RimWorld

RimWorld

Wasp Trap/Pack + Sentry Trap/Pack
63 Comments
Rimworld Jul 28 @ 1:17am 
Weird. Thanks for your effort—I'll check if there's any issue with my mods.
Sentinel  [author] Jul 28 @ 12:45am 
Weird, my pawns do equip the pack when I assign it to their apparel policy.
Sentinel  [author] Jul 28 @ 12:29am 
@Rimworld i'll check in my game if I get the issue as well.
Rimworld Jul 28 @ 12:28am 
Dear Author, I noticed that after setting up the equipment schedule, my pawns aren't automatically equipping the robot backpacks.
Rimworld Jul 28 @ 12:04am 
@恰似宛然一笑生花 哈哈哈哈哈哈我也是他那边过来的
恰似宛然一笑生花 Jul 23 @ 6:07pm 
@Rimworld 哈哈哈我是在说阿松评论区别人的反馈,不是我的问题啦。

@Sentinel I told him that's their problem, not mine :) Just FYI, I've translated 'Wasp Trap/Pack + Sentry Trap/Pack' into Chinese (_zh). Thanks for your hard work! Keep on keeping on!:dslike:
Sentinel  [author] Jul 23 @ 9:59am 
@Visoth

Go into the files 1.6 > Defs > Wasp pack

Search for bodyPartGroups > Replace Torso with Waist
Rimworld Jul 23 @ 2:52am 
@恰似宛然一笑生花 你把mod关了然后进地图把机器人全部清理了再保存重新开mod就好了
Visoth Jul 23 @ 1:38am 
Reading comments, I see this was an intended change. Could you add a mod setting to allow users to choose? If not, could you explain how I would edit the mod myself to make them Utility slot?

I tried using Character Editor (it has limited def editing functions), but it did not work :(
Visoth Jul 23 @ 1:35am 
For some reason the Wasp Packs are now taking up a separate inventory slot than the utility slot. For balance reasons I think its better to make them use the utility slot.

I'm not sure if this is intended or if its a mod conflict on my part.
Sentinel  [author] Jul 22 @ 9:18am 
@恰似宛然一笑生花 i'd need an hugslib log to be able to do anything
恰似宛然一笑生花 Jul 22 @ 8:01am 
Just wanted to mention - while most users aren't having issues, someone in the Chinese community reported your mod prevents map generation (not me personally). Could you double-check when you have time?:dslike:
Rimworld Jul 21 @ 6:20pm 
Well, that's a shame.
Sentinel  [author] Jul 21 @ 6:06pm 
@Rimworld I'd do that if I knew how to, i don't yet sadly.
Rimworld Jul 21 @ 6:00pm 
I wonder if you could take the trouble to modify it so that the traps work, because a means to quickly control prisoners is really useful!
Sentinel  [author] Jul 21 @ 5:54pm 
Damn I was gonna do this too, lame that the traps/turrets don't affect prisoners
Rimworld Jul 21 @ 5:53pm 
I placed the trap at the prison entrance, but it didn't trigger.
Rimworld Jul 21 @ 5:51pm 
It might be possible, because if I'm not mistaken, traps or turrets don't attack prisoners.
lucky_one 🍀 Jul 21 @ 5:50pm 
Thanks boss :er_heart:
Sentinel  [author] Jul 21 @ 5:49pm 
@Rimworld isn't that the case already? The XML says the traps have a 100% trigger chance, or maybe the prisoners aren't considered enemies.
Rimworld Jul 21 @ 5:49pm 
Thank you!
Sentinel  [author] Jul 21 @ 5:46pm 
Additional note: please deconstruct the old wasp trap, I changed it to use my own def of the trap so old ones won't have the battery mechanic.
Sentinel  [author] Jul 21 @ 5:45pm 
Update:

Added a 1,5 day battery life to the drones summoned by these packs/traps

Added a sentry trap
Rimworld Jul 21 @ 4:57pm 
Thanks for your hard work! Having a large number of small robots is quite a strain on my computer, but these simple, easy-to-use ones are just too appealing. What’s more, their damage output is just right, making them a great way to quickly control prisoners. Maybe you could add a mechanism where prisoners can trigger small drone traps?
lucky_one 🍀 Jul 21 @ 4:25pm 
Thanks for looking into it
lucky_one 🍀 Jul 21 @ 4:24pm 
I dont play CE either so I wouldnt know, it complicates modding too much for my taste
Sentinel  [author] Jul 21 @ 4:24pm 
I'll see if I can't just slap a hediff that kills them after some time on em
Sentinel  [author] Jul 21 @ 4:23pm 
I can make a custom def for the race but it would break with CE, or I can just make your stuff summon a custom def anyways and copy paste the CE patch when it exists, not sure if it already does I don't play CE.
lucky_one 🍀 Jul 21 @ 4:22pm 
Would it be possible to add a "Self destruction" skill to them instead then? I guess you wouldnt be able to explode the ones that aren't yours, so that could fix the issue for everyone without touching vanilla enemies
lucky_one 🍀 Jul 21 @ 4:15pm 
Sounds good to me
Sentinel  [author] Jul 21 @ 4:13pm 
I'll probably opt for a battery system on them yeah
Sentinel  [author] Jul 21 @ 4:12pm 
@Rimworld They're not considered mechanoids by the game so unlikely. I'll try adding them to the animal tab if I can
lucky_one 🍀 Jul 21 @ 4:12pm 
I second that idea, I have been killing the surviving drones manually after every battle but it's quite tedious. Maybe add a timer on them? Like 1-2 days of battery then they die?
Rimworld Jul 21 @ 4:08pm 
Could small robots be added to the mechanoid control menu? After battles, when I try to deal with the small robots that survived, I find they’ve become overly numerous around my base, and I have to select and destroy them one by one. Maybe adding them to the mechanoid control section would work? That way, we could conveniently set their activity range, and even handle them when leaving the map—like having them stay outside the ship to be dealt with in the process.
lucky_one 🍀 Jul 21 @ 11:55am 
Appreciate it! :er_heart:
Sentinel  [author] Jul 21 @ 11:54am 
Update: Packs can now be worn with belts.

I've tested it with various armors and apparel and had no issues, let me know if you find something and i'll revert the change.
lucky_one 🍀 Jul 21 @ 11:52am 
Thanks for taking it into consideration
Sentinel  [author] Jul 21 @ 11:40am 
@lucky_one 🍀

I'll see what I can do.
lucky_one 🍀 Jul 21 @ 10:56am 
Would it be possible to make it covert the back instead of the waist slot? That way you cant use it with other backpacks but you can use it with belts, since it is a backpack? Asking because it bothers me to see my pawns equiping a backpack and this at the same time while taking off their belts all the time.
lucky_one 🍀 Jul 20 @ 10:38am 
Nice, thanks!
Sentinel  [author] Jul 20 @ 10:15am 
Update:

Added reloadable versions of the existing packs, these version come with a higher initial cost but feature a reduced reload cost.

Reload cost:

Wasp pack: 30 steel

Sentry pack: 60 steel
Porkathon Jul 20 @ 1:34am 
@Sentinel Appreciate you, it's a nice end-game resource dump in the meantime :)
Chicken Kickin Fun Jul 19 @ 4:18am 
my pawns through them like grenades but they never target anything or do damage
Sentinel  [author] Jul 18 @ 7:14pm 
I forgot to reply, yeah i'll make a reloadable version once i'm done with other mod projects.
BAD PiGGiES Jul 18 @ 7:06pm 
it would be nice if they could be reloaded
Porkathon Jul 17 @ 12:24am 
Would it be possible to have a reloadable variant as opposed to one-use packs?
Raith Jul 16 @ 5:26pm 
one thing I noticed is that sentries ignore zoning rules, so if you say they should head to the home zone, they will ignore it. also they can't be repaired which is unfortunate
🍓Berri🍓 Jul 15 @ 7:07pm 
thank you omg I have no idea why this isn't base game
Sentinel  [author] Jul 15 @ 7:08am 
@BingusDingus You can.
BingusDingus Jul 15 @ 6:45am 
Can you add this to a current playthrough?