RimWorld

RimWorld

Fortification Industrial - Citadel
525 Comments
我的小人在打一打自己會跑出來吃飯
有沒又有辦法讓我的小人好好待著打炮?:steamsad:
Long-comment-san 2 Aug @ 12:28pm 
Shouldn't machinery move to the "industrial"?
BorchiU 2 Aug @ 3:43am 
Coastal Battery hits themself in CE
Kheshig 2 Aug @ 1:28am 
岸防炮和榴弹炮在CE环境会炸膛,损伤建筑血量,别的包括155帝王炮在内则没有这个问题
北方 30 Jul @ 9:36pm 
加上进不去游戏了(T V T)
sun sky 29 Jul @ 9:54pm 
1.6CE测试版环境下岸防炮和榴弹炮碉堡现在炮弹打不出去,会原地爆炸,其他都正常
BTCafe 29 Jul @ 7:34pm 
The 12-rocket missile emplacement only needing 1 ammo to do its thing (+400 chemfuel) is amazing lol.
DeadDragon 29 Jul @ 11:53am 
howitzer bunker shoothimself :D
FieserMoep 29 Jul @ 5:28am 
I noticed a problem while combining this with Alpha Memes. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2661356814

I can only run either mod, but from the log I can't really pin down the problem.
放假放假 27 Jul @ 8:25pm 
防御里有一个双管高射炮没汉化
哈丁市长 26 Jul @ 12:40am 
裂解炉有BUG,强制工作后殖民者只会原地显示等待中,任何物品都无法转化成化合燃料
Alpharius 25 Jul @ 6:15am 
is there a way to get the trenches without Vanilla Furniture Expanded - Security?
since, y'know
it's being reworked and we probably won't see it again until early november
NachtPraise 24 Jul @ 2:16am 
机枪暗堡对人物的射击技能升级好像有问题,我小人开一轮能升三四千经验,打死个人甚至拿了四万经验,没有CE
Hiroshi Kururugi 20 Jul @ 5:57pm 
✋😐 Sorry, but I'd like to ask for your opinion. Now it's good but the downside of this mod is if I try to play another type or what is called Abandoned Frontline, it might suddenly have an error. That's all.
Opposing Farce 20 Jul @ 5:44pm 
If I put down some of the decals, is there a way to take them up?
Primarch sarge 20 Jul @ 12:29pm 
can't make a new game with any of the Fortification mods if I have the CE dev mirror enabled for some reason
Commander Duckie 20 Jul @ 11:01am 
Touch wood, the pawn task bug I had seems to be fixed with the latest update :)
Han 20 Jul @ 6:33am 
好耶,可以用了:cozybethesda:
JamesLin 20 Jul @ 2:43am 
@Nic Me, too. It seems that the generation of the bunker (A, B? I've tried for few times.) got wrong. Nice mod. I like it. I am looking forward the next update.:steamthumbsup:
Nic 19 Jul @ 9:57pm 
for some reason this mod is stopping me from making a new colony, haven't tried loading it in to a preexisting colony, that might fix it, but one things for sure is that I can't press next with this mod enabled, spent an hour and a half narrowing the modpack down to just this mod, honestly thought it was going to be the framework or the industrial one, not citadel, but at least I got something, weird bug, idk if anybody else is having this issue
AOBA  [author] 19 Jul @ 5:05pm 
CE 問題今天推送的版本修復了,請確定城塞跟工業本體都有正確更新。
风起天阑 19 Jul @ 12:06pm 
和CE一起加载会有UIbug
Setimo 19 Jul @ 6:48am 
Are citadel walls air tight?
蛇蛇 17 Jul @ 3:38am 
没装ce依然会出现加载不出的情况
Alpharius 16 Jul @ 5:43pm 
in addition to me being fairly certain that the dead man's switch is needed for all that other neat stuff
I'm ALSO pretty certain that in order for stuff such as the trenches to show up, you need the Vanilla Furniture Expanded security module
which is currently being rewritten and may take months to get pushed out
SeanWoo 16 Jul @ 10:16am 
This mod does not work with the Combat Extended 1.6 mod.
Unfortunately, they cannot be loaded together, as an error occurs in the graphical interface: {LINK REMOVED}
摸鱼地游戏猫 16 Jul @ 10:01am 
榴弹炮碉堡无法伤害垂直上下目标的bug依然没有修复
Alpharius 16 Jul @ 4:53am 
it appears that because the dead man's switch (for whatever reason hasn't been updated to 1.6 for me, despite it saying on steam that it has been) no longer functions correctly, I can't build much of anything.
why did you make the dead man's switch a hidden dependency?
without it, the mod is pretty barebones..
[40°C]Fu浮云yUn 16 Jul @ 2:42am 
一段时间的排查,防御工事mod就目前这个mod不能和ce实验版兼容,会产生地图加载错误的报告,其他的mod都能够正常运行,作者辛苦啦~
Lynx 17 15 Jul @ 8:51pm 
Is it CE compatible?
AsakuraJyuuya 15 Jul @ 12:20pm 
作者辛苦了,这有问题要汇报了:裂解炉使用了新机制之后,我用变压器和工具柜叠满了速度,都到了288%,但是裂解炉工作没有提速,掐着游戏的小时数的,仍然8小时,也就说大概所有提速建筑都没有用。你看是把提速问题修了,还是裂解炉以后直接就不吃提速?
Commander Duckie 15 Jul @ 9:04am 
I've narrowed my pawn task-flow problems down to this mod. Some conflict that causes them to not do anything unless told directly
Theki 15 Jul @ 2:50am 
not sure if this is CE doing it or this mod, but they can't be used together or the new game button is broken and you can't get past the scenario screen. hopefully this is fixed soon cos i love both mods
Saul 14 Jul @ 10:53pm 
The Dead Man's Switch Like many mods based on this mod, do you plan on making a defensive facility mod, including a turret?

Fortification Industrial - Citadel
This mod is good, but I'm looking forward to defensive facilities based on the unique atmosphere and design of The Dead Man's Switch.

Especially mountable turrets...
Apache49 14 Jul @ 1:49pm 
I have also encountered issues with this mod and CE not being able to be loaded at the same time.
2464152349 14 Jul @ 12:35pm 
有没有人试过,在同时存在飞船所在地图和其他地图的情况下,如果把吸引袭击的那些设备装在飞船上,能把袭击都吸引到飞船那边吗?反过来呢?
Aizuki 14 Jul @ 1:53am 
so is it normall that howitzer bunker damage is coastal artillery when registered on enemy?
Gooplux 13 Jul @ 11:26am 
having similar issues as sonic john mentioned, getting a lot of CE error logs when this mod is loaded and cant start a new game
Dust 12 Jul @ 11:31pm 
Alright, at least for the pillboxes. They do work on the gravship, can rotate it, and can move even with someone in the pillbox.

FLYING FORTRESS IS A GO!
Dust 12 Jul @ 11:07pm 
Anyone tested if this stuff works on grav ships? (If not I'll be doing so in a bit)
SonicJohnBH 12 Jul @ 4:11pm 
I can also confirm that having Citadel loaded was completely preventing me from even selecting a scenario.

Based on the error logs, it indeed seems to have something to do with CE compatibility.
RooikatG11 12 Jul @ 12:25pm 
Attention:
As of right now this does not seem to work with Combat Extended. I am unable to start any game if both Mods are activated. If you are unable to start a run/Load a save check if BOTH these mods are active.
Zentradi 12 Jul @ 7:46am 
@vex they are space hog but on gravship they are king for base power atm once fueled i dont have to dump fuel into them for 2 years thats alot jumping around and my pawns ingore them for years at a time
Vex 12 Jul @ 7:19am 
The stationary Chemfuel generator needs a buff.

While it is technically cheaper than a nromal generator, it is less efficient in its fuel usage.
A normal generator uses 4.5 fuel per day and gives 1000W of power. That is 222W per fuel.
As for space. It uses up 4 blocks. That is 250W per block

The stationary generator uses 20 fuel per day and gives 5000W of power. That is 250W per fuel.
As for space. It uses up 21 blocks. That is 238W per block.

In terms of space, it is less efficient than the basegame generator. In terms of power per fuel, it is barely better.


If you instead look at the Industrial chemfuel powered generator from Vanilla expanded, it is way worse. 2400W with still 4.5 fuel per day and 9 blocks. So 533W per fuel and 266W per block. Way better and it can easily be deconstructed.

This mod is great, but the chemfuel generator has always felt just bad in comparison to even the vanilla generators. Especially with it being a basically permanent structure.
lizi2483 v 11 Jul @ 9:21pm 
it cant work with ce1.6
Zentradi 11 Jul @ 8:03pm 
posted log in bugs guys beware arc furnace can stop your pawns from doing anything with bills active did in my game
Stellar forester 11 Jul @ 11:13am 
Same problem here @Orangnus
Böswillig 11 Jul @ 5:20am 
碉堡有没有什么自动化mod啊)
OffYourTopic 9 Jul @ 5:13pm 
Trying to start a game with the "Bunker C" structure crashes the game, all the other bunker starts seem to work though
Vanquisher02 5 Jul @ 12:30pm 
the news flak guns you implanted in the mod seem to don't work properly with CE, the clip size is very low (1 or 2 for dual flak version) imo i don't interest to use single shot turret before reloading during intensive raid

a clip size of 25-30 should give more interest to it, can you do something about it or should i repport it to CE modders ?