RimWorld

RimWorld

Beyond Our Reach
Bambaryła  [developer] May 25, 2024 @ 1:10am
BUGS GO HERE
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Showing 46-60 of 217 comments
Bambaryła  [developer] Jul 11, 2024 @ 10:04am 
Originally posted by Blank:
CE synthetik - vehicle patch broken
ammo type ThingDefs have no thingClass
Causes items to not be present in game and breaks item spawn menu
I removed the integration
Im unsure why, but when i try to build a solar geothermal generator, it says two messages, this space is already occupied(its not), and you need to build on ground water(there is some ground water)
Bambaryła  [developer] Aug 2, 2024 @ 2:12pm 
hard to tell you anything without a screenshot
superkar Aug 7, 2024 @ 6:53am 
Hi, I have installed the mod into a late game base and I have some questions:

1) After a lot of fiddling around with dev mode, I was able to see that my normal fabricors were not working quasar fabricators, but WERE working on the sunsteel shapers because they were meeting the skill requirements of the latter but not of the former. Solar fabricor and so on seem to have higher craft skill, will they work on the quasar fabricator and higher? If so, I suggest a hint somewhere as to why this happens for dumb people like me, it took me a while to be able to see the reason.

2) I noticed research is listed in fabricors' "work activities", was that always there or does this mode change something about fabricors researching?

3) After manually loading a Neutronium refinery 1 it still says Contents: Nothing, the recipe doesn't start and materials seem to vanish, is that just a visual bug? It works with neutronium provided by a tank. May be I didn't manually load enough neutronium for the process to start in my first attempts?

Thank you very much, this is a very impressive mod, I'm having loads of fun managing the ridiculous amounts of electricity and reseach needed.
Last edited by superkar; Aug 8, 2024 @ 1:09am
Bambaryła  [developer] Aug 7, 2024 @ 9:11am 
Hi @superkar, thank you for your business

1. I'm not sure if it will be entirely consistent but since Solar, Quasar and Tenebral fabricors have higher skills, they should be able to operate on higher forges -- let me know if that's not the case

2. if it's not vanilla, it's not added by my mod

3. that "contents" refers to waste actually. Those recipes take entire quadrums so it probably started. Make sure that you also give it a "template", ie. if you want to fabricate steel in the refinery, you need to put 1 steel inside and the buckload of neutronium

however, dont load it manually, make a pipeline!
superkar Aug 8, 2024 @ 1:05am 
1) Might take a while to let you know :D
3) Ok it works but if you interrupt the process before it finishes or during loading the resources are lost, it that intentional?

Regarding this, does the n-synthesys get better time-wise with the safe temperature researches? Waiting 1 year for 500 plasteel is just dumb, sorry :| not to mention the amount of energy and research.
Side note in case you didn't know: the the little square that tells the % in the neutronium refinery doesn't enlarge to fit 2 lines of text so it is hard to read.
Aside from the neutronium refining line, I'm having a blast, thank you. I tried to go directly for the spire for the research speed bonus only to discover that is requires A MILLION electricity to run and not 100000, it was an enjoyable slap, well played.


EDIT: oh wow you just uploaded mods with hostile factions, can't wait!! Keep it up!!
Last edited by superkar; Aug 8, 2024 @ 1:09am
Bambaryła  [developer] Aug 8, 2024 @ 5:50am 
>Side note in case you didn't know: the the little square that tells the % in the neutronium refinery doesn't enlarge to fit 2 lines of text so it is hard to read.

it's VEF code, i have no impact over it

>Ok it works but if you interrupt the process before it finishes or during loading the resources are lost, it that intentional?
ye

>Waiting 1 year for 500 plasteel is just dumb,
no u

>Regarding this, does the n-synthesys get better time-wise with the safe temperature researches?
roughly 2 times faster with each tier of refinery, then it's like 33% faster with safe temperature and 50% faster with wsateful i think
superkar Aug 8, 2024 @ 1:44pm 
I can now confirm that higher level fabricors work perfectly. Tenebrae mechs are just amazing, I need a third of what I needed before, my fps are thanking you.
A suggestion: may be the high level lifters could be able to load fermenting barrels? It's annoying that they can't in Vanilla and the only 2 mods I could find that do it have known issues.

Finally, just a clarification question: the forge line does what the fabrication line does and MUCH more by just running on neutronium, correct? If that is the case, I would suggest making the process harder somehow, tenebrae fabricors are too good at making neutronium, which gets turned into pretty much ANYTHING for no other material cost. It's kind of a broken mechanic compared to the rest, which is well balanced imo and not outright op like most mods.

I thank you again, this mod rules

EDIT: Ah!! Many buildings cannot be rotated, intentional?
Last edited by superkar; Aug 8, 2024 @ 1:57pm
Bambaryła  [developer] Aug 8, 2024 @ 11:42pm 
intentional, each rotation needs separate art. Tenebral level tech is supposed to be broken, you "pay" for it in power and time of research.
KleinMoretti Aug 13, 2024 @ 7:15am 
Hello, i am having these errors:

Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Shell_Mortar_Ni. Skipping.
Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Bullet_81mmMortarShell_Ni. Skipping.
Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Shell_Mortar_Nc. Skipping.
Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Bullet_81mmMortarShell_Nc. Skipping.
Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Shell_Mortar_Ion_N. Skipping.
Mod bambaryla.bor has multiple Verse.BuildableDefs named BOR_Bullet_81mmMortarShell_Ion_N. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Shell_Mortar_Ni. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Bullet_81mmMortarShell_Ni. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Shell_Mortar_Nc. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Bullet_81mmMortarShell_Nc. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Shell_Mortar_Ion_N. Skipping.
Mod bambaryla.bor has multiple Verse.ThingDefs named BOR_Bullet_81mmMortarShell_Ion_N. Skipping.

Are those errors safe to ignore? i am using Combat Extended.
Bambaryła  [developer] Aug 13, 2024 @ 7:36am 
safe to ignore but thanks for report i'll fix them
Rowlan56 Aug 31, 2024 @ 4:11pm 
Tenebrite seems to drop in drop pods, I was in the neolithic tech level and got drop podded tenebrite crystals as well as tenebrite throwing rocks doing 37 damage a shot.
Bambaryła  [developer] Sep 1, 2024 @ 1:02am 
Originally posted by Doom:
Tenebrite seems to drop in drop pods, I was in the neolithic tech level and got drop podded tenebrite crystals as well as tenebrite throwing rocks doing 37 damage a shot.
It's set to be super uncommon (5x less common than plasteel) so i cant do much beyond that
Rowlan56 Sep 1, 2024 @ 2:57pm 
Also the end game items seem to be fairly common in trade ships and the added factions caravans, where you can buy many things you shouldn't reasonably be able to obtain, like the mods armor, components, and their materials.
Last edited by Rowlan56; Sep 1, 2024 @ 9:04pm
Bambaryła  [developer] Sep 1, 2024 @ 11:36pm 
yeah i've noticed that but again It's set to be super uncommon (5x less common than plasteel) so i cant do much beyond that apart from removing them altogether from the trade lists
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