RimWorld

RimWorld

Alpha Prefabs
451 Comments
白金trigger Sep 24 @ 6:23pm 
I make this new Mod so People can use Universal Blueprints place the prefabs from Alpha prefabs.
https://steamcommunity.com/sharedfiles/filedetails/?id=3573901897
Flaggy! Sep 16 @ 1:04pm 
When Odyssey ships prefabs
BlueberryMuffin Sep 2 @ 4:05pm 
How do you see the blueprint before placing the building down? I must be stupid because I literally can't find out how to do this.
Sarg Bjornson  [author] Aug 31 @ 9:17am 
The ability to export blueprints is already there if you use the linked blueprints mod
misterchowchow573 Aug 31 @ 9:07am 
Would it be possible to add a feature where you can access the catalog to export blueprints, while disabling the use of prefabs in a run? I like the ability of using various, easy to access blueprints in a game but don't really like using the prefabs.
Sarg Bjornson  [author] Aug 24 @ 10:51pm 
Thanks
deyen Aug 24 @ 2:24pm 
Just a heads up, minor type in your first line. Bough > Bought.
"Adds more than 200 Prefab structures that can be bough by the player to create awesome looking colonies."
Incendiary Pig Aug 11 @ 7:06pm 
Just an FYI, the Helipad pre-fab is 9x8 instead of 9x9 so the landing beacons don't work out of the box.
myersm1993 Aug 6 @ 2:26pm 
Ship pre fabs?
Sarg Bjornson  [author] Aug 2 @ 9:18am 
Yep
wjw_wrsnk Aug 2 @ 12:48am 
The error you're seeing:

"Could not resolve cross-reference to Verse.ThingDef named Table_LightEndTable (wanter=linkableFacilities)"

means that a mod is trying to link a building or furniture item (Table_LightEndTable) to another object (like a bed or shelf) via the linkableFacilities XML tag, but this specific ThingDef no longer exists in your current mod setup.
Sarg Bjornson  [author] Aug 1 @ 1:43pm 
Those were VFE Mechanoids, but it's being remade
Niralys Aug 1 @ 12:37pm 
amazing mod, just got it and it makes the process of evolving my base much quicker especially together with blueprints, thanks a lot!

Might I know which mod adds the chunk processor? the second-last picture, just before the grass labyrinth. I've searched for it but was not able to find it.
The Realest Nooblet Jul 29 @ 12:15pm 
Aww, okay makes sense
Sarg Bjornson  [author] Jul 29 @ 10:13am 
They don't work if spawned from a prefab
The Realest Nooblet Jul 28 @ 5:10am 
Add a car section to purchase premade cars from - vanilla vehicles expanded please
Sarg Bjornson  [author] Jul 24 @ 11:25pm 
v3.02:

Changed Blueprints compatibility to target the currently maintained mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3525001145
safe Jul 24 @ 1:22pm 
It's probably functionally impossible, but reusable prefabs would be killer for a gravship run. Imagine landing on an asteroid and just tossing out a mining factory for the facilitation of refining/smelting the resources and when done pack it back up for reuse on the next asteroid.
Sarg Bjornson  [author] Jul 23 @ 11:10pm 
Not yet
Kinnu Jul 23 @ 9:12pm 
I don't see the export button when blueprints is also installed?
Sarg Bjornson  [author] Jul 20 @ 6:32am 
The mod detects silver in stockpiles around trade beacons
Svergithz Jul 20 @ 1:43am 
Hi ! I wanted to test this mod but when I try to buy a model in the prefab catalog, it tells me I don't have enough silver. However, I have over 5,000 silvers in stock. Is it another silver than the basic one in the game?
The 7 Spiders of Hip-Hop Jul 15 @ 1:13pm 
does anyone else have an issue with prefabs being invisible when dropped by pod?
Turk Jul 14 @ 8:51am 
Thanks. I thought I may have gone blind or something. Awesome mod!
Sarg Bjornson  [author] Jul 14 @ 8:50am 
Not working at the moment, we are letting the original author two weeks to answer us.
Turk Jul 14 @ 8:43am 
How do I get the Export button? I have Blueprints Forked and this.
Sarg Bjornson  [author] Jul 13 @ 10:36pm 
I don't use Steam's social system, you can add me through Discord
Captain Shitface Jul 13 @ 4:07pm 
@Sarg Bjornson Hey, do you mind accepting my friend request? I updated the Blueprints fork & wanted to ask you some questions
Sarg Bjornson  [author] Jul 12 @ 10:52pm 
In the future
Wallace Jul 12 @ 4:44pm 
will there be some gravship prefabs sometime in the future?
Jay (Rubinelle) Jul 12 @ 12:38pm 
Ah that's a shame, that mod with Alpha Prefabs was a godsent for my lazyness lol. Thank god this one is working
Sarg Bjornson  [author] Jul 12 @ 12:28pm 
That mod isn't 1.6 yet
Jay (Rubinelle) Jul 12 @ 12:27pm 
Does the blueprint functionality still works or is it dead? I can't seem to make it work for the life of me.
Sarg Bjornson  [author] Jul 10 @ 11:06pm 
hahah, hell no. The prefabs added to the game are much less versatile than these. No plans to swap to that system at all
白金trigger Jul 10 @ 6:24pm 
Have you noticed the new prefab system added in RimWorld 1.6? The concept of prefabs is natively supported by Tynan now. Should we migrate from KSCG to the native building import and export method? It has better compatibility and allows rotation.
JustSomeGoblin Jun 28 @ 4:54am 
prefab gravships?
Sarg Bjornson  [author] Jun 24 @ 7:35am 
v3.0:

- Updated to RimWorld 1.6
Happy Jun 24 @ 7:09am 
OK, it is categorized internally as Outreach (ferny category mod) and was in said category
Nero Jun 23 @ 3:08pm 
Nah i think im gettin unlucky with the traders and nothing else, finally a trader is selling a different prefab
Happy Jun 23 @ 11:58am 
Do I need to do something additional besides to activate the mod? Mod is active, I can see it in my mod options and all options are checked out (like factory settings).
I can't see the catalogue in my Misc category, but the blueprints category is active; I could also save something as Blueprint. Also, I do not have any research left, so I didn't miss out something on this end.
Sarg Bjornson  [author] Jun 22 @ 10:38pm 
No, you have a bug that affects item stacking. You need to pinpoint which mod does that
Nero Jun 22 @ 2:23pm 
i dont know if its intended but im getting the same prefabs everytime from trader caravans, like the small value prefab is always a small graveyard(forgot the exact name), the other type of prefabs suffer the same thing. (good mod btw)
Giorgio Dibitonto Jun 16 @ 9:56am 
Ok, thanks for the answer!
Sarg Bjornson  [author] Jun 16 @ 9:26am 
No, our tools are vastly superior to what 1.6 is offering, no intention to swap to them
Giorgio Dibitonto Jun 16 @ 9:03am 
Hello Sarg

I read that now seems possible use a debugging tool on 1.6 for save map buildings on xml, and if I understood well these would go in to vanilla map gen.

I wonder if it can be used to expand this mod or another vanilla expanded increasing the beauty of vanilla gen expanded in general (not only town).

Or if is not usable with this purpose.
Enchantress Jun 6 @ 1:49pm 
ok perfect, just wanted to make sure i was doing it correctly. thanks again and enjoy the weekend. :reexcited:
Sarg Bjornson  [author] Jun 6 @ 1:45pm 
It will display a bounding box once it is placed by selecting it. Unfortunately it can't display that box moving with the mouse when a location for it is being chosen, only after placed
Enchantress Jun 6 @ 1:43pm 
ah ok...once i pick it up to place...how do i see the outline of the structure to be able to deploy it correctly? rn i just see the circle and it deploys not exactly where i would want it. thanks so much Sarg for the help and mod.
Sarg Bjornson  [author] Jun 6 @ 1:19pm 
Ordering should make a droppod deliver the building either near the prefab catalog, or wherever you have placed a prefab delivery spot
Enchantress Jun 6 @ 1:15pm 
how do i actually place these? i have the option to order or export. i am in godmode and have the option checked in the mod options to be able to place w/o silver but when i click on the structure and go to place there is nothing.

i'm sure i'm just being blind but if someone can help me i'd really love to place a temple. thank you!