RimWorld

RimWorld

[Legacy] UN-Colony (Continued)
63 Comments
mack 18 Jun @ 12:03am 
the vanilla materials one
mack 18 Jun @ 12:03am 
nevermind i found the difference
Mlie  [author] 17 Jun @ 11:37pm 
@mack What other one?
mack 17 Jun @ 11:14pm 
whats the difference between this and this other one
Buttbutt 16 Jun @ 4:30pm 
You the king for getting this ready for 1.6 so quick.
Mlie  [author] 16 Jun @ 2:00pm 
Mod re-relased for 1.6, see info in the description
Mlie  [author] 23 Jul, 2024 @ 12:20pm 
@AcetheSuperVillain Should be fixed now
AcetheSuperVillain 22 Jul, 2024 @ 5:53pm 
should update the storage items to the modern 3x shelf type
Mlie  [author] 20 Dec, 2021 @ 10:01pm 
@Rex705 Updates of mods can be requested on the Discord server linked above
Rex705 20 Dec, 2021 @ 8:04pm 
So this is an outdated version of UN-Colony. Any chance of this being updated to the full version of the 1.2 mod, or should we just continue using the OG 1.2 mod that still works in 1.3?
Kenpa 11 Dec, 2021 @ 1:44pm 
@Mlie You're a fricken madman. Thanks... for the 123rd time. :steamthumbsup:
HumΛ 9 Oct, 2021 @ 1:16pm 
How can I make wires? I can't find where to craft the basic wires and I need it to make basic components.
jetblade545 21 Aug, 2021 @ 11:09pm 
@handsomegrape Agreed
handsomegrape 21 Aug, 2021 @ 5:29am 
@jetblade545 Oh I see, ok then. I can see why, those new resources were quite superflous and bothersome. Here's hoping it gets updated soon. I do so love those shanty looking walls.
jetblade545 20 Aug, 2021 @ 10:37pm 
@handsomegrape its not a rework its the newest version of UN-Colony from the OG dev he just got rid of the extra requirements in UN-Colony 1.0. UN-Colony 1.0 and UN-Furniture were tests and in the 1.2 one he released is combined all the UN-Colony series mods into one final mod, to put simply the one Mlies re-uploaded was outdated not do to its game version but by the mod version itself. (still waiting on the UN-Defense tho).
handsomegrape 8 Aug, 2021 @ 10:20am 
Thank you very much for considering it! I've posted on mod-requests.
Mlie  [author] 8 Aug, 2021 @ 10:06am 
@handsomegrape Leave a link to it on the discord and Ill look into it
handsomegrape 8 Aug, 2021 @ 9:56am 
I'm guessing it would be too much to ask for a temporary fix on the reworked 1.2 version by sadjuuk, which seemingly isn't getting one any time soon seeing as the mod author isn't responding. The walls in this mod are absolutely essential, but I'd REALLY rather do without all of the superfluous building materials the original mod added. I understand if you say no though, you've been putting in amazing work with so many mods already, just thought I'd at least try asking. Pretty please?
Mlie  [author] 25 Jul, 2021 @ 1:26am 
@test The link to the one this is a continuation of is the first thing in the description. Click on it and you will see
test 25 Jul, 2021 @ 1:18am 
is the original the one before the rework?
Mlie  [author] 25 Jul, 2021 @ 1:14am 
@test This mod is a continuation of the original mod. You can see this at the top of the description above
test 25 Jul, 2021 @ 12:50am 
in other words does this version contain the rework that removed all materials that were previously required to be crafted to build things from the mod
test 25 Jul, 2021 @ 12:49am 
is this this mod https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2443851003&searchtext=un-colony continued or is this the older version of that mod but continued to 1.3?
Mlie  [author] 24 Jul, 2021 @ 10:07pm 
@Clay You could change the label of the items and it will not affect anothing other in game. Not sure what you mean by 1.2 version of the original. Perhaps you mean the reworked version?
Clay 24 Jul, 2021 @ 7:18pm 
eitherway, i appreciate you getting it working on 1.3, it's nice to have. and I'm sure if I felt like assing myself enough to do it, i could rename the items. if I rename the display name of the items for the architect menu, would it affect the way the code references them? or is the "display" name of items independent of their code refs?
Clay 24 Jul, 2021 @ 7:16pm 
in the version i used by sadjuuk for 1.2, the wooden floors were named by the type of wood and the concrete floors were named by color. Is that not the original?
Mlie  [author] 21 Jul, 2021 @ 10:19pm 
@Clay I cant really answer for the design decisions by the original author
Clay 21 Jul, 2021 @ 9:59pm 
PLEASE for the love of all things holy... rename the colored floors to their actual color names because it's absolutely ridiculous to have them named random letters. Major major major inconvenience. :( :( :(
Mlie  [author] 12 Jul, 2021 @ 11:34am 
@Derpforger The mod is already updated
Myes 12 Jul, 2021 @ 11:09am 
@Mlie i think you gotta update this again, cuz sad last spoke in april and that DLCs is lookin real close now. mainly cuz of all the items he added like the furniture pieces

@Sadjuuk BRO WAKE UP, BIG UPDATE, ITS REALLY COOL, NEW DLC, WAKE UP, LIIIIIIIIIIVE
g1ddo 20 Jun, 2021 @ 3:41am 
Хороший и очень интересный мод
жалко только что русификатора нет или я не нашел его(
Mlie  [author] 2 Apr, 2021 @ 9:19am 
Added a link to the reworked version in the description
Sadjuuk 2 Apr, 2021 @ 8:15am 
Hello all you will find the new 1.2 version here, the mod is almost completely redone : https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2443851003&searchtext=un-colony
heymegalodon 17 Feb, 2021 @ 1:30pm 
Maybe this is subjective, but it seems to me that the FPS falls when the walls of these three types are on the screen: Concerte wall A, Shielded wall, Concerte embrasure A
Mlie  [author] 12 Feb, 2021 @ 9:58pm 
@zah1 I guess , if you remove all things connected to it first
zah1 12 Feb, 2021 @ 4:13pm 
Is thos safe to remove from a save?
Mlie  [author] 17 Oct, 2020 @ 11:06am 
@Caramel Maid Perhaps that was the original intent. The mod is very old so its hard to say.
I guess its mostly for roleplaying as it is.
Drake 28 Sep, 2020 @ 3:53am 
no i didnt, thx for pointing that out
Mlie  [author] 27 Sep, 2020 @ 11:01pm 
@Drake Did you checkout the addon in the description that lets you use the resources on in other stuff?
Drake 27 Sep, 2020 @ 3:07pm 
hhhhmmmm i like the complexity of the structures requiring new parts to make but feels a little dead as there is no vanilla adaptation or addon mods. once you got the buildings your done with the mod nothing more it just ends.
and yes i realize the current author is just keeping the mod updated and not actually expanding it.
Mlie  [author] 24 Aug, 2020 @ 3:35am 
@春困夏乏 What do you want the fix to be? I mean most of this mod requires at least electricity to work so there wont be much left without it.
wanttosleep 24 Aug, 2020 @ 2:55am 
i think this mod is not compatible with medieval Mod. Can U fix it thanx :)
deathbyego 29 Jun, 2020 @ 12:45pm 
@Wow! Do what I did with the 1.0 version... mod it so the transition to actually using the mod is streamlined. Like making all the base production building be built with vanilla resources. It was always strange to me that the only reason the Assembly line etc exists is to convert the resources quicker but to build it requires a tons of the converted resources that you are forced to convert with the slow metal bench. Also, give buildings more uses, like turning the (steel plate) buildings to also work as smelters. And construction machinery do vanilla stone cutting as well. With speed and bulk recipes. Etc etc. Learn to Mod Mods.
Mlie  [author] 29 Jun, 2020 @ 1:25am 
@Wow! Since I just updated the mod to 1.1 and did not originally create it and as its being used by about 5000 users I will not do anything that drastic to it. But the source is available above if you want to make a patch for it so it suits your needs better.
Dreamer 29 Jun, 2020 @ 12:33am 
This mod would be perfect if using it wasn't so slow and inconvenient. Right now this mod kind of forces you to either focus only on vanilla stuff in the early to mid-game, make an ugly hyper-optimal base, or to play on an easier difficulty; the metalworking is too slow, research takes too long and the machinery is too expensive. Either make the mod a total overhaul of the game, or buff how easy and cheap it is to set up, it doesn't make any sense like it is
Don't Farm Me Thanks 10 Jun, 2020 @ 2:46pm 
When I posted that comment yesterday, it was after I saved and closed Rimworld. I just loaded up the save and the Metalworking bench is no longer invisible. Bizarre. I will keep your comment in mind as a possible troubleshooting solution. Thank you.

Oh, and thanks for reviving mods. Especially the ones that add depth. This mod is one of my personal favorites.
Mlie  [author] 9 Jun, 2020 @ 11:25pm 
@Don't Farm Me Thanks I had that issue when something I minimized did not have support for it. All stuff built after that thing were invisible until I deconstructed or placed the original building.
Don't Farm Me Thanks 9 Jun, 2020 @ 4:44pm 
Metalworking bench is invisible upon construction. Haven't tested any other of the building/structures yet. Kinda too annoyed at the moment. FTR, you can click the invisible workbench and add bills like normal. Will report back when I have more testing done.
Mlie  [author] 9 Jun, 2020 @ 1:02am 
@[TNLR] Jet Stream The only change last update was the graphics for the walls. Without an error I cant really help you here.
Kuzako 8 Jun, 2020 @ 4:01pm 
Not sure if this mod is the reason, but after updating it and playing today all the colonist buttons at the bottom of the screen when a colonist is selected had disappeared for a single one of my colonists.