RimWorld

RimWorld

Remote Detonator
61 Comments
원기옥 13 May @ 2:01am 
1.5 plz man
Sif 13 Apr @ 9:14am 
FINALLY! I can do realistic Combat Engineer shit in Rimworld! >:D
Zaljerem 15 Feb @ 4:43pm 
Hello, this is a great mod that deserves to live on ... I'd like to respectfully request permission to continue this mod, and possibly RimSeasoning as well. All credit to you, of course. You made some great mods and it's a shame they won't move forward to new versions. It's absolutely your right to license them as you see fit; I appreciate your consideration.
♥ SAGING ♥ 19 Dec, 2024 @ 5:27am 
Still no update huhu
Unstable Energy 7 Oct, 2024 @ 1:08pm 
1.5
喵酱official 1 Aug, 2024 @ 9:22pm 
please 1.5!
mithocondria 23 Jul, 2024 @ 12:01pm 
make 1.5 please
Kwaan 1 Jul, 2024 @ 7:52pm 
1.5 please
Cedaro 9 Jun, 2024 @ 4:14am 
doesn't work in 1.5
野兽先辈 12 May, 2024 @ 2:13am 
1.5 please
Gliyan 18 Apr, 2024 @ 12:00am 
Need 1.5
bbanj0512 13 Apr, 2024 @ 12:43am 
Is it work well now?
♥ SAGING ♥ 12 Apr, 2024 @ 7:23am 
1.5 update pls
SAUCE__GODD 23 Jul, 2023 @ 6:47pm 
Honestly, I just want ieds that detonate instantly
HIM 10 Apr, 2023 @ 7:26pm 
NICE, thank you!!
[Recon]The Famous Zombie Hunter 23 Feb, 2023 @ 8:00pm 
Sounds like plenty of you asking for gas mines and other things are also just looking for a 1.4 update of "Remote Tech" mod. This looks like a good simplified version of the same concept though.
Tal'Raziid 5 Feb, 2023 @ 9:35am 
Could you make a patch for Gas Traps and Shells mod?
Serica 2 Feb, 2023 @ 5:51am 
ied toxic please
Torres 27 Jan, 2023 @ 10:52am 
Please make a sleeping gas or stun shock for my prisoners, they try to escape a damn lot.
Pablo Discobar 23 Dec, 2022 @ 6:29pm 
You're awesome, your work is awesome. A must-have!
Paradox Knight 15 Dec, 2022 @ 11:40am 
dumb question but gotta ask ... ce compatible?
olo 23 Oct, 2022 @ 5:45am 
tick-tick-tick.....Booom !
Ren 5 Oct, 2022 @ 5:39pm 
Haven't had issue @<=Mei9k=> Vulpes inculta
<=Mei9k=> Vulpes Inculta 28 Sep, 2022 @ 2:06am 
any info about CE compatibility? anyone tried?
JACK 22 Sep, 2022 @ 3:20pm 
this looks very cool! thanks for making it :)
Rents_Due 9 Sep, 2022 @ 10:37pm 
is there a way to adjust the detonation time. the lag makes it hard to time
tikubonn  [author] 2 Aug, 2022 @ 1:48am 
oh, insects! ok, now I understand XD
Teridax 2 Aug, 2022 @ 1:09am 
By bugs I meant insects during an infestation.
tikubonn  [author] 1 Aug, 2022 @ 6:13pm 
@Teridax
Thanks for information.
Who destroyed your detonators? it may be enemy?
I could reproduce that bug on mechnoid raid, so I added <ai_neverTrashThis>true</ai_neverTrashThis> into RD_RemoteDetonatorBase.
Teridax 31 Jul, 2022 @ 5:38am 
Bugs destroyed my detonators, but didn't touch the traps.
Don't think it's intended.

I tried a quick patch adding <ai_neverTrashThis>true</ai_neverTrashThis>
to /ThingDef[@Name = "RD_RemoteDetonatorBase"]/building

Looks like it works.
Doesntexist 12 Jun, 2022 @ 11:16pm 
"RAMEREZ!"
JP3885 4 May, 2022 @ 7:51pm 
Great mod, desyncs in MP though.
Jackal 26 Apr, 2022 @ 7:56pm 
Thanks for your hard work
Stony Rock 9 Apr, 2022 @ 4:05pm 
Good work. Finally someone did a proper mod for normal IDEs and kept it light and simple.
newicie 28 Mar, 2022 @ 3:42am 
nice work!
tikubonn  [author] 21 Mar, 2022 @ 6:01am 
@qux
Thanks for translations.
I added your translations to my MOD.
qux 19 Mar, 2022 @ 7:45am 
reverend 17 Mar, 2022 @ 8:14am 
bepsi
Victor 17 Mar, 2022 @ 7:22am 
Yeah maybe you are right, as it gets so chaotic when they step into my killbox that it's very easy to a bullet or an explosion to pop the IEDs, and removing that would be kind of dumb. As for antigrain ones, I think it would be even realistic for it to only go off with the detonator, as real life nuclear bombs are very precise mechanisms, but doing so would make a lot of situations in which it goes "to waste"
tikubonn  [author] 17 Mar, 2022 @ 6:26am 
@Ms KarMagick
You are welcome.

@Victor
@Slime bolada
The enemies attack my IED with high priority? I could not understand its reports perfectly, because I'm not good at speak English. I received many its reports, but I could not reproduce its bug, because I need more detail information (more detail case, more picture, more video clips).

Look this video clips captured by me.
https://i.imgur.com/IFvha7F.mp4

But, just in case, I changed IED definition to almost all inherit properties from vanilla's IED. After this update, if cause same bug, maybe its bug caused by MOD conflict. If caused its bug by MOD conflict, I cannot help you.
MsKarMagick 🖤 17 Mar, 2022 @ 4:20am 
This looks fun! Thank you for taking the time to translate this for us! <3

ありがとう!
Victor 16 Mar, 2022 @ 4:43pm 
Shouldn't raiders ignore the traps since they are "hidden"? Many times the fastest enemies run face first into explosive traps and die alone, wasting my chance to explode a big group.
Brother Tanithos 16 Mar, 2022 @ 4:36am 
Y'all whining about the QnA when his english ain't perfect. It ain't even rude, it's just blunt. Cry somewhere else lmao.
SYNYSTERLY 15 Mar, 2022 @ 3:42pm 
I find The Mod Really nice, altough 1 problem, raiders always shot my ieds early and the explosion may not trigger the others, could you add some wiring to connect all the bomb?
Smiley Face Killer 15 Mar, 2022 @ 6:51am 
@Thundercraft
I agree with you that the antigrain shouldn't be shootable. I mean its a nuke... it's gotta be tougher than most other IED's and probably well set up to not go off by a bullet.
But we can't really force the author to change it lol, I'll look at it and see if I can figure out how to make it not shootable, IF I figure it out I'll comment here, I'm completely new to this though so don't expect a miracle.
egg 15 Mar, 2022 @ 5:13am 
get over the ''rudeness'' of the QA, fellas. if this works, this is a great mod. and i get the feeling that english is second language for this dev, and they've done their best and it's probably hard work to try and answer questions in english... but i dunno - i'm gonna test it with CE and rimwar and all these other bloody mods all at once - so far, i can see the detonator switch in the ability options of my dudes - i have yet to actually test the wiring up of explosives or setting them off tho. looking forward to ASAP!
Paolini 15 Mar, 2022 @ 2:08am 
Rude Q/A
tikubonn  [author] 15 Mar, 2022 @ 1:04am 
@Thundercraft
I'll never change my IED to non explosive by bullet impact, because it based on the vanilla IED. If you want to change the IED to non explosive by bullet impact, I recommend to try edit XML file yourself. Probably, delete startWickOnDamageTaken item in IEDs.xml give you satisfy.
Thundercraft 14 Mar, 2022 @ 8:21pm 
@Renegade
Even assuming that nobody is stupid enough to place the IED Antigrain Warhead close enough to something near their own base that they don't mind getting destroyed, I STILL don't like the idea of it going off prematurely. The whole point of this mod - the main reason people are interested in it - is due to how it allows players to detonate explosive devices with a remote instead of relying on the enemy stepping on it or similar.

Actually, I don't mind how the other IEDs in this mod can be set off by a bullet. But Antigrain Warheads are very rare and very valuable. Also, a player might have some of their own forces nearby when a stray bullet accidentally sets it off too early. I mean, come on! Isn't it pretty obvious why this isn't a good idea? :lunar2020sweatrat: