RimWorld

RimWorld

69 ratings
JetPack (Continued)
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
1.350 MB
Aug 13, 2020 @ 1:11pm
Nov 10, 2024 @ 8:19am
10 Change Notes ( view )

Subscribe to download
JetPack (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of peladors mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2002341555

- Added support for Simple FX: Smoke



[dsc.gg]
[github.com]



Overview

Provides jet pack capabilities.

Details

A jet pack can be made (once researched) and Marine power armour can also be made with a jet pack installed as a variant to the standard marine armour. This provides the capability for the pawn/pilot to traverse above normal terrain. The jet pack uses a fuel (default Chemfuel) and this will need to be supplied and refuelled with use.

Once the jet pack is equipped the pawn will have two additional buttons Jump and a refuel button (additional dev button in dev mode) which allow the pilot to operate the pack. These can be used when the pilot is drafted or not.

The jet pack has a minimum range and a maximum range, which is further limited by fuel (when relevant). Mousing over the jump button on a fuelled pack you will see two circles, with the area in-between denoting the jump area.

The pack cannot jump when under a roofed area or can jump to a location that is blocked or dangerous to the pilot. Nor can the pilot use the Jet pack if they are already engaged in melee combat.

The refuelling button allows an AI job/task of sourcing appropriate fuel and refuelling it. It also provides the ability to switch the fuel types available to the Jet Pack and to dump fuel.

Kerosene has been added that can be distilled from Chemfuel at the biofuel refinery, which is a more efficient fuel to use for "all" Jet Packs. There is/are additional item(s) included here to help with the stock control of this fuel as alternative use.

Order of efficiencies for fuel types with least first: Chemfuel Hydrogen Peroxide Kerosene.

The individual jet pack (not armour integrated) is set to use the "Outer, waist" body part area to allow for greatest flexibility with other clothing sets and items. This currently can cause some rendering issues with how some of the items are drawn (especially with Flak jackets and other overcoats). Note also that the clothing combination rules will automatically prevent you from wearing more than one item of apparel/clothing that is considered to be a jet pack. So for instance you cannot wear both an individual jet pack and an armour integrated version at the same time.

The Booster pack is like the individual jet pack but it's flight configuration is changed so that it focuses more on lateral movement than lift, this makes the pack have a decreased jump range but improved speed and also gives this pack more capability when slow boosting. The fuel consumption rates are the same but the pack carries slightly less fuel.

The Jump Suit is an all-in-one fire retardant body garment that can be worn as an under layer. It's primary role being that of protection from heat and flames.

Mod Options

1) Exclude the use of WMDs and Heavy weapons with Jet packs.
2) Apply DFA (Death From Above) (Beta) (Also chance of injury to pilot, warning can DFA own colonists).
3) Allow "Roof Punching". (Chance of slight injuries to pilot) (Need to restart RW when changing this setting)
4) Allow slight chance (approx 10%, varies with fuel) to ignite flammable terrain on take off.
5) Allow the Jet Packs to apply a slow burn mode (toggle command) that boosts the movement speed of the pilot on the ground. Will slowly use fuel as a result and the effects and fuel consumption are correlated with fuel efficiencies. The jet packs have a safety mechanism/valve to automatically "suspend" this use when the pilot is laying down. You do not have to do anything to restart this after suspension, it will reapply the boosting accordingly when the pilot's stance changes.
6) Jet Pack explosion. Each time the jet pack is operated below a threshold of 33% of its health there is a chance it will explode. The chance also increases based on how badly damaged the jet pack is. And any resulting explosion relates to how much and what type of fuel is stored for use.
7) Auto-refuel allows you to set refuelling and the % fuel level you would like this to occur. (Colonists will only attempt to auto-refuel when they are not drafted, the manual option is still also available to use).
8 ) Carrying capacity can be applied as a potential effect to the jump pack range and fuel use. This is a subtle change that is modified by the type of fuel used and type of pack.

Mod details

Additional research needed. (Individual Jet Pack requires the research for the powered armour jet pack).
Includes recipes to convert standard power armour into the jet pack version.
Can be loaded to existing save games.

Removal will require all mod buildings and items to be removed from the game and would suggest not doing this when a pilot is "airbourne".

Compatibilty Notes
*** Subject to Conversion ***

If using the mod RPG Style inventory then individual jet packs have been supported by the mod to go into a unique slot.
With the use of the mod Tactical Charged Gear a TC version of the jump pack is available.
With the use of both TCG and Medical Supplements mods, Hydrogen Peroxide can be used as a fuel which offers a slight improvement with performance to existing TC JPs as well as a fuel that will last significantly longer.
Using Rimefeller will add a refiner to make Kerosene.
Infused - Using the armour conversion recipes will "NOT" transfer existing infusion properties. However, any newly created jet pack armours have the normal potential for infusions themselves.

Supports Jet pack items from the following mods:
[JDS] Star Wars Jango and Boba Fett

Credits:
Japanese translation provided by Proxyer.
Graphic Revisions - Oleg Marko.
(CC BY-NC-SA 4.0)


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: flying, jet pack
35 Comments
Beschi Nov 10, 2024 @ 10:07am 
Thank you very much! It is working. Thank's for keeping so much MODs around for us to enjoy!
Mlie  [author] Nov 10, 2024 @ 8:20am 
@Beschi Should be fixed now
Beschi Nov 10, 2024 @ 7:50am 
Hello, it seems there is a minor inconvenience with this MOD. I thought long time it must be a MOD-compatibility issue. But with only core + Biotech and this MOD the issue persists.
The Issue is that no clothes or other gear is rnendered during the jump, just the naked colonist.
Thnaks for your time!
Knights7_7_7 Oct 17, 2023 @ 2:13pm 
is there a way to increase the range?
Beschi Dec 19, 2022 @ 12:25pm 
@Mile Sorry I messed it up. Do not know how, but I did something wrong. Now I can confirm that the mod works as it should.
Beschi Dec 18, 2022 @ 1:32pm 
That's strange ... but First: big thank you for your response and patience with me!
The only mod which would alter the code should be SRTS ... I have lot's of testing ahead ;)
Mlie  [author] Dec 18, 2022 @ 10:08am 
@Beschi Tried this now and could not replicate it. Had a lonely pawn in a caravan ambush map, jumped around using all three jetpacks with no issues.
Beschi Dec 18, 2022 @ 7:53am 
@Mile Yes, Never encountered this exact behaviour without this mod. I have to have all pawns during the jump at the same time to make it happen.

It only occurs on temporary maps like ambushes, outpost attacks and so on.
With SRTS it also closes the map, if all pawns leave with the ship, but creates a caravan.

I'm not counting on a fast and easy fix, but just wanted you to know about it.
Mlie  [author] Dec 18, 2022 @ 7:18am 
@Beschi Again, does it not happen without this mod?
Beschi Dec 18, 2022 @ 7:06am 
@Mile I tried it again. If the colonist is alone, then he disappears right after jetpack activation and the map is closed.
As long as there is one other colonist on the ground, then it works fine. But if all colonists are jumping at the same time, then the map gets closed and all pawns are gone.
I would suggest that initiating the jump is recognised by the game as leaving the map.