RimWorld

RimWorld

2,642 ratings
Fortifications - Industrial
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
17.598 MB
Jul 30, 2021 @ 3:40pm
Aug 10 @ 8:57am
90 Change Notes ( view )

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Fortifications - Industrial

In 1 collection by AOBA
Fortification mods
9 items
Description
It has always been a problem to make their settlements secured since human existence, so this is the reason why people in each era have used their own wisdom to build various of fortifications.

Introducing to you, The Fortifications - Industrial.





if you have any issue using the mod please report in
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also if you like my works and are willing to support me.
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Popular Discussions View All (36)
1
Aug 19 @ 9:53pm
Bug report:Cannot proceed after picking a scenario.
Fugu's Conspiracy
1
Aug 13 @ 6:55am
Bug Report - Concrete Bridges
OrientWest
4
Jan 26 @ 9:00am
Antenna Tower usage
Dallas Dog
1,013 Comments
WaffleKing 6 hours ago 
Would be really nice if this had a setting that either turns off the chemistry table entirely, or at least let you turn off the neutromine crafting recipe. (Or let you configure it to cost like 300 work or smth) It's nice when you're playing without any other mods that let you make neuro, but if you are using any of those mods, this mod's neutro production is either to simple, to easy, or to hard in comparison.
leandrix Aug 27 @ 9:31pm 
For some reason when I try to research ENIAC the game freezes. Although I suppose it's because of Fluffys' technology tree. And yes, my PC is a potato.
Zef Aug 27 @ 4:42am 
@LotLP Agreed the balancing is completely whack.

Concrete is the best building material cost effective wise, and you can get tons of it fast, the only thing better is reinforced walls but those take tons of materials.

The howitzers are crazy accurate compared to mortars and as such are completely OP with more then 2 firing at a target.

The ENIAC requires tons of power that you won't be able to supply it with at that time in the research development. You need several geothermal plants or a large farm of solar plants with batteries just to meet the basic power demands.

Then again this isn't the only mod that changes vanilla research trees, vanilla expanded also has some mods that do this.

I would also prefer to them just keep this as a "fortifications" only mod.
norseman055 Aug 26 @ 3:02pm 
@AOBA Don't know if this was already answered, but is there a compatibility patch between the concrete blocks in this mod and Vanilla Factions Expanded - Empire, which also has concrete blocks?
AOBA  [author] Aug 24 @ 2:41am 
@Moizo oh, that looks like the old patch of Expanded Materials. will remove that in next update.
LotLP Aug 24 @ 1:55am 
Cool mod with lots of content, but honestly kind of bizarre balancing options. Non-artillery turrets that use reinforced barrels, and having to research a computer that costs 800 steel, 16 components, and 5000 watts just so I can even research micro electronics. I just wanted some turrets and barricades man.
GoatMaster93 Aug 23 @ 12:53pm 
As someone who plays Rimworld without the reinforced barrel option on, is there a way to remove it from the recipe?
暴嗦白丝 Aug 21 @ 2:49am 
在建造好了无线讯号塔和无线电讯号终端以后只有扫描矿物的功能没有联系其他派系的界面
JustDragoon112 Aug 20 @ 3:21pm 
Ive got the AT gun and im using combat extended, ive got like 100 HE shells of the type it takes - 37x223mmR and it just keeps telling me theres no shell types nearby even when the ammo is on the ground next to it
Moizo Aug 20 @ 1:35am 
Could not resolve cross-reference to Verse.RecipeDef named VMEu_MakeConcrete (wanter=recipes)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.RecipeDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.RecipeDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_0: