RimWorld

RimWorld

The Wonderful Wasteland!
65 Comments
PapaEnclave 13 Mar @ 9:13pm 
Hey! Mod author.......... yea you do a uppy already!:steamhappy:
John Banana The Fool 6 Oct, 2024 @ 7:23pm 
id throw a brick through a car door to get this mod updated to 1.5
mythicalbot 27 Apr, 2024 @ 11:07am 
pls update this mod to 1.5
Voymir Griffitz 12 Oct, 2023 @ 11:34pm 
please update this mod:(
Thetaprime 24 Oct, 2022 @ 10:57am 
1.4 update pls.
Shade 27 Aug, 2022 @ 9:28am 
Ya, any chance this could be made into a "Theme"? Perhaps an add-on to Alpha Memes Scrounger meme/Style? They re-skin a lot of the existing vanilla/dlc items, but not all of them. And while I love the style, the stats are absolutely garbage even for people with a junker ideology.
stevebefe 10 Aug, 2022 @ 10:00pm 
Heyho, is it possible to get a texture replacement version? Like this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2565305459?

I like the style but I am not inclined to build any of the items because most are just a crappy version of existing ones.

Also did you manage to fix the overlap with https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1735421319? I can´t build this mods power conduits.

Thanks for the hard work!
bumrum 28 Jun, 2022 @ 3:17am 
yeah scrap seems to be everywhere for me not complaining but mentioning in case thats not intended... also lol the scrap pile can break down needing a componet.
Daft 5 Jun, 2022 @ 12:59pm 
scrap walls are VERY common on ruin generation.
Rudi Gauss 1 Jun, 2022 @ 9:53am 
Pawns cannot extinguish walls that are on fire.
Latex Santa 2 Apr, 2022 @ 12:32pm 
Wow. Way cool. I never thought that I could have the option of playing Fallout in this game.
Damn. This modding community is amazing.
Ranger Rick  [author] 13 Feb, 2022 @ 9:51am 
For now just your own colony afaik, but Im looking into a patch for others too
SeiPsych ? 13 Feb, 2022 @ 8:37am 
Herp Der... I meant like RimCities for that thing I englished previously :)
SeiPsych ? 12 Feb, 2022 @ 7:57am 
COOL! Quick Question tho... Is this just a bunch of items etc for your OWN colony, or does it/will it also spawn/generate maps to visit like 'Go Explore'? If not, totally fine, although maybe that gives you some ideas? Later :)
Cugitay 18 Jan, 2022 @ 5:21am 
Can you bring material options to concrete bridges?
Babs 4 Jan, 2022 @ 6:26pm 
Super excited to use this mod!
Dr_Botelio_Pinto 6 Dec, 2021 @ 12:59pm 
is it possible to settle outside somehow ?
Masalembo 15 Nov, 2021 @ 1:23am 
this is nice
Masalembo 15 Nov, 2021 @ 1:23am 
what in the goddamn?
Ranger Rick  [author] 30 Oct, 2021 @ 8:05pm 
Hopefully 0~o
Wargur 30 Oct, 2021 @ 7:06pm 
Update any time soon?
Ranger Rick  [author] 1 Oct, 2021 @ 2:22am 
Ty! Will add those to the list for next update as well!
Revival.exe 30 Sep, 2021 @ 11:35pm 
Hey hombre, Amazing mod.
only found three graphical errors that are visual only.
Steel lockers are correctly above walls and other objects but are set higher than colonists so they clip through them entirely.
The Terminal has it's left and right facing directions back to front.
Ruined steel fence's dont play well next natural stone walls and decide to fill up the space with solid grey.
If I spot anything else I will let you know.
once again, amazing work man!
Ranger Rick  [author] 24 Sep, 2021 @ 9:24am 
Yes im going to update it pretty soon, I have a list of fixes that were missed and some odd choices for the bases, but that will be fixed and updated! ty Owl!
Owlchemist 24 Sep, 2021 @ 9:20am 
Hello - mod dev of Underground Power Conduits here. Been getting some odd reports about my mod conflicting with this one and did a bit of digging. I found the problem: this mod takes over the inheritance name of the regular power conduit:

<ThingDef ParentName="BuildingBase" Name="PowerConduit">
<defName>WPowerConduit</defName>

Is this avoidable? I was just snooping the xml a bit and wondering for what reason it takes over the name exactly :o
Ranger Rick  [author] 19 Sep, 2021 @ 5:19pm 
I believe so, but we also have more walls coming to the FCP structures mod that are directly releated to SS and the HUB as well as BoS and Enclave
Robique 19 Sep, 2021 @ 2:40pm 
Rick, are those Shady Sands and Hub in the screenshots?
DevilDog 15 Sep, 2021 @ 11:58am 
CE compatable
Arcanant 4 Sep, 2021 @ 10:16am 
@Lokki that would be awesome if you could choose which factions are limited to spawn bases with this mods structures.
Lokki 4 Sep, 2021 @ 4:04am 
Is there anyway to make faction bases also only use this mods structures?
Ranger Rick  [author] 2 Sep, 2021 @ 10:28pm 
Yea should be able, too. its added to the list for the large FCP update
Arcanant 2 Sep, 2021 @ 4:17pm 
Is it possible to make these changes in regards to the Power Conduit without overwritting the vanilla files?

[The Wonderful Wasteland!] causes compatibility errors by overwriting PowerConduit in file F:\SteamLibrary\steamapps\workshop\content\294100\2566586563\1.3\Defs\Buildings\awaste_fence.xml
elvis 2 Sep, 2021 @ 10:53am 
The terminal and server look cool, but they say 'inactive' the whole time, do i need to do something to activate them?
strkrjns 29 Aug, 2021 @ 6:24am 
This mod pulls conduits from other mods, like subsurface conduits and underground conduits, into the wasteland tab and requires scrap to build them. Am I missing a way to disable this? Thx!
TheReallyRealPlayer 23 Aug, 2021 @ 3:44am 
Actually, the broken end tables don't link to any bed.
TheReallyRealPlayer 22 Aug, 2021 @ 4:40am 
I don't know why, but the broken end tables aren't linking to prisoner beds.

Ryusho Yosei 21 Aug, 2021 @ 4:43am 
The wasteland meals say they keep forever, however they are deccaying in four days just a normal simple food item for me.
Arcanant 18 Aug, 2021 @ 3:20pm 
@Nero I am dumb. Ty for pointing out how to initially start the scrap business. A nice alternative for owners of Ideology just released as well if anyone wants to have a look https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2578643012
Nero 18 Aug, 2021 @ 3:07pm 
@Arcanant make scrap in the Crafting spot
Arcanant 18 Aug, 2021 @ 11:42am 
How can you initially get Scrap without using dev mode? Even the station requires scrap and the Pile... :steamfacepalm:
Wargur 16 Aug, 2021 @ 4:19pm 
This mod is awesome, would be cool to have more items and buildings changed to a rustic fallout look, like chairs, other furniture, butcher tables,smelters, research table, stuff like that, and to be able to disable non-wasteland versions of those items so other factions also use this.
Arcanant 13 Aug, 2021 @ 7:52am 
You should make the ancient stuff from Ideology be deconstructed for scrap.
TurtleShroom 11 Aug, 2021 @ 9:22am 
Also, have you considered adding these pieces of Furniture to a Style Group? I'd say it would either be Rustic or the Spike Core.
TurtleShroom 11 Aug, 2021 @ 9:21am 
Please consider a means to make Scrap from the Metallic GROUP instead of just steel. It's not a shanty town without a bunch of metals welded together in hideous patterns.
stevehknight 9 Aug, 2021 @ 11:55am 
following Arkied
Rocky Bukkake 9 Aug, 2021 @ 9:04am 
Sweet. Thanks.
Choom 9 Aug, 2021 @ 3:35am 
@ranger rick, Having all these mods are starting to feel so close to a living breathing fallout-rim so i hope you guys can figure out putting them into the generation settings.
Deon ☣ 9 Aug, 2021 @ 3:34am 
Please find the awaste_fence.xml changes which do the following:
- Make scrap fences shoot-through but not pass-through.
- Lower cover value to 25% (of standard fence).
- Make scrap fences link to doors and vanilla fences.
- Make scrap fences act as fences for pens.


https://pastebin.com/2APXw1eu
Deon ☣ 9 Aug, 2021 @ 3:17am 
Also adding it "fence" parameter so it can enclose pastures would be great as well.
Deon ☣ 9 Aug, 2021 @ 3:16am 
Greetings. I have checked this out, and I like it a lot.
One thing that is strange is that the fence blocks sight. Would it be possible to make it shoot-through? Also 75% cover effectiveness for what is essentially just a net is too high. It could be low cover/shoot through wall type.