RimWorld

RimWorld

2,635 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
[discord.gg]
also if you like my works and are willing to support me.
[www.paypal.com]
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
1,007 Comments
GoatMaster93 7 hours ago 
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.