RimWorld
Remote Tech
728 comentarios
CTH2004 16 JUL 2023 a las 8:42 
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 a las 16:32 
@Mlie, you are amazing, thank you.
Mlie 15 JUL 2023 a las 13:54 
Made an update of this:
https://sp.zhabite.com/sharedfiles/filedetails/?id=3004917209
Hope it helps anyone!
Nick 14 JUL 2023 a las 18:00 
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 a las 1:25 
Any ideas on something similar for 1.4 peeps? Miss gassing unsuspecting traders to recruit
[+| CL rautamiekka 8 JUL 2023 a las 13:34 
@Syna

Amen to that. And it'll desync a multiplayer session very often.
Syna 6 JUL 2023 a las 14:58 
This good mod is dead. So sad
Judge Dread 28 JUN 2023 a las 11:52 
1.4 update?
Nick 3 JUN 2023 a las 12:54 
I miss this mod, the sleep gas was my favorite way of dealing with the people in ancient dangers.
Angrysquirrel 26 ABR 2023 a las 16:18 
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 a las 8:22 
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 a las 22:06 
Not sure if it's due to being outdated and/or a mod conflict, but using this mod caused the screen (but not pawn names or item labels) to turn grey.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 a las 7:44 
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 a las 10:25 
Could we have an update for this please?

Thank you
Soviet Tom Bombadil 2 FEB 2023 a las 15:46 
give Mlie the power
Angrysquirrel 27 ENE 2023 a las 22:17 
Any news on a 1.4 release? Thanks!
Nick 20 ENE 2023 a las 5:31 
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 ENE 2023 a las 6:20 
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 DIC 2022 a las 16:34 
Anyone know of a 1.4 continuation or a fan port?
jsomko 28 DIC 2022 a las 5:59 
Mlie........
Dizzy Ioeuy 26 DIC 2022 a las 14:15 
Mlie....
Blonc 3 DIC 2022 a las 11:23 
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 a las 20:24 
1.4 replaced ToxicSensitivity with the inverted stat of ToxicResistance. This mod offsets a stat that no longer exists.
HIVEMIND 20 NOV 2022 a las 7:32 
wake up samurai
Blazing Dentist 5 NOV 2022 a las 11:08 
Any plans for 1.4?
bennyhasahat 2 NOV 2022 a las 9:21 
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 OCT 2022 a las 23:55 
any news for 1.4 update?
Nex Addo 25 OCT 2022 a las 17:15 
Big fan of this mod, hope eventually you have time to update it to 1.4
Showny 15 OCT 2022 a las 11:34 
For some reason, I can't use the remote detonators. I've tried everything I can think of.
Andraus 29 SEP 2022 a las 17:49 
amazing mod, seen reports that it greatly impacts performance tho
Void Kitsune 13 SEP 2022 a las 3:42 
I only dropped by to say,
Thank you for this wonderful mod.
'Kay, laters.
toradrow777 29 JUL 2022 a las 18:33 
Mod seems to conflict with Combat Extended.
RutraNickers 17 JUL 2022 a las 12:54 
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 a las 18:52 
CE Compatible?
KyArioz 25 MAY 2022 a las 10:44 
@Dylan must be conflict with some mod mine work fine not kill and good for prison break event
Dylan 17 MAY 2022 a las 3:09 
sleeping gas straight up kills people, le problem.
Karmapowered 3 MAY 2022 a las 12:10 
@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 ABR 2022 a las 7:49 
Its causing errors! Fix it pls!
Alpha 23 ABR 2022 a las 7:49 
Defs/ThingDefs/Items_Misc.xml/<Defs>/<ThingDef> [2] -> Please add <smeltable>true</smeltable>
As velcroboy333 said.
Nay 18 FEB 2022 a las 14:19 
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 a las 11:36 
Put the xml beneath the closing tag of "</smeltProducts>", so it should be:
"...
</smeltProducts>
<smeltable>true</smeltable>
</ThingDef>"
Kyrox 27 ENE 2022 a las 8:42 
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 ENE 2022 a las 4:21 
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 ENE 2022 a las 17:02 
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 ENE 2022 a las 0:01 
Defs/ThingDefs/Items_Misc.xml/<Defs>/<ThingDef> [2] -> Please add <smeltable>true</smeltable>
As velcroboy333 said.
Dizzy Ioeuy 1 ENE 2022 a las 21:57 
Where does one even encounter gold slag? I know this mod adds it in but how does it occur?
velcroboy333 29 DIC 2021 a las 11:14 
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 DIC 2021 a las 8:57 
this mod is so well thought and good, wish you continued modding
Mentor 17 SEP 2021 a las 12:08 
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 a las 11:38 
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.