RimWorld
Remote Tech
728 Komentar
CTH2004 16 Jul 2023 @ 8:42am 
yup, that he is!

Honestly, he is doing it so fast, I suspect he is somhow accelerating time for himself and removed his need for sleep!
Nick 15 Jul 2023 @ 4:32pm 
@Mlie, you are amazing, thank you.
Mlie 15 Jul 2023 @ 1:54pm 
Made an update of this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3004917209
Hope it helps anyone!
Nick 14 Jul 2023 @ 6:00pm 
https://sp.zhabite.com/sharedfiles/filedetails/?id=2012627964

https://sp.zhabite.com/sharedfiles/filedetails/?id=2999465928

Haven't tried them out yet myself, but am doing a playthrough now but they sound promising. One requires several other mods to work though
tegsamondo 13 Jul 2023 @ 1:25am 
Any ideas on something similar for 1.4 peeps? Miss gassing unsuspecting traders to recruit
[+| CL rautamiekka 8 Jul 2023 @ 1:34pm 
@Syna

Amen to that. And it'll desync a multiplayer session very often.
Syna 6 Jul 2023 @ 2:58pm 
This good mod is dead. So sad
Judge Dread 28 Jun 2023 @ 11:52am 
1.4 update?
Nick 3 Jun 2023 @ 12:54pm 
I miss this mod, the sleep gas was my favorite way of dealing with the people in ancient dangers.
Angrysquirrel 26 Apr 2023 @ 4:18pm 
If you could add 1.4 support....that would be great....and you wouldn't have to work this weekend.
Smiley Face Killer 20 Mar 2023 @ 8:22am 
Knew I was missing something in this play through. Sucks seeing so many of my favorite mods either still in 1.3, or not picked up by the Rimworld Workshop Savior Mlie. Hopefully one of those two options happens cause I miss this one
maplejacks 20 Feb 2023 @ 10:06pm 
Not sure if it's due to being outdated and/or a mod conflict, but using this mod caused the screen (but not pawn names or item labels) to turn grey. It appears to occur when the radio mast, explosives workshop, proximity sensor, or remote detonator are constructed. Their blueprint forms don't seem to have the same effect.
DsW-4 11 Feb 2023 @ 7:44am 
Any plans for 1.4 ? I think the only issue with the C# part is that the CompProperties_Power.basePowerConsumption
has become a private variable.Which can be resolved using C# reflection.
Ascythian 5 Feb 2023 @ 10:25am 
Could we have an update for this please?

Thank you
Soviet Tom Bombadil 2 Feb 2023 @ 3:46pm 
give Mlie the power
Angrysquirrel 27 Jan 2023 @ 10:17pm 
Any news on a 1.4 release? Thanks!
Nick 20 Jan 2023 @ 5:31am 
Miss this mod, hope someone makes an unofficial port one day. Miss using sleeping gas to knock out everyone in ancient dangers for easy capture.
[Recon]The Famous Zombie Hunter 19 Jan 2023 @ 6:20am 
I am once again asking for a 1.4 update as this is still by-far one of the best mods on the entire workshop.
Spoodin Oot 30 Des 2022 @ 4:34pm 
Anyone know of a 1.4 continuation or a fan port?
jsomko 28 Des 2022 @ 5:59am 
Mlie........
Dizzy Ioeuy 26 Des 2022 @ 2:15pm 
Mlie....
Blonc 3 Des 2022 @ 11:23am 
This mod hasn't been updated in a year. I think the best hope for a 1.4 update might be an unofficial port.
Big Head Zach 27 Nov 2022 @ 8:24pm 
1.4 replaced ToxicSensitivity with the inverted stat of ToxicResistance. This mod offsets a stat that no longer exists.
HIVEMIND 20 Nov 2022 @ 7:32am 
wake up samurai
Blazing Dentist 5 Nov 2022 @ 11:08am 
Any plans for 1.4?
bennyhasahat 2 Nov 2022 @ 9:21am 
it was compatiable with CE on 1.3 just a fyi for those intrested (I never had any issues with it)
@showny there is a few way det stuff most are build options but there is also a piece of item (personal remote detnator i think its called)
Very fine mod 10 out 10 look forward to 1.4:)
UshioNoa 25 Okt 2022 @ 11:55pm 
any news for 1.4 update?
Nex Addo 25 Okt 2022 @ 5:15pm 
Big fan of this mod, hope eventually you have time to update it to 1.4
Showny 15 Okt 2022 @ 11:34am 
For some reason, I can't use the remote detonators. I've tried everything I can think of.
Andraus 29 Sep 2022 @ 5:49pm 
amazing mod, seen reports that it greatly impacts performance tho
Void Kitsune 13 Sep 2022 @ 3:42am 
I only dropped by to say,
Thank you for this wonderful mod.
'Kay, laters.
toradrow777 29 Jul 2022 @ 6:33pm 
Mod seems to conflict with Combat Extended.
RutraNickers 17 Jul 2022 @ 12:54pm 
Hey, I love your mod and the infinite possibilites of warcrimes involving napalm, canister seal and a concrete room a lot of wood furniture inside! I was thinking that it could benefit from a patch to add some explosives from Advanced Munitions here too. Imagine the chaos of adding some remote nerve or rage mines in the mix.
toradrow777 10 Jul 2022 @ 6:52pm 
CE Compatible?
KyArioz 25 Mei 2022 @ 10:44am 
@Dylan must be conflict with some mod mine work fine not kill and good for prison break event
Dylan 17 Mei 2022 @ 3:09am 
sleeping gas straight up kills people, le problem.
Karmapowered 3 Mei 2022 @ 12:10pm 
@velcroboy333 Thank you for sharing the small fix required.
@Sgt.Black [Ger] The fix can be done easy enough by anyone who can open an XML file with Notepad, Notepad++ or some other equivalent text editor. Let's be patient, I'm sure the mod author will go about doing it sooner or later, we all have a RL to take care of.
Alpha 23 Apr 2022 @ 7:49am 
Its causing errors! Fix it pls!
Alpha 23 Apr 2022 @ 7:49am 
Defs/ThingDefs/Items_Misc.xml/<Defs>/<ThingDef> [2] -> Please add <smeltable>true</smeltable>
As velcroboy333 said.
Nay 18 Feb 2022 @ 2:19pm 
Would be really cool if the remote charges cool also be detonated with the wire. I'm trying to put a part of my mountain base on fire and the mast cant be build under a roof (portable is not enough for range reasons)
great mod btw !
MehZmeH 12 Feb 2022 @ 11:36am 
Put the xml beneath the closing tag of "</smeltProducts>", so it should be:
"...
</smeltProducts>
<smeltable>true</smeltable>
</ThingDef>"
Kyrox 27 Jan 2022 @ 8:42am 
I'm trying to edit the XML myself. Where do you add the <smeltable>true</smeltable> to the ThingsDef? At the end? Anyone throw up a message with where the command goes?
Void Kitsune 18 Jan 2022 @ 4:21am 
I have really loved this mod for a long time. Lately though, pawns keep attacking my mines or my methods of enshrouding them and that made me wonder if it might be a consideration to have 'camouflaged versions that don't show up as a hazard or target to pawns?
Kaisty 7 Jan 2022 @ 5:02pm 
Anyone know of a mod that allows you to vent the gas from an area that is under cover? I don't know if it is this mod or another I am using, but the gas vent that is under the Remote Tech tab does nothing for me. It just sits there with the "no power" sign and yet I can connect it directly to a power source, flick the switch, and still acts like it doesn't have power.

I was hoping to build a gas tunnel that I could use against enemies, and then turn on the power and pump out the gas after they were downed, but now I am left with tunnels that have to slowly dissipate.
( σ'ω')σ 5 Jan 2022 @ 12:01am 
Defs/ThingDefs/Items_Misc.xml/<Defs>/<ThingDef> [2] -> Please add <smeltable>true</smeltable>
As velcroboy333 said.
Dizzy Ioeuy 1 Jan 2022 @ 9:57pm 
Where does one even encounter gold slag? I know this mod adds it in but how does it occur?
velcroboy333 29 Des 2021 @ 11:14am 
Just fyi: Small update tot he game added the tag <smeltable>true</smeltable> to smeltable items.

The Gold Slag from this mod is missing it.
MedicalPol 2 Des 2021 @ 8:57am 
this mod is so well thought and good, wish you continued modding
Mentor 17 Sep 2021 @ 12:08pm 
Anyone else has the problem that with all mods disabled except for RemoteTech and dependencies, that pawns assigned to crafting start taking the jobs for fine meal cooking?
I can reproduce this 100% and stops when this mod is deactivated.
Omega13 1 Sep 2021 @ 11:38am 
Compatibility issue: if you try to use the explosive recipes with Rimfactory assemblers, it throws up a weird exception error that jams up the assembler and prevents anything else from being created.