RimWorld

RimWorld

Fortifications - Industrial
1,037 Comments
Azure Oct 22 @ 12:08am 
same problem as Bata and I am using Ce for whatever that is worth
batatspamavert Oct 18 @ 4:04pm 
Field Cannon doesn't want to shoot: it doesn't have the progress bar for shell loading, and it immediately skips to regular gun aiming, which just fails and repeats anew. Does anyone have any idea what it might be? Note, I'm not using CE.
neo951031 Oct 14 @ 7:16am 
155榴彈砲能加打擊地圖上的格子的功能嗎
Imperator Penetrator Oct 13 @ 3:13am 
can the field cannon shoot to different tiles like the vanilla expanded howitzer?
-无菊 Oct 8 @ 3:42pm 
MOD添加了消防栓,但材料是环游特色可燃钢做的,所有会被火点燃(),结果烧毁后掉落内部的化合燃料(),最后燃料发生爆炸烈火吞噬一切()好兄弟XD我真的绷不住了。
到底是消防栓,还是消人栓阿!
R3tr0_g5m3r Oct 2 @ 9:36am 
155野战炮曲射改没了吗
普通和制导模式总是射出地图外
uluan Oct 1 @ 1:23am 
best of best!👍👍
AOBA  [author] Sep 30 @ 3:05am 
@卢比扬卡的瓦西里 更新修復了。
glup flup Sep 25 @ 1:30pm 
For those who, like me, took issue with the disproportionately high health of stuff made out of concrete, I recommend using Change Stuff Properties by Miie. It works with all stuff from all mods including concrete, which I find more comfortable to use at a durability equal to steel.
Caigoomballou Sep 24 @ 10:55pm 
That's vanilla I believe and can't replace floor for any bridges
Delgore Sep 24 @ 2:32am 
Nevermind, this is not the mod'fault, same issue with vanilla furniture expand - architect
bazinga Sep 22 @ 8:49pm 
the commenter below is the reason why i came here. Im having the same issue, specifically building over a lava lake with a Reinforced Concrete bridge
Delgore Sep 22 @ 6:26pm 
Hello and thanks for the cool mod!
Something is weird with concrete bridges: they seem to act like floors and not bridges; no floor can be build on them and you can't deconstruc them as bridges...
the mouse Sep 22 @ 5:16am 
请问电线杆是联动的还是自带的?
秋光 Sep 20 @ 8:43pm 
貌似是因为修改了“微电子科技”科技的前置,导致一些以被修改科技为前置的mod出问题了,研究栏里找不到相应mod的研究选项,直接消失了
Monkey Gaming Sep 14 @ 10:11pm 
Can i load this mod and citadel mid game? I really want more defense / industrial mods but i'm already in a good save
HaySeuss Sep 14 @ 11:21am 
pls add option for changing concrete health its better and cheaper than almost everything and walls dont even have a beauty debuff
卢比扬卡的瓦西里 Sep 2 @ 9:48am 
加装CE的情况下岸防炮台似乎会出现炮弹直接在炮台头顶自己炸开的问题,不清楚是什么情况
Kugua714 Sep 2 @ 12:41am 
@A Lonely Prince works for me
A Lonely Prince Sep 1 @ 5:17am 
Not compatible with dev branch of CE 1.6.
veoba Aug 30 @ 12:23pm 
Mod is good. But needs balance changes or at least options to play with toughness\power of things.
我覺得我不知道 Aug 29 @ 10:16pm 
这玩意能呼叫轨道商人、作为交易信标、作为机械族指挥中继站
T10086 Aug 29 @ 10:10pm 
辣么大一个无线电塔,不能让没事干的艺术小人上去录点节目么?指不定还会有粉丝来信?或者刀片?
veoba Aug 29 @ 6:16pm 
AOBA! I cant use discord. Pls look at the conversations.
WaffleKing Aug 28 @ 10:48pm 
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:
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
Silent 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?