RimWorld

RimWorld

Beyond Our Reach
584 Comments
CordialVillain 2 hours ago 
I notice there's partial compatibility with SoS, a remnant from before the update I guess? Any chance for full support? I'm asking since a few of the armors lack 'decompression' resistance despite having 'vacuum' resistance.
Bambaryła  [author] 27 Aug @ 9:54am 
ah oke but it was still okay
Dango 27 Aug @ 7:40am 
@Bambaryła
Don't worry about it. English is not my native language.:cinnamon2:
That period is from my previous message. I am just reminding you that there is a period at the very end, so if you need to copy it directly, please avoid copying it.

↓↓↓↓ It's this sentence below, and it has a period at the end.
<li IfModActive="ceteam.combatextended">1.6/Mods/CombatExtended</li>.
[REDACTED]  [author] 27 Aug @ 7:38am 
yeah i checked loadfolder, everything as it should be.
Bambaryła  [author] 27 Aug @ 7:22am 
no disrespect brother @Dango but i dont have a dot there? where did you get the mod from?
Bambaryła  [author] 27 Aug @ 7:18am 
@CordialVillain live is brutal innit
Dango 27 Aug @ 7:11am 
@Bambaryła
I added it on line 80 of LoadFolders.xml, right above </v1.6>.
Just a note, the period after the </li> tag should be removed.
CordialVillain 27 Aug @ 7:09am 
Are quasar alloy armor supposed to spawn on raiders that aren't the factions added? I've lost more than a few colonists to ubermensch raiders decked out in quasar plate armor.
Bambaryła  [author] 27 Aug @ 7:04am 
that line is there bro
Dango 26 Aug @ 8:21pm 
Thank you for your support of CE, but the CE patch has not been properly activated. You need to add the following line to LoadFolders.xml to activate the patch:
<li IfModActive="ceteam.combatextended">1.6/Mods/CombatExtended</li>.
Bambaryła  [author] 25 Aug @ 11:10pm 
VEF issue sadly
PhallenFoenix 22 Aug @ 11:30pm 
Yeah, just tested. The moment buildings DRAWING on the neutronium are turned off, the drains start working again.
PhallenFoenix 22 Aug @ 11:27pm 
I have literally a billion units of storage, if I could show you a screenshot you'd laugh. The problem seems to be that the drains are stopping working when the Quasar Forge / Sunforge is being used elsewhere.
[REDACTED]  [author] 22 Aug @ 3:24pm 
Do you have enough neutronium storage? I usually just put a drain at the "workspot" where the pawn stands, they drop the neutronium and it gets drained, also putting a 15k limit on neutronium stops it overflowing if youi ran out of storage.
PhallenFoenix 21 Aug @ 1:43pm 
I feel like I am missing something with the Neutronium network. I can't seem to get the stuff INTO my pipes/storage things fast enough. I have 8 draining bins, and the stuff is still stacking up on the floor. Am I missing something? Is there a more efficient way to get it in buried in some of these researches or menus that I'm not seeing?
Bambaryła  [author] 21 Aug @ 9:54am 
yes is it possible
Grisgant 21 Aug @ 8:44am 
Hi, is it possible to make the armors have vac resistance? I already use character editor to add vac resist to the armor but would be nice to have the values without doing that. Helps with consistency too seeing as its supposed to be spacer tech armor.
Bambaryła  [author] 20 Aug @ 8:11am 
It's 99% some error outside BOR, i have not changed those paths in forever. WOrks for me too. YOu sure you have everything up to date?
[REDACTED]  [author] 20 Aug @ 3:32am 
weird, i never had this issue with crafted armor, even though i could reproduce it in character editor.
niallphillips 19 Aug @ 2:47pm 
Making them through crafting using the sunsteel shaper.

Tested it on a few of the other solar types of armour and they are effected the same way. Pawn can equip the armour but the pawn portrait at the top of the screen shows them as naked.

Weapons and everything else crafted at the shaper seems to work properly. Tried uninstalling and reinstalling BOR and verifying the cache but neither fixed the issue.
[REDACTED]  [author] 19 Aug @ 5:46am 
are you making them through crafting or adding it through character editor?
Bambaryła  [author] 18 Aug @ 7:46am 
i dont have this issue so hard to fix it
niallphillips 17 Aug @ 1:23pm 
Solar armor is not displaying on my pawns. When equipped and in the pawns inventory it still shows the pawns as naked on the top of the screen. Any fix for this? I've searched this whole thread without success.
Bambaryła  [author] 16 Aug @ 11:53am 
i tended to build multiple and then enjoy several full stacks of a particular thing. It fit my playstyle, may not fit yours.

fruther tiers get faster
Blackadder 16 Aug @ 11:25am 
So, I just researched and built the first tier of neutronium refineries. Is it meant to a joke and not really used? Every process for it takes 50 days, which seems... not very useful? Or is there some means of speeding it up that I've missed?
emiiq 12 Aug @ 8:22am 
I don't think it's working yet, imma wait and see
Bambaryła  [author] 12 Aug @ 7:50am 
@(Secondlt2)
yeah that happens

@emiiq
try enabling and disabling some settings, should trigger the patches at some point
emiiq 12 Aug @ 6:17am 
Is there no prestige armor? the title said it does but I don't see it
(Secondlt2) 12 Aug @ 1:11am 
Hey, I don't know what changed but the armor values and weapon stats all seem to be set properly now. All I did was untick and tick the Combat Extended compatibility.

I'm honestly so confused. Whatever the case, it seems to be working now. Haven't actually tested the weapons yet but all's good so far.
Bambaryła  [author] 9 Aug @ 3:59am 
archotech expanded nanomachines are disabled with this mod, so you'd need to disable the integration in the mod settings.

Dont worry, you're only like the 50th person asking that
Rook1830 9 Aug @ 2:47am 
okay that is really smart to keep the building menu clean sorry about the dumb question lol kept playing other end game mods as well so brain was a bit mush lol (still trying to figure out archotech expanded with their component since I can't find that .-. but anyway many thanks I was dumb lol
Bambaryła  [author] 9 Aug @ 12:59am 
right click
Rook1830 8 Aug @ 9:51pm 
wondering were the refabricator is? I don't see it in the tech tree at all when trying to look for it (I can't progress thru the tech tree because of this (also theta forge and kwazifab fabricator isn't showing up in beyond building menu) wondering if it's intended or not? I have it unlocked yet can't build it
Bambaryła  [author] 6 Aug @ 10:58pm 
you are right i will fix that today
Cal 6 Aug @ 7:31pm 
When you get a chance, I think the mod references for even more linkables needs to be updated to the new mod id so the patches load.
Ow you Shot me 6 Aug @ 4:17am 
Thank you for the awesome mod!
Bambaryła  [author] 6 Aug @ 12:51am 
I will start removing comments referencing the same thing over and over again. I am not full time here to help you with inability to read.

@Omniburg
i wouldnt, sorry
Omniburg 5 Aug @ 1:40pm 
Bambaryla o great and hallowed one - would you ever consider adding a setting to turn off solar and further weapons and armor from appearing in regular orbital trader or outlander caravans?
sharkman 5 Aug @ 6:10am 
also probably need to fix royalty/cataphract armors in the same way, not sure
sharkman 5 Aug @ 6:08am 
@Bambaryła
yes, it works for me just fine, goes like that:
```
<Defs>
<ThingDef ParentName="ResourceBase">
...
<stuffProps>
...
<isAirtight>true</isAirtight>
```
Bambaryła  [author] 4 Aug @ 11:24pm 
@Omniburg thank you

@DoctorJon
i can see something similar but I don't know the reeason at this moment
DoctorJon 4 Aug @ 7:51pm 
I'm struggling to figure out why my pawns are not displaying their equipped solar armor and helmets. The vanilla armor displayed on the pawns just fine (both the portrait and in game pawn), but upon equipping their solar armor and helmets, they become headless bodies showing their pants and button down shirts.
Omniburg 4 Aug @ 10:40am 
sorry Bambaryla - this mod is incredibly balanced as all things should be and i bow down and kiss your feet in my attempt to make amends for my horrible transgression. :faceWorker:
Bambaryła  [author] 4 Aug @ 4:01am 
I am not planning to answer the same question over and over again

@sharkman
is that all we need? shit im gonna do it rn if you confirm it works
DESTRUCTOR DE KOSHER 4 Aug @ 3:49am 
are you planning to add vacuum resistance to this mod's armor and helmets?
sharkman 3 Aug @ 11:55pm 
@Bambaryła
Ok, maybe you want to do some sort of rebalance for odyssey, understandable.
For now I just added
```
<isAirtight>true</isAirtight>
```
to sunsteel, quasaralloy and tenebrite resource defs
Bambaryła  [author] 3 Aug @ 12:21pm 
Call me Thorgrim cause i'm a Grudgebearer
Latex Santa 3 Aug @ 12:17pm 
@Bambaryła
So you're going to hold a grudge over a minor, miniscule, insignificant disagreement?
Is that it?
Bambaryła  [author] 3 Aug @ 11:58am 
Not until @Omniburg says he's sorry
Latex Santa 3 Aug @ 11:51am 
@Bambaryła
Hope to see an Odyssey compatibility update soon-ish for this mod.