RimWorld

RimWorld

SCV Ready
166 Comments
XII_L  [author] 18 Jul @ 7:23pm 
@Chef0Death88 The Exosuit Framework has not yet been updated.
Chef0Death88 18 Jul @ 6:22pm 
worky worky 1.6?
Pasaway 4 Jul @ 10:40am 
@Nash: Go to the Exosuit Framework mod and see the Guide in the Discussions Tab.
Nash 4 Jul @ 8:56am 
Is there a tutorial? I have no idea how to operate this
WeepingDiscord 22 Jun @ 4:56pm 
Sorry that was me, I removed it because I just discovered the pilot schedule and that fixed the issue, but this works great
XII_L  [author] 22 Jun @ 4:39am 
The following issue has been addressed:
SCVs no longer reduce global work speed to prevent them from automatically removing exosuits during work.

This fix resolves a bug that was previously reported in the comments. While the original comment is no longer visible (I'm not sure if it was accidentally removed), this comment is to confirm that the issue has been resolved. Thank you for your feedback.
The next update will be when the exo framework is updated to version 1.6.
JoshMurph316 2 Jun @ 10:01am 
In the rear with the gear
just wanna hold u tight 19 May @ 8:22pm 
уооооо, сверхурочные!!
JUST1C 10 May @ 7:27am 
SCV GOOD TO GO SIR!
233740541 5 May @ 8:00am 
这个铁丝导弹太猛了,对面十几个机兵大汉人手一个炸得我头都抬不起来。
XII_L  [author] 22 Mar @ 5:55pm 
@Stalinator9000 fixed.
Stalinator9000 22 Mar @ 8:33am 
Hey, Great mod. The only exo suite mod which actually uses more than just left and right hand slots! 10/10. The mod works perfectly but I seem to be getting this error in my log when i launch the game:


Config error in SCV_Core: description has trailing whitespace


(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


d3d11: failed to create 2D texture id=26783 width=14 height=14 mips=5 dxgifmt=28 [D3D error was 80070057]


(Filename: Line: 587)


d3d11: failed to create 2D texture shader resource view id=26783 [D3D error was 80070057]

Pasaway 14 Mar @ 3:25pm 
@Aizuki: The framework makes pawns remove the 'outer' layer when they enter a mech. The other other issue might be mod conflict.
SAUCE__GODD 7 Mar @ 11:42am 
I have a suggestion: a Circular saw that gives plant harvest speed and melee sharp damage
Aizuki 7 Mar @ 10:36am 
ok somehow my pawn clothing show on my pawn potrait, it look ugly (she had pink jumpsuit and her cloth only one overiding the pawn potrait) and when wearing the SCV my pawn let go middle wear equipment somehow. is it intended?
XII_L  [author] 2 Mar @ 2:34am 
@Aizuki Perhaps you need to set Drill as a one handed weapon in Tacticowl‘s setting. I don't play Tacticowl, so I don't know its actual working mechanism.
Aizuki 1 Mar @ 10:15pm 
ahh ok, the SCV i said had Drill on his right hand and iron axe on left hand
XII_L  [author] 1 Mar @ 6:13pm 
@Aizuki I haven't used Dual Wield, but actually, the clamp is just clothing, not a weapon, it shouldn't cause conflicts. It may be due to hidden conflicts within the exo framework.
Aizuki 1 Mar @ 3:10pm 
on my game seems my pawn off-hand weapon with Dual Wield mod (one of Tacticowl feature too) seen equiped with the drill but the clamp on SCV gone
Emoer 1 Mar @ 6:31am 
50块的好兄弟
XII_L  [author] 23 Feb @ 10:05pm 
@Aizuki fixed.
Aizuki 23 Feb @ 6:02pm 
@XII_L ah ok, just dont add DLC requirement. i only have base game and only few mech suit mod other than DMS. :steamsad:
XII_L  [author] 23 Feb @ 4:53pm 
@Aizuki This is my mistake. MechRepairSpeed only exists when the Biotech DLC is enabled. I'll fix it soon.
Aizuki 23 Feb @ 3:14pm 
i noticed i got a red text error mean not safe to proceed playing .... it said

"Could not resolve cross-reference: No RimWorld.StatDef named MechRepairSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()"

can check it the log :
https://gist.github.com/HugsLibRecordKeeper/6b2ad9bf27c57071445d38913f168887
XII_L  [author] 23 Feb @ 5:04am 
@nichi Fixed.
XII_L  [author] 23 Feb @ 5:02am 
Update on 2/23/2025
This is a balance-focused update. Specific details and notes can be found in the update log.
XII_L  [author] 22 Feb @ 7:04pm 
@nichi I will check the compatibility with DMS later

With CE, I tend to prioritize remaining faithful to the original design. The drill's high rate of fire with low damage per hit results in dispersed damage output, making its actual killing efficiency lower than anticipated. Regarding the thrusters: their actual speed remains lower than the standard movement speed of DMS exo units, while SCV units with thrusters appear faster due to ignoring movement penalties, . As for the railgun - this is a large-caliber electromagnetic weapon from the space age. I consider its current CE-balanced values controlled, though its damage would be even higher if calculated using CE team's formula.

While these elements might seem imbalanced when combined, CE prioritizes realism over strict balance. High-caliber weapons naturally dominate smaller arms. I plan further rebalancing adjustments soon, such as reducing the drill's armor penetration capability.
nichi 22 Feb @ 9:08am 
It appears that trying to mix and match SCV exo equipment with Dead Man's Switch exo equipment causes the equipment to disappear rather than simply be removed.

Also, this is overpowered, especially compared to other exo mods. The drill is as much dps as a wraith blade (combat extended). The railgun does more damage than a doomsday rocket launcher. The exo thrusters double the movement speed at no downside to the exo. Your mod, your rules, and I'm fine going into RIMQol to nerf them to all heck, but I just wanted to point out this fact to any would-be downloaders
Caramel 23 Jan @ 11:01pm 
確認沒事了, 感謝更新
XII_L  [author] 23 Jan @ 9:23pm 
@Caramel 吓得我以为又出事了()
Caramel 23 Jan @ 9:18pm 
等等, 好像是我的問題, 抱歉
XII_L  [author] 23 Jan @ 9:15pm 
@Caramel 看了一下,是DubsMintMenus的hrmony补丁报错,涉及RIMMSqol,载具框架的SmashTools,以及火箭人,但具体什么原因我就不知道了
XII_L  [author] 23 Jan @ 8:45pm 
@Caramel 修了,漂浮物的问题……它会引用全部的thing,铁丝导弹在CE环境不会使用原版的投射物,投射物的class用的是原版环境的,但是漂浮物还是会遍历原版的投射物,因此class不生效。我在CE的补丁把原版投射物的class删了就好了,谁能想到CE环境调用原版投射物的,怎么连个过滤都没有
Caramel 23 Jan @ 8:30pm 
我也覺得奇怪, 而且不是只有我出現這個問題, 直接移除這個模組就什麼事情都不會有, 怪哉
XII_L  [author] 23 Jan @ 8:27pm 
@Caramel 很奇怪,我加了几个mod就没问题,我待会找个原因吧
XII_L  [author] 23 Jan @ 7:54pm 
@Caramel 在报错中我只找到了大量漂浮物与载具框架的冲突,例如:
PREFIX SmashPhil.VehicleFramework: Boolean Vehicles.Rendering:TrueCenterVehicle(Thing t, Vector3& __result)
- POSTFIX Mlie.SomeThingsFloat: Void SomeThingsFloat.GenThing_TrueCenter:Postfix(Thing t, Vector3& __result)
如果你搜索SCV,只能找到模组加载内容,以及一个CE环境下不会调用的本体的class
XII_L  [author] 23 Jan @ 5:43pm 
@Caramel SCV自己的dll只有一个引导投射物位置的功能,其他均依赖于Exo和VEF,并且哪怕在投射物射出时保存游戏也不会导致地图出错。最后,请提供详细的情景,这点信息难以表明什么。
XII_L  [author] 23 Jan @ 5:34pm 
@Caramel 我使用了一个短modlist进行测试,无论地图有没有河流经过,都可以正常读取地图。并且SCV和外骨骼框架甚至依赖于VEF,你把它算进去干什么……
Caramel 23 Jan @ 8:27am 
反正我不想再測了:steamfacepalm:累死我了
Caramel 23 Jan @ 8:26am 
CE 並不是唯一會觸發這個四角關係bug的模組
Caramel 23 Jan @ 8:25am 
也不對, 在大型模組包直接移除CE 也會觸發這個bug
Caramel 23 Jan @ 8:24am 
不對, CE應該不需要
Caramel 23 Jan @ 8:23am 
這四個模組同時使用會導致地圖讀取出錯, 缺一不可, 累死我了
Caramel 23 Jan @ 8:21am 
Some Things Float
Combat Extended
Vehicle Framework
Vanilla Expanded Framework
Exosuit Framework
SCV Ready

getting “SomeThingsFloat.SomeThingsFloat” error popping up
Combat Extended + Some Things Float + Vehicle Framework + SCV Ready
yes it need 4 mod trigger this bug
unplayable bug
Eddie Gaming 17 Jan @ 6:34am 
i posted in discussion what im seeing under the discussion 'bug report'
XII_L  [author] 17 Jan @ 6:29am 
@Eddie Gaming Dubs Mint Menus only affects construction, research, and production; it shouldn't have practical impact on exo.
Eddie Gaming 17 Jan @ 5:58am 
i checked my mod list, it says version 1.24, i noticed aswell the 'exosuit' button when selecting the galley is in a weird text format, can dubs mint menues have an effect on the UI for the exo's?
Eddie Gaming 17 Jan @ 5:26am 
ill try resubscribing, thank you for letting me know :)
XII_L  [author] 17 Jan @ 4:32am 
@Eddie Gaming This looks like the earliest version I uploaded. Please ensure you have the latest version 1.24 of the mod. SCV now have all 6 slots. This issue shouldn't occur unless there's a problem with Steam. Try unsubscribing and resubscribing to refresh.