RimWorld

RimWorld

1- UN-Colony [1.0]
227 Comments
Sentient_Worm 21 Dec, 2022 @ 11:51am 
The updated version works
MonochromeLCD 21 Dec, 2022 @ 11:34am 
work?
coolh8nd 4 Aug, 2022 @ 6:36pm 
factorio in rimworld am i right :steamhappy:
test 25 Jul, 2021 @ 1:27am 
does thid mod include the reword where it removed the materials?
Sadjuuk  [author] 2 Apr, 2021 @ 8:13am 
Hello all you will find here the 1.2 version of the mod here (almost completely redone) : https://steamproxy.net/sharedfiles/filedetails/?id=2443851003&searchtext=un-colony
Sadjuuk  [author] 16 Jan, 2021 @ 11:22am 
Hello all sorry for the delay please as I say in description feel free to take all you want from this mod !
RamRod 19 Sep, 2020 @ 1:50am 
@Sadjuuk I am interested in using some textures from your mod for another mod. Would you be willing to let me buy some from this mod?
Phant0m5 18 Sep, 2020 @ 9:39pm 
Is Sadjuuk okay?
EvilChef 27 May, 2020 @ 1:39am 
So i am currently using the unofficial update of this mod, but when is the next official version coming? Basically im mostly looking for the Defence module and balancing.
Last_Misadventure 18 Mar, 2020 @ 1:42am 
I love the premise of this mod. Thanks for making it!
The security module would be fascinating as well. It is a bit odd having parallel production chains (vanilla/mods use the normal production facilities), though.
I wonder if you could add most recipes from the machining table to the Assembly Line? Maybe have an 'advanced assembly line' for Fabrication Bench recipes?
Mlie 11 Mar, 2020 @ 1:56pm 
Made an update of this for RimWorld 1.1
https://steamproxy.net/sharedfiles/filedetails/?id=2019774245
Hope this helps anyone!
< blank > 7 Mar, 2020 @ 5:51am 
1.1 ?
Max200012 7 Mar, 2020 @ 1:58am 
1.1?
Sentient_Worm 5 Mar, 2020 @ 11:33am 
I'll have to readd it and test everything.
Rusty the Loyal 5 Mar, 2020 @ 11:25am 
@Sentient_Worm let us know how well it works mate
Sentient_Worm 3 Mar, 2020 @ 8:55pm 
It seems to work to a degree on 1.1 but i didnt go in depth with my testing.
Only ever used the chain link fence and medical stuff
Rex705 3 Mar, 2020 @ 8:53pm 
Really wish for 1.1 update this mod is awesome.
Sentient_Worm 3 Mar, 2020 @ 8:34am 
Doubt he's still active
Rabenscraw 3 Mar, 2020 @ 7:13am 
Anyone knows if the creator is actually active or updating the mod?
Dreamer 1 Mar, 2020 @ 9:40am 
this mod is a better DLC than the actual DLC lmao, update to 1.1 plz
Blue 29 Feb, 2020 @ 2:10pm 
It is very unlikely that this mod will get updated to 1.1, unless someone makes an unofficial update for it. Even saying please in all caps will probably not make it more likely to happen, sadly. But I guess we can still hope.
Bane882266 29 Feb, 2020 @ 12:32pm 
1.1 PLEASE and this mod is extensive DLC worthy.
Mad_Maximus 26 Feb, 2020 @ 2:54pm 
1.1 PLEASE
LordQarlyn 24 Feb, 2020 @ 11:00am 
Any chance it gets updated to 1.1
Todd Howitzer ⚜ 17 Feb, 2020 @ 12:57pm 
1.1 ready ?
kingsjack123 30 Jan, 2020 @ 10:55am 
Could you make the extended roofing mod compatable width your componenets? I think the un colony mod and extended roofing mod make sense togather.
KwanDo 16 Dec, 2019 @ 11:15pm 
@Sally Cyborg
I understand you want the buildings without the production chain this can be done easily if you want to edit it. Just search this folder 1542036108 ID in the workshop\content folder then go to workshop\content\1542036108\Defs\ThingDef and edit the Industry and building .xml file. Search for lines like <WoodLog>4</WoodLog> or SadjuukWire>1</SadjuukWire>. And change them to your hearts content. Remember to delete the production chain buildings. Oh don't forget names are case sensitive and notepad++ is a good way to start.
Sentient_Worm 8 Nov, 2019 @ 12:33pm 
Construction machinery
It has a req tech as well
Ash the Orca 8 Nov, 2019 @ 12:16pm 
Anyone know where to make glass? I can't for the life of me find a production building with it as an option
=J Â C K Ê T= 29 Oct, 2019 @ 9:40pm 
Also for anyone thinking of creating a version of this mod without the production chain and using vanilla materials, the creator said "Hello yes all is free do what you want with the mod".
=J Â C K Ê T= 29 Oct, 2019 @ 9:26pm 
The fix for the "wall gaps" and "floor gaps" issue: https://i.imgur.com/RnUCghF.jpg

Is in discussions. Thank you @Blue!
Sentient_Worm 19 Oct, 2019 @ 8:13am 
@Memmorath
How do you have to dedicate half your base to production?
I can get by with just an 11x11 space for almost all of it
Memmo 19 Oct, 2019 @ 2:25am 
I've mixed feelings about this mod. On one hand, the textures and the items (from this and from UN-Furniture) are superb and all-around amazing; some of the best available imo. However, I feel that the introduced materials add an unneeded level of complexity that doesn't mesh at all with vanilla experience. That is, the materials introduced in this mod can only be used to create items from this mod.

I know it is the modder's vision and there is nothing wrong about it, and maintaining 2 separate versions of the same mod is silly, but it would be nice to have all the items be buildable with vanilla resources (or very skinned down list of new introduced materials).

99% of the time I find myself god-mode spawning what I want from the mod, because I don't want to dedicate half of my base to the production of the new materials, which is a shame, because the production line graphics are amazing.

In any case, it's a good mod, but imho adds a level of unneeded complexity.
Sentient_Worm 28 Sep, 2019 @ 2:48pm 
Throws tons of errors but they seem harmless
Zaimine Zatchet 28 Sep, 2019 @ 11:01am 
CE combatibility?
nezhit 26 Sep, 2019 @ 11:41am 
@Blue, thank you!
Blue 26 Sep, 2019 @ 5:16am 
@nezhit Oh, right. "steamapps/workshop/content/294100/1542036108/Defs/ThingDefs"
nezhit 26 Sep, 2019 @ 2:00am 
@Blue, where can i find this UN-BuildingDEF.xml file if you don't mind?
Sentient_Worm 19 Sep, 2019 @ 1:57pm 
@sadjuka Are you still reading comments?

I was wondering about what to do during late game when all the infastructure is already built and people dont burn through the production resources as fast? Maybe have some sort of gear addon that uses these materials. I also for some reason recall a security based addon for this mod as well but I could have been mistaken
deathbyego 19 Aug, 2019 @ 12:35pm 
@Blue Yea. I'm actually about to see for myself as I'm writing this. I'm prepping for a tribal no electricity run right now. Testing several mods and taking some notes. The UN suite needs a bunch of changes but it has some fantastic options for tribals. I have the xml open now. Another thing I'm doing is changing a lot of the terrain requirements. The author seems to have made all walls as Heavy. So I'm adjusting to Medium like vanilla. Also changing several items in the furniture module. He has all these cool tribal like items but they have penalties attached to them that makes them unusable if you just want the aesthetic. Like the research equipment. Tribal start already has speed penalties. Its equipment doesnt need extra on top. Also something you don't notice unless you do a tribal start, you have access to furniture items you shouldn't. So I might buff them to vanilla and add the standard research req and maybe tweak some graphics.
Blue 16 Aug, 2019 @ 10:21am 
@deathbyego Ah, great! Well those two things change 1, the weird looking gaps that appear between walls when putting two lenghts of wall side to side (aka making a wall thicker), and 2, it covers the floor beneath the walls so that it doesn't show when placing the wall on natural terrain like dirt. You can add the change to a save without any problems, just needs a full restart of the game so that it loads the new lines in.

As in detail, "<linkType>Basic</linkType>" is used for exemple for fences to make have a visible gap when placing them in a 2x2 tile manner, then "<linkType>CornerFiller</linkType>" is used for walls so that the said gap is filled with a texture and color similar to the wall used

I don't think the author actually made the choice to do so, it's actually an easy to make mistake so I wouldn't be surprised if it was just the author not paying attention to that while creating it.
deathbyego 16 Aug, 2019 @ 5:40am 
@Blue Yours words were not in vain. I haven't had a chance to figure it out and was hoping to stop in here and see someone respond to me. This is good info. I'm wrapping up a colony now, so I'll be making those changes when I'm done. Reading this makes me wonder why the author made the choice to have them function like that. Maybe I'm reading this incorrectly, but does this fix the double wall issue or is that a graphics problem because the "taller" effect?
S.T.A.L.K.E.R. 9 Aug, 2019 @ 5:16pm 
Im using this mod , thx alot for it ill be glad if someone update the problems the guys below me was talking about. Have a good day.
Blue 29 Jul, 2019 @ 1:06pm 
@deathbyego Concerning the walls problem, you probably figured it out by now but that can maybe help someone else, To fix the weird wall behavior, you simply have to change these lines in the Sadjuuk UN-BuildingDEF.xml :

- "<linkType>Basic</linkType>" to "<linkType>CornerFiller</linkType>" in the Base All Walls section; be careful to not change it for the fences or the paints and doors, might cause problems.

-Still in the Base All Walls section, add "<coversFloor>true</coversFloor>" (minus the quotes) under the "<fillPercent>0.7</fillPercent>" or "<fillPercent>1</fillPercent>" line whenever it appears, same as before, don't change it for anything other than walls.

Maybe I'll open a discussion on how to fix it if people find it helpful.
deathbyego 17 Jul, 2019 @ 1:27pm 
A message to anyone more knowledgeable than I. I'm more than happy to do this for everyone, I just need to know what needs to be done. I'm talking about the walls. I want them to function like vanilla so you don't need to put flooring underneath them to prevent the ugly border and to have them double wall correctly without them doing what they do now. Is it just the graphic or is it a combo of the graphic and some kind of value.
deathbyego 17 Jul, 2019 @ 1:23pm 
@I.C.E. Friend. This mod is dead. At least in terms of the author not playing Rimworld anymore. I suggest just sucking it up and editing the xml like I did. I'm fine with the additional materials, I just never liked the part where you research to build a metalworking bench, then research the better facilities to convert materials more efficiently, then you have to spend time to convert materials using the inefficient metalworking bench to build each of the better facilities whose only purpose is to more efficiently convert materials. It is a completely unnecessary step. I finally just did the calculations for the vanilla materials and gave those values to the construction machinery, assembly line etc. It makes everything feel better.
keylocke 13 Jul, 2019 @ 10:46pm 
is this compatible with combat extended?

i seem to get errors about the walls/fences/etc.. and about bombs
Warlock Ariosophy 6 Jul, 2019 @ 10:12pm 
Does it work with MP?
dinglebop jones 24 Jun, 2019 @ 3:53pm 
Is it possible you could add compatibility for concrete and glass with Industrialization and Glass + Lights?
~Sternenlichter System~ 24 Jun, 2019 @ 12:04am 
i have a few issues with the mod,
walls dont have floors, walls requiring heavy instead of medium ground, replacing doors into walls doesnt work
other than that its damn amazing, thanks alot for the great work!