RimWorld

RimWorld

Expanded Rims
407 Comments
snowbie 10 Nov, 2024 @ 9:24am 
I long for a day this is updated. or at least has its source code shared...
Gen1ELman 24 Aug, 2024 @ 5:17pm 
1.5 pls
uve2509 14 Apr, 2024 @ 3:58am 
please update if possible
TheDanimal 13 Apr, 2024 @ 9:10am 
It's a huge shame this wasn't updated to 1.4. I find other mods that do late game weaponry and items just doesn't hold up to this. Does anyone know if a very similar mod?
Random Chiuhuahua 16 Jan, 2024 @ 12:25pm 
I love this mod, will there be a 1.4 upgrade?
PWL 31 Mar, 2023 @ 8:08am 
Please update it to 1.4, I need this content
KillettRyan 19 Mar, 2023 @ 10:19am 
Please update to 1.4. love this mod!
Starproject 7 Mar, 2023 @ 5:10pm 
1.4 plz
Pedda 11 Feb, 2023 @ 5:32am 
Please update it to 1.4. I love this mod!
Asphodel 30 Oct, 2022 @ 8:22am 
I can't wait for this mod to be updated to 1.4!
Sir Luis 26 Jul, 2022 @ 6:40pm 
i have a bio attack from the watchers on my base cuz of this mod. the bio attacks never ends.......
my bawlz itch 31 Jan, 2022 @ 2:17pm 
@RightTy, yeah it's this mod. Your animals wake up after the raids.
GULÉ🏠 22 Nov, 2021 @ 9:11am 
Is this the mod making my animals sleep? (Forced sleep), if so, they're now waking up after the raid :(
kostia1st 28 Oct, 2021 @ 2:15pm 
The mod has a very good intention behind it. However, in its current state it feels like more of an experiment, a mid-way experiment. Why? Because there's no art for the items introduced (just colorized existing art), and the ideas behind the majority of introduced new items - is just "improved Xsomething" - a bit better stats, a bit havier cost to try to balance it out, and that's it. All in all it feels like "a little bit more of what you already have in abundance".

Would love to see a more refined version of this though. With conceptually new weapons/items/mechanics.
Xakthos 1 Oct, 2021 @ 8:26pm 
So everything was going good. I got 3 watcher outposts popping up telling me kill them or raids would be larger. I killed them all. Now I sit, no redmatter to develop with and no targets but it still says 'Watcher Outposts' on the right message side of screen. Not sure what to do from here.
=EaSy= matou78 14 Aug, 2021 @ 3:20pm 
any ways to make it compatible with combat extended ? plaing with CE + ER and it's working , just the ammo feature not working on this mod weapons
GULÉ🏠 20 Jul, 2021 @ 5:09am 
Wow thanks!
Nales  [author] 20 Jul, 2021 @ 2:49am 
Updated for 1.3
GULÉ🏠 19 Jul, 2021 @ 4:51pm 
1.3 update?
Kino Kolacja Kopulacja 18 Jul, 2021 @ 6:36am 
M
U
C
K
Nales  [author] 9 Apr, 2021 @ 4:31am 
Yes it's on the very first nanotech project. You get a watcher raid, and then you should have a letter (a message at the bottom right) starting the "quest". (It's not an actual quest since the mod was developed before quests existed, it's more a game condition like the volcano ash thing)

If you're not getting the "quest" you probably have a mod conflict. Sorry, there's no way to trigger it, and it might not be a good idea anyway if you have a mod conflict somewhere.
DavidLucioSolo 9 Apr, 2021 @ 12:18am 
So the trigger is on the actual nanotech research projects? Because I've been through a couple of long runs and was holding off on doing the Nanotech research until I got a pretty good base and at least charge guns, but then after researching ALL the Nanotech research projects...nothing happened. Got like 1 Watcher raid, but never triggered the "you are being targeted by the Watchers for some reason" event thing...
So basically, is there a option somewhere in the Dev mode that can manually trigger the Watcher quest line? If its somewhere in the Blind-inducing menus I'll look for it but it gives me a headache just looking at it.
Nales  [author] 8 Apr, 2021 @ 2:19am 
Basically, you'd like the Watchers quest to begin later? It actually isn't tied to the amount of research you've done (that would be for the reverse engineering for the redmatter tab), it depends on researching the Nanotech research node.
DavidLucioSolo 7 Apr, 2021 @ 2:54pm 
Question, is there any way I can change the Watcher quest line trigger to occur for researching Ultratech instead of Spacer? trying to space out all of my mods' research out to emphasize each tech level (which can improve over time). trying to make this mod be the ultra tech part of the game with the watchers being the problem (separate from the Vanilla factions mechanoids mod which would be the spacer tech level problem)
CrazyCakes 14 Mar, 2021 @ 1:34pm 
Thanks a ton for the super fast patch!!! I really appreciate it!
CrazyCakes 14 Mar, 2021 @ 1:33pm 
ooh it just unlocked. Your patch worked 100%
CrazyCakes 14 Mar, 2021 @ 1:02pm 
Is there any way to force reveal the research tree for it in dev mode or something? I have a decent stockpile of redmatter I've been saving till I can use it and I'd really rather not have it go to waste
Nales  [author] 14 Mar, 2021 @ 8:35am 
Very odd, you should've unlocked the tab long ago. I pushed an update to unlock it after a shipment, if it's not unlocked yet.
CrazyCakes 13 Mar, 2021 @ 6:50pm 
I don't wanna spoil anything in the comments but I can't currently fight the watchers as I'm end game and waiting to see if "they will be true to their word". Do I just gotta wait to see if their lying or not? Cause I have been getting redmatter shipments for a while
Nales  [author] 13 Mar, 2021 @ 3:24pm 
The redmatter tab isn't present by default in research, to unlock it you need to defeat a watcher raid after having completed enough Spacer-level research.
CrazyCakes 13 Mar, 2021 @ 2:36pm 
I can't for the life of me figure out how to craft items with redmatter. Does anyone know how to? If so I would greatly appreciate some advice
Nales  [author] 26 Feb, 2021 @ 12:22pm 
Updated, these errors should be fixed.
GULÉ🏠 26 Feb, 2021 @ 11:39am 
I'm getting some errors and heavy lags under gunfights. Some guys on RimThreaded Discord pointed out that it was Expanded Rims causing the lags.
Could you please have a look?
https://gist.github.com/ae59f0aeca63fa198ae3740d5d52155a
Nales  [author] 11 Jan, 2021 @ 2:32pm 
Seems to be working fine, this mod simply adds new mechanoids to the existing mecha faction, while Expanded Mechanoid appears to add its own faction.
Kalisa 11 Jan, 2021 @ 1:54pm 
would this be compatable with the Vanilla Expanded Mechanoid improvements since this mod also adds its own mechanoids?
Cam 22 Dec, 2020 @ 12:48pm 
Gotchya, thanks!
Nales  [author] 22 Dec, 2020 @ 12:06pm 
Thanks! Just build it and it will passively increase your ore yields.
Cam 22 Dec, 2020 @ 8:47am 
Hi! Lovin the mod so far! How does the Ore Purifier work? I don't understand how to use it. Thanks!
Diedel 20 Dec, 2020 @ 8:18am 
I am pretty sure i do, but as none of the logs what tehy are trying to do it is hard to say.

I fund a workaround though. First i tried to force a raid with the achievemtn mod. While this did trigger a watcher raid it, it did not finish the "quest", but got stuck on saying that the watcher give up and leave a few times, but no progress. What did work was spawning a watcher raid with the dev console. This raid did trigger the next step (research) and it seems to have unstuck the progress over all, as the bio and another raid did trigger so far. Maybe the first raid just takes forever to start or something, though it is strange to not have any raid for probably a few years.
Nales  [author] 20 Dec, 2020 @ 7:59am 
Sorry, if you don't have any error I can't really help, do you have a mod that might impact how raids happen?
Diedel 18 Dec, 2020 @ 1:37am 
Not since i got to the "Watcher Outposts" step. Before that it was fine, but since that point i only get raids that are triggered by quest, absolutely nothing else. I am sure it is some combination of mods, but i am not getting any obvious errors or hints what it might be.
Nales  [author] 17 Dec, 2020 @ 11:46pm 
The special raid should "replace" your next raid, are you getting raids in your game?
Diedel 17 Dec, 2020 @ 3:56am 
Hi, i am stuck, like one of the psots sdome time ago, on the waiting part of the "Watcher outposts". By now i have destroyed al l3 of them, as jsut nothing happens. Not the big raid, not any raid at all. I suspect it might be an issue with anothe mod, but i have no idea if there is any way to find out which and if there is a fix, as the game is rather boring now. What is the actual trigegr condition for the big raid, as i feel that is blocking everything else now.
AppearAnon 25 Nov, 2020 @ 11:32am 
fixed
Load Order
Expanded Rims
Diseases Overhauled
AppearAnon 25 Nov, 2020 @ 11:12am 
Thank you i knew exactly what mod is was with your info. Your mod solo creates zero error, with "Diseases Overhauled" it creates the error.
Nales  [author] 25 Nov, 2020 @ 10:38am 
I checked the errors list, and I don't think my mod is causing your issue. The error is followed by this:

Config error in RWE_WoundInfectionNasty: Verse.HediffCompProperties_Discoverable: two comps with same compClass: Verse.HediffComp_Discoverable
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Config error in WoundInfection: Verse.HediffCompProperties_Discoverable: two comps with same compClass: Verse.HediffComp_Discoverable
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

"WoundInfection" is from the base game. You probably have a mod that patches "InfectionBase" (which both infections derive from) incorrectly, or conflicts with a third mod. Have you checked if you still have the error if you remove my mod from the list?
AppearAnon 25 Nov, 2020 @ 9:20am 
i'm getting this error, i think it's from here, this is my mod list

https://gist.github.com/53e8ced0b5d81dfde3aefd0c469bc6f6

Config error in RWE_WoundInfectionNasty: Verse.HediffCompProperties_Discoverable: two comps with same compClass: Verse.HediffComp_Discoverable
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
AppearAnon 25 Nov, 2020 @ 9:19am 
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.<>c:<Start>b__6_1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.<>c:<UpdateCurrentAsynchronousEvent>b__27_0()
System.Threading.ThreadHelper:ThreadStart_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object)
System.Threading.ThreadHelper:ThreadStart()
Antillar 14 Nov, 2020 @ 2:15pm 
nvm I figured it out - I needed to select a pawn and right click the beacon to chose the option to actvate it. You should be more specific about how to do so in quests. It is counter-intuitive as is.
Antillar 14 Nov, 2020 @ 2:09pm 
How do I activate the beacon on the first quest which requires me to do so? I only can claim or deconstruct it. It doesnt say it needs any power or anything