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What I mean is, if I try to make the exosuit pawn NOT have a sidearm then no errors should occur?
Regardless, awesome mod. Thank you.
allows you to eject the pilot, functioning like a jump pack, once ejected, the exosuit will remain standing as a diversion allowing the pilot to escape
@smileyvirus, considering the mech slides into the 'torso shell', or outermost armor layer, if you have armor that fills that slot it SHOULD push it off, not allow you to keep wearing it. probably a conflicting mod or something that has its own slot above the armor layer?
PLEASE GIVE THIS FRAMEWORK A TOOL FOR LIVERY AND NOSE ART
@elgate: you can send em through transport pods, you can send em in SRTS ships, they even can board and drive rimthunder vehicles.
when you attach a weapon to the arms (like with the SCV exosuit, the drill and clamp, or the EDF mech, the exo machine gun or heavy revolver cannon) and then get into the mech suit, the 'weapon' of the mech will be overwritten with the weapon your pawn prefers via simple sidearms (even if that weapon is 'nothing at all') effectively causing the weapon attached to the mech to dissapear. at least thats what i assume is happening as nothing error related shows up in the logs.
請問是bug還是我操作有問題?(机甲放置區室外露天
@FairFly35
See pinned discussion:
How to operate your Exosuit? (guide)
1. Core is built at machining table
2. Put module on "module shelf" in range of gantry
3. Click on gantry and open "Mech tab"
4. Right mouse button on blue square to select module.
https://steamcommunity.com/workshop/filedetails/discussion/3352894993/4694532143495307864/