RimWorld

RimWorld

Exosuit Framework
367 Comments
Katieclysm Jun 11 @ 9:44am 
My exosuit pilot keeps having his regular weapon completely despawn after piloting his suit.
Colezeveryepik Jun 3 @ 5:12pm 
So I got the Module set up and its working fine, but for some reason Its not letting me customize it, do i have to install additional mods that include these customizations or is it a research related to it?
Red30000 May 31 @ 11:41pm 
@SmileyVirus The amount of time I spent trying to figure that out is ridiculous. Thank you for spelling it out.
Kaluth May 29 @ 5:33am 
I have the stupids, how do I start using theses with a normal start? What research am I looking for?
BasedGodTripp May 20 @ 9:31am 
When using an exosuit, is combat affected by the pawns shooting/melee skills? Additionally, do pawn stat boosts(movement speed, melee dodge chance, etc.) from bionics or genes have effects while in an exosuit?
SmileyVirus May 8 @ 10:47am 
you have to right click the boxes in the exosuit menu
Frying_Dutchman May 4 @ 1:00pm 
Can't seem to get it to work. When I click the exosuit button on gantry, it just shows an empty box even though I have a properly linked module shelf with an exosuit in it. Any ideas?
Anyone else have the issue where equipping a left arm thing deletes the right arm thing?
HakoyuKaya Apr 28 @ 3:10am 
能否有方法禁用机甲残骸, 每次袭击后我都忘记残骸还有敌人在里面, 还得手动拆掉
csfireworks Apr 25 @ 8:06am 
你好,请问为什么机甲残骸有个<surfaceType>Item</surfaceType>
JeanySushiBox Apr 20 @ 9:52pm 
is there anyway to make them show their head when they are using the exo suit?
NexusLeader Apr 18 @ 12:14pm 
woah woah woah man, i can have RIPLEYS on my colonists? Anyone got a ALIENS mod for that? Holllly shit.
StendhalKnight Apr 17 @ 10:27am 
So regarding the incompatibility thing with simple sidearms, is that a problem as long as this mod and SS are active in the same list or only an issue when the exosuit pawn has a sidearm where it disappears?

What I mean is, if I try to make the exosuit pawn NOT have a sidearm then no errors should occur?
AOBA  [author] Apr 14 @ 12:25pm 
@John Li 目前沒有類似的回報。
John Li Apr 13 @ 1:05pm 
这个mod和原版扩展一起用是不是会导致派系生成出错啊
Sagetim Apr 11 @ 1:42pm 
I'm kind of surprised Exo-Squad wasn't mentioned as an influence.
Frostberg Apr 4 @ 5:35am 
The mechs just go poof if you try to get an HAR race to enter them.
d0ct3rstrang3 Mar 25 @ 11:43am 
Dose the framework come with a few mechs already?
Xenogray Mar 22 @ 5:43am 
For some reasons, one of my maintenance gantries just "eats" the modules without equipping them. Anyone had that before ?
Liam Mar 14 @ 3:17pm 
also i like hamborgors
Liam Mar 14 @ 3:17pm 
can you add a hull for the titans from titanfall idc if you dont know what it is just look at some images of the titans and its okay if you dont want to
Pasaway Mar 14 @ 12:47pm 
@Denaturat: Craft with Color (mod) or Character Editor (mod) gives you the option to color your mech/equipment.
RedDogStalin Mar 13 @ 7:24pm 
@Denaturat if you use Dubs Paint Mod you can give it some basic colors as a stopgap
Aizuki Mar 13 @ 6:00am 
hiding headwear on UI potrait will made exosuit related stuff bugged, the skin wear shown outside mechs ...
Lunar Nepneus Mar 10 @ 10:56pm 
The eject seat mentioned is a cool idea.
Regardless, awesome mod. Thank you.
Denaturat Mar 10 @ 4:16pm 
Coloring system when? :steamfacepalm:
Tiramisu Mar 10 @ 3:12pm 
@朱元璋 驾驶规划相当于带机甲的工作规划,工作/休息/娱乐/冥想等等非任意规划都会自动脱机甲。另外戴着头盔可以站着睡觉,不会有地上睡觉的负面影响
朱元璋 Mar 9 @ 9:14pm 
安排穿机甲的时间,会一直工作,返回停泊点一直在等待,直到休息时间,能不能搞一个脱机甲的时间
Noisy Koi Mar 9 @ 12:56pm 
idea: ejection seat
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
忠诚的李理 Mar 9 @ 5:14am 
小人上机甲时会挤掉主武器,这个好几个月了
Some Cossack Fetus Mar 8 @ 12:53pm 
Hey do anyone know how to color the mech
zantanzuken Mar 8 @ 2:58am 
@seventh, right click the square in the gantry and if the pf-3 is in a nearby module shelf it should be selectable.

@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?
Erdpfosten Mar 8 @ 2:57am 
@zantanzuken ty, i was wondering where all weapons are going. this bug seems to be new, about a week old. i hope they are fixing it, till then the mechs are chilling in the workshop/ garage
SmileyVirus Mar 7 @ 5:21pm 
my pawns armor shows on top of the mech
Quindite Feb 27 @ 1:38pm 
am i slow or does the mod not come with its own exosuits?
SAUCE__GODD Feb 27 @ 12:45pm 
OH MY GOD, HOW DIDN'T WE SEE IT BEFORE


PLEASE GIVE THIS FRAMEWORK A TOOL FOR LIVERY AND NOSE ART
Setimo Feb 25 @ 10:56pm 
The PF-3 Arbeiter seems like a core modal but looks like an exosuit an I cant use it with the gantry so how do I use it?
zantanzuken Feb 24 @ 2:55am 
best i can get out of a thorough debug is 'tried to wear (gun name) but has no body parts required to wear it'
zantanzuken Feb 24 @ 2:48am 
.... of course i have no idea if that actually is the conflict, even removing simple sidearms doesn't fix the issue, but you can use normal weapons in the mech regardless.

@elgate: you can send em through transport pods, you can send em in SRTS ships, they even can board and drive rimthunder vehicles.
zantanzuken Feb 24 @ 2:27am 
just as a heads up for anyone concerned: this mod seems to have an incompatability with simple sidearms, in that the 'weapons' of the mech are not considered 'weapons' that your pawn can use... dead mans switch seems to have temporarily fixed this issue by making their suits actually hold weapons (and not allowing pawns to pick them up directly, which causes another issue in that your pawn can still hold said weapon when they leave the suit) however all other mechs attach weapons directly to the mechs arms

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.
Elgate Feb 22 @ 3:44pm 
Can you send an exosuits through a transport pod?
Mike Feb 18 @ 10:57pm 
Is it compatible with combat extended?
loklok1123 Feb 11 @ 5:15am 
有一天突然發現 我沒有任何戰鬥的手工小人 身上的机甲血量只剩下5點。
請問是bug還是我操作有問題?(机甲放置區室外露天
Realm Imp Feb 8 @ 5:59am 
hit me up if someone made a warhammer 40k related exosuit like dreadnoughts or whatever
Tiramisu Feb 8 @ 4:52am 
穿脱结构值低于100的机甲时,结构值会降低……这个是设定如此吗?
samonir Jan 29 @ 11:03am 
i got error log with Simple Sidearms ... does this mod compatible with it?
Foxtrot 813 Jan 28 @ 6:34am 
PSA : The framework not having a core, after researching "Walker Frame" you need to do the research meant for the walker mod you've installed (Heavy Exoskeletons). Or you will never find the "core module" in the machinery tab.
Pasaway Jan 27 @ 7:54am 
@JR
@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/
JR Jan 26 @ 8:41pm 
I don't see said Mech Tab, unless the mech tab is called Exosuit, I can't make any Suits
FairFly35 Jan 26 @ 4:52am 
how do i build the real exosuit? i have a Core / maintnance gantry for it but i cant figure out how to assemble it into the suit