RimWorld

RimWorld

RimNauts 2
733 Comments
AzoorFox 18 hours ago 
OK. THANKS.
sindre0830  [author] 21 hours ago 
I am waiting on the DLC to see exactly what can be ported/skipped for the 1.6 update.
AzoorFox 15 Jun @ 1:41pm 
UPDATE WHEN???????????????????
Katieclysm 13 Jun @ 1:32pm 
Does the ground-based antenna not do anything with SoS2 installed? It has no way to interact, no power draw, nothing.
Phant0m5 12 Jun @ 12:44pm 
o7 Could this mod change, or be branched as a smaller mod, to just provide the cargo drop pod and the delivery cannon? Even if you can visit NEOs with grav ships, it would be nice to have space capable single-launch vehicles. Also, the cargo rocket was super useful, if expensive, on the ground too, with its increased range.
Katarakta 12 Jun @ 5:18am 
o7
月吟裔德格 12 Jun @ 3:16am 
o7, SOS2 still has the significance of long-range artillery battles with spaceships in the future, but the asteroid mechanism of this mod has been fully integrated into the DLC
bean2000 11 Jun @ 4:14pm 
o7
Sentenza 11 Jun @ 1:44pm 
O7
Sh2d0wm2n 11 Jun @ 1:35pm 
o7 (btw, does Ship Life Support from SOS2 work on a space station? Do I need to build everything out of Ship hull or will it work normally?)
Breadnought 11 Jun @ 11:14am 
o7
메타포_K(Metaphor_K) 11 Jun @ 11:01am 
o7
Myphicbowser 11 Jun @ 10:59am 
No but for real I'm going to miss Rimnauts, I can't think of a single point I didn't have this mod installed, but it sounds like everything I want is achieved in Odyssey
Myphicbowser 11 Jun @ 10:58am 
o7
HestiaOlympe 11 Jun @ 10:32am 
o7
Domon 11 Jun @ 10:02am 
o7
HIVEMIND 11 Jun @ 9:24am 
1.6 when?
sindre0830  [author] 11 Jun @ 9:16am 
o7
Jfluffy 11 Jun @ 9:16am 
o7
raptor_man 8 Jun @ 8:50am 
Anyone else have an wanderer joins event on a moon, only for them to spawn in with no spacesuit and die of hypoxia/asphyxia almost immediately? This happened twice on a small mining operation on one of my moon bases.
joncon9000 24 May @ 4:17am 
Would it be possible to make this mod compatible with Dub's Bad Hygiene like Save Our Ship 2. I ask because I'm currently running these 3 mods together and realized very far in the run that you cant make a life support system from Save Our Ship 2 on a space station and that's how you provide water to a ship in that mod to let you make bathroom's and other thing's on you're ship. Now I cant have any human pawns on my station for any extended amount of time before they need to return to the planet so they can use the toilet or take a bath or drink water. I'm not very good at using computers so it's not like I can go into the code for these mods and I don't know make it so I could make a life support system functional on a station so I can have working bathroom facilities on them. If anyone knows of a compatibility patch I can download that would help with this or some other work around I'd be very grateful.
ozfresh 2 May @ 11:54pm 
I'm just wondering if there is code in the game to make areas vacuum, is there a way to have pressurized rooms? Like greater than room pressure? I'm just curious because I'm trying to put this into a mod i'm creating. Any help would be awesome and much appreciated. Thanks
[GER] Louis 16 Apr @ 1:20pm 
Does anyone know why I can't send people to asteroids? I have a space station with a fully filled transport pod but everytime I want to launch a colonist and a mining mechanoid it just says: "Selected destination is invalid".
koston32 9 Apr @ 3:37am 
I added about 10k worth of buldings and items on my space station and 2 pawns and got a 30+ mechanoids raid 3 times now, completely unwinnable, have to reload save every time. my planet base is 500k and 30 pawns maybe for some reason its raids get diverted to space??
LeoZin13 25 Mar @ 10:16am 
When I'm visiting an asteroid, I've noticed that EVA suits and helmets (from SOS2) do not do anything for hypoxia and decompression, however they worked on space stations. I had to go to Universum settings and disable "Make this mod handle ..." for both conditions. Is this something expected?
O_2 4 Feb @ 9:34am 
Is there a way to shut off the ore rich asteroid alert?
Mocho 3 Feb @ 1:46pm 
I'm Commander Shepard, and this is my favorite mod on the workshop.
StockSounds 28 Jan @ 4:00pm 
Through some landing methods, I find that I end up losing my caravan and breaking the game, but I've found that if you pre-load the area through dev commands, you can prevent that.
Heck, even Aerocraft Framework works like this.

So let this just be a message to all you who are having trouble landing on the added planets. Pre-load it with dev commands.
StockSounds 19 Jan @ 7:23pm 
Might be an incompatibility with one of my 500 mods, but this really bugs with the world map physics.
Zooming in and out goes farther, and moving around the planet is slower.
Archilyte 16 Jan @ 2:29pm 
@dkr127054 learn to read lol
dkr127054 15 Jan @ 10:17am 
it is compitable with SOS2?
TwinIndifferent 10 Jan @ 6:26pm 
@WJSabey, fuel cost is inconsistent, as it's generated with idea that objects are static. To burn less fuel, just send your pods/shuttles on intercept asteroids, rather than to catch up. For asteroid-to-planet, just try to launch them directly just above target - it will fly straight down like it never had inertia.
TwinIndifferent 9 Jan @ 8:13pm 
Mod is slightly incompatible with new Planet Atmosphere rendering mod - moons don't have similar lighting mode (they are very bright) and you can see clouds trough them.
Takkik 2 Jan @ 8:02am 
Is there any way to get the resource back from a station module ? Thx.
TwinIndifferent 2 Jan @ 3:13am 
If we ask God dev, can he add setting to apply moon orbit axis? Having moons go like electrons look kinda weird. Also would be great to have visual line like asteroids do have, but for Moons, showing their entire path!
Eric 30 Dec, 2024 @ 9:33pm 
is it advisable to make a base on an asteroid? for roleplay purposes
seabazian 25 Dec, 2024 @ 11:12am 
goated mod, goated creators, great description
perfect vanilla style space mod
尤里大人-ule 24 Dec, 2024 @ 10:06pm 
There keep giving the cargo crash item events and other event in any outer space map even if I disable and make all setting become "X" in the mod setting:steamsad:
WJSabey 18 Dec, 2024 @ 3:00pm 
Is there anywhere we can get some information on how the orbital mechanics works? The fuel costs to fly to/from asteroids vary quite a lot and it's not at all clear what exactly causes it.
Sahja Dhaumi 10 Dec, 2024 @ 7:30pm 
I MAY have done a dumb... after downloading this mod I have been stuck on generating map for nearly AN HOUR. just how many NEOs are default setting?!?
benbagelthe2 2 Dec, 2024 @ 5:40pm 
energy satilites can't launch
Nanook 1 Dec, 2024 @ 6:36am 
i cant find my satellites on world map after launching them
sex haver (haver of sex) 21 Nov, 2024 @ 6:32pm 
Okay, I fumbled with the settings a bit and seem to have figured it out. Thank you for helping my dumb ass troubleshoot, Asierus.
Asierus24 21 Nov, 2024 @ 3:11pm 
@mno nope no need for station i usually launch the 4 satellites first so i get getting asteroid events.
sex haver (haver of sex) 21 Nov, 2024 @ 2:57pm 
Do I perhaps need a station first? I figured the relay satellite was priority #1. Starting to think I'll need to grab a log.
Asierus24 21 Nov, 2024 @ 2:53pm 
@mno i usually get them between the asteroid ring and the planet
sex haver (haver of sex) 21 Nov, 2024 @ 2:44pm 
Should it be among the asteroid rings? I'm not getting those to render/generate, so maybe that's part of the issue?
Asierus24 21 Nov, 2024 @ 2:36pm 
@mno they are really tiny on the map just zoom out and you will see them rotating around the planet
sex haver (haver of sex) 21 Nov, 2024 @ 2:35pm 
I'm not seeing any kind of graphic after I launch it. Safe to assume it takes a while to reach orbit?