RimWorld

RimWorld

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Exosuit Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
1.733 MB
Oct 22, 2024 @ 12:10am
Aug 3 @ 10:36am
21 Change Notes ( view )

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Exosuit Framework

In 1 collection by AOBA
Exosuit Framework mod
10 items
Description
An interactive framework for Exosuits
this is a framework mod that allows modder to make their own customizable exosuit with a wide modifiability/cross-mod content compatibility and repair/maintenance hanger systems.

So what is Exosuit?
In-game Exosuits are a type of heavy power armor that requires assistance from the building to put on or take off.
they work like apparel but it will override some of the pawn's stat. has pros on its hitpoint system to avoid the pilot getting sniped by base game RNG when it is well-maintained and cons on they will trap its pilot once disabled so you have to rescue your pilot from wreckage.

A reasonable size of Exosuit is around 2~4 meters tall, limited by the size of rimworld passability.
for popular culture reference such as :
- The Power Loader from Aliens (1986)
- The MADOX-01 from Metal Skin Panic(1987)
- The Amplified Mobility Platform from Avatar(2009)
- The Exoframes from Obsolete(2019)

Of course, it is suggested for a reasonable gameplay. Modders can do whatever size as they wanted.

Exosuit Hanger & Module management
To get an operational exosuit, you must get a Core module and build a hanger with a gantry bay. open the tab and assemble modules. after that, choose your pilot to pilot your exosuits and keep an eye on their status, making sure they are stable and reliable.

Be aware, a pilot wearing exosuit is not able to be arrested or imprisoned, so a mental break or berserk pilot will easily wipe out an entire colony if you lacking counter weapon to disable the mad pilot.

Customizability
While assembling the exosuit, decided by Modders, the exosuit has a range of customizability from extra functionality like jump pack, and cargo rack. or even an integrated heavy weapon.


Durability System & Off-gear maintenance
Exosuit has its hitpoint system and will protect the pilot from getting injured, the amount of hitpoint is decided by the loaded module and its qualities, hitpoints can only be restored by repairing it after docking on a gantry bay.

Maybe its a good idea to leave some modules for backup as a precaution of urgent battle.

NPC Exosuit & Looting from disabled Exosuit
I guess this is the part players will care about, and YES, the NPC factions can spawn pawns with exosuit, as long as they have related pawnKindDef with a modExtension applied.

Spawned NPC Exosuit pilots will use the durability system the same as yours, they will also not be able to be directly imprisoned. to capture the pilot you can command your pawn to disassemble a downed exosuit to cut open its shell, during this process you might recover some of its modules or some metal scraps.

Check out the content Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=3352922615

FAQ

Known Incompatible
A: Simple Sidearms,integrated weapon module will cause sidearm missing. currently no way to fix.

how to paint the color
A: the color system not yet made, but you can use mod like charactor editor to change its color, it will be save in module.

Is it...
A: Yes it is, but for content mod that depends on Modders.

Why my exosuit pilot keep docking their exosuit when undrafted.
A: this is an intended feature that they will follow the schedule to automatically get on / off by assigning them a gantry bay and a Pilot time table

This Framework can be better if...
A: We have a github repo here, and anyone is welcome to improve upon this somewhat rough framework :3
https://github.com/AobaKuma/MechsuitFramework

Is Exosuit Vehicle?
A: Sadly nope, Exosuit is more a special apparel(that doesn't show in-game) than a pawn or something else, this also means it will pass through a 1 cell tile door.

Why I can't arrest a downed Exosuit ?
A: It is intended. you can't arrest a pawn wearing exosuit from whatever faction it belonging to, but you can force them to get out by dissembling the exosuit or taking them to a bay while they are downed.



If you find any problems or have any ideas while playing, you can give feedback to the Discord group
[discord.gg]
[www.paypal.com]
[ko-fi.com]
Popular Discussions View All (8)
62
15 hours ago
Bugs/Glitches
A V.O.I.D Representative
21
Jan 20 @ 2:07am
core module
audreyvassal05
18
1
Jul 14 @ 11:59pm
PINNED: How to operate your Exosuit? (guide)
Revavest & Co
538 Comments
Endoskeleton_Jim 32 minutes ago 
Cannot install the core when I have it on the shelf next to the gantry
VictoriaMecklenbrug 10 hours ago 
与real dining同时使用会导致real dining的用餐时间表直接点不到:steambored:同时中途移除此MOD会导致工作时间表GUI全部消失,只能说你用任何增加时间表GUI按键的mod就不要用此MOD
XX 22 hours ago 
我查了下,在没有其他mod干涉情况下,我查出了Vanilla Expanded Framework和这个mod会跳红字,希望作者能尽快解决,感谢
zantanzuken Aug 3 @ 6:23pm 
okay... so as it turns out, the reason it wasn't working was because the mod i wanted to use (dead mans switch dragoons) was sitting at 1.5 rather than 1.6, so switching rimworld to experimental, unsubing from all my mods and then resubing fixed it.
Kinnu Aug 3 @ 5:21pm 
Non of my maps will load, not even dev test. Keeps referencing WalkerGear.VerbCompPropertiesTurret)

Tried removing all exo mods but this base one with the same issue popping. Im not really sure if that makes sense.
zantanzuken Aug 3 @ 5:18pm 
@FieserMoep nope i've tried right clicking on the core slot, right clicking in the core selection menu... right clicking the bay with a pawn ('bayhasnocore') etc. nothing.
Not Dvdyyz Aug 3 @ 3:49pm 
Sorry to bother you guys again, but I'm seeing errors with HAR (alienRace not correspond to any field in type ThingDef)

It's a ThingDef with defName "Dummy" inheriting from ParentName="Human" and I'm pretty sure the one in Dummy.xml is the only def to meet this description
Latex Santa Aug 3 @ 12:01pm 
@pierre.fechting
AOBA has pushed or will push very soon an update that fixes these errors.
pierre.fechting Aug 3 @ 8:26am 
Hi all, I always have all my crew memebers diseapering (their name is still present and they still exist and do stuff but invisbile) as soon as I build a Maintenance Gantry or a dock point, any Idea why ? I assum it relate to the new DLC Odissey ?
FieserMoep Aug 3 @ 7:45am 
Repairing the Mech on the Gantry takes extremely long. When I disassemble them and repair the parts on the shelves it works fine.