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Ghost Gear
Mod, 1.0
File Size
1.303 MB
Oct 8 @ 5:41pm
Oct 10 @ 2:50am
2 Change Notes ( view )

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Ghost Gear


Not going to apologise even when closing on 50 (put it down to a mid life crisis) but this is an interpretation of how to play as an Ultra tech level Ninja in Rimworld.

It is provided as an expansion mod for RimPlas that makes use of the advanced material options provided.

Mod Details

Details for this mod are provided in a PDF Document:

Ghost Gear Notes[1drv.ms]

Mod Compatibilities

Diseases Overhauled - Nerve Antitoxin can be used to cure Lymphatic mechanites.
Industrialisation - Galena can be deep mined and smelting recipes for lead provided for the electric arc furnace.
Medical Supplements - Ethyl Mercury used as an optional neurotoxin precursor, Antinites will cure nerve toxin.
Rimatomics - Power Armour helmet will provide some radiation protection.
Tactical Charge Gear - Additional delivery systems for Haywire tech.
Utility Supplements - Mind killer liquid can be used as an optional neurotoxin.
VFE - Production - Dedicated fabrication bench will make use of add-ons/attachments.

Includes native Multiplayer support.

The mod is not currently patched for CE at this time.

Future Consideration

Active camouflage. (testing and balancing: https://www.youtube.com/watch?v=fzwFUf5Qr0A)


Oskar Potocki - Power armour and weaponry artwork.

(CC BY-NC-SA 4.0)
Popular Discussions View All (1)
Oct 10 @ 3:09am
Haywire balancing
< >
Pelador  [author] Oct 15 @ 7:46am 
Marquis Oct 15 @ 7:40am 
Is it possible to play this without rimplas?
Trunken Oct 13 @ 7:48am 
Great work!
Grey Buddhist Oct 11 @ 4:09pm 
@Pelador - Thank you very much for answering so fast! Can't wait to try it out.
Pelador  [author] Oct 11 @ 9:21am 
Just for clarity the active camo elements are not uploaded yet.
Pelador  [author] Oct 11 @ 9:20am 


Active camo is functional, in the process of testing and balancing atm.
Pelador  [author] Oct 11 @ 9:19am 
@Grey Buddhist [cont...]

3) Comparable with Marine armour, slightly better with some of the protection stats, but is range shielded also. It is intentionally faster and has melee bonuses.

4) Same as Marine Armour but with hands and feet also covered. (Layers are middle and shell).
Pelador  [author] Oct 11 @ 9:18am 
@Grey Buddhist

1) It should be fine pretty much anywhere, but as a content mod suggest after the core elements and things like hugslib other library files. For complete satisfaction in case I come across interesting patching elements (haven't so far) you could at least put it after RimPlas. (Subject to what other mods might do to various elements).

2) You can start with it mid-save but it is dependant on RimPlas infrastructure since it uses Advanced materials that also need researching and have a production chain. And for one of the neurotoxin precursors "lead" this has a mined source, so you might be missing this from the player map if it isn't a new game start and don't have compatible deep mining mods that cover this. But there are alternatives precursors provided anyhow, they just might not be as economical. Some are from other mods (compatibility).
Grey Buddhist Oct 11 @ 8:58am 
Thinking about adding this mod, but have some questions first.
- Where in mod order do you suggest adding this one?
- Is it safe to add mid-game, or do you suggest starting new game for it?
- Protection wise, is it better than Marine Armor?
- Regarding adding other armor with it, does it cover skin/middle/or outer layer? Like Marine Armor covers middle and outer so you can still use things like speed skin/fibre skin with it.

Thank you for taking the time to make a mod.
Pelador  [author] Oct 10 @ 2:56am 

Hexane has been added as an additional neurotoxin precursor.

Improvements to AI for Mechanoids when Haywired, will help with performance.

PDF Notes updated.