RimWorld

RimWorld

Kraltech Industries Rebalanced
77 Comments
ZapKiller 12 hours ago 
Dude, repeatedly bothering a mod dev (who is doing this for free, mind you) to update to 1.6 isn't going to help anyone or anything. they already know 1.6 is out
temirlan200125 13 hours ago 
1.6 pls
temirlan200125 12 Jul @ 12:47am 
1.6 pls
1340815253 11 Jul @ 11:37am 
Can add animals to shelter from the crimson rain under the eaves
Caustic Sarcasm 7 Jul @ 3:34pm 
The ranger enforcer backpack says that it increases carrying capacity in the health section, but it doesn't actually give any carrying capacity, anyone else have this problem or is it my own conflict?
Caustic Sarcasm 4 Jul @ 1:19pm 
Do I need to be allies with Kraltech to trade with one of their bases?
Huei the Vietnamese 4 Jul @ 4:04am 
1.6 plz
BumbleBear 2 Jul @ 12:38pm 
@ me when 1.6:leaCheese:
ゆきんこ 25 Jun @ 6:12am 
1.6 pls
1340815253 23 Jun @ 7:11am 
I found it. There are clothes in advanced technology that can resist crimson viruses
Doomer Man 22 Jun @ 3:29pm 
seems almost all the mech ships can land as basic mech clusters parts. got a Toxic Spewer ship spawning 30 pestilence at 400 threat points
Flockerkill 19 Jun @ 10:40am 
there are pills against the virus from my undertstanding
1340815253 19 Jun @ 8:49am 
Not long after the start, a crimson spaceship arrived, and I kept it. Subsequent mechanical attacks resulted in the machinery dying in sleep. Can mecha be unaffected by viruses?
And when pawn goes out to move something, it gets infected with a crimson virus, and 4% goes berserk,Isn't it too early to go berserk.
or can there be a treatment method or antiviral clothing
FerrisCG  [author] 16 Jun @ 1:35am 
@Anak kin will look at fixing that when i update to 1.6 later this or next week
Anak kin 8 Jun @ 10:48pm 
To add up, i went to different saves on said colony, and it was smooth until it hits that bug, going from high FPS to 1 FPS constantly, and forever stays in that FPS
Anak kin 8 Jun @ 10:45pm 
Hello, I would like to report a Bug:
I've been playing a savegame for quite a while now, it was working flawlessly when suddenly the Kraltech Faction wanted to spawn a pawn who needs a high construction skill but was placing it in a newborn? Here is the Problem, Thank you so much!

Could not generate a pawn after 70 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring scenario requirements.
Could not generate a pawn after 100 tries. Last error: Generated pawn incapable of required skill: Construction Ignoring validator.
Pawn generation error: Generated pawn incapable of required skill: Construction Too many tries (120), returning null.
bell 24 May @ 7:21pm 
The mod looks cool. Is it compatible with saved games?
JCLKingu 23 Apr @ 7:46pm 
So any news or comments on if the cargo ship beacons will ever work as intended? Also the alpha tesserons are pretty broken in their AI as they can't even shoot, or face left.
A Startled Froggo 22 Apr @ 9:22pm 
I dream of a day where this is CE compatible ;-;
Sun-Soaked 19 Apr @ 5:10pm 
I messed around in the defs and noticed a lot of weapons have upwards of 1.5 accuracy, meaning they have absolute perfect accuracy (150% base chance to hit, increased even further by skill & stuff)

Idk how to make a patch mod but if you run around in the defs and change the numbers to be more reasonable it should help with the balance of stuff like turrets & mechanoids

(for reference: The charge rifle in the base game has 0.4 accuracy at range)
SOGGY DOGGY 9 Apr @ 6:34pm 
Kraltech has never been CE compatible, and likely never will. Just use vanilla combat reloaded instead @Aurus
Aurus 9 Apr @ 8:53am 
Is there a patch for CE? @FerrisCG
S.T.A.R.S. 30 Mar @ 3:08am 
author is dead :)
do not expect further updates! :D
Sun-Soaked 24 Mar @ 11:27pm 
it's annoying enough to fight them- but if you -do- manage to kill them, then you have upwards of 5000 silver in value dropping from the first raid and an instant spike to Moderate Expectations or higher
Sun-Soaked 24 Mar @ 10:57pm 
is there any way to reduce the occurence of the special materials?
I'm dealing with early pirate raids where every raider has "super steel alloy" plate armor.
BentheBen01 4 Mar @ 9:48pm 
Additionally, the mech batlle axe costs 3000 silver and does 31.07 dmg base and 313% armor penetration with powerful melee buffs as well. Pretty scary
BentheBen01 3 Mar @ 10:01pm 
Militor scoped smg is op as heck. It shoots a ten round burst at 1200 RPM with 13 damage with 150% penetration! It shreds anything that gets near it, please Nerf.
JCLKingu 2 Mar @ 12:06am 
Alpha tesseron is pretty bugged, first is the issue with the graphics that don't face the correct way when facing left, second is that when it tries to shoot its beam it gets stuck in a loop while aiming it, and lastly it can't be controlled in any way by a mechanitor, even when I try to make my mechanitor try to control it it says "never controllable".
Kasta 26 Feb @ 7:02am 
Seconding the problem with enemy turrets, auto mech chainguns will tear apart anyone in marine armor that gets in range instantaneously. They're unbeatable (without the very top gear from this mod at least).
Does this mod have compatibility with Save Our Ship 2?
More specifically, a question about the armor and its protection against vacuum and suffocation.
FerrisCG  [author] 21 Feb @ 7:22pm 
@Gamma Omega Will push fix later tonight looks like most of the implants had offset / factor inverted
@JCLKingu Will look at fixing today
@Mismagius Will take a peek at those i might have missed them going through it
Hustler One 20 Feb @ 8:33am 
brother, thank you for your work, but please nerf the mech clusters and virus events harder. viruses should not effect mechs
JCLKingu 16 Feb @ 7:17pm 
I found a texture bug, basically when an alpha tesseron spawns and it tries to move left the texture is facing right.
csfireworks 11 Feb @ 9:24am 
lollll
Mismagius 9 Feb @ 3:10am 
hey, the turrets that spawn in mech clusters are really broken, they have an armor penatration of 500% and fire like....1000 RPS for 3 seconds or something. any chance you can nerf those?
Nephibis 6 Feb @ 1:49pm 
Does Vanilla+ mean Vanilla Expanded or is it like above Vanilla level mods? I have saiyans and Hellsing, so if this version is weaker then I probably shouldn't get it. I haven't fought them to see what it is like, so not sure which one I should use.
Gamma Omega 4 Feb @ 3:47pm 
I had a pawn who could hit most things with their gun, but upon installing the Combat Eye 'Ranger Module' he suddenly could not hit the broad side of a barn, setting his accuracy to 2%.

Upon digging into it, I noticed that the eyes 'boost' shooting accuracy by x10%, setting it down to 2, as shifting him to bionic eyes after actually fixed the problem.

I'm not the best with math but doesn't x10% equal x0.10? Obvious potential of a mod conflict, but I'm curious if anyone else had the problem.
Eisblume_2000 1 Feb @ 1:06pm 
@Robin192000 thank you very much
RobinHood192000 1 Feb @ 7:02am 
@Eisblume_2000 Hi I got ya mate! you need this mod in order to correct this bug. I had the same issue a while ago with vanilla expanded. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2739055353
Eisblume_2000 31 Jan @ 8:18am 
Ok so it gets even weirder:
Colonist with Archotech Leg, Executive Leg, Executive Arm and Archotech Arm can wear flak gloves but can't wear boots.

Colonist with one intact leg and one peg leg can wear flak boots as soon as i replace the normal leg with an archotech one he can't
Flockerkill 30 Jan @ 10:05pm 
@eisblume_2000
The technical thing with the boot and gloves is the same on the vanilla expanded ones for me, when you replace the arms and legs with anything non natural, than you cannot wear thoose
Eisblume_2000 30 Jan @ 6:39pm 
the last bug only occures when both arm are replaced, if the pawn has atleast one functioning arm the surgery option will appear for both arms
Eisblume_2000 30 Jan @ 6:37pm 
also for some reason you can only attach executive arms when the pawn has its original arm, when the pawn lost it, or has a different attachment it will no longer be possible to do the surgery
Eisblume_2000 30 Jan @ 5:26pm 
my pawns can't wear the flak boots or gloves because "missing body part" even though they have all archotech arms and legs. is this a bug?
Gerewoatle 15 Jan @ 1:23pm 
@Average national bolshevik - The original was made by someone who seems to actively reject the concept of balance in any sense whatsoever.
Average national bolshevik 15 Jan @ 9:35am 
I can't imagine how terrible is original kraltech if this is the "balanced version". every thing(guns, mechs etc.) in this mod easily destroy everything from vanilla or other mods. PLEASE DON'T GET THİS MOD or your base will get destroyed in first mech cluster
FerrisCG  [author] 12 Jan @ 10:06pm 
@Flockerkill @temirlan200125 was talking about combat extended which unless they have done patches it will not be ask in their discord about getting patches done for kraltech
Flockerkill 12 Jan @ 5:53pm 
@kanid99
As the crimson rain even is described as nanobots that attack the neural central of anything not under a roof, it's understandable to affect mechs aswell in that case (mechs neural central are thier subcores)
But yes you should cherry pick the crimson rain event if you don't like it

@temirlan200125
Yes it's totally compatible with Character Editor
temirlan200125 12 Jan @ 8:32am 
Is this compatible with CE?
kanid99 12 Jan @ 8:07am 
Is there a patch somewhere to make it so the various virii and effects (such as the crimson rains rage virus) do not effect Mechs ? My lifters and haulers all got the rage virus, which is hilarious but not expected. I dont want to cherry pick away the hediff but if its not gonna target just organics then I may need to.