RimWorld

RimWorld

Fortification Industrial - Citadel
Bugs/Suggestions
A: Energy Signal Decoys are spelled Enegry instead of Energy

B: Might be cool to have powered cover that you can raise at will
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Showing 1-15 of 18 comments
Gauss of Cards 10 Apr, 2023 @ 2:04am 
One thing that popped up for me is in the Citadel Bunker scenario. I started a game where the middle of my map was all water and the game replaced the concrete tiles with wooden bridges. Could you look into having these be reinforced concrete bridges instead? Having a light terrain affordance limit makes using the citadel practically impossible.
maniac23 10 May, 2023 @ 9:28pm 
having a bug were the ground emplacment guns are targeting colonist
fatalerr420 7 Jul, 2023 @ 10:50pm 
autocannons in CE need a bit of a re-balance IMO. They need to be more expensive, they're practically the best for any threat. They also basically make tank cannons and coastal batteries obsolete- against mechs the coastal battery is easily outmatched by the autocannon, mainly because autocannon has high firerate, and coastal battery has low accuracy and super low fire rate. Tank cannons also don't really do enough damage against centipedes seemingly (though I haven't played around with them as much).

Coastal battery & tank cannon should get a buff (mainly to accuracy), and autocannons should get a price increase. (only talking about CE, haven't tried vanilla).
Last edited by fatalerr420; 7 Jul, 2023 @ 10:50pm
fatalerr420 25 Jul, 2023 @ 11:44pm 
please make decals deconstructable. ATM you can only remove them in debug menu which is rather... uhm... silly.
Unborn 16 Sep, 2023 @ 3:02am 
decoys are not working
GVLT 12 Apr, 2024 @ 11:43am 
Exception loading list from XML: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EF27FF5A]
at Verse.DirectXmlCrossRefLoader+WantedRefForList`1[T].AddWantedListEntry (System.String newTargetDefName, System.String mayRequireMod, System.String mayRequireAnyMod) [0x000b2] in <9f0455800725468190a2ddad977330df>:0
at Verse.DirectXmlCrossRefLoader.RegisterListWantsCrossRef[T] (System.Collections.Generic.List`1[T] wanterList, System.String targetDefName, System.Object debugWanterInfo, System.String mayRequireMod, System.String mayRequireAnyMod) [0x00043] in <9f0455800725468190a2ddad977330df>:0
at Verse.DirectXmlToObject.ListFromXml[T] (System.Xml.XmlNode listRootNode) [0x00099] in <9f0455800725468190a2ddad977330df>:0
XML:
<linkableFacilities><li>ToolCabinet</li><li MayRequireAnyOf="Aoba.Fortress.Industrial.Citadel,Aoba.Fortress.Industrial.Citadel_steam">FT_transformer</li><li>HobbesLink_CNCMachine</li><li>HobbesLink_3DPrinter</li><li>HobbesLink_RobotAssistant</li><li>HobbesLink_Lathe</li><li>HobbesLink_Spacer_Lathe</li><li>HobbesLink_Vice</li><li>HobbesLink_ConveyorBelt</li><li>HobbesLink_IndustrialOven</li><li>HobbesLink_Centrifuge</li><li>HobbesLink_LaserEngraver</li><li>HobbesLink_Incinerator</li><li>HobbesLink_Still</li><li>HobbesLink_Rotovape</li></linkableFacilities>
UnityEngine.StackTraceUtility:ExtractStackTrace ()
AOBA  [developer] 13 Apr, 2024 @ 11:31pm 
Originally posted by GVLT:
Exception loading list from XML: System.NullReferenceException: Object reference not set to an instance of an object
[Ref EF27FF5A]
at Verse.DirectXmlCrossRefLoader+WantedRefForList`1[T].AddWantedListEntry (System.String newTargetDefName, System.String mayRequireMod, System.String mayRequireAnyMod) [0x000b2] in <9f0455800725468190a2ddad977330df>:0
at Verse.DirectXmlCrossRefLoader.RegisterListWantsCrossRef[T] (System.Collections.Generic.List`1[T] wanterList, System.String targetDefName, System.Object debugWanterInfo, System.String mayRequireMod, System.String mayRequireAnyMod) [0x00043] in <9f0455800725468190a2ddad977330df>:0
at Verse.DirectXmlToObject.ListFromXml[T] (System.Xml.XmlNode listRootNode) [0x00099] in <9f0455800725468190a2ddad977330df>:0
XML:
<linkableFacilities><li>ToolCabinet</li><li MayRequireAnyOf="Aoba.Fortress.Industrial.Citadel,Aoba.Fortress.Industrial.Citadel_steam">FT_transformer</li><li>HobbesLink_CNCMachine</li><li>HobbesLink_3DPrinter</li><li>HobbesLink_RobotAssistant</li><li>HobbesLink_Lathe</li><li>HobbesLink_Spacer_Lathe</li><li>HobbesLink_Vice</li><li>HobbesLink_ConveyorBelt</li><li>HobbesLink_IndustrialOven</li><li>HobbesLink_Centrifuge</li><li>HobbesLink_LaserEngraver</li><li>HobbesLink_Incinerator</li><li>HobbesLink_Still</li><li>HobbesLink_Rotovape</li></linkableFacilities>
UnityEngine.StackTraceUtility:ExtractStackTrace ()

looks like xml extension patch break again.
Funny little bug, for some reason if every colonist is inside a facility (autocannon bunker, minigun bunker, etc) the games sends a game over letter.
my pawns dont research "Heavy Artillery" why? i research industrial cannon
double 3 Mar @ 8:54pm 
可不可以加个能让失能机关里的机兵操作永固工事的兼容呀
Urai Fen 29 Apr @ 9:05am 
would be cool if there was some heavy duty gates/doors in this pack that go's with the aesthetics.
Shooting experience rate when using a pillbox is ridiculously high. A raid of 4 cause my shooter to go from level 0 to level 6
Zentradi 11 Jul @ 8:01pm 
Loading game from file Itgaus Principled Compact with mods:
- brrainz.harmony
- Ludeon.RimWorld
- Ludeon.RimWorld.Royalty
- Ludeon.RimWorld.Ideology
- Ludeon.RimWorld.Biotech
- Ludeon.RimWorld.Anomaly
- Ludeon.RimWorld.Odyssey
- adaptive.storage.framework
- Adaptive.SimpleStorage
- RedMattis.BetterPrerequisites
- OskarPotocki.VanillaFactionsExpanded.Core
- VanillaExpanded.VMemesE
- Sarg.AlphaMemes
- moistestWhale.gitsCyberbrains
- moistestWhale.gitsCyberneticEquipment
- RedMattis.BetterChildren
- RedMattis.BetterGeneInheritance
- kikohi.BetterGroundPenetratingScanner
- erdelf.HumanoidAlienRaces
- RedMattis.BigSmall.Core
- VanillaExpanded.VFECore
- VanillaExpanded.VFEMedical
- RedMattis.BSFurniture
- void.charactereditor
- AOBA.Framework
- Aoba.Fortress.Industrial
- Aoba.Fortress.Industrial.Citadel
- RedMattis.GeneExtractor
- tac.genetrader
- XMB.GiantUraniumSlugTurret.MO
- HyouSol.Grasslighting
- Sirprook.HardenedArmor
- killerbot.HIDZM7
- ASF.DeepStorage
- m00nl1ght.MapPreview
- mario1.3patch.metaldontburn
- IssacZhuang.MuzzleFlash
- cedaro.noin
- Lime.OgreStack
- ocarina.realistic.meat.scaling
- Jaxe.RimHUD
- sarg.alphagenes
- CaptainGeorge.CraftableBulkShells
- EBSG.Framework
- SuperheroGenesBase.Mod
- Aoba.DeadManSwitch.Core
- Aoba.DeadManSwitch.AncientCorps
- Aoba.DeadManSwitch.Synthetic
- DMS.MOREDozer
- VanillaExpanded.BaseGeneration
- VanillaExpanded.VFEPower
- VanillaExpanded.VChemfuelE
- OskarPotocki.VFE.Pirates
- VanillaExpanded.VFEProduction
- VanillaExpanded.HelixienGas
- OskarPotocki.VFE.Empire
- VanillaExpanded.VTEXE
- VanillaExpanded.VWEBF
- VanillaExpanded.VWEC
- VanillaExpanded.VWEHW
- com.yayo.yayoAni.continued
- killerbot.gtekdevilstrandsynthesis
- Teiwaz.GTGMCT
- calltradeships.cavenaugh.rw
- Og.Repair.Your.Gear
- Dubwise.DubsMintMenus
- Aoba.Fortress.Industrial.Concrete
- Aelanna.EccentricTech.Core
- Aelanna.EccentricTech.DefenseGrid
- Aelanna.EccentricTech.AngelApparel
- Aelanna.EccentricTech.FoxysArmory2
- SirVan.SteelRetexture
- CaretCake.Resources.MoreComponentsandSteel
- XMB.Giantimperialcannonturret.MO
- Hawkwood.FloorsAreAlmostWorthless
- Mlie.ExpandedRoofing
- MelonDove.WolfeinRace
- Ancot.WolfeinRaceGenePatch
- Mehni.PickUpAndHaul
- BattIeBear.BattIePatch.Lockdown
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Message (string)
Verse.SavedGameLoaderNow:LoadGameFromSaveFileNow (string)
Verse.Root_Play/<>c:<Start>b__1_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()


Exception in CheckCurrentToilEndOrFail for pawn Grete driver=JobDriver_DoAutonomousBill (toilIndex=0) driver.job=(FFF_DoAutonomousBill (Job_665774) A = Thing_FT_ArcFurnace116003 Giver = JobGiver_Work [workGiverDef: FT_OperateFurnace])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref ECCAA5C1]
at Fortified.JobDriver_DoAutonomousBill+<>c__DisplayClass1_0.<MakeNewToils>b__1 () [0x00022] in <486ed2ecddbd4c789183d6c9f51a01ed>:0
at Verse.AI.ToilFailConditions+<>c__DisplayClass1_0`1[T].<FailOn>b__0 () [0x00000] in <fcfab19af5d14a608a65ebd77f29482f>:0
at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00025] in <fcfab19af5d14a608a65ebd77f29482f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Exception in CheckCurrentToilEndOrFail for pawn Norum driver=JobDriver_DoAutonomousBill (toilIndex=0) driver.job=(FFF_DoAutonomousBill (Job_665781) A = Thing_FT_ArcFurnace116003 Giver = JobGiver_Work [workGiverDef: FT_OperateFurnace])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref ECCAA5C1] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Exception in CheckCurrentToilEndOrFail for pawn Grete driver=JobDriver_DoAutonomousBill (toilIndex=0) driver.job=(FFF_DoAutonomousBill (Job_665788) A = Thing_FT_ArcFurnace116003 Giver = JobGiver_Work [workGiverDef: FT_OperateFurnace])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref ECCAA5C1] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
Verse.AI.Pawn_JobTracker:JobTrackerTickInterval (int)
Verse.Pawn:TickInterval (int)
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()

Exception in CheckCurrentToilEndOrFail for pawn Norum driver=JobDriver_DoAutonomousBill (toilIndex=0) driver.job=(FFF_DoAutonomousBill (Job_665945) A = Thing_FT_ArcFurnace116003 Giver = JobGiver_Work [workGiverDef: FT_OperateFurnace])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref ECCAA5C1] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.AI.JobUtility:TryStartErrorRecoverJob (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
Verse.AI.JobDriver:TryActuallyStartNextToil ()
Verse.AI.JobDriver:ReadyForNextToil ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.StartJob_Patch1 (Verse.AI.Pawn_JobTracker,Verse.AI.Job,Verse.AI.JobCondition,Verse.AI.ThinkNode,bool,bool,Verse.ThinkTreeDef,System.Nullable`1<Verse.AI.JobTag>,bool,bool,System.Nullable`1<bool>,bool,bool,bool)
Verse.AI.Pawn_JobTracker:TryFindAndStartJob ()
Verse.AI.Pawn_JobTracker:EndCurrentJob (Verse.AI.JobCondition,bool,bool)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Pawn_DraftController.set_Drafted_Patch1 (RimWorld.Pawn_DraftController,bool)
RimWorld.Pawn_DraftController:<GetGizmos>b__15_1 ()
Verse.Command_Toggle:ProcessInput (UnityEngine.Event)
Verse.GizmoGridDrawer:DrawGizmoGrid (System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>,System.Func`2<Verse.Gizmo, bool>,bool)
Verse.GizmoGridDrawer:DrawGizmoGridFor (System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
RimWorld.MapGizmoUtility:MapUIOnGUI ()
RimWorld.MapInterface:MapInterfaceOnGUI_BeforeMainTabs ()
RimWorld.UIRoot_Play:UIRootOnGUI ()
Verse.Root:OnGUI ()






built an arc furnace set up some bills my pawns stopped moving delete arc furnace everything good
arabuga 12 Jul @ 6:43am 
suggestion: 105mm nuclear shell

bug: my 155 coastal artilery bunker when shoots just exploads, or just doesn't shoot at all, out of 15 test shots, only one didn't blow my bunker up. i tested with/without ambrasures, just in plains. didn't help. i only once saw other peson complain about disapeiring shots. maybe there is a mechanic i don't undarstand? (I'm playing with CE)
Last edited by arabuga; 12 Jul @ 6:44am
An-dz 17 Jul @ 7:45am 
Appears to be a bug with the abandoned front line scenario added with this mod, map will fill to generate in almost all cases (although i will sometimes generate if Layout B is selected). I have tried to see if it was a conflict with another mod but it still occurs even if only this and its dependencies are active
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Showing 1-15 of 18 comments
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