RimWorld

RimWorld

WTH Expanded : Core [1.3]
169 Comments
Unstable Energy 13 Nov, 2023 @ 11:59pm 
Any news since jan on the update?
William Barnes 19 Aug, 2023 @ 11:01pm 
So, I got 6 sythers hacked with butler modules, and I can't assign them to cash register for waiting. Any hints?
jimmyal 19 Feb, 2023 @ 8:50am 
thank you for working on the mod update. good luck.
ggfirst  [author] 31 Jan, 2023 @ 2:44am 
Hi. Mod updating needs more time.
ggfirst  [author] 21 Jan, 2023 @ 6:40pm 
thanks :)
xjoshs1981x 21 Jan, 2023 @ 3:39pm 
Congratulations :steamthumbsup:
TurtleShroom 21 Jan, 2023 @ 12:20pm 
Congratulations!
ggfirst  [author] 21 Jan, 2023 @ 11:49am 
I got accepted!
TurtleShroom 21 Jan, 2023 @ 10:12am 
Well done, OP! I hope you get accepted!
✶ Fitz001 ✶ 21 Jan, 2023 @ 10:11am 
yay wth is back :))
ggfirst  [author] 21 Jan, 2023 @ 2:30am 
@Tykiii @Natalie6
ok since my university entrace exam is done I will finish the entrance formalities and work on it. :)
Natalie6 20 Jan, 2023 @ 11:45am 
Well I stand corrected.
Tykiii 20 Jan, 2023 @ 8:21am 
Since WTH is updated perhaps maybe this could as well? ;)
ggfirst  [author] 15 Dec, 2022 @ 1:20am 
holy shit.
Natalie6 14 Nov, 2022 @ 8:47am 
Just to let you know, WTH isn't and won't be updated for 1.4.
ggfirst  [author] 14 Nov, 2022 @ 1:35am 
@sorry guys I have exam until end of November when it ends I will make sure to update the mod.
ASMR gaming 31 Oct, 2022 @ 5:22pm 
1.4
cubicPsycho 25 May, 2022 @ 12:45pm 
What level do the crafting, doctoring, and chef modules give the mechanoid?
SEVEN GOON SESH 9 May, 2022 @ 7:12pm 
Does this work with multiplayer like the base mod? (covered by multiplayer compat)
Proffesor.pyro 12 Mar, 2022 @ 8:09am 
@[CRSDR]Influx Had a similar issue, temp fix was to use character editor mod to change the skill level of the mechs that way.
[CRSDR]Influx 21 Feb, 2022 @ 9:36am 
so i put a archotech module one a syther but it can do that work now. but it only counts them as having 0 skill? if yall know why that is happening tell me.
ggfirst  [author] 8 Feb, 2022 @ 6:00pm 
@HappyTrigg Thank you for your support! stay well too!
HappyTrigg 7 Feb, 2022 @ 9:23pm 
Fair enough. Plenty of awesome card games out there. Stay well rested and entertained
ggfirst  [author] 6 Feb, 2022 @ 2:18pm 
@HappyTrigg well it is slowly progressing. however I been addicted to card game lately and resting at the moment
ggfirst  [author] 6 Feb, 2022 @ 2:17pm 
@cudicPsycho it doesnt activiate. if you dont have Gastronomy, the item wont pop up(I guess)
HappyTrigg 6 Feb, 2022 @ 1:07am 
How's the sibling ai core feature coming along?
cubicPsycho 5 Feb, 2022 @ 11:29am 
What does the butler module do if you don't have Gastronomy?
Red Shirt 4 Jan, 2022 @ 12:30am 
thanks for answering :)
ggfirst  [author] 3 Jan, 2022 @ 11:20pm 
@Red shirt yes
@Jen6 Thanks for answering!
Natalie6 3 Jan, 2022 @ 7:14pm 
@Red Shirt Yes.
Red Shirt 3 Jan, 2022 @ 1:49pm 
Is this compatible with mods that add more mechanoid variants?
Skynert 19 Nov, 2021 @ 7:24am 
How i missed that mod?
ggfirst  [author] 25 Oct, 2021 @ 6:42pm 
@-Mikhail- yeah, it would be good if there is a combat expanded patch for my mod. It would be somewhat honor. since its my first mod and I get a CE patch for it. what a honor as modder
-Mikhail- 22 Oct, 2021 @ 6:53am 
Can I ask for a patch for the Combat Extended development team? - Armor module, original mod, incorrectly adds 0.4% instead of 40%.
ggfirst  [author] 22 Oct, 2021 @ 6:43am 
-Mikhail- thats um.. ok tahts on the list to fix. Probably next February when I am free and I hire new coder. thnaks for the report!
-Mikhail- 21 Oct, 2021 @ 12:06am 
Now the recipe: "1 large vanometric cell (VFE-power) ->" "2" "vanometirc module" is not correct. It requires 2 large vanometric cells for two vanometirc modules.
ggfirst  [author] 20 Oct, 2021 @ 7:38pm 
@-Mikhail-
Regular
1 vanometric cell(Vanilla) --> 1 vanometric module (WTH original)
2 small vanometric cell (VFE-power) --> 1 vanometric module (WTH origianl)
1 large vanometric cell (VFE-power) --> ""2"" vanometirc module (WTH original(but you need double ingredients to make the module)
ggfirst  [author] 20 Oct, 2021 @ 7:36pm 
Euphoric I cannot fix the mod incompatibilities for a few months, if you need it desperately, you can ask CJ moder to make it work, I talked to him couple of times and hed willing do that.

@TurtleShroom yes it does stonecutting job
and for the first question, well I dont know the specific circumstances but maybe
bill problem, or the bill you ordered, the mechanoid is incapable of doing(lacking intelligence level or etc), or perhaps you asssinged the bill only to specific colonistst or level limit of doing
ggfirst  [author] 20 Oct, 2021 @ 7:33pm 
@tcw7468 well my coder is vanished and along with that I am busy with my life til next February.
So at least I will try to fix what youve mentioned when I have time ,and also spare money and time to hire new coder (my former coder was volunteer.. what a nice guy) however, I cant deal with it right now. I will make sure I look into it in the future
tcw7468 7 Oct, 2021 @ 2:03pm 
Hello, there is a major incompatibility with "What the hack- a little expansion", this mod effectively neuters the construction module (and looking at the code, probably the medical module) of that mod; it restricts the activities of that mod's modules to the activities of this mod's handling and nursing arm. Could you separate the subset of work types for those two arms as a separate work type (like you did with rescue and husbandry) and assign the modules to that restricting than redefining the base construction and medicine work types in the C# code to avoid this conflict (ln 27~49 in JobGiver_Patch.cs) ? I was able to make a patch for myself for the xml side of the code but don't know how to reverse this C# operation that you made.
Euphoric 7 Oct, 2021 @ 9:25am 
My mininig-module equipped pikeman does not operate a deep drill. This might be a conflict with Complex Jobs mod which splits mining job into two, one for mining and second for drilling. And there is only mining job for mechanoids.
TurtleShroom 4 Oct, 2021 @ 12:13pm 
Is a Mechanoid with a Crafting Module supposed to be able to Cut Stone Blocks? I was really, REALLY hoping that it would work, since that and making Kibble are the two main reasons I got this Mod.
TurtleShroom 26 Sep, 2021 @ 6:16pm 
Hello. I installed this Mod and placed a Crafting Module in my Scyther. He has been repaired and set to the Work Mode, but he doesn't leave his Platform to actually try and Craft anything. What am I doing wrong?
-Mikhail- 26 Sep, 2021 @ 8:33am 
There is a mistake in the recipe for large Vanometric power cell, requires 2 large Vanometric instead of one.
TurtleShroom 18 Sep, 2021 @ 10:48am 
No problem! RL comes first! I look forward to you fulfilling your promise! I look forward to being nuzzled by a Scyther that retracts his blades!
ggfirst  [author] 17 Sep, 2021 @ 6:31pm 
@TurtleShroom some people were asking about nuzzle module, pet module etc. well I cant make anything till Feb. however
wondering happens when you activate 'destroy mod'. wonderes around and when there is danger mechs go kill those things. So it is of course intended. But no matter what Mechs are cute. So I am willing to make pet module. In the future.
ggfirst  [author] 17 Sep, 2021 @ 6:28pm 
@Reianor fair point. But I just hope everyone switched to 1.3 and it works in 1.2
so no worries. I cannot chnage the tag anymore. I asked for someone to do it 1.2->1.3
adn I forgot to say include 1.2 support as well. MB.
ggfirst  [author] 17 Sep, 2021 @ 6:21pm 
@Reianor sorry I dont know how to change the tag...
TurtleShroom 17 Sep, 2021 @ 10:14am 
I hacked a Centipede and now he sits on his charging station. I was under the presumption that, once he was repaired and charged, that he would wander around like a Pet. If this is done on purpose, do you think that, in the future, there could be a Module to install that would make a Mechanoid behave like, say, a puppy? I would love to be Nuzzled by a six hundred pound war machine.