RimWorld

RimWorld

Wasp Trap/Pack + Sentry Trap/Pack
63 Comments
Rimworld 28 Jul @ 1:17am 
Weird. Thanks for your effort—I'll check if there's any issue with my mods.
Sentinel  [author] 28 Jul @ 12:45am 
Weird, my pawns do equip the pack when I assign it to their apparel policy.
Sentinel  [author] 28 Jul @ 12:29am 
@Rimworld i'll check in my game if I get the issue as well.
Rimworld 28 Jul @ 12:28am 
Dear Author, I noticed that after setting up the equipment schedule, my pawns aren't automatically equipping the robot backpacks.
Rimworld 28 Jul @ 12:04am 
@恰似宛然一笑生花 哈哈哈哈哈哈我也是他那边过来的
恰似宛然一笑生花 23 Jul @ 6:07pm 
@Rimworld 哈哈哈我是在说阿松评论区别人的反馈,不是我的问题啦。

@Sentinel I told him that's their problem, not mine :) Just FYI, I've translated 'Wasp Trap/Pack + Sentry Trap/Pack' into Chinese (_zh). Thanks for your hard work! Keep on keeping on!:dslike:
Sentinel  [author] 23 Jul @ 9:59am 
@Visoth

Go into the files 1.6 > Defs > Wasp pack

Search for bodyPartGroups > Replace Torso with Waist
Rimworld 23 Jul @ 2:52am 
@恰似宛然一笑生花 你把mod关了然后进地图把机器人全部清理了再保存重新开mod就好了
Visoth 23 Jul @ 1:38am 
Reading comments, I see this was an intended change. Could you add a mod setting to allow users to choose? If not, could you explain how I would edit the mod myself to make them Utility slot?

I tried using Character Editor (it has limited def editing functions), but it did not work :(
Visoth 23 Jul @ 1:35am 
For some reason the Wasp Packs are now taking up a separate inventory slot than the utility slot. For balance reasons I think its better to make them use the utility slot.

I'm not sure if this is intended or if its a mod conflict on my part.
Sentinel  [author] 22 Jul @ 9:18am 
@恰似宛然一笑生花 i'd need an hugslib log to be able to do anything
恰似宛然一笑生花 22 Jul @ 8:01am 
Just wanted to mention - while most users aren't having issues, someone in the Chinese community reported your mod prevents map generation (not me personally). Could you double-check when you have time?:dslike:
Rimworld 21 Jul @ 6:20pm 
Well, that's a shame.
Sentinel  [author] 21 Jul @ 6:06pm 
@Rimworld I'd do that if I knew how to, i don't yet sadly.
Rimworld 21 Jul @ 6:00pm 
I wonder if you could take the trouble to modify it so that the traps work, because a means to quickly control prisoners is really useful!
Sentinel  [author] 21 Jul @ 5:54pm 
Damn I was gonna do this too, lame that the traps/turrets don't affect prisoners
Rimworld 21 Jul @ 5:53pm 
I placed the trap at the prison entrance, but it didn't trigger.
Rimworld 21 Jul @ 5:51pm 
It might be possible, because if I'm not mistaken, traps or turrets don't attack prisoners.
lucky_one 🍀 21 Jul @ 5:50pm 
Thanks boss :er_heart:
Sentinel  [author] 21 Jul @ 5:49pm 
@Rimworld isn't that the case already? The XML says the traps have a 100% trigger chance, or maybe the prisoners aren't considered enemies.
Rimworld 21 Jul @ 5:49pm 
Thank you!
Sentinel  [author] 21 Jul @ 5:46pm 
Additional note: please deconstruct the old wasp trap, I changed it to use my own def of the trap so old ones won't have the battery mechanic.
Sentinel  [author] 21 Jul @ 5:45pm 
Update:

Added a 1,5 day battery life to the drones summoned by these packs/traps

Added a sentry trap
Rimworld 21 Jul @ 4:57pm 
Thanks for your hard work! Having a large number of small robots is quite a strain on my computer, but these simple, easy-to-use ones are just too appealing. What’s more, their damage output is just right, making them a great way to quickly control prisoners. Maybe you could add a mechanism where prisoners can trigger small drone traps?
lucky_one 🍀 21 Jul @ 4:25pm 
Thanks for looking into it
lucky_one 🍀 21 Jul @ 4:24pm 
I dont play CE either so I wouldnt know, it complicates modding too much for my taste
Sentinel  [author] 21 Jul @ 4:24pm 
I'll see if I can't just slap a hediff that kills them after some time on em
Sentinel  [author] 21 Jul @ 4:23pm 
I can make a custom def for the race but it would break with CE, or I can just make your stuff summon a custom def anyways and copy paste the CE patch when it exists, not sure if it already does I don't play CE.
lucky_one 🍀 21 Jul @ 4:22pm 
Would it be possible to add a "Self destruction" skill to them instead then? I guess you wouldnt be able to explode the ones that aren't yours, so that could fix the issue for everyone without touching vanilla enemies
lucky_one 🍀 21 Jul @ 4:15pm 
Sounds good to me
Sentinel  [author] 21 Jul @ 4:13pm 
I'll probably opt for a battery system on them yeah
Sentinel  [author] 21 Jul @ 4:12pm 
@Rimworld They're not considered mechanoids by the game so unlikely. I'll try adding them to the animal tab if I can
lucky_one 🍀 21 Jul @ 4:12pm 
I second that idea, I have been killing the surviving drones manually after every battle but it's quite tedious. Maybe add a timer on them? Like 1-2 days of battery then they die?
Rimworld 21 Jul @ 4:08pm 
Could small robots be added to the mechanoid control menu? After battles, when I try to deal with the small robots that survived, I find they’ve become overly numerous around my base, and I have to select and destroy them one by one. Maybe adding them to the mechanoid control section would work? That way, we could conveniently set their activity range, and even handle them when leaving the map—like having them stay outside the ship to be dealt with in the process.
lucky_one 🍀 21 Jul @ 11:55am 
Appreciate it! :er_heart:
Sentinel  [author] 21 Jul @ 11:54am 
Update: Packs can now be worn with belts.

I've tested it with various armors and apparel and had no issues, let me know if you find something and i'll revert the change.
lucky_one 🍀 21 Jul @ 11:52am 
Thanks for taking it into consideration
Sentinel  [author] 21 Jul @ 11:40am 
@lucky_one 🍀

I'll see what I can do.
lucky_one 🍀 21 Jul @ 10:56am 
Would it be possible to make it covert the back instead of the waist slot? That way you cant use it with other backpacks but you can use it with belts, since it is a backpack? Asking because it bothers me to see my pawns equiping a backpack and this at the same time while taking off their belts all the time.
lucky_one 🍀 20 Jul @ 10:38am 
Nice, thanks!
Sentinel  [author] 20 Jul @ 10:15am 
Update:

Added reloadable versions of the existing packs, these version come with a higher initial cost but feature a reduced reload cost.

Reload cost:

Wasp pack: 30 steel

Sentry pack: 60 steel
Porkathon 20 Jul @ 1:34am 
@Sentinel Appreciate you, it's a nice end-game resource dump in the meantime :)
Chicken Kickin Fun 19 Jul @ 4:18am 
my pawns through them like grenades but they never target anything or do damage
Sentinel  [author] 18 Jul @ 7:14pm 
I forgot to reply, yeah i'll make a reloadable version once i'm done with other mod projects.
BAD PiGGiES 18 Jul @ 7:06pm 
it would be nice if they could be reloaded
Porkathon 17 Jul @ 12:24am 
Would it be possible to have a reloadable variant as opposed to one-use packs?
Raith 16 Jul @ 5:26pm 
one thing I noticed is that sentries ignore zoning rules, so if you say they should head to the home zone, they will ignore it. also they can't be repaired which is unfortunate
🍓Berri🍓 15 Jul @ 7:07pm 
thank you omg I have no idea why this isn't base game
Sentinel  [author] 15 Jul @ 7:08am 
@BingusDingus You can.
BingusDingus 15 Jul @ 6:45am 
Can you add this to a current playthrough?