RimWorld

RimWorld

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Exosuit Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.792 MB
Oct 22, 2024 @ 12:10am
Aug 24 @ 1:59am
27 Change Notes ( view )

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Exosuit Framework

In 1 collection by AOBA
Exosuit Framework mod
11 items
Description
An interactive framework for Exosuits
this is a framework mod that allows modder to make their own customizable exosuit with a wide modifiability/cross-mod content compatibility and repair/maintenance hanger systems.

So what is Exosuit?
In-game Exosuits are a type of heavy power armor that requires assistance from the building to put on or take off.
they work like apparel but it will override some of the pawn's stat. has pros on its hitpoint system to avoid the pilot getting sniped by base game RNG when it is well-maintained and cons on they will trap its pilot once disabled so you have to rescue your pilot from wreckage.

A reasonable size of Exosuit is around 2~4 meters tall, limited by the size of rimworld passability.
for popular culture reference such as :
- The Power Loader from Aliens (1986)
- The MADOX-01 from Metal Skin Panic(1987)
- The Amplified Mobility Platform from Avatar(2009)
- The Exoframes from Obsolete(2019)

Of course, it is suggested for a reasonable gameplay. Modders can do whatever size as they wanted.

Exosuit Hanger & Module management
To get an operational exosuit, you must get a Core module and build a hanger with a gantry bay. open the tab and assemble modules. after that, choose your pilot to pilot your exosuits and keep an eye on their status, making sure they are stable and reliable.

Be aware, a pilot wearing exosuit is not able to be arrested or imprisoned, so a mental break or berserk pilot will easily wipe out an entire colony if you lacking counter weapon to disable the mad pilot.

Customizability
While assembling the exosuit, decided by Modders, the exosuit has a range of customizability from extra functionality like jump pack, and cargo rack. or even an integrated heavy weapon.


Durability System & Off-gear maintenance
Exosuit has its hitpoint system and will protect the pilot from getting injured, the amount of hitpoint is decided by the loaded module and its qualities, hitpoints can only be restored by repairing it after docking on a gantry bay.

Maybe its a good idea to leave some modules for backup as a precaution of urgent battle.

NPC Exosuit & Looting from disabled Exosuit
I guess this is the part players will care about, and YES, the NPC factions can spawn pawns with exosuit, as long as they have related pawnKindDef with a modExtension applied.

Spawned NPC Exosuit pilots will use the durability system the same as yours, they will also not be able to be directly imprisoned. to capture the pilot you can command your pawn to disassemble a downed exosuit to cut open its shell, during this process you might recover some of its modules or some metal scraps.

Check out the content Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=3352922615

FAQ

Known Incompatible
A: Simple Sidearms,integrated weapon module will cause sidearm missing. currently no way to fix.

how to paint the color
A: the color system not yet made, but you can use mod like charactor editor to change its color, it will be save in module.

Is it...
A: Yes it is, but for content mod that depends on Modders.

Why my exosuit pilot keep docking their exosuit when undrafted.
A: this is an intended feature that they will follow the schedule to automatically get on / off by assigning them a gantry bay and a Pilot time table

This Framework can be better if...
A: We have a github repo here, and anyone is welcome to improve upon this somewhat rough framework :3
https://github.com/AobaKuma/MechsuitFramework

Is Exosuit Vehicle?
A: Sadly nope, Exosuit is more a special apparel(that doesn't show in-game) than a pawn or something else, this also means it will pass through a 1 cell tile door.

Why I can't arrest a downed Exosuit ?
A: It is intended. you can't arrest a pawn wearing exosuit from whatever faction it belonging to, but you can force them to get out by dissembling the exosuit or taking them to a bay while they are downed.



If you find any problems or have any ideas while playing, you can give feedback to the Discord group
[discord.gg]
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[ko-fi.com]
Popular Discussions View All (9)
86
Sep 7 @ 5:06pm
Bugs/Glitches
A V.O.I.D Representative
22
Sep 18 @ 6:14pm
core module
audreyvassal05
18
1
Jul 14 @ 11:59pm
PINNED: How to operate your Exosuit? (guide)
Revavest & Co
618 Comments
Chigagad Sep 21 @ 1:53pm 
@I blame earthshaker: It's not really incompatible with simple sidearms, just make sure your pawn does not have any weapon equipped so the weapons dont despawn. I made a extra mech pilot loadout for this.
veoba Sep 21 @ 9:55am 
@AOBA
Can you please look a githubs pool request? One kind man made a fix for schedule tab and reading mod compatibility.
https://github.com/AobaKuma/MechsuitFramework/pull/18
scp51311 Sep 20 @ 3:08am 
You should really make the mechs from the patlabor series for this mod.
I blame Earthshaker Sep 20 @ 12:43am 
dang, was super pumped to find this, then saw the simple sidearms incompatibility...
Sekonda Sep 19 @ 8:42pm 
Where do I build it?
xuelin Sep 18 @ 10:05am 
看了这个耐久的解释有点疑惑,在战斗的时候,耐久被打光就动不了,但这是怎么计算的呢,是不是和小人穿的内部的装备无关,还是说可能被击穿外部装甲使得小人受伤的同时耐久也下降。
Amadeus Sep 18 @ 7:55am 
bug with millers, the fur disappears after they get into it
Commander Amaro Sep 12 @ 10:33pm 
Please make Exo Suit layer vanilla like Exo worker mod did so we can have our outer armor layers back! Tired of having to have special clothes for exo pilots or them dropping their nice gear on the ground to get in a suit. Besides that I love this mod and could never play without it again :praisesun:
elĐeve Sep 12 @ 1:58am 
do exo suits wreckages open by themselves? what happens to the enemy pilots?
i'm going to left them to test lol
Dan Sep 11 @ 12:07pm 
@hazard
are you setting them to the pilot work type in scheduling? Only way I could get them to stay in suit unless drafted.