RimWorld

RimWorld

Amplified Mobility Platform
184 Comments
I figured it out bruh...:smile:
The problem is that the weapon does not transfer from the module category to the active weapon.
I gave the pawn a weapon through the Character editor (GAU90) and it functioned normally, appeared immediately in my hands, and the "Change module weapons" button appeared, After clicking on which the weapon disappears and the button too. But when you take a weapon as it was intended, through a platform, it does not work(((((((((
Hi, I don't understand how to use a weapon. It stands in the cell of the exosuit, but when the pawn is in attack mode, the weapon (GAU90) is raised vertically upwards and is considered clothing, not weapons, but it can be seen that it is equipped on the exosuit. And the pawn uses its normal weapon, not the mech's weapon (looks weird). I tried to disarm her so that she was empty, but it didn't help, this applies to all types of dragoon weapons. I'm playing with the "Simple sidearms" mod.
addictedtotanks Nov 10 @ 5:25am 
Can these carry any of the heavy weapons from Dead Mans Switch effectively?
The Holy Hotdog Nov 8 @ 10:53am 
cant get a core? where do i get cores?
Vril Oct 20 @ 3:17am 
CE patch is not working properly - the additional carry weight is not applied, the armor values covers only torso, and the face is not showing.
big boomers Oct 18 @ 8:54pm 
Where do i find cores? Is that what i need to build an exosuit?
tankcommanderr10 Oct 15 @ 8:03pm 
I built the AMP but I cant put in the hanger and it says "No Core Available" and I have no clue how to fix it.
Hellspark Oct 12 @ 6:01pm 
cores are loaded into shelves as they are suppose to, but when i click core to select it just open a info box with no options to set core. pawn rightclicking on the stand also says no core availible
Rheinlander87 Oct 5 @ 2:00am 
Not working for me. Cant find any cores. No propper explenation for what you need besides this mod and the framework. Thumbs down.
Funzy Oct 4 @ 9:49am 
Aye, i made it work, quick note, vacsuits will be taken off, and when you unequip the armor, it will despawn idk why
Funzy Oct 4 @ 9:40am 
i also made the amp module, but no clue how to unbox it or wtv
Funzy Oct 4 @ 9:24am 
i dont get how i get a core, like where do i make it/?
maniac23 Oct 3 @ 10:03pm 
thats a pain, with how heavy the ammo is as they can only carry 30 rounds at a time making them have to hop in and out constantly
Chigagad Oct 3 @ 7:51am 
@maniac23 your pawn needs to carry it in their inventory. Picking it up while already wearing the suit is not possible without fixing the carry weight/bulk in the mod settings, so you'll have to make them carry the ammo before entering the suit.
maniac23 Oct 3 @ 2:05am 
How do you load ammo into the mech when using CE?
Chigagad Sep 22 @ 3:40am 
So if anyone reads this: I solved the vacsuit problem with the "Vacsuit Middle Slot" mod.

The problem with missing heads can be solved by opening '/steamapps/workshop/content/294100/3352895704/1.6/Defs/AMP_MechBase.xml' with a text editor, find "<headHideFor>" and comment out or remove "<li>2</li>". This will show the head when facing south (towards the camera).
You can do the same for the other directions (0 = north, 1 = east, 3 = west) but the head will stick out the side/back of the mech and it looks quite silly in my opinion.

I will delete this comment when an offical fix is pushed.
Chigagad Sep 21 @ 1:48pm 
I have a problem with this mod: Whenever a pawn gets into the suit, they will drop whatever apparel they were wearing on their torso slot. So wearing a vacsuit inside this exosuit is not possible. Any fix?
(Un)Fortunate Son Sep 18 @ 11:12pm 
I have it researched but I cannot build it?
Killdozer Sep 18 @ 12:32am 
@johnlehnhof i have the same problem
Johnlehnhof Sep 16 @ 4:02pm 
Does anyone have the same Bug as me ? The Pilot isn't visible in the Pilotseat. He looks like he is wearing the Mech on his Head.
Titi_k Sep 11 @ 6:05am 
@C0lin2000
I encountered the same problem. My solution was to open the \1.6\CE\Patches\Patch.xml file in the mod folder. Then, under <CarryBulk>325</CarryBulk>, open a new line. Enter <CarryWeight>数值</CarryWeight> (remember to keep the indentation) and restart the game.
FrenetiK Sep 9 @ 6:00am 
Yes it is still fully invisible. (at least for me) But it works, you can put a pawn into it, use it, shoot peoples, repair it. everything works as intended, it's just invisible, all you can see is the gun.
Lojo Jojo Sep 4 @ 6:27am 
Anyone know if this still shows as invisible when equipped?
Deadboy676 Aug 29 @ 10:17am 
@macragge Thank you
macragge Aug 29 @ 2:09am 
@deadboy weapon modules you activate by switching the weapon when they are drafted, looks like the unarmed fist icon. and yes, no heads, i have that too
Deadboy676 Aug 28 @ 4:13am 
I'm having an issue where one pawns get in the AMP suit they're heads aren't visible and I also can't use any weapon modules that are attached.

Also enemies don't attack pawns in the suit, anyone having something similar?
Knight Nestor Aug 26 @ 3:43am 
the same, Amp invisible. They become visible only after being destroyed in battle.
priceman921 Aug 20 @ 12:28pm 
@AOBA Same problem as @Toney
Toney Aug 20 @ 8:33am 
My AMP is just invisible, in and out of the dock
C0lin2000 Aug 19 @ 2:31pm 
@Aoba panws cant take ammonutin out of the shelf infentory is full CE
Richard La Ruina Aug 18 @ 3:44pm 
@AOBA mech's texture is visible now, but when not equipped (when sitting in his dock), there's still that skull, just a heads up. Thank you so much for fixing the main issue <3
AOBA  [author] Aug 18 @ 5:00am 
have some xml node that forgot to change here x should work now
Max Aug 17 @ 6:21am 
@AOBA Did you think of adding vac resistance to AMP?
Ratha Aug 17 @ 3:40am 
same problem as @Eater :/
Richard La Ruina Aug 17 @ 3:36am 
@AOBA I still have the same issue as @Eater
AOBA  [author] Aug 17 @ 12:39am 
@Eater Fixed in latest update.
Eater Aug 16 @ 10:02pm 
the mech suit textures are missing and replaced with a wooden skull while in the gantry. equipping the suit makes your pawn go invisible, while the weapons and their custom firing animations still work and make sounds. I found the textures of the mod intact in their files, but a couple had red backgrounds (idk anything about textures sowwy). it would be wonderful if you could fix this issue, but I can understand how passion projects like this take time, and it's barely been a week since you responded. my first time playing with the exosuits were a blast, even if I was invisible. hopefully you can sort things out. by far one of the best, most fun to play mods out there.

-Love, George Floyd
Shimmer Aug 16 @ 3:13pm 
same issue as others, suit is not there just a wooden/copper looking head?
Toney Aug 16 @ 5:39am 
@Dewa The AMP suit is sealed and pressurized, the RDA pilots don't wear masks in the suits unless there is a breach in the suit since the suit is equipped with an O2 generator, see the end fight of Avatar for reference, along with the lore saying that the suits have been used on Mars and the Moon

While the suit wouldn't be very suited for space on account of them not having any retro thrust to stop 1.7 ton suit fast enough to be maneuverable, it would be able to keep the occupant alive
Toney Aug 16 @ 5:12am 
Same problem
H. Romeu Pinto SKINS Aug 15 @ 8:37pm 
I am also getting the same bug. Suit is invisible.
Richard La Ruina Aug 15 @ 4:54pm 
Why is the AMP module invisible? Also when I board it, the pawn is invisible as well, I can only see the knife module @AOBA
红尘真仙谢老板 Aug 15 @ 11:10am 
Same problem as fadingechoes
fadingechoes101 Aug 14 @ 7:46pm 
Same problem as Greeny
Greeny Aug 14 @ 12:43pm 
Im experiencing a bug where the AMP module is invisible in the gantry and when my colonist enter the mech
H. Romeu Pinto SKINS Aug 14 @ 1:46am 
@Frankthetank24, by right clicking on the core slot.
Frankthetank24 Aug 13 @ 11:51pm 
how do you load modules onto the gantry bay?
Dewa Aug 13 @ 2:01am 
@Drakollos not enclosed as in they're not air-tight, so they won't work in a vacuum (unless the pilot is in full vac gear, i think)