RimWorld

RimWorld

Even More Linkables Reupload
75 Comments
Snuggl 8 hours ago 
Pretty overpowered mod when you place the generator modules around vanometric power cells. I have a small one from Vanille Furniture Expanded - Power and it usually has only 450 Watt. But with ideal placement of these modules i can make it pump out 2160 watt, possibly even more. The vanilla power cell would probably give 4000-5000, 24/7. D:

That's why i only use the modules for research tables and work tables :)
Bambaryła  [author] 3 Oct @ 10:28am 
ye i tried but it looked bad
Gen_Goldo 3 Oct @ 10:12am 
you know i live this mod for aesthetic reasons but it bothers me that i cannot put the vise on top of a table/ workstation.
Yaru 21 Sep @ 3:33am 
This mod is good, but very OP and unbalanced. With basic linkables (steel+components) I turned my solar panel output from 1700 to 7225. Insane.
Cyboran 16 Sep @ 12:31am 
Correction to my previous comment! I see now that some are indeed rotatable, though I did notice the transformer for power generation wasn't able to be rotated. A couple of the research linkables didn't have rotation sprites on the 1x1 linkables.
Cyboran 15 Sep @ 7:26pm 
I have very quickly fallen in love with this mod! Just one suggestion that I might have, is that I noticed some of the buildings were not able to be rotated. Would it be possible to add the capability for that?
Bambaryła  [author] 14 Sep @ 7:28am 
the ones you detect with undreground scanner
Vagineer1 13 Sep @ 7:44pm 
Just wondering but what did you mean by "DO NOT ADD MID-SAVE IF YOU HAVE DEPOSITS ON YOUR MAP"
Do you mean ore deposits or what?
InVinoVeritas 13 Sep @ 2:53pm 
Thank you for updating this mod, makes my gameplay in Rimworld less grindy.
ddrake4 13 Sep @ 1:46pm 
I can confirm it works, thanks so much!
Bambaryła  [author] 13 Sep @ 1:05pm 
@ddrake4
the patch was there but rimsenal mod changed name so it didnt work -- it's fixd
ddrake4 13 Sep @ 12:28pm 
Any chance for a Rimsenal patch?
Bambaryła  [author] 11 Sep @ 11:43am 
it's not needed, but i like it personally
Ancalagon 10 Sep @ 5:29pm 
Is your mod patch still needed? Thanks for all your hard work!

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3150535403
RiqueGaming 10 Sep @ 1:53pm 
anyone else run into a weird issue where the robot helper's bottom arm's texture cuts off after it reaches 1 tile of height? The top arm is also buried below the base texture
Bambaryła  [author] 8 Sep @ 11:42am 
@Seth'cor citizen, i don't agree

refer to this mod for your range issues steam://openurl/https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2519621745
Seth'cor 8 Sep @ 11:40am 
The link distance is really really short. makes it hard to use any of the items, maybe add options to extend this.
Winetoo 30 Aug @ 4:48am 
You were right, it works, didnt think of that. Thank you!
Bambaryła  [author] 29 Aug @ 7:24am 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3266386203 it's just a patch so it shouold work i guess
Winetoo 29 Aug @ 4:04am 
Good kind sir, thank you for this mod, might i humbly request Eccentric Tech patch integration, for that one doesnt seem to be getting an update?
Bambaryła  [author] 27 Aug @ 7:02am 
huh?
MuChu 26 Aug @ 7:23am 
its way too shortt damn made it not that useful:steamsad:
Bambaryła  [author] 14 Aug @ 1:10am 
i have no idea tbh
Restitutor 13 Aug @ 4:06pm 
@Bambaryla I got rid of my ground scanner, added this mod, then rebuilt the scanner. So far I have not seen any issues (the colonists are able to interact with the existing drills without issues). Could this be a way to add this mod mid game? I am not sure if lack of a scanner on game load = technically no deposits (even if they have been previously detected). Thanks for the mod
Bambaryła  [author] 12 Aug @ 7:49am 
@Neosuduno
that is false, not all power sources are supported. refer to mod decsription for details.
Xalimur 11 Aug @ 11:11am 
any chance to patch for Ancot's races mods like Milira and Wolfein etc?
Kayokima 10 Aug @ 9:42pm 
There is another mod that adds compatibility for VQE The Generator:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3412512275&searchtext=linkables+arc
Neosuduno 10 Aug @ 8:44pm 
@ Glass Fruit: No, the ARK is not supported, which is odd, since all the other power sources are.
Bambaryła  [author] 10 Aug @ 11:04am 
it's a robot
that assists

question:
is it intention that the robot assists

answer:
yes friend
LZIM 10 Aug @ 9:58am 
question

context: Added a robot assistant on 1.6 plus Odyssey DLC, on an outpost inteded to assist some scultpting tables.

Is it intentional that the robot assistant will continue dropping the work left for unfinished items when no pawn is working at the scuplting table? Every time I return to the outpost its flooded with new sculptures because pawns will leave them half finished and the robot assist puts the work left to zero so the pawns returning to the bench can insta complete them? Seems perfectly reasonable since thats what the robot assist is for however it stil does this even when the unfinished sculptures are scattered on the floor due to multiple pawns using the bench.
Bambaryła  [author] 10 Aug @ 8:02am 
probably not
Glass Fruit 9 Aug @ 2:29pm 
Does the linkables affect the ARC from vanilla quest expanded generator?
Bambaryła  [author] 8 Aug @ 9:06am 
@Veritas ☨
added
Bambaryła  [author] 8 Aug @ 9:03am 
I'll make one tomorrow
Engineer Gaming Part 3 8 Aug @ 6:12am 
is there a patch for rim-effect, the only one i can find is 1.4
Veritas ☨ 5 Aug @ 12:24pm 
Patches for new RH2 workbenches
https://pastebin.com/4DC9imNj
Bambaryła  [author] 3 Aug @ 11:05am 
added them to the thing
ilyvion 3 Aug @ 4:19am 
Here are fixed versions of the patches for anyone who wants them: https://gist.github.com/ilyvion/79c276d75d33db8c11ed368165acf50d including the mod author. 😁👍
ilyvion 3 Aug @ 3:59am 
This mod has patches for Expanded Materials - Metals, but it's for the old version , not the new version and unfortunately, PatchOperationFindMod('Expanded Materials - Metals') will match both since they have the same name and thus give patching errors if you're using the new version since the buildings' def names changed between the two.
Bambaryła  [author] 31 Jul @ 4:49am 
@Aizuki
Mod description answers your question
Aizuki 31 Jul @ 3:44am 
is this mod doesnt effect to nuclear reactor from VFE-Power? i noticed i plant altenator and cooling module but the power it produced doesnt increase
Bambaryła  [author] 31 Jul @ 2:55am 
it's just recompiled, so i won't say that issues are impossible
31 Jul @ 1:15am 
did something changed drastically in 1.6? updatedesirespower patch is so bad in terms of performance, don't think i've ever saw that going crazy before 1.6
C+|HanSmith 29 Jul @ 10:57am 
@Bambaryla okay, thank you. now i get it.
Bambaryła  [author] 29 Jul @ 10:50am 
i mean the underground deposit searchable with the scanner
C+|HanSmith 29 Jul @ 10:15am 
I used the 'ignore search restrictions' feature from the dev mode to find deposits inside the mountains. Do i have to mine all of these to us the mod?
Bambaryła  [author] 29 Jul @ 5:57am 
deposit does not exist until discovered
Camping_Zone 29 Jul @ 4:48am 
all my deposits are invisible without the mod and there is a lot, or you mean just the broken ones when the mod is enabled?
Camping_Zone 29 Jul @ 4:46am 
Without the mod? Not adding mods midgame? But its my favourite thing...
Bambaryła  [author] 29 Jul @ 4:31am 
@Camping_Zone
don't add mods mid-save *shrug* it's a short-hash issue from base game. Once you get rid of those deposits, it will come back to working again.