RimWorld

RimWorld

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Remote Tech (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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4.008 MB
Jul 15, 2023 @ 1:54pm
Apr 4 @ 12:53pm
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Remote Tech (Continued)

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

Update of UnlimitedHugss mod https://steamcommunity.com/sharedfiles/filedetails/?id=761379469



[dsc.gg]
[github.com]


Remote Tech is a rich content mod focused on remotely detonated explosives. These allow to set up more effective and strategic base defenses, mine for resources, and many other things.
Early colonies and tribal settlements will benefit from low-tech makeshift explosives that can be made with renewable materials. The late-game is extended with advanced chemical charges and automated defenses.

Start by researching 'Makeshift Explosives' from the Remote Tech tab- this gives you access to basic explosives that can be made using the campfire and crafting spot. Place them using the build menu (Remote Tech category), then trigger them using detonator wire connected to a manual detonator.
More advanced explosives can be purchased from traders or crafted at the explosives workshop. After unlocking the remote detonator, explosives can be triggered via radio signal. The remote detonator can be upgraded with channels to divide your placed explosives into groups, to be triggered separately.
Follow the Remote Tech research tree to unlock more powerful technologies.

This mod can be safely added to existing games.

Notice: The HugsLib library mod must also be installed. Make sure both are enabled in the Mods menu and HugsLib is loaded first.

To get more info, discuss features or provide feedback, please visit the official forum thread:
https://ludeon.com/forums/index.php?topic=17285

Hope you enjoy.

The B19 version is still available, and can be found here: Remote Tech (B19)

My other mods: HugsLib · Allow Tool · Map Reroll · Defensive Positions


  • 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


23 Comments
啊呜~(工具人) May 6 @ 12:27pm 
this mod is very good
Taylor7500 Nov 26, 2023 @ 3:12pm 
Does this mod have a gizmo for pawns holding a bomb to plant it? It's always a bit clunky to fight with Rimworld wanting bombs dropped in stockpile zones so a pawn can pick it up and take it to the blueprint.
YEETmore! Nov 24, 2023 @ 6:52pm 
it's fixed.
it's always going to be funny that nobody found this bug until now XD
Mlie  [author] Nov 24, 2023 @ 10:33am 
@YEETmore! Should be fixed now
YEETmore! Nov 23, 2023 @ 6:45pm 
I can't believe Nobody saw this but trying to select Hardened foam will make a Error and won't
select it:

Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
Mlie  [author] Nov 12, 2023 @ 2:27pm 
@Tygram No idea, never used CE
Tygram Nov 12, 2023 @ 2:05pm 
any idea if this works with Combat Extended?
Smiley Face Killer Oct 19, 2023 @ 8:59am 
Is there a way to make the wearable detonator have infinite uses?
Mlie  [author] Oct 17, 2023 @ 11:16am 
@k.slama95 Probably a mod-conflict as it doesnt happen with only this mod loaded
k.slama95 Oct 16, 2023 @ 3:33pm 
hey, so, I've been having an issue that the explosives workbench doesn't connect to any power cables and the button for "reconnect" is missing. Might be bug? Happened to anyone else?