka  [author] 14 Jun @ 12:59pm 
@Dalton RickmanT.TV

I have another mod which does coolers: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2871261496
Dalton RickmanT.TV 13 Jun @ 7:32am 
oh, it isnt
youd think you can add ac units
Dalton RickmanT.TV 13 Jun @ 7:28am 
what about coolers?
is that added to this mod?
Kai 18 Jun, 2024 @ 10:50pm 
could you please add solar panels? i have a solar farm but i need to adjust it slightly. plz and thank you :steamthumbsup:
I G A S E H R A 15 Jun, 2024 @ 7:32am 
Thank you so much
ToxicQuokka  [author] 13 Apr, 2024 @ 3:11pm 
Steam hasn't been updating the description when I update the mod, so I just updated it manually. Note that I added the wood-fired and chemfuel generators as movable.
ToxicQuokka  [author] 13 Apr, 2024 @ 3:07pm 
@MonkeyMagic, I did update the package ID to match with my newer mods, but it shouldn't have any effect on the operation.
Monkey Magic 13 Apr, 2024 @ 4:26am 
Did you change the mod's ID or something? Coz my save files are saying the mod is missing, and seeing the update as a different mod. Just wondering if this could cause an issue for any previously minified items :/
rav 12 Apr, 2024 @ 12:50pm 
thank you <3
ToxicQuokka  [author] 12 Apr, 2024 @ 12:45pm 
Added wood and chemfuel generators as movable
ToxicQuokka  [author] 12 Apr, 2024 @ 8:46am 
Tested with 1.5 and updated version compatibility
rav 11 Apr, 2024 @ 10:13am 
Hey Bro if you find some time could you update your moveable mods to the newest version please? <3
Monkey Magic 25 Jul, 2023 @ 4:30am 
This is why you need to install this mod

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3009559188

Now we just need to gate the ability behind the research tree, and we're golden. Could even add an advanced research for moving small structures like the wind turbine
ToxicQuokka  [author] 13 Mar, 2023 @ 9:06am 
@Lûte the Goblin, if you're talking about moisture pumps, I have a separate mod that does just those:
https://steamhost.cn/steamcommunity_com/id/ToxicQuokka/myworkshopfiles/?appid=294100
Lûte the Goblin 13 Mar, 2023 @ 8:42am 
Doesn't work with Pumps. :(
Lûte the Goblin 11 Mar, 2023 @ 6:28pm 
Exactly what I was looking for, thank you!
ToxicQuokka  [author] 13 Jan, 2023 @ 7:40am 
Steam is not updating the description when I upload the mod, but ancient caskets should now be movable after they have been opened.
ToxicQuokka  [author] 10 Jan, 2023 @ 2:07pm 
@Dr_Jimothy, yes, I like your thinking. It in fact does work that way, once the caskets are opened they can be claimed and uninstalled / moved. The updated mod is uploaded now.
Dr Jimothy 10 Jan, 2023 @ 12:19pm 
Maybe only empty caskets should be movable, because the extra weight of whatever's inside is too heavy or they automatically hold themselves to the ground somehow (magnetism, gravity muckery, shooting spikes out the bottom to keep themselves in place) to prevent their life-preserving functions being messed with by movement of the caskets?
ToxicQuokka  [author] 10 Jan, 2023 @ 11:53am 
I tried today adding movability to the Ancient Cryptosleep Caskets, but so far no luck. The code seems to prevent them being uninstalled while the contents are unknown.

If I use god mode, I can uninstall / reinstall them, and thereafter the uninstall / reinstall options appear when the object is selected, even without god mode, but also the contents are no longer unknown.

This may be in the code to prevent an easy exploit. It might be able to be patched with a Harmony based mod, but this one is XML only. I will continue to poke at it but my assessment is that XML only may not work.
Hooligan 10 Jan, 2023 @ 6:26am 
yes to ancients:)
Dr Jimothy 7 Jan, 2023 @ 8:00pm 
This mod is awesome.
I'm also for movable ancient caskets. They're not hooked up to anything that should force them to stay put, in fact the uranium in them hints they run on near-infinite internal fission batteries.
hurRdurR 31 Dec, 2022 @ 6:14pm 
Same
Nox 8 Dec, 2022 @ 10:23pm 
I would like at least the option to relocate ancient caskets I uncover.
ToxicQuokka  [author] 12 Nov, 2022 @ 8:23am 
@Angelic For some reason when I uploaded the new version it didn't update my description, so I've just updated it. I did make colonist-built caskets movable, but not ancient ones, I thought that was a good dividing line. If enough people want the ancients ones movable I can add that.
Anna 11 Nov, 2022 @ 3:17pm 
any idea when you might be able to make the cryptosleep caskets movable? and are you only meaning the colonist built ones or also the ancient ones? I hate having chose between destroying the ancient cryptosleep caskets or having my base design completely messed up, I'd love to be able to move them so much.
TaikaJamppa 9 Nov, 2022 @ 10:57pm 
In that case, it's all good! It's been a while since I had access to fab bench...
ToxicQuokka  [author] 9 Nov, 2022 @ 7:38am 
@TaikaJamppa, this mod actually changes the hi tech research bench, fabrication bench, and biofuel refinery. Next version I will probaby rename it to "Movable Tech", and also add the cryptosleep caskets based on another request.
TaikaJamppa 8 Nov, 2022 @ 11:13pm 
Thanks mate, this is quite literally life saver. One suggestion, though; "Movable high-tech research bench"... Just for clarity, the standard one is already movable. :)
Caravaral 6 Dec, 2021 @ 12:05pm 
Great mod, thank you!
AndJrew76 15 Nov, 2021 @ 3:11pm 
Sweet!

It never made sense to me as to why I could move an entire smithy yet I could not move a glorified table of science.
ToxicQuokka  [author] 10 Nov, 2021 @ 2:10pm 
I wrote this a while ago to go with my other individual "movable" mods, but forgot I had never uploaded it. Enjoy!