RimWorld

RimWorld

SCV Ready
187 Comments
Saber啊 Sep 23 @ 6:09am 
scv就绪!
XII_L  [author] Sep 21 @ 5:40am 
@Stupid kid Fixed, with CE update
Stupid kid Sep 14 @ 4:43am 
Regarding my carry capacity problem with CE, it that the definition bridge from
"CarryingCapacity"
to CE
"CarryWeight"
doesn't work, changing the def name in SCV_MechBase.xml fixes the issue
small fix for anyone having the same issue

it's is really weird because sometimes it recognizes CarryingCapacity as Carryweight but other times, it doesn't,

in any case great mod thanks for your work!
笨蛋奶妈 Aug 29 @ 6:00pm 
是的,这是一个非常影响心情的特性
XII_L  [author] Aug 28 @ 5:47am 
@笨蛋奶妈 我并没有更改任何逻辑,经过测试,在dms的劳动者装甲上也一样。对于不减工作速度的外骨骼来说,这似乎是框架的特性。
笨蛋奶妈 Aug 27 @ 10:35pm 
这个外骨骼装甲有一个问题:在设定的驾驶时间内进行研究/深钻井等操作,到结束时间也不会停止工作,会卡在下一个任务,这俩操作没法暂停下来先脱机甲吗
XII_L  [author] Aug 25 @ 5:49pm 
@Stupid kid Current version of CE is unstable; I will review and fix it after the official release.
Stupid kid Aug 25 @ 3:35pm 
I'm having some issues, the additionnal carry capacity is not applying (with CE)
XII_L  [author] Aug 20 @ 2:16am 
@Kdot You can find the guide in the Exosuit Framework’ discussion
Kdot Aug 19 @ 7:10pm 
i dont understand how any of these exosuit mods work:steamsad:
XII_L  [author] Aug 15 @ 6:18am 
@Cannis both
Cannis Aug 15 @ 5:37am 
In work mode, are mining and construction based solely on on the pilot's skill, or are they also affected by traits and conditions like high manipulation and drill arms?
XII_L  [author] Aug 7 @ 5:48pm 
@sindri42 The exosuit is designed for work, but you can switch between combat and work modes using different modules. Yes, it has fully Vacuum Resistance.
sindri42 Aug 7 @ 1:30pm 
Is the exosuit only for combat, or does an SCV help with construction and mining? Also, does it protect against vacuum?
Mirathrim Aug 7 @ 4:28am 
@XII_L Thank you
XII_L  [author] Aug 6 @ 8:01pm 
@Mirathrim Fixed
Mirathrim Aug 6 @ 4:09am 
This mod gets a "warning" in the log:
Mod SCV Ready dependency (aoba.exosuit.framework) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
Latex Santa Aug 1 @ 9:03am 
@XII_L
Good news, thank you.
XII_L  [author] Aug 1 @ 7:14am 
@Latex Santa Now supports 1.6, though I’m unsure if any underlying issues exist—the exo framework has many changes.
Latex Santa Aug 1 @ 5:10am 
@XII_L
Exosuit Framework has been updated to 1.6 on July 31st.
Chazz Hazzard Jul 25 @ 12:50am 
Keep up the excellent work.
Love this mod
XII_L  [author] Jul 18 @ 7:23pm 
@Chef0Death88 The Exosuit Framework has not yet been updated.
Chef0Death88 Jul 18 @ 6:22pm 
worky worky 1.6?
Pasaway Jul 4 @ 10:40am 
@Nash: Go to the Exosuit Framework mod and see the Guide in the Discussions Tab.
Nash Jul 4 @ 8:56am 
Is there a tutorial? I have no idea how to operate this
WeepingDiscord Jun 22 @ 4:56pm 
Sorry that was me, I removed it because I just discovered the pilot schedule and that fixed the issue, but this works great
XII_L  [author] Jun 22 @ 4:39am 
The following issue has been addressed:
SCVs no longer reduce global work speed to prevent them from automatically removing exosuits during work.

This fix resolves a bug that was previously reported in the comments. While the original comment is no longer visible (I'm not sure if it was accidentally removed), this comment is to confirm that the issue has been resolved. Thank you for your feedback.
The next update will be when the exo framework is updated to version 1.6.
JoshMurph316 Jun 2 @ 10:01am 
In the rear with the gear
don't care May 19 @ 8:22pm 
уооооо, сверхурочные!!
JUST1C May 10 @ 7:27am 
SCV GOOD TO GO SIR!
233740541 May 5 @ 8:00am 
这个铁丝导弹太猛了,对面十几个机兵大汉人手一个炸得我头都抬不起来。
XII_L  [author] Mar 22 @ 5:55pm 
@Stalinator9000 fixed.
Stalinator9000 Mar 22 @ 8:33am 
Hey, Great mod. The only exo suite mod which actually uses more than just left and right hand slots! 10/10. The mod works perfectly but I seem to be getting this error in my log when i launch the game:


Config error in SCV_Core: description has trailing whitespace


(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


d3d11: failed to create 2D texture id=26783 width=14 height=14 mips=5 dxgifmt=28 [D3D error was 80070057]


(Filename: Line: 587)


d3d11: failed to create 2D texture shader resource view id=26783 [D3D error was 80070057]

Pasaway Mar 14 @ 3:25pm 
@Aizuki: The framework makes pawns remove the 'outer' layer when they enter a mech. The other other issue might be mod conflict.
SAUCE__GODD Mar 7 @ 11:42am 
I have a suggestion: a Circular saw that gives plant harvest speed and melee sharp damage
Aizuki Mar 7 @ 10:36am 
ok somehow my pawn clothing show on my pawn potrait, it look ugly (she had pink jumpsuit and her cloth only one overiding the pawn potrait) and when wearing the SCV my pawn let go middle wear equipment somehow. is it intended?
XII_L  [author] Mar 2 @ 2:34am 
@Aizuki Perhaps you need to set Drill as a one handed weapon in Tacticowl‘s setting. I don't play Tacticowl, so I don't know its actual working mechanism.
Aizuki Mar 1 @ 10:15pm 
ahh ok, the SCV i said had Drill on his right hand and iron axe on left hand
XII_L  [author] Mar 1 @ 6:13pm 
@Aizuki I haven't used Dual Wield, but actually, the clamp is just clothing, not a weapon, it shouldn't cause conflicts. It may be due to hidden conflicts within the exo framework.
Aizuki Mar 1 @ 3:10pm 
on my game seems my pawn off-hand weapon with Dual Wield mod (one of Tacticowl feature too) seen equiped with the drill but the clamp on SCV gone
Emoer Mar 1 @ 6:31am 
50块的好兄弟
XII_L  [author] Feb 23 @ 10:05pm 
@Aizuki fixed.
Aizuki Feb 23 @ 6:02pm 
@XII_L ah ok, just dont add DLC requirement. i only have base game and only few mech suit mod other than DMS. :steamsad:
XII_L  [author] Feb 23 @ 4:53pm 
@Aizuki This is my mistake. MechRepairSpeed only exists when the Biotech DLC is enabled. I'll fix it soon.
Aizuki Feb 23 @ 3:14pm 
i noticed i got a red text error mean not safe to proceed playing .... it said

"Could not resolve cross-reference: No RimWorld.StatDef named MechRepairSpeed found to give to RimWorld.StatModifier (null stat)
UnityEngine.StackTraceUtility:ExtractStackTrace ()"

can check it the log :
https://gist.github.com/HugsLibRecordKeeper/6b2ad9bf27c57071445d38913f168887
XII_L  [author] Feb 23 @ 5:04am 
@nichi Fixed.
XII_L  [author] Feb 23 @ 5:02am 
Update on 2/23/2025
This is a balance-focused update. Specific details and notes can be found in the update log.
XII_L  [author] Feb 22 @ 7:04pm 
@nichi I will check the compatibility with DMS later

With CE, I tend to prioritize remaining faithful to the original design. The drill's high rate of fire with low damage per hit results in dispersed damage output, making its actual killing efficiency lower than anticipated. Regarding the thrusters: their actual speed remains lower than the standard movement speed of DMS exo units, while SCV units with thrusters appear faster due to ignoring movement penalties, . As for the railgun - this is a large-caliber electromagnetic weapon from the space age. I consider its current CE-balanced values controlled, though its damage would be even higher if calculated using CE team's formula.

While these elements might seem imbalanced when combined, CE prioritizes realism over strict balance. High-caliber weapons naturally dominate smaller arms. I plan further rebalancing adjustments soon, such as reducing the drill's armor penetration capability.
nichi Feb 22 @ 9:08am 
It appears that trying to mix and match SCV exo equipment with Dead Man's Switch exo equipment causes the equipment to disappear rather than simply be removed.

Also, this is overpowered, especially compared to other exo mods. The drill is as much dps as a wraith blade (combat extended). The railgun does more damage than a doomsday rocket launcher. The exo thrusters double the movement speed at no downside to the exo. Your mod, your rules, and I'm fine going into RIMQol to nerf them to all heck, but I just wanted to point out this fact to any would-be downloaders
Caramel Jan 23 @ 11:01pm 
確認沒事了, 感謝更新