RimWorld

RimWorld

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Ghost Gear
   
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Mod, 1.1
File Size
Posted
Updated
1.577 MB
Mar 6, 2020 @ 4:29pm
May 21, 2020 @ 2:14pm
8 Change Notes ( view )

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Ghost Gear

In 1 collection by Pelador
Pelador V1-1
32 items
Description
Overview
V1.1

Ultra tech shielded armour with unique "ghosting" capabilities, defensive proximity burst, caltrops pods, grappling hook and high tech rail weapons using neuro-toxins and shuriken ammunition.

Haywire tech, effective against mechanoids.

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
*** Subject to conversion ***

Camouflage and Stealth - enables both passive and active camouflage on Ghost Gear power armour.
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.


Credits

Oskar Potocki - Power armour and weaponry artwork.

Github

https://github.com/PeladorRW/GhostGear

Pelador's Discord

https://discord.gg/CFNP26C

V1.1 Collection

https://steamcommunity.com/sharedfiles/filedetails/?id=2012817741




(CC BY-NC-SA 4.0)
20 Comments
Mlie Aug 12, 2020 @ 10:26am 
Since Pelador has announced their retirement from modding I made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2195369467
Hope it helps anyone!
Pelador  [author] May 21, 2020 @ 2:15pm 
@Update

Reinstated MP compatibility
g0jira May 18, 2020 @ 1:13pm 
maybe you could give us belt with ghosting ability? to be honest armor itself isnt so good in my opinion, i mean, design isnt for me, but ability that it has is a nice idea
ketro2099 Apr 1, 2020 @ 11:20pm 
Found it...had nothing to do with gear mod that increased caravan weight did it
Pelador  [author] Apr 1, 2020 @ 5:36pm 
@Ketro2099

Can only suggest that you have a mod that is incorrectly applying that thought. It isn't apparent in my own game, and the gear not set to apply leather for use. It uses a fixed cost list for production that doesn't include leather.
ketro2099 Apr 1, 2020 @ 3:41pm 
It may just be me but why when i wear the gear my colonists get a negative mood due to wearing human leather?
OutLaw Mar 15, 2020 @ 6:26am 
thanks, mate
Pelador  [author] Mar 15, 2020 @ 6:13am 
@Outlaw

Mechanites are extracted when breaking down mechanoids as an additional by-product. But to do so you need to use the provided mech breaker bench that has the right tools to extract them.
OutLaw Mar 15, 2020 @ 2:53am 
Hey! Can't find "mechanites" recipe, need a little help:)
Netzach Sloth Mar 14, 2020 @ 5:09pm 
Awesome, thanks.