RimWorld

RimWorld

Fortifications - Industrial
1,010 Comments
norseman055 5 hours ago 
@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:
Moizo Aug 20 @ 1:35am 
<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem ()
System.Threading.ThreadPoolWorkQueue:Dispatch ()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback ()
RynxXK5 Aug 18 @ 5:20pm 
So I have no idea what mod conflict is causing this, but if I have this mod activated, I cannot go past the scenario selection onto selecting a story teller.
I can get you a log file if needed, but I just need to be told how.
Long-comment-san Aug 17 @ 11:51am 
I agree too, its a little wild. Maybe 50 for 8 isn't so ridiculous and actually viable.
Lattekahvi Aug 17 @ 8:32am 
The neutroamine recipe is ridiculously expensive, buying that 100 meat for 5 bottles would cost around 200 silver, directly buying the same amount of neutroamine costs 35
2962342497 Aug 15 @ 6:20am 
为什么模组设置是英文?
Hi there, is it possible for you to create some kind of Vertical Launch System in this mod or another mod ? Thank you.
JunoCat運富 Aug 12 @ 2:12pm 
What is the purpose of broadcasting on the antenna tower?
BeyondAquilaRift Aug 10 @ 8:58pm 
Not sure if anyone else is having the same issue, but since the update comms center doesn't work for me
blakOrkk Aug 9 @ 7:11pm 
I noticed that to make Neutroamine you need to have 100x of the same type of meat, otherwise it keeps screaming that there is no meat even if your freezer is filled with scraps. Could be modlist-shenanigans too, I play with A LOT of mods...
Zef Aug 8 @ 1:55am 
@kurwaffle: it's called self control, simply don't use them.

It takes 1500 ingame work hours +- to make a single reinforced barrel so it takes a while until you have enough for the big guns.
ALskEE Aug 7 @ 4:47am 
is there a way to disable the over the top weapons? I just want everything else, except the canons and shit lol
SmellyFishNuggets Aug 2 @ 6:53pm 
friendly fire when? some of the guns don't allow friendly fire sadly
Long-comment-san Aug 2 @ 12:31pm 
Shouldn't weapons go to the "citadel"? Did some items from both mods get mixed ^^'
nekys Aug 2 @ 8:57am 
as of the last update, i can not research several things of this mod, most notably the eniac which blocks access to microelectronics. I can st the research to it, but it is not researched. I sure hope it does not need a hi-tech bench, whose research it blocks.
Opossum Aug 2 @ 7:17am 
@Agnes Tachyon It's called the comms console
Agnes Tachyon Aug 1 @ 5:40pm 
Aoba, a humble request if I may, with the Oddisey DLC, we jump from map to map and we make camps, and for many who use the radio atenna for trading, assembling and dissasembling the antenna is a resource strain, could it be possible to get a smaller yet portable atenna by any chance?
Long-comment-san Aug 1 @ 7:09am 
Concrete production is truly OP for the simple reason it makes 40 concrete with 200 HP from a single chunk that would usually grant 20 stone blocks with 150HP on average or so I think? So it should be something like 10 concrete. Yeah everything in the mod would become a LOT more expensive but it's fair @aoba
Blitz Jul 31 @ 9:58pm 
As SpikeBoyBebop said, recoiless gun also won't reload
Ronin Jul 30 @ 11:09am 
I think concrete production should be slowed down a bit. Given that it's twice as strong as most stones, it's quite OP as it's very easy to produce it in large amounts with low crafting skills. Maybe 30% slower production would be good. It also is OP when it comes to selling it packed due to it being priced so highly yet being so easy to make.
JACK Jul 29 @ 9:53am 
is there any way to make the antenna not blink? 😅
SpikeBoyBebop Jul 28 @ 12:14pm 
for clarification, its the single barrel AA gun, the quad barrel one can have its barrel replace so seems like a bug for the single barrel variant.
SpikeBoyBebop Jul 28 @ 12:04pm 
Got an issue where the gun wont reload with a new barrel after running out. have plenty of spare barrels but not given the option to reload a new barrel.
WJSabey Jul 26 @ 1:21pm 
You know what it would be cool if the radio terminal did instead of just acting like a long range scanner? If it would instead scan for mining sites you could attack. That would be a bit different, and would make more sense to be able to find with just a radio.
Ducki Jul 25 @ 11:48pm 
really odd but when i start research for heavy artillery my colonists become unable to do research, only for that one research, I get no error msg tho, they just stand at research bench and do nothing. any one else had this issue?
LifeIsAbxtch Jul 25 @ 12:15pm 
so do fortifications randomly spawn on maps through events?
我是唐不是傻 Jul 22 @ 11:47pm 
兼容ce为啥我加ce还是会出bug:steamsad:
Deepfield Jul 22 @ 6:22pm 
Really wish we could toggle on and off the mineral scanner that the radio terminal has. Like to use it as a 1x1 comms console but pawns just end up scanning
Keitor Jul 22 @ 1:13pm 
Enemy raid will build mortar blueprint. If enemies' pawn dead too fast and did not finish building the blueprints from this mod, the blueprints will last forever(the vanilla will disappear after fight). The remaining bluepronts cannot cancel or build by player. The only solution is entering develop mode and destroy it. I don't know it is a conflict or bug, but only happen when using this mod. Hope to fix it. Thank you.
Neglevin Jul 21 @ 2:39pm 
i am also getting the bug where you can’t move on with scenario creation when I have this mod loaded alongside the development branch of combat extended
老爷爷爱踩背 Jul 21 @ 10:34am 
在加入mod之后在选择剧本时会直接卡死,没办法进入到选择剧本后的下一步操作,又什么解决办法吗
Chesed from Lobcorp Jul 20 @ 7:34pm 
Fortifications Industrial doesn't work with the dev branch of Combat Extended. Not sure why but it wont generate a map.
ForyRay Jul 20 @ 2:43pm 
Has it been fixed that when we create a reinforced barrel on a lathe, we get 3 steel scraps?
Monk Jul 20 @ 8:33am 
Have to ask, what is the actual job on the work tab that tells a pawn to make concrete? I have all my pawns with level 3 priority in crafting but they're doing research at level 4 priority.
Akkarin Jul 20 @ 5:54am 
Are there settings for this mod? I can't seem to find any.
Holarula Jul 19 @ 8:10am 
希望能补全一下汉化
Skullywag Jul 19 @ 3:54am 
Had an odd one, all my researchers stopped doing research, I was about 5% through the heavy artillery research from this mod, nothing I did would get them working again, no errors as far as I could tell, so I debug finished it, next research project started up perfectly. Not sure its this mod or just a random glitch, but thought id mention it, not seen it before.
xkp92110(orick) Jul 18 @ 10:25am 
能否把化學合成桌和車床弄成像藥物桌和機械加工桌的上位版
只能專門做砲管和中性胺太少了
BobbyJindall Jul 18 @ 7:24am 
Why do my colonists still use their primary weapon (laser rifle) when manning a quad machine gun? I don’t feel like this is a bug and prob user error. But if someone could help me out I would appreciate it!
Alexandra Iwakura Jul 18 @ 12:39am 
it's loading somehow, dunno why. i'l just sent 'ya some console outputs which relates 2ur mod, i really love this mod can't wait for update <3
AOBA  [author] Jul 17 @ 10:43pm 
@Alexandra Iwakura i don't think you can load Aerocraft framework on 1.6 tho x
kar5ten Jul 16 @ 8:46am 
@ jonni_d_t Thank you that was the issue. My bad.
jonni_d_t Jul 15 @ 11:17pm 
This mod is not compatible with CE currently @kar5ten.