RimWorld

RimWorld

Better Jump Pack (Continued)
74 Comments
тетеря, блин Jul 27 @ 7:55am 
would be great to see it without HugsLib dependency some day. thanks!
Everybody loves me Jul 25 @ 12:07am 
It would be cool to have a button to toggle whether your colonists can break through the roof or not
Often you don't remember if there is a roof above you or not. And this leads to you getting hurt not because you decided that you should break through the roof, but because you simply forgot that there is one above you
Mlie  [author] Jul 22 @ 10:50pm 
@Victor I may, but I dont really have the time for it now. Perhaps after Im done with the 1.6 updates
Victor Jul 22 @ 6:09pm 
Could you eventually remove the Hugslib dependency? Anyways thanks for updating it.
Nedlee Jul 22 @ 3:34pm 
Finally! I really think this should be vanilla.
Frenchy Jul 13 @ 7:17am 
@Mile legend. Will you also fix the bug I mentioned below? It's okay if not I'll just be sure to disable the mod on mechanitor runs
Hykal Jul 12 @ 8:37pm 
@Mlie

Youre the best, Mlie.
Mlie  [author] Jul 12 @ 8:32pm 
@环星 Updating all my mods, see discord for progress
环星 Jul 12 @ 4:08pm 
1.6:steamhappy::steamthumbsup:
Frenchy Jun 30 @ 10:07am 
Not sure if mentioned before but Paramedic mechs will auto use their jump packs indoors, causing them and the colonist they're carrying to take damage. There's no way to stop them doing this
Mlie  [author] May 4 @ 1:20pm 
@Coolchilion I have it as a goal but the settings are tied to it at the moment
Coolchilion May 4 @ 12:12pm 
Would it be possible to remove the huglibs requirement?
blackrave Nov 10, 2024 @ 11:51pm 
I see.
Will have to do some testing then
Mlie  [author] Nov 10, 2024 @ 11:49pm 
@blackrave No idea, if it does then this mod does too
blackrave Nov 10, 2024 @ 11:45pm 
Hmmm, does roof collapse damage takes armor into consideration then?
Wiki says it's Blunt damage.
So helmets with high Blunt protection should theoretically prevent/decrease damage?
Haven't played enough with roof collapse defense to know how exactly damage applies.
Mlie  [author] Nov 10, 2024 @ 10:00pm 
@blackrave I dont think so, it just uses the default roof collapse damage.
blackrave Nov 10, 2024 @ 3:41pm 
Is damage to pawn modified by armor?
For example with sturdy enough helmet pawn will recieve little to no damage?
Vasco Sep 20, 2024 @ 8:15am 
Great mod btw ty very much <3
Vasco Sep 20, 2024 @ 8:15am 
I didn't read the description correctly and a pawn blew his head off by jumping under a roof. Outch.
Mlie  [author] Aug 4, 2024 @ 9:03am 
@dr_bobs That was implemented with the last update of the mod
dr_bobs Aug 4, 2024 @ 8:23am 
Could you make this work with the sanguophage long jump legs?
Microsoft Excel May 18, 2024 @ 4:14pm 
One more for the Anomaly pit-gate issue, would love a quick patch to disable functionality in Anomaly maps.
Mlie  [author] May 1, 2024 @ 11:49pm 
@ozfresh The jump-pack is added by the Royalty DLC
Hykal May 1, 2024 @ 10:46pm 
@ozfresh

Because the jump pack is from Royalty.

{LINK REMOVED}
ozfresh May 1, 2024 @ 10:44pm 
is there a coding reason why this mod needs royalty to work? Im just curious if theres a special need for this DLC to create mods like this
Hykal Apr 28, 2024 @ 5:34am 
@Mlie

There's a weird bug regarding this mod and the pit gate/flesh pit.

Whenever a monster is killed within the pit gate/flesh pit, rocks will instantly fall onto the killed fleshbeast. This makes combat very easy and very hard, as you can kill the fleshmeld no problem but also the rocks have a bad tendency to smoosh your melee pawns.

https://gist.github.com/HugsLibRecordKeeper/b2bb5f289953b9053b2811286a9fcefa

Disabling the mod seems to fix this issue.
shinylavawarrior Apr 26, 2024 @ 8:22pm 
Likewise.
Serfis Apr 17, 2024 @ 12:54pm 
I ran into the same issue with this mod and anomaly as @actual trash noted below. As Trispikes die, spawning flesbeasts break the roof and insta die. When under mountain they cause roof collapse.
actual trash Apr 15, 2024 @ 10:16pm 
there's a soft incompatibility with anomaly and specifically with how fleshbeasts split
it's considered a 'jump', which means they'll go through ceilings and take damage, but, for example, if the fleshbeasts are beneath a mountain (pit gate caves also) their split will cause an instant cavein which will instantly kill the fleshbeasts and their offspring in addition to annihilating any colonists nearby

worth noting
Hykal Apr 9, 2024 @ 8:35am 
Thanks for the update, Mlie.
Mlie  [author] Apr 4, 2024 @ 1:03am 
@Hykal Updating all my mods, see Discord for progress
Hykal Apr 3, 2024 @ 11:41pm 
Dear Mlie, I'm sure you've got thousands of mods to update but don't forget this one for 1.5.
Lung Jun 13, 2023 @ 9:32pm 
If you could please apply this to the Long Jump ability it would be super appreciated. Many mods use it, I currently have a player controlled Apocriton, and it still has the old jump pack method.
Coolchilion May 26, 2023 @ 2:58pm 
is it possible to add support for Longjump added by Biotech and/or Power leap from Vanilla Psycasts Expanded?
тетеря, блин Feb 5, 2023 @ 10:57am 
is it possible to turn off the possibility of breaking a roof? thanks for the mod.
Mlie  [author] Jan 29, 2023 @ 12:21pm 
@bole I see, should be fixed now
blue Jan 29, 2023 @ 10:40am 
overhead mountain?
Mlie  [author] Jan 28, 2023 @ 1:30pm 
@bole They should not be able to use under mountains, what roof are they jumping through?
blue Jan 28, 2023 @ 12:54pm 
spoilers for anyone that doesnt own biotech

the biotech robot they come equipped with jetpacks and firefoam popper, they automatically use the jumppack to save people and they use it under caves and end up getting crushed
Mlie  [author] Jan 27, 2023 @ 11:11pm 
@bole Paramedics?
blue Jan 27, 2023 @ 6:53pm 
should probably be disabled if possible for paramedics, they jump under caves and get themselves crushed
Mlie  [author] Jan 23, 2023 @ 1:47pm 
@天琼 Should be fixed now
天琼 Jan 23, 2023 @ 1:38pm 
The packs now acting like vanilla, cant jump across wall and cant jump as a group. when I go back to version 1.4.2 it can jump across walls but still cant jump when multiple colonies selected
Mlie  [author] Dec 17, 2022 @ 10:15pm 
@Kuji Argisia No idea, havent had time to test the dlc stuff
Kuji Nekomata Dec 17, 2022 @ 8:40pm 
Does this work with Sanguophage's Jump? their jumps seem similar enough.
Mlie  [author] Nov 9, 2022 @ 12:51pm 
Carried pawns should no longer be dropped
Hykal Nov 8, 2022 @ 7:06am 
I'm afraid the problem still persists.
Spank Daddy Nov 6, 2022 @ 8:10pm 
Hiya im having the same issue as Hykal, the pawns don't carry downed pawns when they jump.

Also for the paramedic mech, when they jump to a pawn to pick them up, if they hit through a roof, the roof damages them, then they sit there for a second next to the downed pawn, and then leave the area, seems the rescuing is interrupted by falling ceiling damage

https://gist.github.com/132a4538a00e260158a3d8a074234e66
Hykal Oct 31, 2022 @ 4:31am 
@Mlie

https://gist.github.com/HugsLibRecordKeeper/71c543b05254d300cfc880f08ce748e2

Yeah, it seems to be this mod. I tested it without the mod and it's fine, using locust armor and jumppacks.
Hykal Oct 30, 2022 @ 11:25pm 
@Mlie

In Royalty, and even in the wiki, jump packs can be used while carrying a downed pawn. In 1.3, this was not a problem and I have carried and jumped without issue. I'll double check this again when I can.