RimWorld

RimWorld

More Utility Packs (Continued)
36 Comments
Zaljerem  [author] 11 Jul @ 7:35pm 
Thanks for being ok with me updating it! Please feel free to use anything I've done if you wish to pick it back up. I'm always happy to hand one back!
Flankmaster 11 Jul @ 7:33pm 
One of these days I might revisit More Utility Packs when I have time to update it -- but I'm glad it's found a home here! Thanks so much for keeping it going.
Blue 6 Mar @ 12:10pm 
Anyone ever had an issue where placing a item from this mod into storage would change item quality to normal? No error message at all. Using Adaptive storage framework.
Lekoda 4 Jan @ 6:11pm 
The Command Pack dont work
Scorpio 16 Oct, 2024 @ 1:59pm 
shields on the jump packs dont let weapons shoot out , considering the cost they should
Omega13 8 Sep, 2024 @ 1:01pm 
Yeah, not a huge deal, easily fixed with character editor if you feel like it's a cheat, but kinda funny.
Zaljerem  [author] 8 Sep, 2024 @ 10:55am 
Apparently the obelisk code doesn't filter out the hediffs it duplicates, at least not to that extent. I could probably address it but the result is "anomalous" enough to be left alone in my opinion. :)
Omega13 6 Jul, 2024 @ 11:42pm 
Using anomaly content - a character wearing a trauma pack was duplicated by an obelisk. Because duplicates inherit all of the original's medical conditions, the dupe permanently had the trauma pack buff without actually wearing one.
Rondson 4 Jul, 2024 @ 11:19am 
Much obliged, thanks for the ongoing efforts for resurrecing mods!
Zaljerem  [author] 4 Jul, 2024 @ 10:56am 
From looking at their code, you should be good to go! They check for both the original mod and this continued version.
Rondson 4 Jul, 2024 @ 10:16am 
Greetings! Bit of a silly ahh question:

This mod was listed as CE compatible long time ago:

https://github.com/CombatExtended-Continued/CombatExtended/blob/Development/SupportedThirdPartyMods.md

If I add this to the ongoing 1.5 save with a CE active, will it work, or it's going to be a bit of a gamble?

Regards.
Zaljerem  [author] 14 Jun, 2024 @ 8:52pm 
Yep, those were the old patches, I changed how compatibility is handled and made them text so they wouldn't get parsed, and left them there as a reference - meant to delete them and forgot.
Safari Mesh 14 Jun, 2024 @ 12:44pm 
It's only found in the Mechanoids.txt and Royalty.txt patches, which seem redundant. Upon further testing this really isn't a issue and all works as it should in-game, I was a little quick to comment. Thank you for updating this mod, it's one of my favorites.
Zaljerem  [author] 14 Jun, 2024 @ 6:17am 
Strange, because I just searched the mod for any instance of "Reloadable" and they're all changed to "ApparelReloadable". Can you give me more info on the error, which def is reporting that?
Safari Mesh 13 Jun, 2024 @ 11:56pm 
I'm getting some errors on startup. (I think) CompProperties_Reloadable was changed to CompProperties_ApparelReloadable in 1.5
Kokorocodon 23 May, 2024 @ 7:46pm 
damn bruh, you good?
Bondrewd 22 May, 2024 @ 12:05am 
Can the trauma kit save me from all of these feels?
Zaljerem  [author] 21 May, 2024 @ 12:15pm 
Yes, just added in an update I made a few minutes ago.
SOGGY DOGGY 21 May, 2024 @ 12:15pm 
Can the vanometric grav-pack be crafted via more archotech garbage?
Zaljerem  [author] 21 May, 2024 @ 12:11pm 
Unfortunately, due to the way reloadable apparel works, it will only take a specific item as ammo, not a category. I'll look into it, though, it's an excellent suggestion.
Tirith Amar 21 May, 2024 @ 8:54am 
Man if you could make it so i can use whatever shells i want with the mortar you have sold the mod to me.
MaxDerECHTE 20 May, 2024 @ 11:28pm 
SOGGY DOGGY 20 May, 2024 @ 5:32pm 
I was just thinking about this today, neatwof
TrollofReason 20 May, 2024 @ 2:17pm 
Danke-danke! Love this mod, & I'm glad you're raising it from the 1.5-pocalypse.
Zaljerem  [author] 20 May, 2024 @ 12:52pm 
Updated: Fix to Survival Pack mass carry capacity. Thanks for the report!
Zaljerem  [author] 20 May, 2024 @ 12:47pm 
How VE handled that stat changed between versions and I missed adding it to the survival pack, or I modeled it after the backpack from VE. Either way, I'll push an update to add the mass carry back in.
TrollofReason 20 May, 2024 @ 12:37pm 
Not "none of" just the Survival Pack, sorry.
TrollofReason 20 May, 2024 @ 12:37pm 
I think it's a oversight holdover from 1.4 to 1.5, but none of these increase the new looking variable "Mass carry capacity" that they used to provide before it it was defined in the UI. The survival pack, for example, is maybe supposed to increase that, not "Carrying capacity" which is a totally different value.

Mcc defines the depth of an entity's capacity to carry kilograms of mass across caravans into their internal inventory, IE: telling a pawn to pick up a bunch of stuff off the ground, their capacity to carry it all at once.

Cc affects the ability of a pawn to handle a "pick up" command, IE: How big of a thing can the pawn actually put into its inventory. Can it stuff, for example, an entire dinosaur into its inventory?

Right now, the Survival pack, an maybe others I haven't checked out only seem to be touching on Cc, & not Mcc. Which, if it was intended, is very weird, Mcc is vastly more useful for caravans, which the Survival Pack seems directly intended to make easier.
a quality meme 19 May, 2024 @ 6:43pm 
My man...
Zaljerem  [author] 19 May, 2024 @ 12:34pm 
Thanks for the report! Now fixed.
Icaro 19 May, 2024 @ 8:42am 
yes yes yes yes thank you :steamhappy:
Peryn [Андрій] 19 May, 2024 @ 12:25am 
you lost Survival Pack - cannot spawn it with this mode. check pls.
Peryn [Андрій] 18 May, 2024 @ 10:19pm 
my favorite! Hope all bonuses work!
HappyTrigg 18 May, 2024 @ 8:03pm 
Yes my favorite utility mod is back!