RimWorld

RimWorld

Combat modules
86 Comments
JessieFeathers 7 Sep, 2023 @ 11:47am 
1.4?
Cheloman 4 Apr, 2023 @ 8:14am 
Hi there, sorry if I'm bothering you but I seen to have an issue I can't find how to fix it. Currently I'm using the 1.4 version from Nameless and DeathTomato, and while I'm able to both make and install the implants, my pawns seen unable to use them. They don't get any additional options and when they're drafted to attack they use only their equipped weapon. Any idea of what may be the issue?
Nameless 9 Mar, 2023 @ 1:56pm 
Hey guys, here is the update for 1.4 https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944565933&searchtext=combat+modules Made with kind permission from MrKociak by Taranchuk. Contributed by Nameless and DeathTomato
Nameless 9 Feb, 2023 @ 12:45pm 
Hi @MrKociak, I hope you are well! I wrote you earlier on the More Archotech Garbage page. @Taranchuk kindly agreed to help with the update/fork of More Archotech Garbage and Combat modules. May I please kindly ask you to add me to friends and to share your discord handle if possible? Many-many thanks! TO EVERYONE WAITING FOR UPDATES: A) I am looking for possibilities to chip the costs, B) I am looking for artist contribution with some textures. Please contact me if you are interested.
UncleMratni 8 Feb, 2023 @ 3:31am 
I hope this will come to 1.4 eventually, the feature was really awesome.
Strike Energy 10 Dec, 2022 @ 8:39am 
1.4?
JessieFeathers 22 Oct, 2022 @ 9:20am 
Could you make the ones set to auto fire? like a toggle?
Demognomicon 13 Oct, 2022 @ 8:51pm 
Is a 1.4 compatible version possible?
Willaby_Neko 2 Oct, 2022 @ 7:29am 
I do have a couple of questions: 1. Is there a difference between installing a combat module into a primary slot or a secondary slot or are they the same and just allow for more than one implant? 2. If you have someone with a ranged weapon and they have a melee combat module, do they use the melee module over their ranged for attacking in melee combat?
Torkkar 20 Sep, 2022 @ 3:59am 
sounds good man but after watching cyberpunk Edgerunner I got the idea for some cool arms for this first up gorilla Arms (Use by Mane) Heavy duty Melee arms that give your pawn the striking force of a Zeus Hammer (not the shock effect) when in melee & have an Integrated Shorgun & Grenade Launcher ranged variation, the second idea Mantis blades, Essentially adds Scyther blades to an active pawn's model granting them a powerful & fast melee option. hope these sound doable & nice work on this & combat moduels these are quickly becoming fav mods of mine.
MrKociak  [author] 20 Sep, 2022 @ 2:46am 
Ok so while I'm working on other stuff I've also started [and mostly finished] working on a remake/sequel/whatever of this mod.
If anyone cares and wants to request a change or something they can feel free to do it here.
For now the changes are:
-the slots are their own body parts
-a single pawn has two slots, but that amount can be increased in the settings [up to 8]
-an option to enable combat modules for animals [YAPEM - Animals is no longer required for that]
-heavy/dual slot modules [like miniguns] now take up only one slot, but slightly reduce movement [currently by 8%, can be changed if it's too harsh, working on making that an option in the settings].
Torkkar 6 Sep, 2022 @ 5:12pm 
so I had an idea for a new weapon Optical Laser implants requires a Bionic eye to craft & ads a low damage mid ranged laser to the pawns were whil providing normal sight bonuses to the pawn. possably even an arcotech varient.
Ontheheavens 4 Sep, 2022 @ 9:42am 
consistent grammatic errors with >swarm missle
James Stone 26 Aug, 2022 @ 6:59am 
Additionally, as a small follow-up, there appears no operation to implant a combat module. I began with a lot of them with Prepare Carefully to test them out, but I don't think that's the issue, as when first starting the game all the pawn buttons to activate the modules were visible, and only disappeared after reloading the save.
James Stone 26 Aug, 2022 @ 6:47am 
There's a strange bug that's likely caused by incompatibilities that makes it so that whenever I load a save with this mod's augmentics installed on a pawn, the buttons to activate the modules disappear.
JessieFeathers 24 Aug, 2022 @ 8:51am 
Is there any way to make these combat modules auto-fire? It is a little annoying to have to constantly tell them to choose to use their hand-cannon and have it also lock out them using the weapon they are holdind in their hand (cooldown time). Maybe this was intentional but I loved how your drone mod has them auto-shoot and whatnot. Maybe make an implant that unlocks these implants to auto fire?
Nameless 22 Aug, 2022 @ 4:57am 
And a separate thing: pretty please do NOT abandon and please DO coninue development of your mods. In case - God forbid - you one day decide to leave these mods behind, please pass these treasures to Mile for maintenance so the future generations can enjoy your work as well. Oh, and have you thought of archotech drones and modules?
Nameless 22 Aug, 2022 @ 4:57am 
Hello @MrKociak, I hope you are doing well :) Once again, thank you for your cool mod, I have so much fun with it! Today I am, however, here to report another bug I encounterd. If I remember that right, I have already reported a similar thing with regards to either Combat Modules or Combat Drones. At the start of the game one of my colonists had an EMP combat module installed, so he could use it normally. However, this module was not indicated in the Health tab of the pawn, so I could not remove it even in the dev mode. Additionally, this module was not indicated in the pawn generation/selection screen before the start. Can you please kindly have a look at this?
☠Millennium☠ 15 Aug, 2022 @ 1:33am 
I try out with Energy Rifle and with out of him, combat ranged modules except Nades not work/fire
☠Millennium☠ 15 Aug, 2022 @ 1:31am 
I repeat, guns not firing.
☠Millennium☠ 15 Aug, 2022 @ 1:30am 
Man, i dont know why but when i try shoot a Charge Lance or heavy flamer etc simply just guns its not fire and with Lance Charge issue he cause massive lag(from 60fps drop to 15-20) .

1 thing that works its grenades..
Mcsqizzy 14 Aug, 2022 @ 5:36am 
Love the mod, but just guessing you intended for things like the laser weapon modules not being available till after researching laser weapons but as it is you get access to all weapon modules when researching combat modules.
VoxPhox 19 Jul, 2022 @ 1:08am 
Not a problem, i wasn't even expecting an answer this soon let alone a fix.
MrKociak  [author] 19 Jul, 2022 @ 12:52am 
It should be out in like ~6 hours. I can technically release it right now, but I'd rather not as I'm still at work [remotely connected to my PC], so i might not be able to quickly deal with problems if there are any.
MrKociak  [author] 18 Jul, 2022 @ 10:41pm 
@VoxPhox oh I might've forgotten to release the update that has the removal recipes/operations, my bad.
It should be out today.
VoxPhox 18 Jul, 2022 @ 5:10pm 
Loving the Animal update but unless i'm missing something the surgeries for removing installed combat modules are missing from animals. Makes it a little unfortunate if you change your mind on an installed module, or want to upgrade to something better
blackkanye 4 Jul, 2022 @ 9:41am 
So this is the closest thing out currently to CDDA bionics like the finger pistol?
Nameless 2 Jul, 2022 @ 2:23pm 
Ah, thank you so much @MrKociak!
MrKociak  [author] 24 Jun, 2022 @ 1:48pm 
@Nameless
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2808876573

(will add it to the description later :p)
Nameless 24 Jun, 2022 @ 12:26pm 
Hi :) Can you please share a link to YABEM's Animal Module? I cant't find it
MrKociak  [author] 20 Jun, 2022 @ 1:53pm 
Honestly I'm just....very confused. Like sure it's fixed and all but I still have no idea *why* it even happened in the first place. I'll have to look into it tomorrow.
MrKociak  [author] 20 Jun, 2022 @ 12:57pm 
@Enclave I've found a fix, idk why this problem was suddenly happening, but it's basically LoadFoldes being weird. The update with the fix should be out in a minute.
Enclave 20 Jun, 2022 @ 8:42am 
my mod order https://imgur.com/a/Bvh5U65
my log https://gist.github.com/05994da8370fbf9c9a166c53bc46e6f2

Could not load UnityEngine.Texture2D at Things/Item/Health/MK_HealthItem_Ultratech in any active mod or in base resources.

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GlobalTextureAtlasManager.TryInsertStatic (Verse.TextureAtlasGroup group, UnityEngine.Texture2D texture, UnityEngine.Texture2D mask) [0x00000] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.Graphic_Single.TryInsertIntoAtlas (Verse.TextureAtlasGroup groupKey) [0x00036] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.ThingDef.<PostLoad>b__311_0 () [0x00043] in <81af9f8a18324e17b286924a43555a7c>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x0007c] in <81af9f8a18324e17b286924a43555a7c>:0
MrKociak  [author] 19 Jun, 2022 @ 8:04am 
@Enclave honestly no idea, I'm looking at the files and the sprite is there. Have you tried doing the "verify integrity of game files" thing?
Enclave 19 Jun, 2022 @ 8:01am 
Could not load UnityEngine.Texture2D at Things/Item/Health/MK_HealthItem_Ultratech in any active mod or in base resources.

Why
lewiss 18 Jun, 2022 @ 5:39pm 
Thank you for the animal portion of the update I slapped a charge lmg on my archuffolo and it worked great!
MrKociak  [author] 17 Jun, 2022 @ 5:21am 
Update:
-File cleanup (FindMod patches have been replaced with LoadFolders, it should decrease load times by a decent amount)
-If YABEM's Animal Module is active then combat modules can be installed onto animals

And yeah for now that's it, the cleaning up took a while, but it should be worth it. Let me know if any issues appear.
Comton 9 Jun, 2022 @ 10:17am 
Like what I said for the Drone mod :

- Modules from/for Rimeffect or like the omnitool powers
- Passives modules
- Psy modules ? Or Psy passive boosters ?

Other thing : I think it miss the word "module" in "The cost of a ranged/melee combat implant is 10 plasteel, 2 advanced/spacer/whatever you wanna call them +" in the Balancing paragraph
Vagineer1 8 Jun, 2022 @ 8:24pm 
I love the idea of this mod along with the core module. Having a luci'd, power armor'd pawn with combat moduls with powerful weapons and full archo bionics sounds like the Rimworld equivalent of Sephiroth and I for one am all for it.
Nameless 8 Jun, 2022 @ 12:52pm 
@MrKociak, this is really cool, I appreciate that a lot! Look forward to seeing the update :)
MrKociak  [author] 8 Jun, 2022 @ 10:02am 
@Nameless I think I've found the issue and the cause was...very stupid, but it should be fixed in the next update.
Said update might need to wait till tomorrow or a bit after, but it will be worth it, I'm switching from findMod patches (yucky fucky) to LoadFolders, which are way more efficient (less load time).
Nameless 30 May, 2022 @ 3:57am 
@MrKociak, thank you so much for your time and efforts! You make so many people happy with your great mods!
MrKociak  [author] 27 May, 2022 @ 12:00pm 
@Smithal oh yeah if you want them to fire the sniper gun, you have to disable (the colonist should have a button for it, usually near the draft button, click the checkmark/x to enable/disable using that specific fire mode) the undesired fire mode.
This happens because when a pawn has multiple firing options it picks the one that the game considers to have more damage per second...the problem is that it does not seem to take range into consideration.
Unless something about it changes in either the framework or the base game I can't (or at least I think I can't, I might be wrong) do much about it.

@Nameless oh also sorry for the delay of the nerf, I'll get to making and releasing a fix soon. Lately the only modding time I had was spent fixing some stupid issue in another mod.
Smithal 27 May, 2022 @ 10:01am 
Oh, I think I found out the problem, I had two charge pistols implants on the same pawn. Removing one of them fixed the issues.
Smithal 27 May, 2022 @ 9:53am 
I've run into issue where if my colonist has a long range gun in hand like a sniper rifle, and also have charge pistol modules implanted, the colonists won't shoot with their sniper rifle automatically. They'll wait until something is in range of the charge pistol module and shoot with that, I have to manually tell them to shoot enemies at far range with the sniper.
Nameless 19 May, 2022 @ 9:44am 
Thank you for your kind reply @MrKociak!
MrKociak  [author] 18 May, 2022 @ 2:44pm 
@Nameless yeah I'll nerf it, I'm gonna be honest I was just copy and pasting the stats from their weapon versions...wouldn't be surprised of an extra 0 ended up sneaking in there (assuming that weapon isn't op by itself).
Also yeah shooting skill does affect the modules, not so sure about the drones but I think they are affected too.
As for the settings menu...I'll see what I can do. I honestly haven't tried ever making one because C# scares me :U
Nameless 18 May, 2022 @ 2:05pm 
Hello MrKociak, thank you for your wonderful mod and for your efforts put to support and improve it! I, personally, enjoy your work a lot, and I bet this is the same for many-many members of the community. Today I am writing to you with regards to Uranium Slug Rifle Combat Module. I do not know if it is intended to be this way, but it has a crazy rate of fire, much faster than machine gun or even minigun. It is also precise and deals enormous damage. Once you have it, a mechanoid raid of 50 would cease existing in seconds. And the price is in the range of other bionics. Would that make sense to make it a bit weaker and waaaay slower? And two separate questions in addition. 1. Does Shooting skill affect combat modules and drones? 2. Can you add a settings screen where player could adjust all the main characteristics of the drone or module? Or do you maybe know existing mods like this? Many thanks!
MrKociak  [author] 3 May, 2022 @ 6:59am 
@FriendlyPurpleGlow It should work with Simple Sidearm without any issues. The non-violence ability from Ancients should stop the colonist from using the implant/weapon. It can be used with any other implant or body part replacement without any issues (probably).
Yeah it might be a bit OP for some people, but I feel like vanilla combat-oriented bionics (power claw for example) are a bit underpowered/weak and I think the crafting costs justify it somewhat anyway.
I hope the translator manages to make this readable lel
FriendlyPurpleGlow 3 May, 2022 @ 6:26am 
Nice, now my pawn can cospley Trigun with deadly weapon in arm :steamthumbsup:

Does it work with "Simple Sidearm"? And what about the non-violence ability from "VFE-Ancients"?

The implants dont replace any body part, but it looks like OP, so may it be customizable? Like it take a shoulder/forearm place and doesn't look compatibility with archotech- or drill-arm, but it can be used with wrist-prostheses from EPOE (with "Prosthetic No Missing Body Parts" mod).

This is a machine translation, sorry for the inaccuracies.