RimWorld

RimWorld

993 ratings
Alpha Prefabs
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Mod, 1.4, 1.5
File Size
Posted
Updated
29.487 MB
3 Nov, 2023 @ 7:28am
9 Nov @ 12:28am
13 Change Notes ( view )

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Alpha Prefabs

Description
[www.patreon.com]

Features

Adds more than 200 Prefab structures that can be bough by the player to create awesome looking colonies.

The more mods the players has, the more prefabs the catalog will contain. For optimal experience, you should use Vanilla Expanded mods, as the majority of prefabs were built around them.

The wiki for modders is at: https://github.com/juanosarg/AlphaPrefabs/wiki

Content











Using prefabs as blueprints

Thanks to Izk, the mod now includes integration with the Blueprints mod (forked version). Now if you don't want to outright buy the prefabs you can place them as blueprints, so your colonists have to provide the materials and build them. Get the forked blueprints mod here: https://gtm.you1.cn/workshop/filedetails/?id=3150588521


(godmode on)

WARNING: Some of the items in the prefabs may be unable to be built by the player (e.g. broken asphalt). Such things are removed from the blueprints.

Should work with any forks of Blueprints, the one linked above is the recommended one.

Issues

No issues known at the moment. If you have a bug, report it properly on the Bug Reports discussion. ANY bug report without a proper log will be ignored or outright deleted

I'M NOT KIDDING, I'LL DELETE ALL YOUR MESSAGES AND PEE ON YOUR PILLOW

Future plans

Oh you can bet I will add new things!

Mods that add more prefabs

Zalcore Prefabs: https://gtm.you1.cn/sharedfiles/filedetails/?id=3104631106

FAQ

Q: Can I add it mid-playthrough to an existing save? Can I remove the mod?
A: You can add it whenever. You can't remove mods from a save and expect it not no be messed up.

Q: Does this need Biotech DLC, Alpha Animals / Biomes / etc
A: No, but each DLC / mod you have will include new prefabs

Q: Does this work with Combat Extended?
A: This one should be 100% compatible

Q: Can you rotate the prefabs?
A: No. Those were rotation is relevant are offered in variations for each of the 4 cardinal directions. When rotation is not relevant, that's all there is.

Q: Reeee this is bloat! I like my things that add things to add less things to the thing!!!
A: Understandable. I will add more things to the thing to make a better thing next time.

Changelog

v1.0: Release. (03/11/23)
Full changelog on GitHub

Credits

Thanks to Reel, Stelfer, Eragon, OpGamer97, Heretic, Kolopo, Kad, Woofwoofwoofwoofwoofwoofwoof and Robosium for providing structures for the mod. I quite literally couldn't have done it all on my own.

Rimworld is owned by Tynan Sylvester.

(CC BY-NC-ND 4.0)[creativecommons.org]
Popular Discussions View All (2)
57
1
6 Oct @ 11:55am
PINNED: Suggestions
Sarg Bjornson
33
22 Jun @ 10:05am
PINNED: Bug Reports
Sarg Bjornson
382 Comments
Hellebus 22 hours ago 
Thank you! You are awesome. The mod is great.
Sarg Bjornson  [author] 9 Nov @ 12:29am 
v2.102:

Fix: Prefabs should never stack on caravaning screen
Fix: Prefabs will now always be built belonging to the player faction, even on hostile maps (this change requires an updated VE Framework, if you get errors, your VE Framework is not properly updated)
Sarg Bjornson  [author] 7 Nov @ 11:22pm 
Gotcha, fixing both
Hellebus 7 Nov @ 8:43am 
It seems any military/turret based prefab you take to an enemy zone and activate spawns the turrets all as hostile. If spawned in your own base tile it's perfectly fine.
Hellebus 7 Nov @ 8:28am 
Removed every mod and tried only yours in a dev test map. Still stacking in the caravan menu.
Sarg Bjornson  [author] 7 Nov @ 8:00am 
Can you replicate that with only this mod? They don't stack
Hellebus 7 Nov @ 7:58am 
When trying to take on a caravan they are showing up on the item list as the same: Small base on the go. versus the actual names of what was purchased.
Rafocale 25 Oct @ 5:48am 
Are the mass produced artworks supposed to show up in trader's inventories?
Sarg Bjornson  [author] 17 Oct @ 11:26pm 
What you see, is what you get
Haerzog 17 Oct @ 3:33pm 
I have a dispute with the non-rotateability of the prefabs. Namely, the 3-lane road is not rotate-able, but also doesn't have cardinal directionality buttons, so will only deploy in a E-W orientation.