RimWorld
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Synthetik - Vehicle
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Mod, 1.4, 1.5
檔案大小
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更新時間
4.495 MB
2023 年 9 月 17 日 上午 2:30
9 月 29 日 上午 8:08
4 項更新註記 (檢視)

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Synthetik - Vehicle

描述
Combat Extended compatible.

Adds Saturn 7 Heavy Tank and Z277 Madness Accelerator from the game Synthetik.
Has its own ammo items. No shooting raw steel.
Theyre hybrid-powered, taking fuel from both chemfuel and your power grid.
Comes with custom gizmo icons, sounds, projectiles and effects

I give up on balance and embrace the Gods of the machine legion

UPDATE:
OK since a lot of you guys liked this mod, I've decided to add a few more vehicles.


Camo/skins/Patterns?
No. Youre not going to give these things with a more socially acceptable colors and patterns.

Its not charging
Please remember to turn on the engine. It will not charge if the engine is not running


Compatibility:
- YES ITS CE COMPATIBLE
- no compatibility for Vanilla Vehicles Expanded's vehicle parts.


I'll try to respond here in Steam as much as I can but you can go bug me in CE Discord where I usually hang out.
Will try to post updates on my Ko-fi on the mods I will be making next. Was going to make something more modern after this mod, but way too much modders already making the same thing I've planned so I'll be sticking to stuff from Sci-Fi.
Also, If I do make something from modern warfare, the sound files I spent hours on editing and testing will get grabbed by others without credit anyway.
[ko-fi.com]
Combat Extended compatible.
熱門討論 檢視全部(4)
5
10 月 1 日 上午 3:03
Raptor Type-E
marcomagallon
17
9 月 9 日 下午 2:34
Trouble Finding the Vehicles in The Game
WiseArkAngel
1
9 月 29 日 上午 8:14
Mod assets not loading in game
Broad
139 則留言
玖日长弓 9 月 30 日 上午 6:42 
Nice mod:TABOK:
Richie 9 月 25 日 上午 12:58 
When CE:steamsad:
Kilin 8 月 7 日 上午 1:49 
@Sgtknispel23 Ya but removing the mechanic altogether just feels wrong. It's there to stop you from making large battery banks as you end up creating a bomb regardless of whether it snags your chemfuel/shell storage and removing that problem completely allows you to completely ignore solar flares. So basically two mechanics get removed.
amaoto  [作者] 8 月 6 日 上午 2:47 
Regarding the "Vehicles not charging problem"
I haven't done any custom coding on this mod's side, so I honestly have no idea what's causing it. Its highly likely to be mod conflicts that's causing it.
Sgtknispel23 8 月 2 日 下午 2:28 
@kilin you can use the fuse mod so that zzzt events dont happen if you got fuzes,its what i do in my game
Velxra 8 月 2 日 上午 6:56 
Also can confirm vehicles dont recharge while on ships from SOS2 even if regular piping is placed under the vehicles. Yes recharge was turned on.
Kilin 8 月 2 日 上午 5:56 
I have had multiple colonies go supernova because of batteries and as a result I, and anyone who plays on the hardest settings which is the type of settings you'd expect to use a mod like this, tend to not use batteries. The zzzt event can literally be a dice roll to destroy your entire colony instantly based almost entirely off of rng. It might be hard to believe but having to use batteries to charge these vehicles is actually a killer for me. Just make it charge on a charge pad similar to the refueling station but with a small internal battery only used for charging vehicles and problem is solved.
Velxra 7 月 29 日 上午 5:23 
Can you also patch dubs paint shop? I tried to paint the Raptor typeE and the paint textures are under the vehicle in the preview.
amaoto  [作者] 7 月 15 日 上午 7:56 
Yes, the 1.5 CE patch for this isnt ready yet
The Unbidden One 7 月 15 日 上午 4:41 
Okay, looking at the folder structure unless I'm crazy there is quite literally no CE patch for 1.5, so when the game loads CE the mod does not load its assets based on the loadfolders.xml file. And after testing without combat extended loaded the mod shows up fine. is this deliberate? is the 1.5 Patch for CE for this mod not ready?