RimWorld

RimWorld

Rimefeller
3.033 kommentarer
Ruggedgolem 6. okt. kl. 21:54 
Gonna take a guess and say that this does nothing in a medieval only playthrough?
st.rusik 19. sep. kl. 13:50 
@Mike in order for you to see it, you must build a console
Mike 14. sep. kl. 21:22 
i dont know this is a bug or something when i unlock the rimefeller i dont see the oil highlight thing that you can drill so can anyone help pls ?
RottenArbiter 10. sep. kl. 10:06 
is there a way to have the resource console not require a pawn?
Emelio Lizardo 31. aug. kl. 11:37 
Once the well is drilled the derrick needs to be replaced by a pump.
Emelio Lizardo 31. aug. kl. 11:36 
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559760032

Presently only the chemfuel in the pump storage is recognised bas being in inventory, the 7000 chemfuel in the storage tank is ignored for the purpose of knowing how much there is held by the player. This makes setting refining limits impossible.
okaydizzle on twitch 26. aug. kl. 16:07 
my colonists have everything built but wont drill the pipes from the oil derricks. am i missing something? i have steel in the derricks but they wont drill
CaptainDiu 24. aug. kl. 22:44 
When i turn on this mod, it keeps getting errors like {pawn} started 10 jobs in 1 tick
ENVY 16. aug. kl. 13:22 
Drill, baby, drill :speak:
MrMeSeeks 15. aug. kl. 14:42 
That did not seem to work but thank you for trying!
Zmeya685 15. aug. kl. 14:08 
In the highlight "Recipes_Production.xml" along the path "Languages\Russian\Definjected\RecipeDef" in line 9 "<Make_Napalm.description>Make a batch of napalm by mixing synthene with chemical fuel. </Make_Napalm.description>" you need to remove the chanter after the dot, it creates a red error. Thanks in advance and sorry for the mistakes I I used Google translator.
MrMeSeeks 15. aug. kl. 14:00 
Getting an error in the resource console bills UI that my multiplayer version is outdated but I do not have any multiplayer mod installed. Anyone know a solution?
=>PR<= HavenOnline 11. aug. kl. 14:53 
dubwise mods are usually busted :|
Hastur, The King in Yellow 10. aug. kl. 17:23 
The architect tab for the mod is just completely missing despite me having researched several techs for rimefeller, im not sure what could be causing it honestly due to the fact that the dubs menu mod also cant find the rimefeller tab
NothingToSay 29. juli kl. 18:01 
I'm having issues where the rimefeller isn't intergrating into grav ship despite its visual showing it should. the tank refuses to fill with chemfuel. the same goes with rimefeller --> VFE pipe networks chemfuel despite both mods seem to have support and a patch mod even trys to fix this but none seem to be working in 1.6.
SyperHyper 26. juli kl. 4:30 
@Dubwise hello! Will you make a same mod but for ores?
shea_4 23. juli kl. 10:39 
I am experiencing the same problem as @fug - Fuel Pump limits get reset whenever I land on a new map.

@Dubwise - if your post "errrrrrr the settings are probably map component based..." is a response to this, then I have a suggestion:

Store the setting in the Resource Console (RC), then propagate the setting to other RCs found on the map whenever the map loads or a setting changes. Limit this so that RCs on land (NOT built on Grav. Substructure) only propagate to other RCs on land; and RCs on a Gravship (built on Grav. Substructure) only update RCs that are built on the Gravship (connected via Grav. Substructure).

If RCs exist both on land and on a Gravship, then the RCs built on the Gravship should control Chemfuel Pumps built on the same Gravship; and RCs on land should control Chemfuel Pumps on land.

This way the RCs on land and on a Gravship can act semi-independently while connected to the same oil pipeline network.
D3m0nku5h 23. juli kl. 4:38 
Yeah , had it all but i had to resubscribe to fix it in the end , now is fine .
I had no errors so is weird🤷🏻‍♂️.
Axis of Lint (ADG) 22. juli kl. 17:07 
@D3m0nku5h

Do you have a console built? I believe the patches won't show up unless you have a console and then when you either select it or you select an oil rig to place (It's been a few months since I've played so I could be incorrect).
D3m0nku5h 22. juli kl. 13:34 
is it possible that i don't have any oil on the map ? i have all the research done but i can't see no oil ...
Dertroks 22. juli kl. 11:08 
Oh gotcha, thank you for the detailed response!
GreasyMitts 22. juli kl. 8:31 
Napalm mortars go through gravship shield generator when I was sieged not sure if it’s a bug or the shield is just dog water but I thought I’d mention it
Dubwise  [ophavsmand] 21. juli kl. 21:08 
errrrrrr the settings are probably map component based so i would need to maybe do them in the resource console itself but limit to building only 1 resource console per map except you could fly one to another map on a ship so that wouldn't work and i didn't want the console to have to be piped to the machines its controlling, but if you have settings on a home map and settings onboard a grav ship then you land the gravship which settings get used for the map, so basically the console would need to be piped into the network to control things but that would also break existing saves and people would need to build new pipe networks to get their bases running again so im not sure what the best solution is for that one .....?
Dertroks 21. juli kl. 21:02 
I mean it would be weird to a degree sure, but would still be nice if it was a toggle able option for example. To not rely on massive hydroponics if you wanna build a megabase in space
fug 21. juli kl. 20:50 
This probably isn't a big deal without stacksize mods, but my entire fuel storage gets dumped out into pumps every time I fly to a new map with the gravship because the pump limit setting gets reset to disabled. Would it be possible to get that to carry over?
WabbaCat 21. juli kl. 15:15 
Oil on asteroids?
Wouldn't that be incredibly odd for there to be oil on an asteroid?
Dubwise  [ophavsmand] 21. juli kl. 13:09 
pushed fixed for a gravship launch error, and missing IsBurning workgiver checks
Dertroks 19. juli kl. 21:40 
Is there oil on asteroids? If not is it possible to get on some of them? Love your mods they're a staple for any playthrough
1 Extra Chromosome 19. juli kl. 15:36 
Sometimes I like to RimAFeller
tankuwell 17. juli kl. 15:48 
can call it "Texas tea"
Dubwise  [ophavsmand] 17. juli kl. 15:37 
rimefeller, like rockefeller, dya get it, like ole john d rockefeller, standard oil, it would be too obvious to just call it dubs oil drilling mod v1.2.3.4567(1.6)
John Ghoul 17. juli kl. 15:24 
legit couldnt find this mod because of the spelling
Sgt.Squeegee 17. juli kl. 9:21 
Are these mods intended to be researched and used before spacer tech? Want to add it into my playthrough but unsure how quickly I could get to use it on a tribal start.
tankuwell 17. juli kl. 7:14 
thanks for your efforts
Dubwise  [ophavsmand] 17. juli kl. 6:28 
pushed a fix for corner pipe construction
Dubwise  [ophavsmand] 16. juli kl. 10:02 
massive fuel storage tank, and you can refuel the gravship tanks through a feed pipe but there's a potential crash if you use a valve and shut it off at the moment, dont need a valve though
rolfey1328 16. juli kl. 9:34 
Does the chemfuel storage for this mod work for a gravship?
Dubwise  [ophavsmand] 16. juli kl. 8:04 
really, thats so bizarre that it fixed it for them but not you, and i cant reproduce the issue at all, there must be a mod that both of you are using which is triggering the condition, all i can do is take wild stabs in the dark at code changes and push it and see if the reports go away
Yanzihko 16. juli kl. 7:11 
Forgot to mention: I've read your discussion with @Kardek, and reinstalled both your mods and harmony. Issue with closed valves still persists.
Yanzihko 16. juli kl. 7:09 
Hey Dubs, i have wanter to report an Issue. Toggled off valves in all your mods cause game to freeze when Gravship is launched. You still can access menu using "ESC" button and go to the main menu.

When Valves from Hygiene and Rimfeller are turned OPEN, gravship launches without an issue.

In case you won't be able to fix this issue, please, put a forced disclaimer telling you to open all valves before launching Gravship.

Thank you for updating mods to 1.6 so fast, can't play without them. Have a nice day.
kotelochek 16. juli kl. 5:56 
Reinstalling Harmony (and actually getting the one for Apple Silicon) helped. Sorry for bothering you, it just never happened before and just reinstalling the mod didn't work. Thanks a lot for your work!
Dubwise  [ophavsmand] 16. juli kl. 5:18 
oh good i'll rollout the same fix to my other mods with valves then
Kardek 16. juli kl. 5:09 
The magic worked, valve closed and ship works. Thanks mate!
Dubwise  [ophavsmand] 16. juli kl. 4:47 
pushed update, unsub resub, see if that magically fixes it
Dubwise  [ophavsmand] 16. juli kl. 4:41 
another 10 jumps and no error again, im just going to throw in more null checks and hope that solves it, just a thing you have to do with rimworld mods is null check absolutely everything even if it shouldn't possibly be null
Kardek 16. juli kl. 4:33 
Hahah re: coffee. Let me know if I can do anything else (least I can do from the joy your mods bring!). Valve is state is 100% trigger for my situation. Will try a few more things on this end and post any learnings
Kardek 16. juli kl. 4:28 
Pic after selecting the destination to fly to and normally where you get the animation of lift off and ship flying off the map
https://ibb.co/rGp3jm7T
Dubwise  [ophavsmand] 16. juli kl. 4:28 
actually im starting to wake up a bit more now my coffee is kicking in and i see that in your log the error originated from RemoveGravshipFromMap, but also a meditation alert readout is throwing an error for what im assuming is a null map, and in my log the pipe error originated from a deconstruct designator trying to destroy a building, which makes no sense because im not clicking any deconstruct buttons, and that combined with this other random error on this jump that threw the error for me, i think there's some kind of wider issue here
Kardek 16. juli kl. 4:24 
Give me a few and I'll paste a pic of what it looks like in fail event. Your comments on despawning could be right as there is still a partial ship on the map
Kardek 16. juli kl. 4:23 
Side note issue seems same with LightsOut removed (just fyi)