RimWorld

RimWorld

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Remote Tech (Continued)
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Posted
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4.048 MB
15 Jul, 2023 @ 1:54pm
2 Nov, 2024 @ 10:52am
6 Change Notes ( view )

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Remote Tech (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
925 items
Description

Update of UnlimitedHugss mod https://sp.zhabite.com/sharedfiles/filedetails/?id=761379469



[dsc.gg]
[github.com]


Remote Tech is a rich content mod focused on remotely detonated explosives. These allow to set up more effective and strategic base defenses, mine for resources, and many other things.
Early colonies and tribal settlements will benefit from low-tech makeshift explosives that can be made with renewable materials. The late-game is extended with advanced chemical charges and automated defenses.

Start by researching 'Makeshift Explosives' from the Remote Tech tab- this gives you access to basic explosives that can be made using the campfire and crafting spot. Place them using the build menu (Remote Tech category), then trigger them using detonator wire connected to a manual detonator.
More advanced explosives can be purchased from traders or crafted at the explosives workshop. After unlocking the remote detonator, explosives can be triggered via radio signal. The remote detonator can be upgraded with channels to divide your placed explosives into groups, to be triggered separately.
Follow the Remote Tech research tree to unlock more powerful technologies.

This mod can be safely added to existing games.

Notice: The HugsLib library mod must also be installed. Make sure both are enabled in the Mods menu and HugsLib is loaded first.

To get more info, discuss features or provide feedback, please visit the official forum thread:
https://ludeon.com/forums/index.php?topic=17285

Hope you enjoy.

The B19 version is still available, and can be found here: Remote Tech (B19)

My other mods: HugsLib · Allow Tool · Map Reroll · Defensive Positions


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods

| tags: explosives, defense strategy, advanced technology
35 Comments
Mlie  [author] 27 Mar @ 11:13pm 
@brokefire You should probably ask on the Ce discord about their compatibility
brokefire 27 Mar @ 4:46pm 
does this work with CE?
Fajdek 2 Nov, 2024 @ 1:41pm 
Thank you, the charge level works now, but upgrading power units still requires exiting to main menu and loading the save for them to function, unlike every other upgrade. If it's not fixable then no worries since it's only a minor annoyance. Thanks for all the mod resurrections, you're doing an amazing job.
Mlie  [author] 2 Nov, 2024 @ 10:53am 
@Fajdek Should work better now
Fajdek 1 Nov, 2024 @ 5:56pm 
The portable power unit doesn't show its charge on the bars. Also the upgrades on the portable power unit specifically do not work until I quit to menu and reload, then they work as intended.
枪马网卡耳朵聋 10 Oct, 2024 @ 6:26am 
Hi I sent a pull request to update the Chinese translation in your github repository, thanks for your work!
Mlie  [author] 7 Oct, 2024 @ 3:56am 
@aikixd Should be fixed now
aikixd 5 Oct, 2024 @ 3:52am 
Thrown:
Exception ticking world pawn Silo. Suppressing further errors. System.NullReferenceException: Object reference not set to an instance of an object

This was for a non colonist pawn. The exception is thrown at `return pawn.Map.listerBuildings.allBuildingsColonist.OfType<IRedButtonFeverTarget>().Any<IRedButtonFeverTarget>();`. My guess is that `listerBuildings` is null for non colonists. The solution should be switching the `&&` arms in `MentalBreakWorker_ColonistsOnly : MentalBreakWorker`.

log: https://gist.github.com/HugsLibRecordKeeper/491b74bf47a9f6d619b825ec9e8df65e
Syroth 14 Jul, 2024 @ 2:43pm 
THANK YOU!

I've played rimworld since like the month it became available ( alpha )

I sincerely appreciate that you resurrect and maintain mods. You've been the "salvation" of many searches of mine over the years.

Make sure you do us both a favor and get a donation link up - Maybe you have one? I'll check more now.

I'll happily send you $20 bucks here and there to show my appreciation and gratitude.

Thanks again!
Mlie  [author] 5 Jul, 2024 @ 2:45am 
@Dizzy Ioeuy I do it over time, a lot of these old mods use it and it requires a lot of work in some cases.