RimWorld

RimWorld

Kraltech Industries (Continued)
138 Comments
XakerGoliaff 11 Jul @ 11:44am 
1.6?
Caustic Sarcasm 7 Jul @ 1:51am 
Yo anyone have tips on how to interact with the mod more, I havent seen a lot of mechs for tech, and buying the faction tech is hella expensive, what mods/settings/strats did yalluse to over come these issues?
Huei the Vietnamese 4 Jul @ 3:57am 
1.6 plz
Reaper415 28 Jun @ 7:16am 
Is this compatible with Alpha Mechs and VFE Mechanoids?
ゆきんこ 28 Jun @ 6:17am 
1.6 pls
Friski 26 Jun @ 1:58pm 
CE?
Arira 22 Jun @ 1:29pm 
I've been dealing with Extreme cold snaps, heat wave, toxic rain, corpse fog, crimson rain all one after another, 7 days+ at least for each. Pwetty pwease, add the toggles OR/AND commonality; duration. It's unbearable to deal with.
Deadlypenguin 19 Jun @ 7:35pm 
Ferris your a legend!
FerrisCG  [author] 18 Jun @ 1:59pm 
I will be updating likely later this month other mods are priority over this one atm
anantasak5g 18 Jun @ 3:39am 
1.6 pls!
xkuripuri 2 Jun @ 4:06am 
Is it bad I'm still really looking forward to this rework? Like, VOID kicks me in the teeth enough. But I feel like I'm not being kicked hard enough without Kraltech.
SS5DEJAN 18 May @ 4:06pm 
You can trigger the cargo ship crash with dev mode. "Do incident (map)" then search "cargo ship"
与成 16 May @ 2:56am 
干不过四象的玉枢子,哈哈哈
胸这么小你别说话 13 May @ 11:37am 
@JCLKingu the quest is broken now,i have try active the quest by the other mod,but guess what,i got a drop pod attack that covered the entire map,that drop pod like missile from the air destroyed my whole base!
IhatethisFxxkingGame 25 Apr @ 10:57am 
I noticed that the mechanical units in this MOD might appear in mechanical attacks or other mission maps. Is there any way to prevent this from happening?
JCLKingu 19 Apr @ 11:19pm 
The beacon to continue the mjolnir sidequest doesn't work at all, really none of them do, any fix or is the mjolnir actually impossible to get?
Here's my log just in case: https://gist.github.com/HugsLibRecordKeeper/2293b5f2fb380504b52971a3e7bf18ef
Ar_cv 1 Apr @ 7:24pm 
CE does work for this mod at least for the Generic experience expanded but some mechs' weapons dont work properly and bosses might not have ammo.
PlayerHitman 7 Mar @ 1:17pm 
@Creneis (about the berserk and social fighting) Could you please tell me what the problem is? I'm having the same problem.
Vkn164 19 Feb @ 7:48pm 
@Dexidus606
The original wasn't CE compatible, and the patch request on their github is like 2 years old now, so I don't think this one is either.
Crouton 17 Feb @ 9:43am 
does this have CE or no? hard to tell when reading the comments cause it couldve been added. and i cant find a patch elsewhere
Creeper Gamer 15 Feb @ 2:27am 
Could you make a toggable Mod option that Turns Off the extreme cold and Heat SNAP?
Target 30 Jan @ 10:52am 
To fix "Assassin Visor" find it in Apparels_Punkwear_n_Techwear.xml and delete the following lines

<MeleeHitChanceOutdoorsDarkOffset>1.0</MeleeHitChanceOutdoorsDarkOffset>
<MeleeHitChanceIndoorsDarkOffset>1.0</MeleeHitChanceIndoorsDarkOffset>
<MeleeDodgeChanceOutdoorsDarkOffset>1.0</MeleeDodgeChanceOutdoorsDarkOffset>
<MeleeDodgeChanceIndoorsDarkOffset>1.0</MeleeDodgeChanceIndoorsDarkOffset>

Stupid fantasy offsets, where do they even come from, iam pretty sure nothing like that exists in the base game and i can't find any rule/def that mentions them in this mod and manages what they should do.
I guess just like hacking speed, it has a dependency to another mod, but idk which mod that could be.
Target 29 Jan @ 12:50pm 
Almost forgot do the same for "techwear jacket neon pink", just delete everything mentioning hackingspeed in the files.
Target 29 Jan @ 12:47pm 
To fix the neon red mask helmet, find its def in Apparels_Punkwear_n_Techwear.xml and delete the HackingSpeed statoffset. Just search for "HackingSpeed" and delete the whole line <HackingSpeed>1.5</HackingSpeed>. By doing this the apparel category "Misc" will show its contents again and make the mask useable and craftable.
This mod is a mess, is nobody playing with this or cares enough to report?
Target 26 Jan @ 12:42pm 
To add to what Peyman said, the Vibrosonic Katana also has no storage category.
And the emergency supply box if put in a shelf, destroys any walls adjacent to the shelf and if you rebuild the wall the game crashes.
Its because the box is 2x2, nothing storeable in the game is 2x2, so either make it 1x1 or make it a building so that the game uses minify to turn it in a 1x1.
[JdG] Pejman 26 Jan @ 11:14am 
to be more precise they are missing

<thingCategories>
<li>ApparelArmor</li>
</thingCategories>

or

<thingCategories>
<li>ApparelMisc</li>
</thingCategories>

or whatever category they should be found in ...
[JdG] Pejman 23 Jan @ 7:55am 
The empress/dragonslayer/warlord mechlord helmets don't appear in stockpile stoage tab and thus can't be stored
Scarlet Tsepeshi 12 Jan @ 4:45am 
QOL feature: should be able to disable certain events like the corpse fog and anti-organic fallout as I have had these stack and in short wipe out an entire colony because it lasted for 10+ days, Or at the very least increase or decrease their chance to fire.
Kingbuddy06 3 Jan @ 10:17am 
I had this bug with the original kraltech in 1.4 and I thought I'd give it a try again to see if it got fixed and it still doesn't work. The berserk mental break and the panic attack mental break don't function properly. Pawns will go about their day continuing to do tasks while mentally broken in those 2 states. Berserk pawns will still get attacked by other pawns, but won't fight back. There's no error messages when mental breaks happen so idk what the issue is.
KRISS KROSS 2 Jan @ 9:37pm 
This mod has the best looking katana but I really hope it gets a CE patch! My guy is just swinging this huge sword around hitting nothing.
Tokyo 26 Dec, 2024 @ 2:33pm 
the cargo ship beacon does not work, when trying to activate it, the settler just comes and goes, and nothing happens, how to fix it?
Aury 13 Dec, 2024 @ 9:27pm 
Would it be possible to allow the added brain implants to have other implants installed within them? Things such as psychic sensitizers.
Siddown 11 Dec, 2024 @ 1:04pm 
Is there a ce patch
raymond2500 27 Nov, 2024 @ 11:13pm 
these mech turrets are way too powerful like holy shit there is no reason they should have 150% hit chance at every range
燕赵奇寒 22 Nov, 2024 @ 12:43am 
the cargo ship beacon still doesnt work,help me,please.
Apex 10 Nov, 2024 @ 10:40am 
Downloaded for the mechs. I didn't know there'd be a stupid stuff material that makes a normal knight shield capable of stopping a 200 round burst of 7.62 from a minigun turret and multiple 50 bmg AP bursts from a twin m2 browning. Can you make a mod of just the mechs?
007 16 Oct, 2024 @ 9:41pm 
有大佬出中文的没
_-Sunami_- 15 Oct, 2024 @ 3:50pm 
dont download unless you want your colony to be soloed by one soldier from a faction you cant make allies with i also got my colony fully destroyed by a single soldier with 20 shooting 20 melee and they went past my 15 traps without even getting a scratch on them
Sera 22 Sep, 2024 @ 12:22pm 
@MOMO ya it's the extreme weather event. They show up a lot last a really long time and the only counter to them is stay inside the entire playthrew or spend end game money for a drug that blocks it for about 10% of the time the weather lasts. Oh and don't play tribal. I love this mod but those weather events just ruin it for me personally. You could try the easy version of the mod but I think the weather events are untouched.
He got science 18 Sep, 2024 @ 1:37am 
It seems like sometimes the enforcers are hussar. Is there a way to disable that?
He got science 18 Sep, 2024 @ 1:24am 
is there any option to make psycast abilities able to affect enforcer?
MOMO 1 Sep, 2024 @ 5:30am 
my pawn keep getting nullifying nanites, over and over again.
i remove it from him with character editor, but like a min later he has it again
Creneis 31 Aug, 2024 @ 3:32pm 
Hi, I would like to report a bug with mental breaks behaviors.(about the berserk and social fighting). I found the culprit, which should make the fix easy as pie.
Is there a place for that or should I say it here ?
TheOneShot 25 Aug, 2024 @ 1:37am 
compatible with combat extended?
nikita150u 24 Aug, 2024 @ 12:22pm 
I'm here to just remind that since some update in 1.4 any resistance pills do nothing (0% still (even with x200% res)) and temperature resistance pills even harm colonists by sickest hypothermia
MrMistoffeleez 31 Jul, 2024 @ 8:23pm 
Mod is amazing, love that it almost lets me compete with the V.O.I.D. faction.

Almost.
D9sinc 24 Jul, 2024 @ 1:40pm 
@Ferris, take as much time as you need for the properly balanced version of this mod. I'm looking forward to it. Ever since my first playthrough of Kraltech, I've been in love with the idea, but did not like the balancing at all and would love to see a properly balanced version of the mod where I wouldn't need OP mods to even stand a chance.
PunPun 22 Jul, 2024 @ 5:20pm 
I uninstalled every mod except kraltech but the cargo ship beacon still doesnt work. Heres the error i get trying to activate it:
Exception in JobDriver tick for pawn Foster driver=JobDriver_UseItem (toilIndex=1) driver.job=(UseItem (Job_1782) A = Thing_CargoShipBeacon38491 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.InvalidCastException: Specified cast is not valid.
[Ref 9D9826B7] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:DriverTick ()
Verse.AI.Pawn_JobTracker:JobTrackerTick ()
Verse.Pawn:Tick ()
Verse.TickList:Tick ()
Verse.TickManager:DoSingleTick ()
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
PunPun 21 Jul, 2024 @ 8:02pm 
I am trying to activate the cargo ship beacon but nothing happens. There isnt even a loading bar showing that it is being activated when I try. Am i missing something?