RimWorld

RimWorld

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Fortified Features Framework
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Mod, 1.5, 1.6
File Size
Posted
Updated
3.944 MB
Jun 13, 2025 @ 4:42pm
Sep 20 @ 1:01pm
58 Change Notes ( view )

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Fortified Features Framework

In 2 collections by AOBA
Fortification mods
9 items
Universe of the Dead Man's Switch
9 items
Description
A mod library for integrated set of commonly used features.

Included Features
  • Heavy Equippable Weapons
    a system to manage and add weapons that require a large body size or auxiliary equipment to use.

  • Modification
    an UseEffect-based implant system that can apply / remove modification on pawn.

  • Multi Turrets
    A pawn-based system for multiple sub-turrets control.

  • Mechanitor Command
    Various comp and patch to make command-relay, xml-based custom bandNode etc...

  • Weapon Usable
    Customized mech class that can wear apparel, equip weapons with customizable restrictions.

  • Deployable Item
    A system that added support of fast-deployable building from pawn's inventory. also supports gun to turret deploy.

  • Bunker Facility
    A simple turret building that hold operator inside.

  • Container
    A simple building class for loot box making.

  • Reusable Trap
    A simple building class for trap that consume hitpoints after triggered.

  • Force Targetable
    A simple modExtension that can make auto turret able to set force target.

  • Ingredient Value Getter
    Expand Ingredient Value Getter for Mass & Market values.

  • Active Protection System
    A simple ability to Intercept projectiles.

  • Comp Fueled Spawner
    An Expand Comp Spawner that require fuel to work.

  • Turret-like Weapon Rendering
    An Expand Comp for pawn to draw turret-like weapon.



If you find any problems or have any ideas while playing, you can give feedback to the Discord group
[discord.gg]
[www.paypal.com]
[ko-fi.com]
Popular Discussions View All (8)
43
Sep 15 @ 1:03pm
Bugs and Errors
天启洪流apocalyptic
2
Mar 3 @ 7:04am
the animal command list has all lost (even kill this animal) after 1/3 updated,but when i multiple select the animals,the command show normally. the mod i installed ,only VEF and Fortified Features Framework updated.so should be one casting this bug.
Riskid
2
Nov 5, 2025 @ 11:44pm
The game is trying to load a SubEffecterDef that specifies a subeffect using Fleck (particle) named:
Мир
264 Comments
Oct 2 @ 3:37am 
未安装 Biotech 时有两处 Biotech 跨引用报错:

1) 1.6\Defs\DebugDefs.xml 第 64-66 行 —— MayRequire 写在容器节点上拦不住列表项的跨引用解析,Mechlink 仍会被查找:
<techHediffsRequired MayRequire="Ludeon.RimWorld.Biotech">
<li>Mechlink</li>
</techHediffsRequired>
把条件下沉到 <li> 上即可消除(原版就是这么写的,可对照 Data\Core\Defs\DutyDefs\Duties_Caravan.xml):
<li MayRequire="Ludeon.RimWorld.Biotech">Mechlink</li>

2) 1.6\Defs\Hediffs_Debug.xml 第 14 行完全没有条件保护,而 MechControlGroups 是 Biotech 的 StatDef:
<MechControlGroups MayRequire="Ludeon.RimWorld.Biotech">1</MechControlGroups>

日志:
Could not resolve cross-reference to Verse.ThingDef named Mechlink (wanter=techHediffsRequired)
Could not resolve cross-reference: No RimWorld.StatDef named MechControlGroups found to give to RimWorld.StatModifier (null stat)

环境:RimWorld 1.6.4871 rev591,未安装 Biotech。
Sep 12 @ 4:29am 
Mods bugged for anomaly, it seems to expect an item to be created when studying the monolith or entity, thus when none is found it cancels the work making the pawn try again forcing them to stand doing nothing
Aug 22 @ 8:22pm 
那几个设施墙是无敌的,还能开局随便造,是特意设计的吗
Aug 21 @ 4:55pm 
我也想问,为啥会能造无敌墙?
Aug 21 @ 9:52am 
设施墙造了拆不了:steamsad:
Aug 11 @ 11:10pm 
一些有联动的mod(例远古遗迹)里武器种类很庞大,整个武器系统列表因而略显臃肿。而某些机兵的 有别于其他机兵的 比较小众的 可用武器标签下的武器种类并不多,往往这些小众武器的特化性能很强,在进行比对查询时有类大海捞针
Aug 11 @ 11:03pm 
可否将UsableWeaponTags集成到信息卡界面呢?目前查找单位的武器系统可用武器实在是太牢叻。。。
Also, the army.png is still actually an .jpg that just got renamed as .png. Manually fixable, but I just want to let you know.
Hi, thanks for the mod!

Want to report something: Pawns inside the bunker will exit without command because their need drops, and they will go to eat or sleep instead of staying in their station. There are no error logs for it, as far as I tested it, and I don't remember it happening on 1.5 with Fortifications - Industrial and Fortification Industrial - Citadel installed.

I hope you find a solution for this. The fortifications series is my go-to for base building most of the time, and seeing most bunkers become useless is really disheartening.
Jul 20 @ 2:58pm 
wait does this require Fortifications mod or is the stuff mentioned alredy in this mod?