RimWorld

RimWorld

Tactical Charged Gear
48 Comments
Last_Misadventure Jan 31, 2020 @ 12:37am 
Thank you. I like the new graphics; well done!
Pelador  [author] Jan 23, 2020 @ 7:53pm 
@Update

Graphics Revision - Oleg Marko
Pelador  [author] Nov 16, 2019 @ 5:27pm 
@Update

Compatibility with Ammunition to use "battery" as the default ammo type for all relevant TCG weaponry.

Preparation compatibility for Passive Camouflage.
Pelador  [author] Oct 6, 2019 @ 1:33am 
@Update

Additional compatibility with VFE-Production.
S.T.A.L.K.E.R. Aug 18, 2019 @ 11:21am 
Awrsome mod , thanks.
Pelador  [author] Aug 7, 2019 @ 9:15am 
@update

Added native compatibility with Grounded Turret mod.
Pelador  [author] Jul 25, 2019 @ 3:53pm 
@update

Added Shielded version of the TC Armour which allows ranged weapons to be fired.
Pelador  [author] Jul 16, 2019 @ 6:23pm 
@Update

Added Grenade mortar and magazines. Fires a simultaneous burst of 4 grenades from 1 loaded magazine.

Added TC Versions of the orbital beam and bombardment as grenades.

Added Multiplayer Native support. (beta)
wjelk Jun 13, 2019 @ 4:42pm 
Far Better Now With Great Improvements Thank You!!!
Pelador  [author] Jun 13, 2019 @ 6:23am 
@Update @sefikka

Ranged weaponry have had their ranges improved.

Upgrade chips now provide slightly better improvements whilst still allowing options with how to apply to the various weaponry.

(Stats updated in the screenshots above).
Pelador  [author] Jun 13, 2019 @ 12:54am 
@sefikka

Since it is end game scenarios you are most concerned about would it be a useful compromise to perhaps tweak the chips you can use as opposed to the base weapon stats, i have thought that the chips could use a slight boost for what they are? And in doing it this way it still provides some flexibility for those players who perhaps like the challenge from using TCG guns that haven't been designed to remove this. I want to avoid the idea or mistake that other gun mods make by making combat incidental by providing weapons that are too OP wherever possible.
wjelk Jun 13, 2019 @ 12:05am 
I like your mods .But can you reconsider the range of some TC weapons please.For example TC SMG to 25-28, TC Shotty 20-22, TC Rifle 38-42, TC Burster 28-32 for more competition against end game crowded raiders.Range cooldown and warm-up times could also be tuned down a little,for kite, hit and run and/or door conflicts reasons .Thank you for this nice mod and many others .
Pelador  [author] Jun 6, 2019 @ 4:41pm 
@KC

As mentioned below, CE patch as and when I have time to invest into that process.
Jester Jun 6, 2019 @ 4:18pm 
Great answer to my question.
pgames-food Jun 5, 2019 @ 6:22pm 
wahoo you finally made it - cool :)
Pelador  [author] Jun 5, 2019 @ 12:27pm 
Pelador  [author] Jun 5, 2019 @ 6:34am 
@Sneak Preview of forthcoming Jet Pack mod

https://www.youtube.com/watch?v=F0kYVNS357g

It will be generally released to the community as a standalone mod, but it will include compatibility to allow for TCG users to have "additional benefits" with the use of TC Jet Pack armour. (Very Soon tm).
Jester May 23, 2019 @ 1:29pm 
CE patch soon?
pgames-food May 22, 2019 @ 7:21pm 
cool, just in time for a quest with 2 sleeping mechs :)
Pelador  [author] May 22, 2019 @ 7:13pm 
@Update

Added EMP Turret.
MaunisPhiehouse May 18, 2019 @ 5:19pm 
@Pelador U da best man!
Pelador  [author] May 18, 2019 @ 5:21am 
@Update @MaunisPhiehouse

Adjusted melee weapon images to be slightly larger.
Pelador  [author] May 18, 2019 @ 12:01am 
@MaunisPhiehouse

Will see if I can re-adjust them a little.
MaunisPhiehouse May 17, 2019 @ 7:07pm 
I was wondering if in the future you could make the weapon graphics a bit bigger. At the moment they seem a bit to small. I find myself searching pretty hard in my weapon piles to find the melee weapons.
Pelador  [author] May 9, 2019 @ 8:10am 
@herman925

Noted interest.

It's when i get time to go through and properly test a patch with CE for balance etc. That and other priorities.
herman925 May 9, 2019 @ 6:43am 
@Pelador what a bummer! Thanks anyways. Please consider it in the future if you r available~~
Pelador  [author] May 9, 2019 @ 12:05am 
@herman925

Hasn't been patched for CE, no immediate plans atm.
herman925 May 8, 2019 @ 11:58pm 
Wonder if this is Combat Extended friendly?
pgames-food Mar 11, 2019 @ 10:53pm 
nice :)
Pelador  [author] Mar 9, 2019 @ 8:41pm 
@Update

Added ability/recipes to convert standard vanilla marine armour into TC Versions.
MrDino Feb 19, 2019 @ 1:53pm 
Will do when i get home man, Thanks for fixing thst bug 😎
Pelador  [author] Feb 19, 2019 @ 9:22am 
@igreeny

Can you check it now after reloading Rimworld and adopting the changes.

I stripped everything down mod wise to the bare bones to check the mod and found a similar error, so apologies and thankyou for bringing this to my attention, very helpful. Seems I may have another mod that it effecting the install mod check process, something for me to check into.

But your errors should be fixed now.
MrDino Feb 19, 2019 @ 8:04am 
If you want my logs i can get them for you.
MrDino Feb 19, 2019 @ 8:04am 
Yes all the mods are 1.0 version of the game. Also I only have 5 mods.
Most probs I done something wrong idk haahah xD
https://imgur.com/a/pXsTUB3
Pelador  [author] Feb 19, 2019 @ 6:27am 
@igreeny

I'm unable to reproduce the error on my end.

Can only suspect it might be another mod that is adding thingCategory definitions for some reason to other items and would have to be a C# process since an xpath patching process would likely fall over or ignore any existing definitions to prevent duplications. Other than "make things minifed" style mods I'm struggling to think why another mod would want to do that though and would expect minifiable mods to do the relevant checks.

Also have to ask, you are using version 1.0+ of the core game.
MrDino Feb 19, 2019 @ 2:55am 
Hey man, This is a really awesome mod! While I installed it on my game i have errors,
Config error in TableCGear: has duplicate thingCategory BuildingsProduction.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
Pelador  [author] Feb 14, 2019 @ 3:02pm 
@Update supplementary:

Apologies, forgot to mention that I changed the control chip stacksize to 20 for convenience to decentralise production of TC Gear. Any existing stacksizes larger than this will reduce down to the 20 value.
Pelador  [author] Feb 13, 2019 @ 12:31pm 
@Update

Added Specialisation chips. (Needs research).
Pelador  [author] Feb 4, 2019 @ 3:33pm 
@Natalo77

You have asked this question twice on 2 of my other mods and not responded to what exactly you mean by a "hard" incompatibility".
Natalo77 Feb 4, 2019 @ 12:42pm 
Any hard incompatabilites?
Pelador  [author] Jan 21, 2019 @ 8:19am 
@update

Version control definitions and improved grenade graphics.
Daxin Freeborn Jan 11, 2019 @ 4:30pm 
Thank you very much, it functions perfect :D
timsteele Jan 10, 2019 @ 7:43pm 
Awesome. Thanks.
Pelador  [author] Jan 10, 2019 @ 3:43pm 
From memory: The recipe items are all vanilla items it does not introduce any new base resource. Steel, plasteel and components are the main resources to most of the items. With uranium, silver, adv.components and chemfuel in some of the recipes or sub recipes to make the items or other component elements like the chips. The melee weapons, benches and parts of the turrets have a stuffed element to their body component.
timsteele Jan 10, 2019 @ 3:28pm 
Does this require any special metals to make ?
Daxin Freeborn Jan 10, 2019 @ 2:54pm 
will try it :) and i can only hope it dont break my mods :D
DreamState Jan 10, 2019 @ 2:23pm 
this is worth checkin out nice lookin mod ya got there