RimWorld

RimWorld

Better Jump Pack (Continued)
74 kommentarer
тетеря, блин 27. juli kl. 7:55 
would be great to see it without HugsLib dependency some day. thanks!
Everybody loves me 25. juli kl. 0:07 
It would be cool to have a button to toggle whether your colonists can break through the roof or not
Often you don't remember if there is a roof above you or not. And this leads to you getting hurt not because you decided that you should break through the roof, but because you simply forgot that there is one above you
Mlie  [ophavsmand] 22. juli kl. 22:50 
@Victor I may, but I dont really have the time for it now. Perhaps after Im done with the 1.6 updates
Victor 22. juli kl. 18:09 
Could you eventually remove the Hugslib dependency? Anyways thanks for updating it.
Nedlee 22. juli kl. 15:34 
Finally! I really think this should be vanilla.
Frenchy 13. juli kl. 7:17 
@Mile legend. Will you also fix the bug I mentioned below? It's okay if not I'll just be sure to disable the mod on mechanitor runs
Hykal 12. juli kl. 20:37 
@Mlie

Youre the best, Mlie.
Mlie  [ophavsmand] 12. juli kl. 20:32 
@环星 Updating all my mods, see discord for progress
你看我迪奥不 12. juli kl. 16:08 
1.6:steamhappy::steamthumbsup:
Frenchy 30. juni kl. 10:07 
Not sure if mentioned before but Paramedic mechs will auto use their jump packs indoors, causing them and the colonist they're carrying to take damage. There's no way to stop them doing this
Mlie  [ophavsmand] 4. maj kl. 13:20 
@Coolchilion I have it as a goal but the settings are tied to it at the moment
Coolchilion 4. maj kl. 12:12 
Would it be possible to remove the huglibs requirement?
blackrave 10. nov. 2024 kl. 23:51 
I see.
Will have to do some testing then
Mlie  [ophavsmand] 10. nov. 2024 kl. 23:49 
@blackrave No idea, if it does then this mod does too
blackrave 10. nov. 2024 kl. 23:45 
Hmmm, does roof collapse damage takes armor into consideration then?
Wiki says it's Blunt damage.
So helmets with high Blunt protection should theoretically prevent/decrease damage?
Haven't played enough with roof collapse defense to know how exactly damage applies.
Mlie  [ophavsmand] 10. nov. 2024 kl. 22:00 
@blackrave I dont think so, it just uses the default roof collapse damage.
blackrave 10. nov. 2024 kl. 15:41 
Is damage to pawn modified by armor?
For example with sturdy enough helmet pawn will recieve little to no damage?
Vasco 20. sep. 2024 kl. 8:15 
Great mod btw ty very much <3
Vasco 20. sep. 2024 kl. 8:15 
I didn't read the description correctly and a pawn blew his head off by jumping under a roof. Outch.
Mlie  [ophavsmand] 4. aug. 2024 kl. 9:03 
@dr_bobs That was implemented with the last update of the mod
dr_bobs 4. aug. 2024 kl. 8:23 
Could you make this work with the sanguophage long jump legs?
Microsoft Excel 18. maj 2024 kl. 16:14 
One more for the Anomaly pit-gate issue, would love a quick patch to disable functionality in Anomaly maps.
Mlie  [ophavsmand] 1. maj 2024 kl. 23:49 
@ozfresh The jump-pack is added by the Royalty DLC
Hykal 1. maj 2024 kl. 22:46 
@ozfresh

Because the jump pack is from Royalty.

{LINK FJERNET}
ozfresh 1. maj 2024 kl. 22:44 
is there a coding reason why this mod needs royalty to work? Im just curious if theres a special need for this DLC to create mods like this
Hykal 28. apr. 2024 kl. 5:34 
@Mlie

There's a weird bug regarding this mod and the pit gate/flesh pit.

Whenever a monster is killed within the pit gate/flesh pit, rocks will instantly fall onto the killed fleshbeast. This makes combat very easy and very hard, as you can kill the fleshmeld no problem but also the rocks have a bad tendency to smoosh your melee pawns.

https://gist.github.com/HugsLibRecordKeeper/b2bb5f289953b9053b2811286a9fcefa

Disabling the mod seems to fix this issue.
shinylavawarrior 26. apr. 2024 kl. 20:22 
Likewise.
Serfis 17. apr. 2024 kl. 12:54 
I ran into the same issue with this mod and anomaly as @actual trash noted below. As Trispikes die, spawning flesbeasts break the roof and insta die. When under mountain they cause roof collapse.
actual trash 15. apr. 2024 kl. 22:16 
there's a soft incompatibility with anomaly and specifically with how fleshbeasts split
it's considered a 'jump', which means they'll go through ceilings and take damage, but, for example, if the fleshbeasts are beneath a mountain (pit gate caves also) their split will cause an instant cavein which will instantly kill the fleshbeasts and their offspring in addition to annihilating any colonists nearby

worth noting
Hykal 9. apr. 2024 kl. 8:35 
Thanks for the update, Mlie.
Mlie  [ophavsmand] 4. apr. 2024 kl. 1:03 
@Hykal Updating all my mods, see Discord for progress
Hykal 3. apr. 2024 kl. 23:41 
Dear Mlie, I'm sure you've got thousands of mods to update but don't forget this one for 1.5.
Lung 13. juni 2023 kl. 21:32 
If you could please apply this to the Long Jump ability it would be super appreciated. Many mods use it, I currently have a player controlled Apocriton, and it still has the old jump pack method.
Coolchilion 26. maj 2023 kl. 14:58 
is it possible to add support for Longjump added by Biotech and/or Power leap from Vanilla Psycasts Expanded?
тетеря, блин 5. feb. 2023 kl. 10:57 
is it possible to turn off the possibility of breaking a roof? thanks for the mod.
Mlie  [ophavsmand] 29. jan. 2023 kl. 12:21 
@bole I see, should be fixed now
blue 29. jan. 2023 kl. 10:40 
overhead mountain?
Mlie  [ophavsmand] 28. jan. 2023 kl. 13:30 
@bole They should not be able to use under mountains, what roof are they jumping through?
blue 28. jan. 2023 kl. 12:54 
spoilers for anyone that doesnt own biotech

the biotech robot they come equipped with jetpacks and firefoam popper, they automatically use the jumppack to save people and they use it under caves and end up getting crushed
Mlie  [ophavsmand] 27. jan. 2023 kl. 23:11 
@bole Paramedics?
blue 27. jan. 2023 kl. 18:53 
should probably be disabled if possible for paramedics, they jump under caves and get themselves crushed
Mlie  [ophavsmand] 23. jan. 2023 kl. 13:47 
@天琼 Should be fixed now
天琼 23. jan. 2023 kl. 13:38 
The packs now acting like vanilla, cant jump across wall and cant jump as a group. when I go back to version 1.4.2 it can jump across walls but still cant jump when multiple colonies selected
Mlie  [ophavsmand] 17. dec. 2022 kl. 22:15 
@Kuji Argisia No idea, havent had time to test the dlc stuff
Kuji Nekomata 17. dec. 2022 kl. 20:40 
Does this work with Sanguophage's Jump? their jumps seem similar enough.
Mlie  [ophavsmand] 9. nov. 2022 kl. 12:51 
Carried pawns should no longer be dropped
Hykal 8. nov. 2022 kl. 7:06 
I'm afraid the problem still persists.
Spank Daddy 6. nov. 2022 kl. 20:10 
Hiya im having the same issue as Hykal, the pawns don't carry downed pawns when they jump.

Also for the paramedic mech, when they jump to a pawn to pick them up, if they hit through a roof, the roof damages them, then they sit there for a second next to the downed pawn, and then leave the area, seems the rescuing is interrupted by falling ceiling damage

https://gist.github.com/132a4538a00e260158a3d8a074234e66
Hykal 31. okt. 2022 kl. 4:31 
@Mlie

https://gist.github.com/HugsLibRecordKeeper/71c543b05254d300cfc880f08ce748e2

Yeah, it seems to be this mod. I tested it without the mod and it's fine, using locust armor and jumppacks.
Hykal 30. okt. 2022 kl. 23:25 
@Mlie

In Royalty, and even in the wiki, jump packs can be used while carrying a downed pawn. In 1.3, this was not a problem and I have carried and jumped without issue. I'll double check this again when I can.