RimWorld

RimWorld

Fortifications - Industrial
1,020 Comments
卢比扬卡的瓦西里 2 Sep @ 9:48am 
加装CE的情况下岸防炮台似乎会出现炮弹直接在炮台头顶自己炸开的问题,不清楚是什么情况
Kugua714 2 Sep @ 12:41am 
@A Lonely Prince works for me
A Lonely Prince 1 Sep @ 5:17am 
Not compatible with dev branch of CE 1.6.
veoba 30 Aug @ 12:23pm 
Mod is good. But needs balance changes or at least options to play with toughness\power of things.
我覺得我不知道 29 Aug @ 10:16pm 
这玩意能呼叫轨道商人、作为交易信标、作为机械族指挥中继站
T10086 29 Aug @ 10:10pm 
辣么大一个无线电塔,不能让没事干的艺术小人上去录点节目么?指不定还会有粉丝来信?或者刀片?
veoba 29 Aug @ 6:16pm 
AOBA! I cant use discord. Pls look at the conversations.
WaffleKing 28 Aug @ 10:48pm 
Would be really nice if this had a setting that either turns off the chemistry table entirely, or at least let you turn off the neutromine crafting recipe. (Or let you configure it to cost like 300 work or smth) It's nice when you're playing without any other mods that let you make neuro, but if you are using any of those mods, this mod's neutro production is either to simple, to easy, or to hard in comparison.
leandrix 27 Aug @ 9:31pm 
For some reason when I try to research ENIAC the game freezes. Although I suppose it's because of Fluffys' technology tree. And yes, my PC is a potato.
Zef 27 Aug @ 4:42am 
@LotLP Agreed the balancing is completely whack.

Concrete is the best building material cost effective wise, and you can get tons of it fast, the only thing better is reinforced walls but those take tons of materials.

The howitzers are crazy accurate compared to mortars and as such are completely OP with more then 2 firing at a target.

The ENIAC requires tons of power that you won't be able to supply it with at that time in the research development. You need several geothermal plants or a large farm of solar plants with batteries just to meet the basic power demands.

Then again this isn't the only mod that changes vanilla research trees, vanilla expanded also has some mods that do this.

I would also prefer to them just keep this as a "fortifications" only mod.
norseman055 26 Aug @ 3:02pm 
@AOBA Don't know if this was already answered, but is there a compatibility patch between the concrete blocks in this mod and Vanilla Factions Expanded - Empire, which also has concrete blocks?
AOBA  [author] 24 Aug @ 2:41am 
@Moizo oh, that looks like the old patch of Expanded Materials. will remove that in next update.
LotLP 24 Aug @ 1:55am 
Cool mod with lots of content, but honestly kind of bizarre balancing options. Non-artillery turrets that use reinforced barrels, and having to research a computer that costs 800 steel, 16 components, and 5000 watts just so I can even research micro electronics. I just wanted some turrets and barricades man.
GoatMaster93 23 Aug @ 12:53pm 
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 21 Aug @ 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 20 Aug @ 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 20 Aug @ 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 20 Aug @ 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 18 Aug @ 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 17 Aug @ 11:51am 
I agree too, its a little wild. Maybe 50 for 8 isn't so ridiculous and actually viable.
Lattekahvi 17 Aug @ 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 15 Aug @ 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.
JunoCat運富 12 Aug @ 2:12pm 
What is the purpose of broadcasting on the antenna tower?
BeyondAquilaRift 10 Aug @ 8:58pm 
Not sure if anyone else is having the same issue, but since the update comms center doesn't work for me
blakOrkk 9 Aug @ 7:11pm 
I noticed that to make Neutroamine you need to have 100x of the same type of meat, otherwise it keeps screaming that there is no meat even if your freezer is filled with scraps. Could be modlist-shenanigans too, I play with A LOT of mods...
Zef 8 Aug @ 1:55am 
@kurwaffle: it's called self control, simply don't use them.

It takes 1500 ingame work hours +- to make a single reinforced barrel so it takes a while until you have enough for the big guns.
TeaBaggins 7 Aug @ 4:47am 
is there a way to disable the over the top weapons? I just want everything else, except the canons and shit lol
SmellyFishNuggets 2 Aug @ 6:53pm 
friendly fire when? some of the guns don't allow friendly fire sadly
Long-comment-san 2 Aug @ 12:31pm 
Shouldn't weapons go to the "citadel"? Did some items from both mods get mixed ^^'
nekys 2 Aug @ 8:57am 
as of the last update, i can not research several things of this mod, most notably the eniac which blocks access to microelectronics. I can st the research to it, but it is not researched. I sure hope it does not need a hi-tech bench, whose research it blocks.
Opossum 2 Aug @ 7:17am 
@Agnes Tachyon It's called the comms console
WolfGirls Inseminator 1 Aug @ 5:40pm 
Aoba, a humble request if I may, with the Oddisey DLC, we jump from map to map and we make camps, and for many who use the radio atenna for trading, assembling and dissasembling the antenna is a resource strain, could it be possible to get a smaller yet portable atenna by any chance?
Long-comment-san 1 Aug @ 7:09am 
Concrete production is truly OP for the simple reason it makes 40 concrete with 200 HP from a single chunk that would usually grant 20 stone blocks with 150HP on average or so I think? So it should be something like 10 concrete. Yeah everything in the mod would become a LOT more expensive but it's fair @aoba
Blitz 31 Jul @ 9:58pm 
As SpikeBoyBebop said, recoiless gun also won't reload
Ronin 30 Jul @ 11:09am 
I think concrete production should be slowed down a bit. Given that it's twice as strong as most stones, it's quite OP as it's very easy to produce it in large amounts with low crafting skills. Maybe 30% slower production would be good. It also is OP when it comes to selling it packed due to it being priced so highly yet being so easy to make.
JACK 29 Jul @ 9:53am 
is there any way to make the antenna not blink? 😅
SpikeBoyBebop 28 Jul @ 12:14pm 
for clarification, its the single barrel AA gun, the quad barrel one can have its barrel replace so seems like a bug for the single barrel variant.
SpikeBoyBebop 28 Jul @ 12:04pm 
Got an issue where the gun wont reload with a new barrel after running out. have plenty of spare barrels but not given the option to reload a new barrel.
WJSabey 26 Jul @ 1:21pm 
You know what it would be cool if the radio terminal did instead of just acting like a long range scanner? If it would instead scan for mining sites you could attack. That would be a bit different, and would make more sense to be able to find with just a radio.
Ducki 25 Jul @ 11:48pm 
really odd but when i start research for heavy artillery my colonists become unable to do research, only for that one research, I get no error msg tho, they just stand at research bench and do nothing. any one else had this issue?
LifeIsAbxtch 25 Jul @ 12:15pm 
so do fortifications randomly spawn on maps through events?
我是唐不是傻 22 Jul @ 11:47pm 
兼容ce为啥我加ce还是会出bug:steamsad:
Deepfield 22 Jul @ 6:22pm 
Really wish we could toggle on and off the mineral scanner that the radio terminal has. Like to use it as a 1x1 comms console but pawns just end up scanning
Keitor 22 Jul @ 1:13pm 
Enemy raid will build mortar blueprint. If enemies' pawn dead too fast and did not finish building the blueprints from this mod, the blueprints will last forever(the vanilla will disappear after fight). The remaining bluepronts cannot cancel or build by player. The only solution is entering develop mode and destroy it. I don't know it is a conflict or bug, but only happen when using this mod. Hope to fix it. Thank you.
Neglevin 21 Jul @ 2:39pm 
i am also getting the bug where you can’t move on with scenario creation when I have this mod loaded alongside the development branch of combat extended
老爷爷爱踩背 21 Jul @ 10:34am 
在加入mod之后在选择剧本时会直接卡死,没办法进入到选择剧本后的下一步操作,又什么解决办法吗
Chesed from Lobcorp 20 Jul @ 7:34pm 
Fortifications Industrial doesn't work with the dev branch of Combat Extended. Not sure why but it wont generate a map.
ForyRay 20 Jul @ 2:43pm 
Has it been fixed that when we create a reinforced barrel on a lathe, we get 3 steel scraps?
Monk 20 Jul @ 8:33am 
Have to ask, what is the actual job on the work tab that tells a pawn to make concrete? I have all my pawns with level 3 priority in crafting but they're doing research at level 4 priority.