RimWorld

RimWorld

Kraltech Industries (Continued)
155 Comments
GK_QJY88 6 Sep @ 7:27am 
1.6 plz
elĐeve 22 Aug @ 6:00pm 
praying for 1.6
doctor who? 18 Aug @ 4:10am 
We all wait 1.6 of this cool mod! But IRL of course, much more important
GULÉ🏠 10 Aug @ 10:45am 
Yeah this mod is throwing out errors 🤣
https://gist.github.com/HugsLibRecordKeeper/738e61c130b3d71fc524f9c397b4c6be

System.MissingMethodException: Method not found: bool Verse.CellFinderLoose.TryFindSkyfallerCell(...)

at Kraltech_Industries.IncidentWorker_CrashedMerchantShip.CanFireNowSub
Engineer Gaming Part 3 9 Aug @ 7:06pm 
i wish I could help ferris update
GabbaTek 6 Aug @ 6:57am 
please update!
GULÉ🏠 4 Aug @ 11:26am 
:praisesun:
GULÉ🏠 4 Aug @ 11:26am 
Thank you, take your time :)
FerrisCG  [author] 4 Aug @ 2:57am 
I will do an update for 1.6 when i find the time however it might be a while as im super busy irl atm
Seht 2 Aug @ 7:57am 
Hi- are you still planning to update this for 1.6?
GULÉ🏠 27 Jul @ 1:59am 
Does this need 1.6 update?
Stephen the Vietnamese 26 Jul @ 5:53am 
edging for 1.6
翼燕顶针 21 Jul @ 5:17am 
1.6 plz
dobrev1988 21 Jul @ 5:16am 
1.6 pls
XakerGoliaff 20 Jul @ 1:46pm 
1.6?
elĐeve 16 Jul @ 8:51pm 
waiting for the best late game mod to 1.6
BLACK INFINITY DIOS DRAGON 14 Jul @ 11:15am 
1.6 plz es uno de los mejores mods
XakerGoliaff 11 Jul @ 11:44am 
1.6?
Caustic Sarcasm 7 Jul @ 1:51am 
Yo anyone have tips on how to interact with the mod more, I havent seen a lot of mechs for tech, and buying the faction tech is hella expensive, what mods/settings/strats did yalluse to over come these issues?
Stephen the Vietnamese 4 Jul @ 3:57am 
1.6 plz
Reaper415 28 Jun @ 7:16am 
Is this compatible with Alpha Mechs and VFE Mechanoids?
ゆきんこ 28 Jun @ 6:17am 
1.6 pls
Friski 26 Jun @ 1:58pm 
CE?
Arira 22 Jun @ 1:29pm 
I've been dealing with Extreme cold snaps, heat wave, toxic rain, corpse fog, crimson rain all one after another, 7 days+ at least for each. Pwetty pwease, add the toggles OR/AND commonality; duration. It's unbearable to deal with.
Deadlypenguin 19 Jun @ 7:35pm 
Ferris your a legend!
FerrisCG  [author] 18 Jun @ 1:59pm 
I will be updating likely later this month other mods are priority over this one atm
anantasak5g 18 Jun @ 3:39am 
1.6 pls!
xkuripuri 2 Jun @ 4:06am 
Is it bad I'm still really looking forward to this rework? Like, VOID kicks me in the teeth enough. But I feel like I'm not being kicked hard enough without Kraltech.
SS5DEJAN 18 May @ 4:06pm 
You can trigger the cargo ship crash with dev mode. "Do incident (map)" then search "cargo ship"
与成 16 May @ 2:56am 
干不过四象的玉枢子,哈哈哈
胸这么小你别说话 13 May @ 11:37am 
@JCLKingu the quest is broken now,i have try active the quest by the other mod,but guess what,i got a drop pod attack that covered the entire map,that drop pod like missile from the air destroyed my whole base!
IhatethisFxxkingGame 25 Apr @ 10:57am 
I noticed that the mechanical units in this MOD might appear in mechanical attacks or other mission maps. Is there any way to prevent this from happening?
JCLKingu 19 Apr @ 11:19pm 
The beacon to continue the mjolnir sidequest doesn't work at all, really none of them do, any fix or is the mjolnir actually impossible to get?
Here's my log just in case: https://gist.github.com/HugsLibRecordKeeper/2293b5f2fb380504b52971a3e7bf18ef
Ar_cv 1 Apr @ 7:24pm 
CE does work for this mod at least for the Generic experience expanded but some mechs' weapons dont work properly and bosses might not have ammo.
PlayerHitman 7 Mar @ 1:17pm 
@Creneis (about the berserk and social fighting) Could you please tell me what the problem is? I'm having the same problem.
Vkn164 19 Feb @ 7:48pm 
@Dexidus606
The original wasn't CE compatible, and the patch request on their github is like 2 years old now, so I don't think this one is either.
Crouton 17 Feb @ 9:43am 
does this have CE or no? hard to tell when reading the comments cause it couldve been added. and i cant find a patch elsewhere
Creeper Gamer 15 Feb @ 2:27am 
Could you make a toggable Mod option that Turns Off the extreme cold and Heat SNAP?
Target 30 Jan @ 10:52am 
To fix "Assassin Visor" find it in Apparels_Punkwear_n_Techwear.xml and delete the following lines

<MeleeHitChanceOutdoorsDarkOffset>1.0</MeleeHitChanceOutdoorsDarkOffset>
<MeleeHitChanceIndoorsDarkOffset>1.0</MeleeHitChanceIndoorsDarkOffset>
<MeleeDodgeChanceOutdoorsDarkOffset>1.0</MeleeDodgeChanceOutdoorsDarkOffset>
<MeleeDodgeChanceIndoorsDarkOffset>1.0</MeleeDodgeChanceIndoorsDarkOffset>

Stupid fantasy offsets, where do they even come from, iam pretty sure nothing like that exists in the base game and i can't find any rule/def that mentions them in this mod and manages what they should do.
I guess just like hacking speed, it has a dependency to another mod, but idk which mod that could be.
Target 29 Jan @ 12:50pm 
Almost forgot do the same for "techwear jacket neon pink", just delete everything mentioning hackingspeed in the files.
Target 29 Jan @ 12:47pm 
To fix the neon red mask helmet, find its def in Apparels_Punkwear_n_Techwear.xml and delete the HackingSpeed statoffset. Just search for "HackingSpeed" and delete the whole line <HackingSpeed>1.5</HackingSpeed>. By doing this the apparel category "Misc" will show its contents again and make the mask useable and craftable.
This mod is a mess, is nobody playing with this or cares enough to report?
Target 26 Jan @ 12:42pm 
To add to what Peyman said, the Vibrosonic Katana also has no storage category.
And the emergency supply box if put in a shelf, destroys any walls adjacent to the shelf and if you rebuild the wall the game crashes.
Its because the box is 2x2, nothing storeable in the game is 2x2, so either make it 1x1 or make it a building so that the game uses minify to turn it in a 1x1.
[JdG] Pejman 26 Jan @ 11:14am 
to be more precise they are missing

<thingCategories>
<li>ApparelArmor</li>
</thingCategories>

or

<thingCategories>
<li>ApparelMisc</li>
</thingCategories>

or whatever category they should be found in ...
[JdG] Pejman 23 Jan @ 7:55am 
The empress/dragonslayer/warlord mechlord helmets don't appear in stockpile stoage tab and thus can't be stored
Scarlet Tsepeshi 12 Jan @ 4:45am 
QOL feature: should be able to disable certain events like the corpse fog and anti-organic fallout as I have had these stack and in short wipe out an entire colony because it lasted for 10+ days, Or at the very least increase or decrease their chance to fire.
Kingbuddy06 3 Jan @ 10:17am 
I had this bug with the original kraltech in 1.4 and I thought I'd give it a try again to see if it got fixed and it still doesn't work. The berserk mental break and the panic attack mental break don't function properly. Pawns will go about their day continuing to do tasks while mentally broken in those 2 states. Berserk pawns will still get attacked by other pawns, but won't fight back. There's no error messages when mental breaks happen so idk what the issue is.
KRISS KROSS 2 Jan @ 9:37pm 
This mod has the best looking katana but I really hope it gets a CE patch! My guy is just swinging this huge sword around hitting nothing.
Tokyo 26 Dec, 2024 @ 2:33pm 
the cargo ship beacon does not work, when trying to activate it, the settler just comes and goes, and nothing happens, how to fix it?
Aury 13 Dec, 2024 @ 9:27pm 
Would it be possible to allow the added brain implants to have other implants installed within them? Things such as psychic sensitizers.