RimWorld

RimWorld

The Wonderful Wasteland!
66 kommentarer
AusFox 5 okt @ 9:47 
I'd love to have these mods update again so I could make a fallout-style play-through again. The art looks amazing and I'd love to play a scavenging-based version of rimworld!
PapaEnclave 13 mar @ 21:13 
Hey! Mod author.......... yea you do a uppy already!:steamhappy:
McBadass 6 okt, 2024 @ 19:23 
id throw a brick through a car door to get this mod updated to 1.5
mythicalbot 27 apr, 2024 @ 11:07 
pls update this mod to 1.5
Voymir Griffitz 12 okt, 2023 @ 23:34 
please update this mod:(
Thetaprime 24 okt, 2022 @ 10:57 
1.4 update pls.
Shade 27 aug, 2022 @ 9:28 
Ya, any chance this could be made into a "Theme"? Perhaps an add-on to Alpha Memes Scrounger meme/Style? They re-skin a lot of the existing vanilla/dlc items, but not all of them. And while I love the style, the stats are absolutely garbage even for people with a junker ideology.
stevebefe 10 aug, 2022 @ 22:00 
Heyho, is it possible to get a texture replacement version? Like this one https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2565305459?

I like the style but I am not inclined to build any of the items because most are just a crappy version of existing ones.

Also did you manage to fix the overlap with https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1735421319? I can´t build this mods power conduits.

Thanks for the hard work!
bumrum 28 jun, 2022 @ 3:17 
yeah scrap seems to be everywhere for me not complaining but mentioning in case thats not intended... also lol the scrap pile can break down needing a componet.
Daft 5 jun, 2022 @ 12:59 
scrap walls are VERY common on ruin generation.
Rudi Gauss 1 jun, 2022 @ 9:53 
Pawns cannot extinguish walls that are on fire.
Latex Santa 2 apr, 2022 @ 12:32 
Wow. Way cool. I never thought that I could have the option of playing Fallout in this game.
Damn. This modding community is amazing.
Ranger Rick  [skapare] 13 feb, 2022 @ 9:51 
For now just your own colony afaik, but Im looking into a patch for others too
SeiPsych ? 13 feb, 2022 @ 8:37 
Herp Der... I meant like RimCities for that thing I englished previously :)
SeiPsych ? 12 feb, 2022 @ 7:57 
COOL! Quick Question tho... Is this just a bunch of items etc for your OWN colony, or does it/will it also spawn/generate maps to visit like 'Go Explore'? If not, totally fine, although maybe that gives you some ideas? Later :)
Cugitay 18 jan, 2022 @ 5:21 
Can you bring material options to concrete bridges?
Babs 4 jan, 2022 @ 18:26 
Super excited to use this mod!
Dr_Botelio_Pinto 6 dec, 2021 @ 12:59 
is it possible to settle outside somehow ?
Masalembo 15 nov, 2021 @ 1:23 
this is nice
Masalembo 15 nov, 2021 @ 1:23 
what in the ♥♥♥♥♥♥♥?
Ranger Rick  [skapare] 30 okt, 2021 @ 20:05 
Hopefully 0~o
Archie 30 okt, 2021 @ 19:06 
Update any time soon?
Ranger Rick  [skapare] 1 okt, 2021 @ 2:22 
Ty! Will add those to the list for next update as well!
Cat Wizard 30 sep, 2021 @ 23:35 
Hey hombre, Amazing mod.
only found three graphical errors that are visual only.
Steel lockers are correctly above walls and other objects but are set higher than colonists so they clip through them entirely.
The Terminal has it's left and right facing directions back to front.
Ruined steel fence's dont play well next natural stone walls and decide to fill up the space with solid grey.
If I spot anything else I will let you know.
once again, amazing work man!
Ranger Rick  [skapare] 24 sep, 2021 @ 9:24 
Yes im going to update it pretty soon, I have a list of fixes that were missed and some odd choices for the bases, but that will be fixed and updated! ty Owl!
Owlchemist 24 sep, 2021 @ 9:20 
Hello - mod dev of Underground Power Conduits here. Been getting some odd reports about my mod conflicting with this one and did a bit of digging. I found the problem: this mod takes over the inheritance name of the regular power conduit:

<ThingDef ParentName="BuildingBase" Name="PowerConduit">
<defName>WPowerConduit</defName>

Is this avoidable? I was just snooping the xml a bit and wondering for what reason it takes over the name exactly :o
Ranger Rick  [skapare] 19 sep, 2021 @ 17:19 
I believe so, but we also have more walls coming to the FCP structures mod that are directly releated to SS and the HUB as well as BoS and Enclave
Robique 19 sep, 2021 @ 14:40 
Rick, are those Shady Sands and Hub in the screenshots?
DevilDog 15 sep, 2021 @ 11:58 
CE compatable
Arcanant 4 sep, 2021 @ 10:16 
@Lokki that would be awesome if you could choose which factions are limited to spawn bases with this mods structures.
Lokki 4 sep, 2021 @ 4:04 
Is there anyway to make faction bases also only use this mods structures?
Ranger Rick  [skapare] 2 sep, 2021 @ 22:28 
Yea should be able, too. its added to the list for the large FCP update
Arcanant 2 sep, 2021 @ 16:17 
Is it possible to make these changes in regards to the Power Conduit without overwritting the vanilla files?

[The Wonderful Wasteland!] causes compatibility errors by overwriting PowerConduit in file F:\SteamLibrary\steamapps\workshop\content\294100\2566586563\1.3\Defs\Buildings\awaste_fence.xml
elvis 2 sep, 2021 @ 10:53 
The terminal and server look cool, but they say 'inactive' the whole time, do i need to do something to activate them?
strkrjns 29 aug, 2021 @ 6:24 
This mod pulls conduits from other mods, like subsurface conduits and underground conduits, into the wasteland tab and requires scrap to build them. Am I missing a way to disable this? Thx!
TheReallyRealPlayer 23 aug, 2021 @ 3:44 
Actually, the broken end tables don't link to any bed.
TheReallyRealPlayer 22 aug, 2021 @ 4:40 
I don't know why, but the broken end tables aren't linking to prisoner beds.

Ryusho Yosei 21 aug, 2021 @ 4:43 
The wasteland meals say they keep forever, however they are deccaying in four days just a normal simple food item for me.
Arcanant 18 aug, 2021 @ 15:20 
@Nero I am dumb. Ty for pointing out how to initially start the scrap business. A nice alternative for owners of Ideology just released as well if anyone wants to have a look https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2578643012
Nero 18 aug, 2021 @ 15:07 
@Arcanant make scrap in the Crafting spot
Arcanant 18 aug, 2021 @ 11:42 
How can you initially get Scrap without using dev mode? Even the station requires scrap and the Pile... :steamfacepalm:
Archie 16 aug, 2021 @ 16:19 
This mod is awesome, would be cool to have more items and buildings changed to a rustic fallout look, like chairs, other furniture, butcher tables,smelters, research table, stuff like that, and to be able to disable non-wasteland versions of those items so other factions also use this.
Arcanant 13 aug, 2021 @ 7:52 
You should make the ancient stuff from Ideology be deconstructed for scrap.
TurtleShroom 11 aug, 2021 @ 9:22 
Also, have you considered adding these pieces of Furniture to a Style Group? I'd say it would either be Rustic or the Spike Core.
TurtleShroom 11 aug, 2021 @ 9:21 
Please consider a means to make Scrap from the Metallic GROUP instead of just steel. It's not a shanty town without a bunch of metals welded together in hideous patterns.
stevehknight 9 aug, 2021 @ 11:55 
following Arkied
Rocky Bukkake 9 aug, 2021 @ 9:04 
Sweet. Thanks.
Choom 9 aug, 2021 @ 3:35 
@ranger rick, Having all these mods are starting to feel so close to a living breathing fallout-rim so i hope you guys can figure out putting them into the generation settings.
Deon ☣ 9 aug, 2021 @ 3:34 
Please find the awaste_fence.xml changes which do the following:
- Make scrap fences shoot-through but not pass-through.
- Lower cover value to 25% (of standard fence).
- Make scrap fences link to doors and vanilla fences.
- Make scrap fences act as fences for pens.


https://pastebin.com/2APXw1eu
Deon ☣ 9 aug, 2021 @ 3:17 
Also adding it "fence" parameter so it can enclose pastures would be great as well.