RimWorld

RimWorld

B19 UN-Colony
124 Comments
Hjack9090 27 Jul @ 5:32pm 
O7
Spectreblitz 17 Jan, 2021 @ 6:35am 
@Sentient_Worm

Thank you

@Sadjuuk no problem at all.
Sadjuuk  [author] 16 Jan, 2021 @ 11:22am 
Hello all sorry for the delay please as I say in description feel free to take all you want from this mod !
Sentient_Worm 8 Jan, 2021 @ 4:34pm 
Check mile's collection he did an unoffical port of the UN mods.
Spectreblitz 8 Jan, 2021 @ 12:32pm 
update?
Sadjuuk  [author] 18 Oct, 2018 @ 11:37am 
Hello All, I released the 1.0 version here : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1542036108
Unfortunately furnitures are not ready yet..
Sadjuuk  [author] 17 Oct, 2018 @ 10:50am 
Hello All, I will release the 1.0 version of the mod in end of this week, but be warned all the lights, walls and floors will disapear from your B19 saves if you use them ! In cause is the optimization of the mod and changes of defnames.

Also in one week I will release the furniture mod, with one new thing I found by mistake : vents and coolers that you build on the walls, instead of create a hole through them each time ! (I'm proud of them).
Hope you'll enjoy
Fuzzius 13 Oct, 2018 @ 10:16am 
Thanks, geat mod btw, having tons of fun :)
Sadjuuk  [author] 13 Oct, 2018 @ 8:12am 
Hello Fuzzius [ESP] it's the Assembly Line ! You need glass if I remember good, produced by the Construction machinery.
Fuzzius 13 Oct, 2018 @ 7:49am 
This may sound like a noob question but how do you craft solar cells? which workstation or tech do you need to have to be able to build them?
Sadjuuk  [author] 8 Oct, 2018 @ 7:48am 
Ok ! And with the vanilla tool cabinet ?
Sadjuuk  [author] 7 Oct, 2018 @ 11:57am 
Hello all, I made an update today for balance and some stack limits changes.

Also you can see some textures for the next furniture mod, your proposal are welcome :
https://ibb.co/kf63eU
Sadjuuk  [author] 6 Oct, 2018 @ 10:53pm 
@ZEF STAR : It's a great thing you made all this changes for yourself, big work that. Of course you must to understand I made this mod first for me, and some people would certainly have only the generators, some only the building stuff, some like the production system, and when it will be released some people will ask me the furnitures alone.. But there is so many great mods on the workshop to satisfy everybody I can continue in the way I started : You consume less ressources but have to transform them.

@Toa_J : It's Nothing important, only a change of texture and the use of wires, which cost 10 less steel if I remember good.

@creeperslayer2009 : Thank you !
Toa_J 6 Oct, 2018 @ 8:14pm 
What is the difference between the power conduits from this mod and the vanilla ones?
ZEF STAR 6 Oct, 2018 @ 4:58pm 
I love the building pieces (Walls/Embrasures/Fences/Lights) but I'm not a fan of the production chain and research tree, since I have other mods with existing production chains and it tends to get too cluttered.

Any chance of making a "Lite" version to avoid crossover/conflicts/clutter?

I made a modification for my own personal gameplay that did the following:
- Removed all sub-materials except for Concrete
- Adjusted costs for recipes/buildings using those materials to their equivalent Vanilla resource values, and added a bit on top to account for the lower investment into machinery.
- Removed redundant production benches.
- Removed dead menus/dropdowns/etc.
Isoroku Yamamoto 6 Oct, 2018 @ 12:33pm 
10/10 prob best mod on workshop thx dude
Sadjuuk  [author] 5 Oct, 2018 @ 12:41am 
Who have errors without logs..
Sadjuuk  [author] 4 Oct, 2018 @ 12:13pm 
@bearhiderug yes It's strange, It's not a problem from how the mod is done but I think a problem of your save.. is it a old save coming from A16 or something ? If you wanr you can try on a new save and see.

For info the furniture mod is started, the code is ready, some textures too. For the moment it adds 6X5 tables (6 sizes in 5 materials : wood logs, wood planks, steel, glass and advanced materials), 3X5 chairs, 4 différents surgery tools, 3 wood heaters, 3 electric heaters, 3 coolers and some banners and propaganda stuff. I hope to be abble to add mood bonus with banners and propaganda screens and panels.
Sentient_Worm 3 Oct, 2018 @ 12:46pm 
Can you provide a log?
theevilblackcat 30 Sep, 2018 @ 2:07pm 
Thanks for the response! It's good idea solar panels don't block the wind turbines. Thanks mate O really enjoy the mod.
Sadjuuk  [author] 30 Sep, 2018 @ 9:13am 
@theevilblackcat : There's good ideas in your question thank you ! I answer for each ones :
- The solar panels do the same as vanilla ones, but sized : 4X4, 5X3 and 2X7, witch is good for who want to put them bellow wind turbines,
- For the bessemer and following it's a good idea to add recipes in that way yes ! I thought to add smelting weapons recipes too, will be for the next update,
- Painted walls are only for visual if I remember good, I don't think I added beauty value for the painted stuff, I will check also this question for floors (=> next update witch will be mainly for balance) Camo walls give a bonus of cover though.
- Asphalt is good to make roads.. And I like it with yellow painted lines on it... But again, it's good idea I can add a small speed bonus ! For concrete no, it's only a floor..
- And finally for bridges, I never used them for the moment.. So maybe one day..
theevilblackcat 29 Sep, 2018 @ 7:32pm 
Oh I didn't want to sleep tonight anyway! Thanks for the update =D Can you give us more info? For example about your solar panels? Compared to vanilla how do they fare? Can your Metallurgy line (Bessemer Converter etc.) produce vanilla steel from chunks? What is the difference between painted walls and unpainted walls? Are they more beautiful(game statwise)? What is Asphalt good for? Walking speed? Do concrete floors give you speed boost over vanilla wooden floors? What about a bridge that you can build on for future? Will I stop with these questions?
Sadjuuk  [author] 29 Sep, 2018 @ 12:25pm 
Hello all,
The update of today adds :
- An advanced refinery to produce hydrogen, and certainly other things in the future (I need the hydrogen item for the rockets and turrets I'm doing),
- A hydrogen generator and a portable fuel cell, with 2 new researches,
- 2 diesel generators with 2 new researches,
- A new type of wooden wall, steel wall and armored wall.

I removed many lights textures to make the mod lighter,
I also removed the glass fence, the glass partition replaces it.

Also you will find in the pictures of the mod a board with the caracteristics of all the generators.
Sadjuuk  [author] 29 Sep, 2018 @ 8:09am 
Hello Kalisa ! No it's not planned since I wanted higher walls, the game manage in a very weird way the wall textures so the gap you see are the corners normally.. I added walls strong enough to don't need double ones in my games, and you can use embrassures with a path for your pawns it's a good protection too.
Normally today I change some stack limits for items, and add new researches and 4 generators.
Kalisa 29 Sep, 2018 @ 2:21am 
Sadjuuk, any plans to improve the look of the walls in the mod? when you double layer them they end up with squares in the middle, unlike vanilla walls, an example here. https://gyazo.com/0ba01a6c54e725ecbc22ccad065a2586 left is the armored walls, with that weird gap on the side, where as on the top is a vanilla wall..
Kalisa 28 Sep, 2018 @ 11:03pm 
I run it with rimfeller no problem
Rock 27 Sep, 2018 @ 11:44pm 
is this mod compatible with rimfeller?
Sadjuuk  [author] 27 Sep, 2018 @ 12:34am 
Yes the vanilla research tab is a mess.. I advise you to use this great mod :
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=946390822&searchtext=Research
Bepiss 27 Sep, 2018 @ 12:24am 
Oh My God. I feel so dumb now. Rimworld Research window does not scroll down with the mouse wheel, so just now noticed the side bar to scroll down. I have so many mods that the main research tab is clunky and some research options are overlaping each other.

If all UN mod's research was possible to move to it's own tab that would be so awesome.

Thank you very much.
Sadjuuk  [author] 27 Sep, 2018 @ 12:15am 
Oh yes you missed the researches bellow, you have the LED lighting research, and bellow you will found the fuel oil and diesel !
The fuel oil research will give you in "UN-Industry" a new refinery and a first fuel oil generator.
Say me if it helped you
Bepiss 27 Sep, 2018 @ 12:02am 
@Sadjuuk Thank you for quick answer and also thank you for this great mod.

I'm trying to figure out why I'm not seeing the diesel generator. Please find the screenshot via links:
https://ibb.co/npzXZ9
https://ibb.co/dsqvnU
https://ibb.co/k4P5nU

Could you please point out which exact research is needed? Also could I suggest to transfer all research related to this mod on it's own research tab? Thanks again.
Sadjuuk  [author] 26 Sep, 2018 @ 11:42pm 
@Eksorium : You have a fuel oil research, and then 2 other researches for 2 large generators, or the diesel research, for also 2 generators (will have 2 more soon)

@theevilblackcat would be cool yes ! But It's impossible (for me at least), each item have a max value. The values I can change are for the item I added, and they will evolve, recently I set 150 for steel plates and grids.
Bepiss 26 Sep, 2018 @ 11:26pm 
how to unlock the generators? I don't see them anywhere
theevilblackcat 26 Sep, 2018 @ 4:13pm 
So it is a cheap shelf? I thought it was for making things stuck more so I was confused when it didn't. In my opinion it would make sense to make it stuck things more like 150 instead of standard 75 or something. I love the wiring idea though makes perfect sense. Thanks for explaining.
Sadjuuk  [author] 26 Sep, 2018 @ 2:20pm 
Thanks theevilblackcat , the wodden pallet is only a cheap storage, I use that instead of zones inside the production room..
theevilblackcat 26 Sep, 2018 @ 1:31pm 
What does Wooden Pallet do? Great mod! I really enjoy it thanks!
Max200012 24 Sep, 2018 @ 7:49am 
thank you Sadjuuk, very cool!
Sadjuuk  [author] 24 Sep, 2018 @ 7:07am 
Hello all, deep update today :
- The "Construction Machinery" replace now the paint, concrete and glass machineries,
- The assembly line is replaced by a larger one allowing me to add larger recipes for furnitures, turrets and defences,
- The Metalworking line is replaced by a larger one too,
- The rolling mill and associated upgrades desapear,
- The furnaces now build directly steel plates instead of steel slab,
- The steel slab desapears (you will have an error message if you are in dev mod, ignore it)

All old buildings are now "old machinery", you can unconstruct them to take bac components and other stuff.

@Kalisa : The basic metalworking bench has now 3 new bulk recipes for plates, tubes and grid.
Bravo14 23 Sep, 2018 @ 6:18am 
You're doing great man! Keep up the good work!
Sadjuuk  [author] 23 Sep, 2018 @ 5:45am 
@Kalisa : Hello yes I prepare an update in that way, also 2 production lines will be merged, and the steel slab will be remove to directly produce steel plates from iron. I'll explain more when the update is released.
Kalisa 23 Sep, 2018 @ 1:54am 
I Love this mod, though it takes some time to get going early, the only suggestion I would have is more bulk option when processing metal into steel plates, perhaps have a recipie thats 5 steel to 5 steel plates for the earliest tech? that way it doesnt take days of processing to get going.
Besdies that, i look forward to see what kind of new structures or mods that get added with these materials :D
Nibbles 22 Sep, 2018 @ 1:10pm 
I'm not gonna lie I use this mod a lot less now. Nothing against it or what it does, infact I love the style, the design and the look of everything, its beautiful and well made. Just when it comes to actually producing stuff: by the time I have enough steel plates for buildings, I've already made almost every building I need, and by the time I have enough components and the like for heavy duty power plants or refineries or heck even enough solar cells for solar farms, I've already got a mini nuclear reactor going. I dunno, maybe tone down the amount of intermediary stuff that needs to be refined over and over?
Sentient_Worm 22 Sep, 2018 @ 7:52am 
I use a mod that increases stock in trade ships. 1-20 will translate into 5-100 for me
Sadjuuk  [author] 22 Sep, 2018 @ 4:04am 
@Sentient_Worm It's fixed ! You could buy way too much item with this orbital trader, now it will propose you only betwwen 1 and 20 complete stack for each item. For exemple 1 to 20 fuel oil barrel, and 25 to 500 steel tube.
Sentient_Worm 21 Sep, 2018 @ 8:57pm 
Hmm so apparently when an orbital trader crash's with fuel oil it just leaves a giant mess of barrels all over the map
Sentient_Worm 21 Sep, 2018 @ 12:34pm 
Prison labor suffers the same problems as sending a colonist to do it

Also industrial teir civilizations will have some degree of automation through the use of robotic arms and belts.

I use zombies mostly but thats just me
Sadjuuk  [author] 21 Sep, 2018 @ 12:32pm 
@Sentient_Worm if a slave or prisoner mod exists you have your solutions ! Also note for this mod I don't have glitterworld tech in mind, but lower tech as current industry.. I had a look on project rimfactory, and yes it's way more advanced !
Sentient_Worm 21 Sep, 2018 @ 12:28pm 
Ok Well I definetly know what type of pawns to assign then.

Either zombies or work droids :steamhappy:
Sadjuuk  [author] 21 Sep, 2018 @ 12:26pm 
For all, I decreased the work the recipes take, between 30 and 50% time less depending the items.

@Sentient_Worm : No it still need a pawn ! If I change that one day it won't be for B19 !

@Enlonwhite : In the code I give names that all start by "Sadjuuk" for all items, recipes, buildings etc.. and it's a very simple mod so normally there is not big risk of non compatibility.
There is 2 things I wait to see : what it does with the vanilla research tree (but vanilla only) and how react the paint lines and fences if a mof use the same linkFlags as me (will be visual problems only)
Sentient_Worm 21 Sep, 2018 @ 12:13pm 
@Enlonwhite I have not seen any compatability issues yet