RimWorld

RimWorld

Combat drones
111 Comments
MrKociak  [author] 8 Sep, 2023 @ 3:43am 
@JessieFeathers probably not, I'm gonna remake this mod once Athena Framework has its drone feature finished up
JessieFeathers 7 Sep, 2023 @ 11:47am 
1.4?
Gerewoatle 20 Nov, 2022 @ 7:32am 
Can people not read?
HIVEMIND 20 Nov, 2022 @ 6:36am 
wake up samurai
HIM 27 Oct, 2022 @ 1:33pm 
1.4 Update PLEASE!!
Nellielliel 11 Oct, 2022 @ 9:54am 
Hey, I encountered the same issue as 6ftbunnyrabbit (nice name btw). I loaded in and couldnt draft up the singular pawn that had combat drones. I just removed the mod from my list and my character works as expected now. I see you're abandoning this mod for a sequel, so this will be something to keep an eye out for, best of luck with it!
Inknautilus 6 Oct, 2022 @ 4:28pm 
Weird bug happened to me after loading. None of my mods had updated between my playing but today when I loaded my save, the two pawns who had drones were unable to be drafted. Also the drones were not visible but were still listed in the health tab.
I removed the drones using character editor and was able to draft the two again.
Noisy Koi 2 Oct, 2022 @ 9:49pm 
Suggestion: Utility Drones
Shield drones: each drone produces a shield
Recovery drones: For search and rescue, temporarily resuscitates a downed pawn
Survival Drones: Collecting gaseous material, can reduce a pawn's need for food
etc
MrKociak  [author] 17 Jul, 2022 @ 12:38pm 
@Rassmond the mod's dead and not being worked on anyway, I've moved into Combat Drones 2
Rassmond 17 Jul, 2022 @ 9:30am 
drones still just disappears after first targeting.. too bad its doesnt work, cool conception
Kpatrol88 5 Jul, 2022 @ 8:37pm 
@MrKociak Thanks for the reply Auth. I'll have to think more on whether I'll swap. None of my pawn have any installed and I'll probably sell the ones I've gathered, if I ever bother to make the jump. Keep up the good work!
MrKociak  [author] 4 Jul, 2022 @ 1:27pm 
@Kpatrol88 for now this mod won't be getting new stuff added, but I'll try to at least keep it functional.
And honestly I'm not sure whether it's safe to swap these out or not, a few drones that are in cd1 aren't in cd2 (yet). Also I'm pretty sure they have different defNames now.
It probably won't destroy your safe, but your current drones will be gone, they won't be replaced with the new ones sadly.
Kpatrol88 4 Jul, 2022 @ 12:28pm 
Will you be continuing this version of the mod now that CD 2.0 is out?

And relatedly, is it safe to remove this one mid-game and swap over to the new one if need be?
MrKociak  [author] 28 Jun, 2022 @ 8:33am 
@Evam a mod I'm currently working on, YABEM - Misc Module.
It's not out yet
Evam 28 Jun, 2022 @ 4:18am 
@MrKociak what mods are the Vanometric jump pack module and endoskeleton from in the streamable link?
MrKociak  [author] 24 Jun, 2022 @ 9:19am 
@shane_357 no. And I cannot change it (at least I'm pretty sure I can't), that's just how MVCF (the thing from VE framework that this mod uses) works.
shane_357 24 Jun, 2022 @ 5:04am 
Do these work if placed in pawns that are restricted from violence?
Kokorocodon 24 Jun, 2022 @ 4:50am 
Should be nice if the drones floated in close proximity to the user.
Shiro 22 Jun, 2022 @ 7:30pm 
Haven't loaded the mod yet so maybe it's already in, but any chance of adding the balance stuff to the mod options? Things like the min/max number of drones, and any other balance changes you add.
Hamacelos 19 Jun, 2022 @ 2:24pm 
ohhh i like that
MrKociak  [author] 19 Jun, 2022 @ 2:20pm 
@Hamacelos oh yeah I'm working on something pretty similar.
I could go in detail how the stuff is going to work in Combat Drones 2, but I think this will make things easier: https://streamable.com/744emj
Hamacelos 19 Jun, 2022 @ 2:17pm 
first of all really love the mod, so and ideia for making these a little bit less op would be making them an ability that you can trigger instead of something you have all the time , akin to those drones in the spacer controller warcaskets in ve pirates and if their code is in ve framework(since this mod alrady uses it) , would be cooler to have those drones exists like the ones there that move and etc
Wack 14 Jun, 2022 @ 8:10am 
Can i make these spawn on raiders?
UncleMratni 13 Jun, 2022 @ 1:39pm 
I am wondering why the drone is treated like a body part tho and has to be installed in an operation. Wouldnt it be more reasonable to make it go to the utility slot, where you also equip shield belts ect., or a specific drone slot for that matter?
UncleMratni 13 Jun, 2022 @ 1:38pm 
Was fooling around with this for a few days and I must say, all in all this is a great mod. It adds more combat power and options for crowd control ect, within a reasonable cost/efficiency window, since there are no quality levels and the drones add a decent buff without blowing up wealth too much it seems.

I hope you continue working on this, as the mod definitely would need a little more polish. Sometimes drones dont function as intended and refuse to shoot at all untill reload. While on the field and manually controlled, the pawn can either shoot with one drone OR his main weapon, but not both at the same time.
When approached by enemies or acting on KI, it seems to work without issue so far and drones fire alongside main weapon.

More variety and special effect drones would definitely be nice to have. Comton as some nice suggestions going.
Comton 9 Jun, 2022 @ 9:44am 
Cool mod @MrKociak

Few suggestion :

- Cryo drones based on Viking Expended ? Maybe other elementals ?

- For your large ones : gatling / grenade launcher ? For grenades maybe a link with the grenades that the pawn have in his inventory with a switch button like the omnitool power in RimEffect

- Drones with the Omnitool powers in RimEffect : Overloading/Cryo/Shield....

- In the following, drones with passive abilities : shields, proximity emp, aim boost...

- PsyDrones ? With Royalty content

A lot of possibility :) Keep going !
Matstar 30 May, 2022 @ 8:42pm 
Likewise, sometimes drones refuse to shoot.
Rassmond 29 May, 2022 @ 1:39pm 
ahh, too bugged, drones refuses to shoot or just disappear after first targeting, shields doesnt matter
Rassmond 29 May, 2022 @ 10:26am 
So I installed two charge minigun drone on my pawn... Looks like they just disappearing in thin air then pawn enters a combat wearing any kind of energy shield
DeoxidizerX 22 May, 2022 @ 10:22pm 
looks like it might be having an issue with friendly fire tweaks. any chance for a fix please?
the error log: https://justpaste.it/85nnm
alyath 21 May, 2022 @ 1:05pm 
The first thing that comes to my mind after reading the Content: "How nice it would be to get a Gunfiring, and a healing Drone. So maybe you can add a small drone with a one shot healing or stabilizing effect."
And Modsuggestion to add: The Rimsenal section has some great Weapons: Maybe a Large Molten Cannon Drone. :mortis:
The Ghost of Kyiv 21 May, 2022 @ 12:49am 
@MrKociak I managed to make some changes. Thanks for the help!
MrKociak  [author] 20 May, 2022 @ 4:18pm 
@The Ghost of Kyiv chaning the defaultCooldownTime does change the cooldown, I know that it does because I've seen the difference between different weapons. Have you changed the value for all 2/4 hediffs?
Basically every drone variant has a seperate hediff for each slot it takes up. A normal/medium drone for example has a hediff for the primary slot and another one for the secondary one. If you change the value of the primary slot but test the drone out using one installed in the secondary slot then you won't notice any difference...because there isn't one.
The Ghost of Kyiv 20 May, 2022 @ 4:11pm 
Hey @MrKociak i usually like to tinker with the mods i get from the workshop to make them OP just for fun. Can you please tell me what i need to change in order to reduce the cooldown of the drone weapons?

Changing the <defaultCooldownTime>4.0</defaultCooldownTime> didn't have any effect. Thanks.
Jood122 18 May, 2022 @ 2:16pm 
Yeah it confused me as to why there were no error messages and such, but there were no errors. Keep up the work bud!
MrKociak  [author] 18 May, 2022 @ 1:09pm 
@Jood122 I'll see if something like that can be added, maybe an alert. Cuz yeah having a pawn not be able to use the drones after equipping a shield belt on their own can be annoying.
Jood122 18 May, 2022 @ 1:03pm 
Oh btw I found why my drones didn't shoot. Forgot that pawn had a shield belt. Not so much criticism but rather a suggestion, perhaps a warning/message that Drones don't work when trying to queue the implant on a pawn with a shield belt and vice versa when they have a drone and try to equip a shield belt?

Love the mod.
MrKociak  [author] 18 May, 2022 @ 4:56am 
@Fedeh Currently no. But it's a feature I've managed to annoy one of the VE wizards into adding to MVCF 2.
The moment MVCF (it's part of the VE framework by the way) updates I'll make it so the drones are only rendered when the pawn is drafted.
Cuz yeah, I alsoo find the drones being glued to a colonist 24/7 kinda weird-looking.
Fedeh 17 May, 2022 @ 4:43pm 
is there a way to show the drones only when drafted?
engineer gaming 17 May, 2022 @ 3:04pm 
I'm getting a wall of text when hovering my cursor over a character, Dummy (-1%) repeated over and over.
Heal Bot 16 May, 2022 @ 5:30am 
is this safe to add mid session
Gerewoatle 14 May, 2022 @ 9:49pm 
That sounds a bit like rules lawyering, honestly. "Person what likes fightin' up close and personal and disdains them cowardly ranged weapons" doesn't sound like the sort of individual who'd suddenly be okay with guns just because they technically weren't holding them in their hands.
Snuggy 14 May, 2022 @ 8:28pm 
@Mrkociak Yeah im not sure if it makes more sense or less sense, tbh i think it would be find because a brawler has this description

"NAME likes to fight up close and personal. S/He's accuracy is greatly increased in melee combat, but s/he'll be very unhappy if asked to carry a ranged weapon."

so since they aren't carrying it its fine, or maybe just make it a config and up to the player. :)
MrKociak  [author] 14 May, 2022 @ 4:01am 
@Snuggy it wasn't really intended, but not unintended either, I just kinda forgot brawlers exist. I'll ask around if it makes more sense to change it or keep it as it is.
Edmund 13 May, 2022 @ 10:23pm 
@Gruumk Tested for you. When a drone is installed on a pacifist, the drone weapon widget is grayed out and says "Pawn is incapable of violence."
Jood122 12 May, 2022 @ 6:32am 
Nope, checked Hugslib, checked regular errors, nothing. Reloading the save doesn't do anything either.The only thing I guess could cause it is that it's incompatible with one of my mods. Can't reallty filter though, with 400+ mods that's basically impossible to find out.
Snuggy 11 May, 2022 @ 2:40pm 
Is it intended that these drones make brawlers unhappy? Considering they aren't "wielding" the drone.
MrKociak  [author] 11 May, 2022 @ 12:06pm 
@Gruumk I'll have to check because I honestly don't remember.
gwendoodle<3 11 May, 2022 @ 11:59am 
Hey, I'm sure this has been answered somewhere around here but a cursory glance didn't yield the answer. Do the drones still fire if the implanted user is incapable of violence? I have this god like diplomat and would like some sort of constant protection for them but I don't want to waste the medicine only for it to be unusable.
MrKociak  [author] 11 May, 2022 @ 10:45am 
@Jood122 any errors popping up? Oh yeah does reloading the save help in any way? I might not be able to fix it (cuz this is a purely XML mod), but when the reason for the issue gets figured out I can at least report it to the framework wizard.

@HappyTrigg oh yeah adding a drone with character editor is easy, but removing it might be a bit tricky, the hediff disappears but the drone does not. I recomment just removing them via an operation (spawn the stuff, then use Character Editor to wake the pawn the hell up after the surgery)