RimWorld

RimWorld

More Utility Packs
175 Comments
That Defensive Guy May 18, 2024 @ 11:30am 
1.5 please? :)
CloakerM8 May 8, 2024 @ 5:54pm 
Someone may have to make a copy version of this for 1.5. I don't think this is gonna updated anytime soon.
Xeonzs Apr 27, 2024 @ 11:37am 
Just a small psa:
People aren't just asking for update, it's actually broken and generating a lot of critical (red) errors on startup, dont' use until fixed.
Exodus永 Apr 25, 2024 @ 2:02am 
Take your time King
kongkim Apr 14, 2024 @ 1:10am 
@Flankmaster If you want to i can take over the mod and keep it updated?
Icaro Apr 11, 2024 @ 2:41pm 
1.5 please :winter2019neutralyul:
kongkim Apr 10, 2024 @ 11:42am 
Will you update it to 1.5 :)?
Smiling_Alan Mar 24, 2024 @ 11:03am 
Is the mod alive?
The Horror Dec 31, 2023 @ 11:55pm 
can you shoot out of the Mechanoid Jump Jet and Vanometric Grav-Pack?
CTH2004 Sep 1, 2023 @ 11:05am 
quick question: can you shoot out of the Mechanoid Jump Jet and Mechanoid Combat Gear

here's an idea: some to increase mech command range/ boost mechs
Lekoda Jul 17, 2023 @ 2:42pm 
is this mod dead?
Lekoda Jul 2, 2023 @ 5:01pm 
Command tower seems to not work. The hediff appears on the wearing pawn but no commanding aura. Tested with the mod by itself
kinonothin Apr 21, 2023 @ 6:45pm 
i will never be not butthurt about the fact this requires vanilla expanded accesories
hottt3 Jan 21, 2023 @ 2:24am 
Is it compatible with Simple Sidearms? Thanks!
Hamacelos Dec 2, 2022 @ 4:10pm 
would be pretty cool with npcs could spawn with the field mortar and use it against you
Flankmaster  [author] Nov 25, 2022 @ 10:49pm 
That's a great idea, actually. I might just do that.
Get Donked On Nov 21, 2022 @ 7:51pm 
suggestion for fire fighting one would be some sort of water tank on the back or if you want it as a quest reward tier combo for growers/fire fighters you could make it a chemical sparyer that can synthesise compounds on the fly depending on the task so i could spray both water fire foam and pesticides
Flankmaster  [author] Nov 21, 2022 @ 6:07pm 
@Victor, thanks, let me look into that.
杉杉可爱ww Nov 6, 2022 @ 9:43pm 
emm is this mod CE compatible, may I ask?
Victor Nov 4, 2022 @ 9:58pm 
Here's a tip I learned for xml: remove every single <success>Always</success> line in your mod, all it does is suppress any errors that might occur, you don't want that.
I think there's a problem with Vanometric Grav-Pack
VelxraTV Oct 25, 2022 @ 6:16pm 
Getting a huge fps drop when jumping with the vanometric grav-pack
VelxraTV Oct 25, 2022 @ 3:38pm 
Thanks for updating!
WabbaCat Oct 25, 2022 @ 1:55pm 
not sure the 3 shells per charge on the mortar makes much sense.
If it already has a long set up time and is heavy AF, just reduce the blase radius. Its increased accuracy already makes that a feasible trade off right?
+ the smaller blase size could reflect the smaller shells such a setup might use.
Ickura Oct 22, 2022 @ 3:05pm 
Noice :steamhappy:
Smaug Oct 22, 2022 @ 1:42am 
Neato
Catts Oct 21, 2022 @ 7:33pm 
Thanks Flankmaster!
Flankmaster  [author] Oct 21, 2022 @ 6:39pm 
General Balance

The most recent update will pull back slightly on the stat buffs offered by most packs (+20 manipulation was just too good on the Robotic Rig, etc.).

Command Tower Issues

I agree with a lot of the comments that the Command Tower is laggy mess of an item. Version 1.4 rolls back the command tower to its its original design from Royalty for now. I'm going to take a look at a few other apparel mods and items to see if I can find some inspiration on where to take it next. In a perfect world, I would love for it to grant a toggle-able 6-hour version of Combat Command from Ideology, but I haven't figured out how to make that happen yet.
Flankmaster  [author] Oct 21, 2022 @ 6:39pm 
Update to 1.4

It's coming today but since some of the packs require additional mod dependencies (VFE: Mechaniods, etc.), some packs will be unavailable until those mods are updated. I will be checking back often however, so when those dependencies are updated to 1.4, I will roll out the remaining packs on my end.

Thanks for your patience.

Pack Quality

Sure. I gave them quality. I can't even remember why they didn't have it to begin with.
VelxraTV Oct 21, 2022 @ 12:47pm 
Please update to 1.4
drewsuhferr Oct 12, 2022 @ 8:14pm 
hey @flankmaster super solid mod, pretty much a must have to have some nice later game clothing upgrades.

Unfortunately I've been running into a strange interaction with the hediffs the packs give. It might be a unique interaction with another mod (armor racks) however whenever a pawn wears one of the packs that applies a hediff and then places it on an armor rack the hediff remains on the pawn even though theyre not wearing the utility pack anymore. Tried running some logs to find anyting but couldnt really pin down anything that looked out of place. Just wanted to post to see if others are having the same issue and to see if it was replicable.
Pen4a Jul 26, 2022 @ 7:24pm 
it's incompatible with CE. It's just bugging the textures without any errors. Setting CE in front of this mod helps a bit, but still some of pack textures are clipped by armour.
pig in a pumpkin Jun 27, 2022 @ 2:58pm 
YES give them quality
alonlystalker Jun 26, 2022 @ 10:07pm 
Is there a way to add quality or somethig? i love this mod but i hate to micro managment every colonist outfit, in outfit tab i'll set colonists to wear any clothes with 50%+ worn and good+ quality but robotic rig dont have quality at all so they dont use it.
pig in a pumpkin Jun 10, 2022 @ 4:53pm 
command tower is still incredibly laggy
Kelowna May 3, 2022 @ 1:19pm 
Was wondering if there was any news about the command tower? I think it still doesn't work, at least for me.
Andraus May 2, 2022 @ 3:50pm 
this CE compatible?
Latex Santa Apr 14, 2022 @ 1:18pm 
@Flankmaster Jesus, that is some good stuff. I can definitely see this mod becoming a permanent addition to any high-tech mod lists I ever put together. The mods I see lately are quite high quality, a good sign from the modding community. Bless you, good folks.
Elth Jan 24, 2022 @ 6:37pm 
was hoping the command tower would just be a comms pack.
Flankmaster  [author] Jan 22, 2022 @ 10:36am 
@Spext0r™, thanks for reaching out. I'm looking into this issue. I think something may have broken when I updated the tower for Ideology which has broken it for earlier versions of RimWorld. I'll let you know if I am able to get it working again.
Konstance™ Jan 18, 2022 @ 3:53pm 
Playing in 1.2, don't know how to use the command tower after equipping it. Any instructions?
Flankmaster  [author] Dec 17, 2021 @ 7:31pm 
Good point, I'll remove it next update.
Owlchemist Dec 15, 2021 @ 7:43am 
Heya - nice mod! Just dropping in for a technical suggestion: you may wanna remove the Legacy Textures folder if it's not being used for anything. Even if it's not used, textures in that folder still get loaded into memory and waste VRAM and load times.
VelxraTV Dec 6, 2021 @ 11:40pm 
Beat me to it Coolchilion. Nicely done
Flankmaster  [author] Dec 6, 2021 @ 4:11pm 
Thanks, let me look into that.
Coolchilion Dec 6, 2021 @ 2:18pm 
unsure if this is helpful but a rimworld YouTuber, Mr Samuel Streamer, mentioned severe tps impact when using the Command Tower.

https://www.youtube.com/watch?v=zbGCdDaxESs&t=157s

at around 2:15
VelxraTV Dec 4, 2021 @ 8:11pm 
It just needs coloring for the mech equipment as a ranged shield belt to solve the biggest weak points of the mod.
Flankmaster  [author] Dec 4, 2021 @ 5:13pm 
@Coolchilion, agreed. RimWorld mod balance is so hit or miss because everyone has their own unique setup. For balancing purposes, my reference point has always been the exoskeleton from Vanilla Heavy Weapons Expanded (which I believe grants a bonus to move speed, work speed, carrying capacity and the ability to lug around a heavy weapon). All of the packs hew pretty closely to the cost/stats of an exoskeleton but with different buffs. I'm pretty pleased with where things are at right now, but hopefully one day I'll figure out how to get that settings menu!
Coolchilion Dec 4, 2021 @ 1:34pm 
Just wanted to say not everyone plays the same way. Some are more casual than Geronimo. So these weaknesses might not be as severe compared to Geronimo's game. Maybe the mod just isn't for their game? Settings would make it so they could make it more suitable for their game. But more doesn't always mean better.
Flankmaster  [author] Dec 4, 2021 @ 1:16pm 
I hear you. One of my goals is to find a way to add a settings slider which will allow people to customize the quantum of the bonuses. Hopefully one day soon lol.