RimWorld

RimWorld

WVC - Ultra Expansion [Obsolete]
197 Comments
Sergkart  [author] 23 Aug, 2024 @ 6:33am 
@NotNitehawk
I answered the question and indicated where anyone can find the answer to it, so that they don't have to ask me every time they want to take something from this mod. What "super condescending" are we talking about?
NotNitehawk 22 Aug, 2024 @ 10:22pm 
That response sounded super condescending, ngl. Who's to say they were ever even on the github, coulda just subbed and ripped straight from the mod files.
Sergkart  [author] 22 Aug, 2024 @ 4:52pm 
@Mismagius
Nope, I don't mind. I have an MIT license attached to some of my mods on GitHub, including this one. I attached it specifically as an answer to such questions.
Mismagius 22 Aug, 2024 @ 2:16pm 
yo, would you mind if the archotech items in this mod like the archotech bed are used for a different mod by someone else?
Renix 13 Apr, 2024 @ 1:48pm 
Can't wait for an update on this, used these floors in the progression line of my base, and finding a mechanizer early on was always nice as it helped get your foot in the door into some craftables that otherwise took components and items I didnt have access to at times
Sergkart  [author] 30 Dec, 2023 @ 8:19pm 
@AlanKaz
Mods will conflict, use only one version. Each version has its own disadvantages and advantages. UltExpII is a direct continuation of what this mod was supposed to be. But since this mod has dependencies, I decided to upload its update as a separate mod.

For example, in UltExpII, all bionics are made in a more “manual” way, which is why it cannot be disabled in the settings.
In this version it is made using a generator.

Or mechanoids. In continuation, there are 1 less of them, but they have a vanilla-like design.

Also, all duplicate buildings, such as beds, have been removed. In this version, one bed has 6 versions, in different colors.

And so in everything, the list of differences is huge.
AlanKaz 30 Dec, 2023 @ 2:43pm 
to use the expansion II, i can use both mods or i need to remove this to use the other?, they have the same things right. only expension II have more things?
Sergkart  [author] 24 Dec, 2023 @ 5:52pm 
@Mismagius
Yeah, I don't mind.
Mismagius 24 Dec, 2023 @ 5:29pm 
so, since this mod is abandoned, would you be ok with someone else taking over it in case it does need to be updated to 1.5 at some point?
Sergkart  [author] 3 Nov, 2023 @ 7:55am 
@G-Fiti
Yep, just an extra layer with the same name.
G-Fiti 3 Nov, 2023 @ 1:01am 
So you simply added a new layer? It still says skinm which is why I got confused. Nice mod btw :)
Sergkart  [author] 31 Oct, 2023 @ 6:16am 
@G-Fiti
It's very simple: pants and underwear have different layers.
G-Fiti 31 Oct, 2023 @ 4:38am 
Just curious how did you get the underwear to work alongside vanilla pants etc? They both cover the same parts of the same layer, something that is normally not possible.
Sera 29 Oct, 2023 @ 11:53am 
ah. Fair enough. Everything else is cool but what I really need is a all use pipe. I already have to lay down underground power lines at least 6 other underground pipes and vanilla expanded is at least adding 2 more with temperature.
Sergkart  [author] 29 Oct, 2023 @ 2:46am 
@Sera
The latest VE pipes do not have support (hemogen and neutroamine), the picture was made about a year ago, before the release of vampires and androids.
Sera 28 Oct, 2023 @ 9:32pm 
wait "Univirsal conduit" so nuro, paste, hemo, chem, deep, milk all in one. Gods if so I want that pipe. more so if it's power to.
Sergkart  [author] 30 Sep, 2023 @ 10:07am 
@快乐小火把
Possibly incompatible with some mod.
大号杂鱼酱 30 Sep, 2023 @ 6:28am 
Is this mod incompatible with certain mods or is it a problem of its own? When I finished my research and built the corresponding organ workbench, even though I had all the materials to make organs and the skill level of the colonizers was completely sufficient, I still couldn't command them to make organs, and the colonizers wouldn't take the initiative to complete them. Although I made making production their only job, the workbench always showed a shortage of materials.
Sergkart  [author] 6 Sep, 2023 @ 7:41am 
@JohanTron2000
If the biotech compatibility patch is enabled, then from dead mechanoids. Otherwise, only traders, quests and crafting.
JohanTron2000 6 Sep, 2023 @ 7:31am 
it does but how do i get them?
NotNitehawk 5 Sep, 2023 @ 9:55pm 
Does this mod even add mechanoid components? The only ones I know of are used for making factories in the VFE Mechanoids mod.
JohanTron2000 5 Sep, 2023 @ 11:42am 
how get mechanoid components
Sergkart  [author] 5 Sep, 2023 @ 7:32am 
@NotNitehawk
Literally nothing. It's just a tag that I use for my mods.
NotNitehawk 4 Sep, 2023 @ 1:02pm 
What does WVC stand for?
Sergkart  [author] 29 Aug, 2023 @ 9:07am 
@herites
My search function finds workbenches without problems, make sure you write the name correctly. I see no reason to remind about vanilla mechanics.
herites 29 Aug, 2023 @ 8:48am 
I found out what's happening, those workbenches I've mentioned are a subtype of the experimental workbench, meaning they only come up by right clicking the experimental workbench in the build menu (like when you would try changing material of a furniture).

The search function doesn't find them, maybe worth mentioning this in the mod description if this is working as intended?
Sergkart  [author] 29 Aug, 2023 @ 6:26am 
@herites
But other bug was found. When researching a technology, the effect of this technology appeared only after researching any other. But this bug has nothing to do with my mod.
Sergkart  [author] 29 Aug, 2023 @ 6:06am 
@herites
Not confirmed. No such bug has been found.
herites 29 Aug, 2023 @ 4:00am 
Cybernetic and ancient implant workbenches don't show up in the build menu after research the tech. I can only build experimental workbenches.

I have EPOE, Evolved Organs Redux, and VFE that might be possible conflicts. Mod order is managed by RimPy.
Sergkart  [author] 2 Aug, 2023 @ 3:52am 
@savagethuis
It is not difficult to make a pipe system for ultranites. VEF provides all the resources needed for this. This is pointless, since ultranites are only used in crafting. The piping system will be added when it becomes relevant.
savagethuis 1 Aug, 2023 @ 9:44pm 
This is an amazing mod, i enjoy the journey it takes to get all the various nodes and techs. I think if it would be possible to have the ultranites in a pipe system of sorts that would really take this mod to the next level. I know nothing of how difficult it would be but I really enjoy this either way!!
Sergkart  [author] 27 Jul, 2023 @ 12:01am 
@Plootia
The vanilla game only uses weight for caravans and dropods, weight does not affect damage or other stats.
Plootia 26 Jul, 2023 @ 9:34pm 
Hello can i ask what mass does except affecting weight? Do pawns hit harder with higher mass or it make them slower cause it is heavier? So if i cram too much ultratech bionic on a pawn so they will crumble on their own weight?
Sergkart  [author] 7 Jul, 2023 @ 4:01pm 
@Eagle
Just like vanilla. Quests and trade.
Eagle 7 Jul, 2023 @ 3:46pm 
How do I get the techprints needed for the advanced ultratech research?
The Phasmid 6 Jul, 2023 @ 11:00pm 
Duh. Thanks :) really enjoying this mod a lot
Sergkart  [author] 6 Jul, 2023 @ 3:52am 
@The Phasmid
Use "Hold fire" button.
The Phasmid 5 Jul, 2023 @ 6:03pm 
Really fun mod. Any chance you can make it so we can turn off the auto mortars? They keep destroying my own base when we get drop pods. If that's supposed to happen due to balance though I guess I could understand :)
TurtleShroom 5 Jul, 2023 @ 9:43am 
Thank you! I'll make sure to appoint a Golem Specialist.
Sergkart  [author] 5 Jul, 2023 @ 2:50am 
@TurtleShroom
An ability requires either a gene or a role. The role is called "Golem Specialist".

No, this bug is not related to my mod.
TurtleShroom 4 Jul, 2023 @ 7:54pm 
How do I get the Ability? My Faction has the Golem Meme, but I still haven't seen it.

Also, is it possible that your Mod is causing this error?

Config error in BrainWiring: requires techprints but has no heldByFactionCategoryTags.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)


I searched every Mod in my Steam Workshop folder, and I couldn't find anything that removed or replaced the technology except in your XML Extension Patches, like in the "RESEARCHPROJECTPATCHER,XML" file.
Sergkart  [author] 25 Jun, 2023 @ 2:28pm 
@TurtleShroom
Ability. Scenario "Child of the stars" is the easiest way to see the mechanics.
TurtleShroom 25 Jun, 2023 @ 10:48am 
How exactly do I summon Golems? I haven't figured that out yet.
Sergkart  [author] 19 Jun, 2023 @ 6:05pm 
@niewielebrakowalo
No idea how CE compatible the mod is. CE support was in version 1.3, in 1.4 I decided to abandon it because I do not play with CE and it is difficult for me to keep track of the relevance of support. The mod still has some CE tags and checks, but I can't guarantee that the mod will run with CE.
niewielebrakowalo 19 Jun, 2023 @ 4:01am 
does anyone know if it breaks with CE or if we can use it together? I know it says no CE support but maybe they still work? I dont know much about coding. Really impressive mod btw, great job!
Sergkart  [author] 14 Jun, 2023 @ 12:55am 
@Blazerik
30-50 seconds? Are you sure? It's such a short time that calling it "impact the games launch time a lot" is a big word. To me, a message in the style of "I have a large modlist, I don't know what's wrong, but your mod is to blame" does not explain the problem.

In my mods, all elements that affect the launch can be disabled, do not be lazy to read the description and look into the settings.
Blazerik 13 Jun, 2023 @ 7:57pm 
I have a decent sized mod list so its possible the issue is one that grows with content increases, if you have some code that checks a lot of things and other mods can add to that list of things. But I did do comparisons and your mod adds a whole 30-50 seconds alone to my load time when added or removed from my pack, that's more than double my next most impactful mod i'm using.
Sergkart  [author] 13 Jun, 2023 @ 4:24am 
@Blazerik
Not confirmed. This mod has no such effect.
Blazerik 12 Jun, 2023 @ 8:38pm 
This mod seems to impact the games launch time a lot. Like way too much for what it is
Not Dvdyyz 28 May, 2023 @ 8:45pm 
thank you for adding an option to hide shield belts