Rimsenal – Security pack

MOD Desc
Adds new security assets.

You know, it’s not a convenient environment to live in this remote world. Hordes of wild savages, damned space pirates, crazy killer bugs, aaaand Mecanoids, yes, those freaking chewers. We can’t live with them, We must do our best to keep them away from here. So get everything you can use. It’s better if it’s cutting edge. Let’s do our best and show them hell.

To play the Security pack, you must install the Rimsenal core pack first.

The Rimsenal security pack is designed to provide Rimworld players with a wider range of tactical defense options. In addition to a variety of high-performance defense emplacements based on the Rimsenal’s cutting edge technologies, new and unique defense assets await you.

Diversified defense choices: Try different defense assets. Advanced weapons of interstellar mega-corps such as the anti-mechanoid cannons, automatic grenade launchers, and long-range surveillance turrets are now yours.

New defense tactics: Defense doesn’t mean hiding in the dark and shooting blindly. Attract enemies with baits and concentrate fire. And don’t forget the big red barrels full of inflammable.

Check the manual(Google Docs)[docs.google.com]



Download a previous version from here: https://ludeon.com/forums/index.php?topic=11160.0 (you’ll have to scroll down a bit)Find Rimsenel – Security in your mods folder, or if you’re using the Steam Workshop, browse to: *steamappsworkshopcontent294100736139206Open Languages, and copy the English folder from the previous version to this folderOpen DefsThingDefs and then open Buildings_Security.xml with a text editor. Find ‘Gun_AGS’ and change it to ‘Gun_NestAGS’. Open Weapons_Security.xml and do the same.Your save should now load without error.Hope this helps, but I’d rather have a bugfix 😉

I found a temporary work around for the auto grenade launcher marable bug. If you go to your ‘C:Program Files (x86)Steamsteamappsworkshopcontent294100736139206DefsThingDefs’ open ‘Weapons_Security.xml’ and look for the block of text that contains the code for the auto grenade launcher and delete it (would copy and save it in a txt file first if you want), then save the file you can still play with the mod just without the auto grenade launcher.Delete: … automatic grenade launcher … Note: I’m not a use to modding games in general, used to mainly just Bethesda games, I have only recently got RimWorld and was looking if an object ID for marble was replaced with by the auto grenade launcher. I haven’t seen anything like that so if some does it would be helpful.

ok i fixed my colony for the third time on this same problem already….. Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an objectat Verse.ThingMaker.MakeThing (Verse.ThingDef def, Verse.ThingDef stuff) [0x00000] in :0 at RimWorld.Building_TurretGun.get_Gun () [0x00000] in :0 at RimWorld.Building_TurretGun.get_GunCompEq () [0x00000] in :0 at RimWorld.Building_TurretGun.DrawExtraSelectionOverlays () [0x00000] in :0 at RimWorld.SelectionDrawer.DrawSelectionOverlays () [0x00000] in :0 at RimWorld.MapInterface.MapInterfaceUpdate () [0x00000] in :0 at RimWorld.UIRoot_Play.UIRootUpdate () [0x00000] in :0 Verse.Log:Error(String)RimWorld.UIRoot_Play:UIRootUpdate()Verse.Root:Update()Verse.Root_Play:Update()it gave me 700 to infinity errors


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