RimWorld
Kraltech Industries Rebalanced
89 comentarios
George 19 SEP a las 1:29 
When i use the air frame missle launcher after a while the ammo turns into 81mm mortors and then doesnt shoot anyone know why?
Flockerkill 11 SEP a las 15:51 
i tend to use the glitterworld destroyer and dragons descend + void dragon addon
Paolini 11 SEP a las 13:29 
What other OP mods y'all using with this one ? Void seems way too weak and the Science never stop mods are way outdated. Pyscasts seem the only option ?
Jean1337_ 13 AGO a las 5:47 
Very good mod, take your time to update it :)
DarkKyler 5 AGO a las 10:05 
Please update this mod!!!! I love it so much!!!
法克儿, 25 JUL a las 2:54 
Hello, I think there might be a small bug. When my colonist activates the Mechanic Freighter Beacon, there's no response.
Caustic Sarcasm 20 JUL a las 16:05 
what mods would you guys run with this one?
Snow 19 JUL a las 13:46 
made a 1.6 version of this mod: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3529775114 if anyone has any problems please write them in the comments or dm me on discord: snow0013 thanks <3
Unrectify 17 JUL a las 10:15 
GabbaTek, don't toy with my feelings
GabbaTek 17 JUL a las 5:28 
I got this mostly working (few xml errors in log) by changing the about.xml and adding 1.6 underneath 1.5.
Clothing and weapons seem to be working and my militor medics work too.
006/8 15 JUL a las 5:04 
1.6 pls
Stephen the Vietnamese 14 JUL a las 20:21 
edging for 1.6
ZapKiller 13 JUL a las 9:03 
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 JUL a las 7:19 
1.6 pls
temirlan200125 12 JUL a las 0:47 
1.6 pls
1340815253 11 JUL a las 11:37 
Can add animals to shelter from the crimson rain under the eaves
Caustic Sarcasm 7 JUL a las 15:34 
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 a las 13:19 
Do I need to be allies with Kraltech to trade with one of their bases?
Stephen the Vietnamese 4 JUL a las 4:04 
1.6 plz
BumbleBear 2 JUL a las 12:38 
@ me when 1.6:leaCheese:
ゆきんこ 25 JUN a las 6:12 
1.6 pls
1340815253 23 JUN a las 7:11 
I found it. There are clothes in advanced technology that can resist crimson viruses
Doomer Man 22 JUN a las 15:29 
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 a las 10:40 
there are pills against the virus from my undertstanding
1340815253 19 JUN a las 8:49 
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  [autor] 16 JUN a las 1:35 
@Anak kin will look at fixing that when i update to 1.6 later this or next week
Anak kin 8 JUN a las 22:48 
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 a las 22:45 
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 a las 19:21 
The mod looks cool. Is it compatible with saved games?
JCLKingu 23 ABR a las 19:46 
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 ABR a las 21:22 
I dream of a day where this is CE compatible ;-;
Sun-Soaked 19 ABR a las 17:10 
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)
wofwofwofwofwofwofwof 9 ABR a las 18:34 
Kraltech has never been CE compatible, and likely never will. Just use vanilla combat reloaded instead @Aurus
Aurus 9 ABR a las 8:53 
Is there a patch for CE? @FerrisCG
S.T.A.R.S. 30 MAR a las 3:08 
author is dead :)
do not expect further updates! :D
Sun-Soaked 24 MAR a las 23:27 
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 a las 22:57 
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 a las 21:48 
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 a las 22:01 
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 a las 0:06 
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 a las 7:02 
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  [autor] 21 FEB a las 19:22 
@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 a las 8:33 
brother, thank you for your work, but please nerf the mech clusters and virus events harder. viruses should not effect mechs
JCLKingu 16 FEB a las 19:17 
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 a las 9:24 
lollll
Mismagius 9 FEB a las 3:10 
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 a las 13:49 
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 a las 15:47 
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 a las 13:06 
@Robin192000 thank you very much