RimWorld

RimWorld

Vanilla Factions Expanded - Settlers
1,299 Comments
ItsKairoKay 14 hours ago 
@Anker did a quick test regarding the whole gatling gun, and it feels like it goes faster with those 2 warmup seconds which is supposed to be reduced by 0.25 per shot but you just end up with a really pathetic gun that your best off not using regardless, could just blame it on the mod being ancient, hell posts still lack the specialbuildradius that columns have lol, it should be easy to patch the stats to be up to snuff though.
Dr.Idot 7 Aug @ 2:38am 
You should make the chemshine barrels connect to the chemfuel pipe network,

Now that I'm flying around in a chemfuel powered grav ship, there is nothing I would rather automate then my sailor's alcohol production. I just like the vibe. Maybe add a new type of fermented/barrel? If you're up for a bigger project.

It's by far my favorite alcohol though, love this mod.🍻
Anker 6 Aug @ 8:02am 
I'm not sure how the gatling gun is intended to function, but it doesn't seem to function right now. It fires one shot every one or two seconds, which, uh, is not very... gatling-gun-y. It's barely repeater-rifle-y. I suspect the code for the speed-up-over-time busted with the update.
Gimrrin 3 Aug @ 7:48am 
Ah that's unfortunate, it was a good feature imo. No way to replicate it, I suppose ?
Oskar Potocki  [author] 3 Aug @ 7:08am 
This code no longer exists in our framework and no storyteller does that anymore.
Gimrrin 3 Aug @ 5:50am 
Hi ! The previous standalone mod for the storyteller, Diego, stated that : "Upon world generation, this storyteller will prevent factions past industrial from spawning. This storyteller lock researchable technologies at Industrial Era. After that, Techproof subpersona cores need to be used to research random future techs". As far as I'm aware, this is no longer the case

Is there any way to replicate this ? Thanks a lot for this amazing mod as always !
Zodiac Killer 29 Jul @ 2:47am 
Is it safe to assume that since the mods that are getting redone did not receive a 1.6 update, that this one wont be getting redone like a few others?
Hawkefire 25 Jul @ 8:49am 
Any chance for a darklight version of the chemlamps?
Oskar Potocki  [author] 17 Jul @ 3:16am 
I am posting this message across all of our mods because many people seem to have forgotten about it:

- We do not check comment sections for bug reports. There is simply too many mods and too many comments section to keep track of it.
- We are not looking into fixing bugs reported in the comment section. We have no way to do so. There is no logs, and no information viable for bug fixing.
- We only look into fixing and fix bugs reported using our Google Forms for bug reporting, and only if all the required logs are attached.
- The google form can be found here: https://forms.gle/rzJpjpBUijBGhpcy7
- Please do not report bugs in the comments anymore. Leave the comments for questions and feedback. Report bugs properly or not at all.
Westonini 16 Jul @ 5:36pm 
A great mod for cowboy roleplaying! RimWorld always felt like it had a slight wild west theme to it for me so it's nice to have some cowboy-related content.

Also seems like a few already mentioned this but saloon doors are a bit visually buggy when it's raining. Even if the saloon door is inside and under a roof, the rain texture will still overlay ontop of the door sprite. Not so much game breaking as it is immersion breaking.
PremierVader 16 Jul @ 11:42am 
Also the chemroots in hydroponics goes so well for a balanced and sustainable way to keep the gravship going with chemfuel.
PremierVader 16 Jul @ 11:40am 
Cant wait to start a space cowboy run with Odyssey. Im gonna make the inside of my gravship have like a salon and everything. Space outside and salon inside: super cool theme. My space cowboys are gonna be riding all over the rim and space!
The Creature 10 Jul @ 8:08am 
cant wait to play a faction of cowboys in the grasslands of the rim
Immortan Joe 17 Jun @ 12:11am 
is it still compatiple with the vanilla weapon extended frontier ?
RAD EMERALD 12 Jun @ 9:29am 
pls update 1.6
Groucho 9 Jun @ 6:23pm 
I was looking through the code and I noticed that your basic settler pawn has "NeolithicRangedBasic" in the apparelTags and not the weaponTags, so they are not currently wielding simple tribal weapons alongside their basic firearms and explosives, as someone on the team may or may not have envisioned.
Big Cheese 12 May @ 1:14pm 
someone make a patch that makes the empire an early industrial faction like this
01ax 9 May @ 4:46am 
👇 Somehow fixed in the v2 update of furniture - yipee!!
01ax 7 May @ 5:03pm 
The icon for the chemboiler looks disgusting compared with the rest of the assets, its a total eyesore
Brumes Wolf 1 May @ 12:33am 
What makes it even more annoying is that there is no link to the git repo on the page (Unless I missed it) and they are very inconsistent about changelogs, with some being in the description, some in the steam changelogs, and many just stopping at some point (like this one in the description stopping in 2021).
I'd prefer that if they arent going to have steam changelogs that they just scrub all changelog stuff out of the descriptions and add an item to each mod that says "changelog on github: -link to github releases page-"
Leutian Kane 27 Apr @ 3:49am 
the answer will always be " its on the github" dont understand myself but its how the VE team does stuff apparently its too much of a hassle to copy/paste the changelog from github to steam each update.
tanyfilina 25 Apr @ 8:48pm 
Why do you never write anything in a ChangeLog?
Lobanych 12 Apr @ 1:23am 
Umm why Gatling Gun costs 325 steel and 4 comps to build? Why so much?
vincent_renevot 18 Mar @ 6:14am 
This mod is amazing and it has only one issue to correct to be multiplayer compatible.
Chocolate Dust 11 Mar @ 4:04am 
saloon doors have the rain effect on them while under roof
Scryie 6 Mar @ 1:38am 
Silly idea: persona versions of the weapons added by this mod
CloudJuri 5 Mar @ 1:53am 
Saloon Door have rain texture on it even inside of house and under the roof
JikanX 16 Feb @ 8:00pm 
chemshine barrel doesnt appear when i research chemfuel, does anyone know a fix
Errant_Gunner 13 Feb @ 2:18am 
Is the chemboiler supposed to work with dubs bad hygiene as a water heating device? Or is it just for area heating?
swaggy 31 Jan @ 9:09pm 
the bounty quest immediately finished when i entered the tile
DayChap 26 Jan @ 12:18am 
Seems to be an issue with the double action revolver icon. Its to small and low compared to every other weapon.
tehswordninja 18 Jan @ 11:24am 
Noticed that Saloon doors show rain particles even when indoors during a rainstorm
I3eauLeBoi 9 Jan @ 6:25am 
Like wise, i finally decided to visit/ or attack the outpost, and its just vanilla generation.
Big Cheese 8 Jan @ 5:55pm 
the map gen doesn't seem to be working for me
palantir asset 8 Jan @ 5:54pm 
is there a way to remove the apparel gender mismatch debuff? it feels insane to me that my colony that has no rules on male/female clothing requirements suddenly cares if a dude who's married to a mining cyborg and is half goat decides he wants to wear a dress
I3eauLeBoi 4 Jan @ 8:19am 
@Chomik
You could use the mod cherry picker.
But there are also other mods that limit ALL other factions to that of your technology progression, i believe it was called "Ignorance is bliss"
Chomik 3 Jan @ 3:32pm 
Does someone knew how to limit technology level to just steamage ones? Is there any mod which do it?
Prinz Meini 29 Dec, 2024 @ 2:21pm 
When you have trouble delivering a bounty and you're useing perfomance optimizer, you can uncheck "faster getcomp methods replacement" and the button will reapper.
I don't know what the consequences for turning it off are, but you can recheck it after delivering the bounty.
Flat 14 Nov, 2024 @ 8:52pm 
Does the Chemshined hediff ever wear off?
o b s i d 27 Oct, 2024 @ 5:55am 
Group of pigskins showed up to siege us with nerve gas shells and mortars. skipped in my heavily-armored cataphract squad to take care of them. Some dipwad named Wapog threw a stick of dynamite from this mod at us which instantly blew up 3 inches from his face. It set off the nerve gas shells they were preparing to launch and a cloud of deadly neurotoxin spread out immediately 50 pigskin raiders who had been preparing to assault us were choking to death and I had fired all of 3 shots, none of which had hit yet. This isn't a complaint or anything, dynamite having a random detonation timer just makes for really funny stories.
Ravinglegend 23 Oct, 2024 @ 6:51am 
There is a source file left in one of the earlier versions 1.1-1.3, I think its 1.3. I deleted it locally but it reduces the mod's size down to about 2.5 megabytes so it would be cool to have it removed.
DrBossWatson 21 Oct, 2024 @ 4:25pm 
I captured a bounty and brought them to a settlement owned by the faction but there wasn't anything new on the UI for me to click to turn them in.
Hippopodumbass 11 Oct, 2024 @ 4:45am 
@xDreadbloodx dynamite are not spawning, not hostile groups that traveling through ur map are dropping it for some reason. And I wonder how to solve this too
Mr. Snek 5 Oct, 2024 @ 4:48am 
@xDreadbloodx I have this with other items and do not (yet) have this mod, its either base game bug or a different mod.
xDreadbloodx 20 Sep, 2024 @ 11:20am 
anyone else having this mod cause dynamite to keep spawning at the edge of the map?
NamelessArcuve 12 Sep, 2024 @ 12:31am 
Settlers for some reason never give bounty hunting/caravan quests, they did in previous versions before
sparkedflint 17 Aug, 2024 @ 9:57pm 
Love the mod, but was disappointed when I realized they can drop pod
MORROGANDER 16 Aug, 2024 @ 9:43am 
Anyone encountered weird bug when bounty hunting? Upon arrive at the quest location the bounty target do not seem to spawn, I killed it's whole camp but just can't find the target
Neopolitan Daze 12 Aug, 2024 @ 7:31pm 
Is this compatible with the Simple Warrants mod?