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RimWorld => Mods => Releases => Topic started by: rooki1 on March 03, 2015, 11:54:10 PM

Poll
Question: What do you want to see in the next update?
Option 1: Improvised equipments pack: Homemade pistol, pipe shotgun, scrap armor... and glorious Thunderstick! votes: 34
Option 2: Xeno beasts pack: Is there anyone want to see a genetically modified cyber-raptor? votes: 68
Option 3: Celestial pack: New faction pack. Adds new xeno human faction, the celestials. votes: 64
Title: [1.1] Rimsenal v1.5: beta edition
Post by: rooki1 on March 03, 2015, 11:54:10 PM
(http://orig11.deviantart.net/653e/f/2017/004/9/e/preview_by_rooki1-dau6kak.png)

Rimsenal
Season of the hunters

Description:
* Greetings fellow Rimworlders! 

My Rimsenal mod adds a variety of futuristic weapons and armors styled after several distinct themes, with different styles as well as in-game effects. This mod aims to create deeper and more interesting gameplay while simultaneously expanding upon the established lore with additional factions, storytellers, challenges, hairstyles and more!

Also this is my first mod and English is not my native language. So, if you find any mistakes please notify me. I would sincerely appreciate your help.

Core mod
(http://orig03.deviantart.net/52af/f/2015/257/c/8/yp_by_rooki1-d99jsq5.png)(http://orig00.deviantart.net/9477/f/2015/257/f/8/ji_by_rooki1-d99jsq8.png)
(http://orig01.deviantart.net/43ee/f/2015/269/5/6/te_by_rooki1-d9axrmj.png)(http://orig08.deviantart.net/9fe1/f/2015/257/f/b/gd_by_rooki1-d99jsq9.png)

*First of all: There will be a no Combat extended patch for the Rimsenal, never and ever.




Rimsenal: Murder Diversificated

Don't you think the number of ways to we kill each other is too limited? I mean, grab a charge rifle is our best bet to use when we kill someone. Oh, don't get me wrong. It's not mean charge rifles are bad. It's just... There are situations when it's not enough.

Let's think about this, new orbital traders are arriving this world recently. Their catalog looks interesting. Shiny new technologies, some advanced equipment, and, yes, a whole bunch of new weapons.

Well then... How about to introduce the latest trend of killing on this remote planet.

Doesn't this sounds like a killing idea?




The Rimsenal designed to increase the tactical diversity of Rimworld and provide richer late-stage combat content. The each four-themed weaponry has its own unique characteristics and promises a wider tactical experience.

Extended Weapons System: Welcome to four interstellar companies and their new technologies. A unique range of weapons and equipment awaits you, such as the Seo-Li shard rifle pouring out crystalline shards like a hailstorm and the Fafnir siege shotgun spewing armor piercing bullets that can pierce thick mechanoid armor.

New tactical approaches: Use any means available. Grab modular weapons to get your best ready and get into battle. Fire smoke launcher to avoid enemy fire, and take the enemies out of the cover with microwave weapons. If there are a lot of options, there are many ways to kill.

Balanced performance: The equipment of the Rimsenal is not superior to the vanilla equipment. Vanilla's charge rifle is still a great and versatile option. No weapon on the Rimsenal is perfect. Everything has its own pros and cons. Use appropriate equipment depending on your enemy. Using the wrong weapon against the wrong enemy is a shortcut to total disaster.


Check the item list(Google Docs) (https://docs.google.com/document/d/1WUAjRYfXyT-Gz-xD3eth56UbzZ--S8HdtK782jFnKqw/edit?usp=sharing)
Check the gear stats(Google Spreadsheet) (https://docs.google.com/spreadsheets/d/1kQ7iO9NBHyIYXwu8EkvMb6aLpM4KXpYzA_7N2apsrOY/edit?usp=sharing)


(http://orig07.deviantart.net/9bf0/f/2017/024/4/c/evp_by_rooki1-dawjxcm.png)

Rimsenal - Enhanced Vanilla Pack

I'm proud of being a person of good taste. What I mean is, I don't want to touch those boorish alien guns of mega-corps. If you're a real rim pioneer, you can solve everything with your sturdy rifle. Come on you son of Randy, my shiny bayonet wants to taste your blood!

The Rimsenal: Enhanced vanilla pack is designed to provide a variety of new equipment without compromising the unique ambience of the rimworld. The main purpose of the enhanced vanilla pack is to fill the gap between the existing equipment. There are no very unusual weapons or super equipment, but they're enough to keep you survive in the tough rimworld.

Check the item list(Google Docs) (https://docs.google.com/document/d/1PvL3QXdYo63MMltQZe0p2rkHdVRBoKc65_MSsj0-JFw/edit?usp=sharing)
Check the gear stats(Google Spreadsheet) (https://docs.google.com/spreadsheets/d/1aAgni1kVNfPuTKcGCXxUrkl_nk_yzE4ygx0J-LnOipo/edit?usp=sharing)




(http://orig02.deviantart.net/5c6b/f/2017/149/2/2/preview_by_rooki1-dbat4ev.png)

Rimsenal: Federation



Once upon a time, located in the very core of the galaxy, there was a great and honorable interstellar empire, referred to as "The Federation." The Federation Peacekeeper Corps was the guardian of the people, and upholding justice was their modus operandi. However, during the long and grim Mechanoid war, things have changed. Freedom and fairness have been trampled in the name of security, and oppression and tyranny both were justified in the name of order.

And, as a result, the long war against The Federation began.

Unused to turmoil that came from within, rather than the outside, The Federation was swiftly torn apart, their armies destroyed, and its government overturned. In a broad sense, its massive empire and its tyrannical army is nothing but yet another historical footnote.

However, on the isolated rimworlds, where news of The Federation's dissolution has yet to arrive, that otherwise long-forgotten name, and its merciless hounds mean a totally different thing...



The Rimsenal: Federation mod is designed to provide you with an unprecedented form of threat. New enemies are after your settlement. Although they are just the remnants of the broken interstellar empire, they still have power that enough to crush your settlement. No fear and no mercy, elite soldiers and advanced weapons of the federation are aiming you. Can you survive from them?


The peacekeepers: The Federation Peacekeeper Corps (FPC) is not your ordinary pirate scums. They have a lot of tools to ruin your days such as Bion peacekeepers, incubated creatures that born to kill, numerous conscripted troops and suicide bombers, and the "Federator" mech suit, armored walking disaster. You need to take a different approach to dealing with these highly organized forces.

The burning sword: Weapons of Federation Peacekeeper Corps, Arms Dynamics crucible weapons fire high heat projectiles instead of conventional bullets. Because of the self- incineration device fitted to the federation weapons, FPC weapons are can't be salvaged in the usual way. Instead, you need to reproduce the FPC weapons with the materials from the remains of their weapons.

To slay the tyrants: FPC's foerum armor plates are highly protective against common bullets, but are very vulnerable to blunt kinetic impact. You'd better remember this in order to deal with the powerful forces of the Peacekeeper Corps. There may be other means of dealing with them besides blunt weapons and explosives.

Check the manual(Google Docs) (https://docs.google.com/document/d/1qse0LnAPK8R4wwtqdwv3BKXMP7yQe5nJI8uWvXbMuL8/edit?usp=sharing)
Check the gear stats(Google Spreadsheet) (https://docs.google.com/spreadsheets/d/1N-JVYu0ZfNso2T03vdDjuoGeFShITVVFFBLUkCd_B8I/edit?usp=sharing)

(http://orig03.deviantart.net/f2b2/f/2017/141/a/9/title2_by_rooki1-dba0q3p.png)

Rimsenal: Feral


You have to give up a lot when you're pushed to the limit.
Then how much should people give up if their civilization collapses?
Look at them, the ones who had to survive in these ruins of the world.
They had to give up a lot of things after all; Technology, culture, history, almost everything they built.
Of what they gave up... there was also their humanity.



The Rimsenal: Feral mod is designed to introduce new enemies who are unique, yet don't disturb the rimworld's original atmosphere. The new enemies are coming from ruins and the wilderness. It's not easy to adjust to a harsh rimworld, but they did it in a traditional and practical way. What you have to face is a combination of tribal barbarism and pirates' firepower. If you don't adapt to them, then the fate of waiting for you is to become kebab or sofa.


The lost: Feral equipment is neither beautiful nor convenient, but it's enough to kill people. Feral weapons have a short range and low accuracy, but they have high firepower and fire rate. Moreover, the close combat with the feral clans is very dangerous because the most of feral guns have a bayonet to finish their opponent close and personal.

The damned: It's not just the bloodthirsty raiders that make up the feral raid party. Various kinds of war beast and mutants follow them, after the bodies and trophies. Because they are not humans, you need to treat them differently.


Check the manual(Google Docs) (https://docs.google.com/document/d/18eYBQ_gY-0d-MddCLQvu-6zMK0ye0z3xGfjDosKkcAs/edit?usp=sharing)
Check the gear stats(Google Spreadsheet) (https://docs.google.com/spreadsheets/d/1sqIqJyNv5ZappV2zXJ9FAq7fAcRGtrkQH9rJzDVgcWI/edit?usp=sharing)

(http://orig10.deviantart.net/ded8/f/2017/129/8/5/preview_by_rooki1-db8msos.png)

Hair pack
This submod adds a variety of new hair styles


(http://orig13.deviantart.net/3cc3/f/2016/258/1/c/preview_by_rooki1-dahpdjk.png)

Storyteller pack
This submod adds three new storytellers to the game, the Accipiter Hysteric, the Sereniz Sadistic, and the Hildegard Epic.

(http://orig04.deviantart.net/7324/f/2015/077/d/1/accipiter_by_rooki1-d8m5h9i.png)
"Guys, party time is over. It's time to see what this story really has to offer."

Accipiter, a press agent of Yunhwa Precision, has a strange sense of storytelling. In the early stage, she'll take care of you and your colonists' needs until you have a thriving little utopia at your hands. And then? She will destroy you. Ruthlessly. Work quickly, and brace yourself for the trials to come.

(http://orig02.deviantart.net/f518/f/2015/157/d/0/sereniz_by_rooki1-d8waz0a.png)
"Tragedies have their own charm. Please, sit down and enjoy a story with me."

The rogue Federation Peacekeeper Corps commander Sereniz has a mountain of painful stories to tell due to the nature of her former job. In these stories, characters never die quickly; only after writhing in endless agony for an eternity do they finally earn the privilege of death. Those are the only ones she's willing to read - or share. In game terms, she will plague your colonists with a large number of small but persistent threats, while sending less big raids or attacks.
Full version of the her art: http://rooki1.deviantart.com/art/Sereniz-rogue-FPC-commaner-537989642?ga_submit_new=10%253A1433645528 (http://rooki1.deviantart.com/art/Sereniz-rogue-FPC-commaner-537989642?ga_submit_new=10%253A1433645528)

(http://orig15.deviantart.net/da1c/f/2015/161/5/f/hildegarde_by_rooki1-d8wtk4c.png)
"There is only one way to prove a person's true value – and that is through a trial by fire, a tempering of the soul upon the anvil of war."

A veteran of the grim Mechanoid war and a skald of the Jotunheim Assault Infantry Corps, Hildegard's songs are full of fire, conquest, and tragedy. Heroic tales of massive battles and painful gauntlets, where soldiers test their mettle against threats that are infinitely larger than themselves. In game terms, this means that she will send fewer small annoyances, and will create larger, bigger threats, like raids, sieges, and of course, mechanoid attacks.

(http://orig08.deviantart.net/4e22/f/2017/143/0/8/preview_by_rooki1-dba9266.png)

Rimsenal - Security pack

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.

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) (https://docs.google.com/document/d/1gnJ2yfqvj-jE5J641YlsnG4owr0t4PWp-113ZKC__F0/edit?usp=sharing)




Changelog(Google Docs) (https://docs.google.com/document/d/10q-5jTdVZ7PDYtwT_BqJfs_ZMksLHf3qKLg1T2kjPFg)

Author/Mod Team
rooki1

Credits
Latta for balance check and coding
UML for code advice
FridayBiology for proofreading
Rikiki and Skullywags for laser code
Nephilite for artwork
Russian Santa556 for rewrite description.
duduluu and Biscuit for Chinese translation.
Joedox for French translation.

Download

Dropbox:
- A15 https://www.dropbox.com/sh/37xsot5c0yiz90x/AAARk4CAy1M39dfioADhBmH_a?dl=0
- A16 https://www.dropbox.com/sh/zwlu3ekwchud523/AADqPYCX-SM_eSyqZrDuXhkla?dl=0
- A17 https://www.dropbox.com/sh/fiqriydxvgfeusm/AAAFvZ2_5CPUwQYNLxkRvVuZa?dl=0
- B18 https://www.dropbox.com/sh/5se08vlpsixlxu5/AAChrltXHtPggFtiNSVda9Rka?dl=0
- 0.19 https://www.dropbox.com/sh/orecresqel66aw3/AACnAULfud8FeGiQplyEgftJa?dl=0
- 1.0 https://www.dropbox.com/sh/fksj8i446o3szi1/AAA6osi1ZSee_Kw0a3_yLvfma?dl=0
- 1.1 https://www.dropbox.com/sh/kw0z9tzst8y2q1m/AAATB7Ymd7T1cH52S1HPEoTEa?dl=0
Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=725950793

French translation:
https://www.dropbox.com/sh/26v1apq120ollaj/AAC4y6yaZKK6FdHaKDhfVOtma?dl=0
How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Dragoon on March 04, 2015, 12:15:24 AM
DAMN!!! This loosk badass to max man!!!! The design looks so perfect!!!! *gibberish* I know i'm geeking out but this so so frickin awesome!

Welcome to rim world ;D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Fox on March 04, 2015, 01:21:00 AM
look very good
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: InfinityKage on March 04, 2015, 01:24:37 AM
Looks cool. Always down for more guns. Added to my mod list. https://ludeon.com/forums/index.php?topic=10663.0
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Old Joe on March 04, 2015, 03:37:52 AM
those kinda guns actually fit for game. good diversity
iirc its 5000something year, and one of those far colonies in galaxy, and yet there are mostly all those old 20t century weapons around
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Keymaster89 on March 04, 2015, 04:49:38 AM
Quote from: rooki1 on March 03, 2015, 11:54:10 PM
Pros:
-Firepower, absolute firepower
I think u mean absolute  :)

Awesome work! really good looking and particular weapons!
May i suggest something to add from this point?
Granades and turrets, at least a light and an heavy one  ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: rooki1 on March 04, 2015, 05:18:13 AM
Quote from: Keymaster89 on March 04, 2015, 04:49:38 AM
Quote from: rooki1 on March 03, 2015, 11:54:10 PM
Awesome work! really good looking and particular weapons!
May i suggest something to add from this point?
Granades and turrets, at least a light and an heavy one  ;)
Oh, I see. Now I'm thinking about some kind of 'Instant sentry gun'.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: HBKRKO619 on March 04, 2015, 06:24:31 AM
Man, the design of your arsenal kick ass o-O Thanks you, that's great, I take it :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Ykara on March 04, 2015, 07:06:13 AM
Oh my gosh dat textures :o That's incredible, your mod looks very interesting, I've downloaded it immediately. And that hair is so cool, too!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: rooki1 on March 04, 2015, 08:26:31 AM
I added some tweaks.
I'll keep on improving my mod.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: MrRobSteel on March 04, 2015, 08:48:21 AM
Just downloaded this, it appears to be missing the texture for the 'Chill' SMG.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: rooki1 on March 04, 2015, 08:52:42 AM
Quote from: MrRobSteel on March 04, 2015, 08:48:21 AM
Just downloaded this, it appears to be missing the texture for the 'Chill' SMG.

Oops, my mistake. I just added it.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: Boboid on March 04, 2015, 09:06:47 AM
A lot of your traders are arriving with nothing but medicine or only 1 or 2 weapons.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: curi0 on March 04, 2015, 10:58:17 AM
These are some badass lookin' armors, nice work rooki1!

Btw, do you intend to make all the body armors to be inherently hot to wear, especially the Siege armor?

<Insulation_Heat>-45</Insulation_Heat>

Although it does make sense with such a bulky form, my colonists felt burning hot on room temperature! XD
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: HBKRKO619 on March 04, 2015, 07:02:35 PM
Their is a suggestion to "upgrade" your mod in something else.
You can for exemple add 3 new factions for each of your manufacturers ^^
Title: Re: [MOD] (Alpha 9) Rimsenal v0.11 (04-03-2015)
Post by: Viceroy on March 04, 2015, 07:23:09 PM
^ That's not a half-bad Idea.

Make it like "Jotun Interstellar Mercenary Company Sigma-91" or stuff like that. It'd add the vibe of having present corporations in the Rimworlds (which you obviously would since they are entire planets and interstellar trade takes ages.)

Just make them neutral to start with, that way you can pie them to love you and comm them to aid you just like real mercs.

I would totally dig that. If you want you can let me know via PM and I'll help you out with the defs y'know. Especially if I can add a corporation too he he he :p

Also... You missed an oppurtunity when you didn't name the mod "Hostile Takeover." lol

Really nice stuff you have going on here. So much flavour. Me likey.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: rooki1 on March 04, 2015, 08:33:30 PM
(http://orig04.deviantart.net/2853/f/2015/063/b/b/federator_front_by_rooki1-d8kg4o8.png)

Now I'm working on this big armored baby ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: Dragoon on March 04, 2015, 10:12:15 PM
Oh man Id hate to be baby sitting that guy when he gets cranky.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: Asfalto on March 04, 2015, 11:02:55 PM
THIS is the feeling textures need for mods!

Awesome.

PS: you should really redo all textures of Industrialization mod. Help eatKenny with his mod :D
lots of people still appreciate that mod, but i just can't use it because of it's completely non rimworld-like textures..

;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: Keymaster89 on March 05, 2015, 04:01:28 AM
Quote from: Asfalto on March 04, 2015, 11:02:55 PM
PS: you should really redo all textures of Industrialization mod. Help eatKenny with his mod :D
lots of people still appreciate that mod, but i just can't use it because of it's completely non rimworld-like textures..
Industrialization have fine textures... sure is minimalist, but all in this game is like that... also, industrialization is more like our level technology... it have to be more crude than ultra fancy future sci-fi plasma disintegrator weapons...
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: Cybergoth on March 05, 2015, 07:17:03 AM
This is awesome!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.12 (04-03-2015)
Post by: klad123 on March 05, 2015, 07:57:52 AM
This is great mod especially graphic work.

when I used the gear of this mod(I think "Riot gear"), That gear have a advantage of movement speed up, but the gear plus heat 50%. So can easily sick in "heat stroke".

(and Weapons & gears are too rare.)

This mod will be more great if you check some details.

Really thanks for your mod.     
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: rooki1 on March 06, 2015, 01:55:27 AM
(http://orig04.deviantart.net/2853/f/2015/063/b/b/federator_front_by_rooki1-d8kg4o8.png)(http://orig13.deviantart.net/94a4/f/2015/064/4/2/federator_back_by_rooki1-d8klgma.png)(http://orig15.deviantart.net/2cc4/f/2015/064/6/1/federator_side_by_rooki1-d8klgmd.png)
(http://orig05.deviantart.net/d227/f/2015/064/c/4/fedsymbol_by_rooki1-d8klgtq.png)

I finished graphics and now working on add the Federation Peacekeeper Corps faction.
They are hostile faction like mechanoid hive.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: michal3588 on March 06, 2015, 12:50:34 PM
(http://i1.kym-cdn.com/photos/images/facebook/000/641/298/448.jpg)

Those armors looks so badass!
Just make this Peacekeeper slow, HUGE, powerful and almost indestructible with low-tech weapons. He should be something like really challenging boss who just wipeout your entire colony if you are not prepared.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: Boboid on March 06, 2015, 05:38:49 PM
Man those Yunhwa weapons are a sure-fire way to cause brain damage in all your captives, you make hundreds and hundreds of body part rolls before you finally kill something with them :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: 17shadow on March 06, 2015, 07:14:07 PM
keep up the good work it really add something rimworld was missing!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: michal3588 on March 07, 2015, 06:43:26 AM
I have a small but very irritating problem. Jotun Interstellar weapons are way too loud compared to all other guns. I know that I could change settings but then rest of the weapons wouldn't have any sound.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: UMK on March 07, 2015, 06:52:55 AM
How do you use optics? Is siege gun viable (low travel speed and overall damage)?
My colonists fully upgraded with advanced bionics (12 c/s, 14c/s as jogger) and shield are just running toward pack of centipedes with siege shortguns and collecting their mechanic souls. Not to mention that shortgun often oneshots scythers and raiders. I think optics could help against cover, but usually raiders are zerging, and only shard rain can stop them.
Could you also add tag section to apparels and guns? Like this:

<tags>
        <li>Outlander</li>
        <li>Spacer</li>
        <li>Military</li>
</tags>

This is needed to allow them to be spawned as gear for raiders.

Also, seems new version is not compatible with old saves. But players can make them compatible with save editting. They have to open save file in notepad (vim, etc) and replace 'Apparel_Dropsuit' with 'Dropsuit', 'Apparel_Riotgear' with 'Riotgear' and 'Apparel_Siegearmor' with 'Siegearmor'.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: Boboid on March 07, 2015, 07:00:04 AM
The Siege Gun is incredible actually - The massive range on it combined with the fact it can fire over objects when instructed to ( colonists won't do so by default and require LOS to auto-target things ) means you can wipe out most raids/sieges assuming they don't immediately charge you.

It's actually insanely accurate too, I think because it's using frag grenade/rocket launcher mechanic and the miss radius is set to be extremely small. It's pretty Trigger Happy friendly as a result.

Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: rooki1 on March 07, 2015, 07:39:41 AM
(http://orig14.deviantart.net/0510/f/2015/066/f/0/fauxhawk_by_rooki1-d8kqn1z.png)
(http://orig04.deviantart.net/1b18/f/2015/066/1/8/rsg_by_rooki1-d8kqonk.png)

The mod had a mini update.
Grendel's stat has slightly changed and now you can use fancy fauxhawk hair.
And arts also has been changed. I added an outline of the guns. So they are more easier to identify now.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: Dragoon on March 07, 2015, 07:50:11 AM
Cool hair.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: michal3588 on March 07, 2015, 09:23:15 AM
Great mod! Especially art. Basically you can tell each corporation's weapons characteristic just by looking at it :P. Yunhwas looks fragile but very high-tech and Jotun looks like you could use them as a mace instead of a rifle :D.
I hope that you'll keep working on this.
Balance is also well done. Only Arms Dynamics is falling behind.
Yunhwa Precision - Great for capturing prisoners due to high fire rate and low damage per bullet
Jotun Interstellar - Slow but badass. IF you hit then you can be shure that dude on the other side of rifle will have a bad day :P
Arms Dynamics - Useless compared to rest of the corporations. Ridiculously low fire rate without anything to compensate it.
EDIT: I gave Arms Dynamics a second chance and thay still kinda suck. Only situation when this weapons are useful is sniping riders during siege. High accuracy doesn't matter when you fight a huge late-game raid and minimum range hurts alot.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: Boboid on March 07, 2015, 09:33:19 AM
Quote from: michal3588 on March 07, 2015, 09:23:15 AM
Yunhwa Precision - Great for capturing prisoners due to high fire rate and low damage per bullet

If you like your captives to have brain injuries :P
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: michal3588 on March 07, 2015, 02:04:16 PM
Quote from: Boboid on March 07, 2015, 09:33:19 AM
If you like your captives to have brain injuries :P
I'm peaky about my colonists. I like psychopaths :P. Usually I need to capture A LOT of them to get this particular trait so when I finally find one then I'll take even dude with brain damage ;). Of course I'm talking about late game when I can afford AI chips.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: MrSurvivor on March 07, 2015, 02:16:41 PM
This looks badass to me but pls give me a mod for that hair! XD
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: Azrail on March 07, 2015, 03:29:38 PM
I'm loving the weapons and the design but the stats for the armor need to be looked at (specifically the heat tolerance as -45C means most my colonists suffer heat stroke even when its freezing).
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: rooki1 on March 08, 2015, 04:54:47 AM
(http://orig12.deviantart.net/4ac9/f/2015/067/3/5/yp_by_rooki1-d8kvjli.png)
(http://orig01.deviantart.net/a747/f/2015/067/c/3/ji_by_rooki1-d8kvgb7.png)
(http://orig14.deviantart.net/d935/f/2015/067/d/5/ad_by_rooki1-d8kvjmj.png)

0.13 Update completed!
I added anti armor weapons of each company.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.122 (04-03-2015)
Post by: UMK on March 08, 2015, 05:02:05 AM
Quote from: Azrail on March 07, 2015, 03:29:38 PM
I'm loving the weapons and the design but the stats for the armor need to be looked at (specifically the heat tolerance as -45C means most my colonists suffer heat stroke even when its freezing).
But helmet gives +45, doesn't it? So you just have to wear both, and preferably put on helmet first.
I've tried optics too and found them dealing about 80% of damage to centipedes (compare to 30% to 50% for other types), and their support rifle is just a monster. But yeah they don't help colonists much against zerg, while they help zerg much against colonists.
(During me typing you posted update. Looking forward to test them in combat!)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: Boboid on March 08, 2015, 04:10:13 PM
Small problem with the Grendel change - Because the Ranged Cooldown is so long ( 34 seconds ) colonists won't move/obey orders for freakin' ages. Might want to move some of that time to Warmup so that you can actually control colonists using it.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: UMK on March 08, 2015, 11:28:46 PM
Quote from: Boboid on March 08, 2015, 04:10:13 PM
Small problem with the Grendel change - Because the Ranged Cooldown is so long ( 34 seconds ) colonists won't move/obey orders for freakin' ages.
'Grendel's stat has slightly changed'
You can save&load, your pawn should be mobile. I've already addressed this issue at jolly bugtracker (https://ludeon.com/forums/index.php?topic=11297.msg112765#msg112765).
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: rooki1 on March 09, 2015, 03:17:54 AM
I received your opinions and changed something.

First of all, the Grendel cooldown time problem.
I reduced grendel's cooldown time and extended warm up time longer.
So If you shoot the grendel, you can bail out more faster than before.

Second, Yunhwa guns damage and shoot count have been changed.
Now they shoot slightly less and slightly stronger.
You don't need to fire whole day to killing mechanoid with YP weapons from now on.

(http://orig01.deviantart.net/41e0/f/2015/068/8/f/icemist_by_rooki1-d8l0hry.png)(http://orig03.deviantart.net/26c8/f/2015/068/6/9/orm_by_rooki1-d8l0iqe.png)(http://orig03.deviantart.net/1cd6/f/2015/068/9/7/lawkeeper_by_rooki1-d8l0hsn.png)
Last, I added three CCW for each companies. Have fun :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: Dragoon on March 09, 2015, 03:36:44 AM
I like the baton is that blood or just peace keeping juice?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.13 : Let's blow things up!
Post by: UMK on March 09, 2015, 04:37:25 AM
Apparently missed with Grenel and hit own base, breaching granite wall. Now I fear Yotung-gear equipped raiders.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: Boboid on March 09, 2015, 10:18:25 PM
Phew, love the look of that Assault Hammer.
I wonder how a full-siege-gear colonist fares against a Centipede with that thing :p
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: MaxtheINFINITE on March 10, 2015, 10:51:08 AM
Wh-
That pacifist riot gear ... so badass though
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: Dragoon on March 10, 2015, 03:00:52 PM
Could you add in a concussion or something rifle? A rifle that does blunt damage.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: apljee on March 10, 2015, 05:57:02 PM
I downloaded the mod at the first release, and I enjoyed it because it added new weapons with great textures and balanced stats. I downloaded 1.31 because it added another hair.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: rooki1 on March 10, 2015, 06:14:48 PM
(http://orig01.deviantart.net/0c74/f/2015/069/1/b/umbra_female_front_by_rooki1-d8l7i3u.png)

Now I'm working on second faction armor :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: apljee on March 10, 2015, 07:09:42 PM
Quote from: rooki1 on March 10, 2015, 06:14:48 PM
(http://orig01.deviantart.net/0c74/f/2015/069/1/b/umbra_female_front_by_rooki1-d8l7i3u.png)

Now I'm working on second faction armor :D

Wait, there's going to be factions now?

*Screams like a little girl, except the little girl is manly and is really a male opera singer where instead of screaming they sing deep opera*

Anyways... if you ever need any help in the future brainstorming, feel free to be my guest. :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.131 : Let's blow things up!
Post by: Boboid on March 10, 2015, 08:41:47 PM
Lookin' good!

By the way you might want to have another look at the Carbon Jumpsuit.. Currently its armour stats are a bit low when compared to decent Leather or Devilstrand gear. It has the advantage of covering the arms/shoulders but.. you're sacrificing a lot of raw torso mitigation if you choose to use jumpsuits instead of shirt/pants.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: rooki1 on March 11, 2015, 04:26:54 AM
v0.14 Updated!

(http://orig00.deviantart.net/353e/f/2015/070/2/9/accipiter_by_rooki1-d8l9hoe.png)

"Like poems, every epic story needs cadence. Isn't it?"

Meet the Accipiter, our new storyteller.
Accipiter, a press agent of Yunhwa Precision has a strange sense of storytelling. She thinks every big events should be occured at stated intervals. In short, she will sends raiders every weekends.

(http://orig02.deviantart.net/9852/f/2015/070/4/5/accipiter_by_rooki1-d8l9hoz.png)

"Umbra" reflex suit here! Umbra makes you much faster. It is a ideal gear for Hit-and-Run tactics.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: apljee on March 11, 2015, 08:13:34 AM
That looks great!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: Latta on March 11, 2015, 08:19:37 AM
O dat storyteller art. Look at her!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: TrashMan on March 11, 2015, 08:19:59 AM
Quote from: rooki1 on March 06, 2015, 01:55:27 AM
(http://orig04.deviantart.net/2853/f/2015/063/b/b/federator_front_by_rooki1-d8kg4o8.png)(http://orig13.deviantart.net/94a4/f/2015/064/4/2/federator_back_by_rooki1-d8klgma.png)(http://orig15.deviantart.net/2cc4/f/2015/064/6/1/federator_side_by_rooki1-d8klgmd.png)
(http://orig05.deviantart.net/d227/f/2015/064/c/4/fedsymbol_by_rooki1-d8klgtq.png)

I finished graphics and now working on add the Federation Peacekeeper Corps faction.
They are hostile faction like mechanoid hive.

Too big and over-designed. I can't figure out the purpose of most thing.

Is that supposed to be a robot or some advanced armor? Because if it's armor, it won't work. I tried to make a similar big, one-piece armor before
Title: Re: [MOD] (Alpha 9) Rimsenal v0.121 (04-03-2015)
Post by: rooki1 on March 11, 2015, 08:32:55 AM
Quote from: TrashMan on March 11, 2015, 08:19:59 AM
Too big and over-designed. I can't figure out the purpose of most thing.

Is that supposed to be a robot or some advanced armor? Because if it's armor, it won't work. I tried to make a similar big, one-piece armor before

It will be appeared as some sort of boss in my sub mod. I'm working on it now.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: Dragoon on March 11, 2015, 02:49:04 PM
The carbon suit conflicts with snappy dresser https://ludeon.com/forums/index.php?topic=9279.0 all it does is allow you to change your clothing's colors.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: Orion on March 12, 2015, 04:56:30 AM
The hairstyles look fantastic!

Would you maybe make some more? Perhaps in a separate mod... (I do like this one, but I think it's more handy)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: rooki1 on March 12, 2015, 05:49:19 AM
Quote from: Orion on March 12, 2015, 04:56:30 AM
The hairstyles look fantastic!

Would you maybe make some more? Perhaps in a separate mod... (I do like this one, but I think it's more handy)
I'll release 'Rim-hair' sub mod soon, maybe after making two more armors ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: Azrail on March 12, 2015, 10:58:29 PM
Quote from: rooki1 on March 12, 2015, 05:49:19 AM
I'll release 'Rim-hair' sub mod soon, maybe after making two more armors ;)

I don't know if it's possible but can you make a lightweight helmet that doesn't hide the hair like all the others do? Its always bugged me that our pawns can have hair but its always hidden by armor.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: Orion on March 13, 2015, 04:24:33 AM
Quote from: Azrail on March 12, 2015, 10:58:29 PM
I don't know if it's possible but can you make a lightweight helmet that doesn't hide the hair like all the others do? Its always bugged me that our pawns can have hair but its always hidden by armor.

I was thinking that too. I was hoping for an option, like in many RPG games, that you can put on a helmet (for armor), but it doesn't actually show it. Maybe an idea for a mod?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: rooki1 on March 13, 2015, 05:03:02 AM
(http://orig14.deviantart.net/1bed/f/2015/072/9/c/preview_by_rooki1-d8li3wt.png)

Almost done...
Title: Re: [MOD] (Alpha 9) Rimsenal v0.14 : Meet the Accipiter
Post by: HBKRKO619 on March 13, 2015, 08:01:49 AM
This teasing man, HYPE HYPE HYPE xD
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: rooki1 on March 14, 2015, 02:28:28 AM
v0.2 Updated!

I've a big update on my mod.

(http://orig13.deviantart.net/a7d1/f/2015/072/3/1/preview_by_rooki1-d8lm7k1.png)(http://orig10.deviantart.net/978f/f/2015/072/1/6/preview_by_rooki1-d8lm7jg.png)

First of all, I divide current mod into three mods, core mod that adds weapons and armors,
Hair pack sub mod and storyteller pack sub mod.

(http://orig11.deviantart.net/2cdb/f/2015/072/8/9/marksmangear_by_rooki1-d8lm7gc.png)(http://orig05.deviantart.net/5924/f/2015/072/4/1/ccarmor_by_rooki1-d8lm7g3.png)

In the core mod, you can see the two additional armors. "Interactor" marksman gear increase your shooting accuracy.
"Einherjar" close combat armor reinforce your close combat capability significantly.

(http://orig09.deviantart.net/ced7/f/2015/072/d/9/peacekeeper_front_by_rooki1-d8lm7vi.png)(http://orig01.deviantart.net/f580/f/2015/072/d/0/federator_front_by_rooki1-d8lm7vg.png)(http://orig06.deviantart.net/427d/f/2015/072/f/1/peacebringer_front_by_rooki1-d8lm7v8.png)

I'm also added the Federation expansion mod. This mod adds hostile Federation Peacekeeper Corps faction.
In this mod, you have to fight against super soldiers and mech suits of the tyrannical Federation.

(http://orig04.deviantart.net/e29a/f/2015/072/9/e/wavy_long_by_rooki1-d8lm7gf.png)

Icing on the top of the update, I added a new hair style.

Have fun!  ;D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: Boboid on March 14, 2015, 03:57:39 AM
All the federation faction pawns are giant purple squares :P
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: Orion on March 14, 2015, 04:13:25 AM
Awesome!

I do get some errors, though...

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: rooki1 on March 14, 2015, 04:15:32 AM
Oops, I'm working on it.  :-\
Until bugs fixed, federaion mod distribute will be stopped
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: rooki1 on March 14, 2015, 04:21:06 AM
Well, first thing first, additional hair bug fixed. Redownload it  :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: Avtomatik on March 14, 2015, 07:54:39 AM
Mechs suits! Great idea, funny how nobody thought of that before
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: RatedM4everyone on March 14, 2015, 03:07:10 PM
Great mod rooki! The Yunhwa armaments are my favourite; they're great against tribesmen.

Quick idea for a Jotun storyteller:
- Name: The Bard.
- Story: The Bard of Jotunheim sings tales of the hard and glorious battles of the Mechanoid War, and of humanity's triumph through the harshest conditions.
- Behaviour: Only sends mechanoids to fight you, and frequently generates thunderstorms and cold snaps. Best played on the Tundra biome.

Let me know what you think!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: UMK on March 14, 2015, 05:45:11 PM
I suppose you understand that it is possible to have only 5% warmup time on trigger happies with your gear? The fact I have installed mod to reduce cooldown time makes things even worse like shooting Grendel every  seconds or heavy rifle or laser gatling (this is thing to kill mechanoids, not that shiny over-hyped Yotung stuff) every... 0.5 seconds
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: Boboid on March 14, 2015, 08:48:59 PM
Think you're confused UMK - the only positive warmup/aim-time modifier on Rimsenal gear is on the Dropsuit Helmet, and it's only -20% which stacks additively with -50% from TH.

The recently added Marksman gear actually increases the warm-up time.

Can't really say for the interactions with your mod, don't personally use it.


Edit: Forgot about the reflex suit entirely, okay you're right it does go down to 5%.

It's not a massive problem tbh. It's a bit comical but you're still limited by ROF during bursts and cooldown.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: rooki1 on March 15, 2015, 09:31:38 AM
Quote from: RatedM4everyone on March 14, 2015, 03:07:10 PM
Great mod rooki! The Yunhwa armaments are my favourite; they're great against tribesmen.

Quick idea for a Jotun storyteller:
- Name: The Bard.
- Story: The Bard of Jotunheim sings tales of the hard and glorious battles of the Mechanoid War, and of humanity's triumph through the harshest conditions.
- Behaviour: Only sends mechanoids to fight you, and frequently generates thunderstorms and cold snaps. Best played on the Tundra biome.

Let me know what you think!

Oh, that's a really cool idea! Hildegard the skald, interesting...


Quote from: UMK on March 14, 2015, 05:45:11 PM
I suppose you understand that it is possible to have only 5% warmup time on trigger happies with your gear? The fact I have installed mod to reduce cooldown time makes things even worse like shooting Grendel every  seconds or heavy rifle or laser gatling (this is thing to kill mechanoids, not that shiny over-hyped Yotung stuff) every... 0.5 seconds

I totally understand what you meaning. I'm slightly tweaked stats of dropsuit and reflex suit. Now they are less shooty than before.

(http://orig11.deviantart.net/3ad7/f/2015/074/4/a/reflex_by_rooki1-d8lsbbr.png)

Reflex suit design changed and reflex suit helmet added. Have fun!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.2 : Mod divided!
Post by: apljee on March 15, 2015, 10:56:34 AM
Quote from: rooki1 on March 15, 2015, 09:31:38 AM
Quote from: RatedM4everyone on March 14, 2015, 03:07:10 PM
Great mod rooki! The Yunhwa armaments are my favourite; they're great against tribesmen.

Quick idea for a Jotun storyteller:
- Name: The Bard.
- Story: The Bard of Jotunheim sings tales of the hard and glorious battles of the Mechanoid War, and of humanity's triumph through the harshest conditions.
- Behaviour: Only sends mechanoids to fight you, and frequently generates thunderstorms and cold snaps. Best played on the Tundra biome.

Let me know what you think!

Oh, that's a really cool idea! Hildegard the skald, interesting...


Quote from: UMK on March 14, 2015, 05:45:11 PM
I suppose you understand that it is possible to have only 5% warmup time on trigger happies with your gear? The fact I have installed mod to reduce cooldown time makes things even worse like shooting Grendel every  seconds or heavy rifle or laser gatling (this is thing to kill mechanoids, not that shiny over-hyped Yotung stuff) every... 0.5 seconds

I totally understand what you meaning. I'm slightly tweaked stats of dropsuit and reflex suit. Now they are less shooty than before.

(http://orig11.deviantart.net/3ad7/f/2015/074/4/a/reflex_by_rooki1-d8lsbbr.png)

Reflex suit design changed and reflex suit helmet added. Have fun!

Here's another idea for you for a storyteller from The Federation.

Name: AD-441
Story: AD-441 was on the experimental mechanoid-human project, where humans were given extreme bionics and forced to having a hive mind. Over time, the hive mind chips were removed and the project was shut down - but now all of these people are out-of-place, with no chance to do anything in life.
Behaviour: Only sends Federation soldiers to fight you, generates lots of every weather. Slightly lowered chances for refugee pod crashes, resource pod crashes, but increased chances for animal insanities.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.201 : Mod divided!
Post by: michal3588 on March 15, 2015, 01:08:09 PM
Animal insanities... How I love this little rampaging bastards... Who doesn't know this warm and nice feeling when your entire colony is butchered by bunch of insane squirrels :P?
How those little teeth are biting through power armor stays a mystery.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.201 : Mod divided!
Post by: Xerberus86 on March 15, 2015, 03:57:47 PM
wow those graphics look awesome, hope you're here for the long run :).
Title: Re: [MOD] (Alpha 9) Rimsenal v0.201 : Mod divided!
Post by: Pokk720 on March 15, 2015, 05:22:26 PM
Wow, you are a power modder right now. Everytime I check back you've made a new really cool huge update
Title: Re: [MOD] (Alpha 9) Rimsenal v0.21 : Fight a war against the federation!
Post by: apljee on March 15, 2015, 11:43:08 PM
You should add some pictures of the melee weapons to the list of all of the weapons for each of the factions, because some people might not know about the Assault Hammer, vibroknife, etc.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.21 : Fight a war against the federation!
Post by: rooki1 on March 15, 2015, 11:59:45 PM
(http://orig14.deviantart.net/1bed/f/2015/072/9/c/preview_by_rooki1-d8li3wt.png)

From now on, Rimsenal -  Federation mod working!
If the mod not working, please download Rimsenal core mod again.

The Federation Peacekeeper Corps is a hostile faction.
They use variety force from poor slave troops to massive mechsuits.
Be aware them, they don't know about concepts of fear or mercy.


FPS slave trooper: Conscripts of FPC, these 'auxiliaries' are compensate for numerical inferiority of peacekeepers.

FPC sucide bomber: They are armed with sucide plasma bomb. That means if you aren't deal with them quickly, they can ruin your entire defence line.

Federation Peacekeeper: Merciless Peacekeepers are backbone of FPC. Equipped with fearsome "Pacificator" optic rifle, these xeno human soldiers are never stop until they die.

Federation Peacebringer: Assassins of the Federation, Peacebringer corps are armed with long range optic sniper rifle. Lure them to where thier sniper rifle's superior range are less effective.

M2A4 "Federator" mechsuit: The ultimate weapon of the Federation, this walking tank can demolish entire defence line. Multiple rocket launcher, plasma cannon, laser burst gun, all his cards are trumps. Concentrate most powerful weapons you've got before it's too late.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.21 : Fight a war against the federation!
Post by: Mathenaut on March 16, 2015, 12:14:37 AM
I like the flavor of this mod mostly because it reminds me alot of FTL.

I'm imagining a sort of role-reversal with my colonists being a crashed Fed cruiser while rebels rush down in pursuit.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.21 : Fight a war against the federation!
Post by: superfry on March 16, 2015, 01:06:14 AM
If you want to roleplay that scenario you could use the crash landing mod and have your federation cruiser crashing around you   :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.21 : Fight for your freedom!
Post by: Boboid on March 16, 2015, 03:41:02 AM
There's still a texture issue causing large purple squares - the Carbon Jumpsuit on the large, triangular, male body.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: rooki1 on March 16, 2015, 04:56:26 AM
Hot fix!
-Carbonsuit hulk problem solved. I don't know why this happening again and again.
-Ratio of FPC changed.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: chorokmonster on March 16, 2015, 09:55:13 AM
This mod looks so nice! will try it later but keep up the good work man!

근데 한국분이신가.. ㄷㄷ
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: Goldsmyths on March 16, 2015, 12:51:39 PM
*claps slowly with awe struck face*
RESPECT+1
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: Fox on March 16, 2015, 01:29:45 PM
+1 !
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: InfiniteRemnant on March 16, 2015, 02:45:13 PM
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: apljee on March 16, 2015, 03:00:14 PM
Quote from: InfiniteRemnant on March 16, 2015, 02:45:13 PM
Does the hair work by itself or will i have to pull stuff from the core section to make it work? Cause the hair is all I'm here for.

Hair will work on it's own.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: Nimbian on March 16, 2015, 04:48:48 PM
Rimsenal is my favorite mod
and that it has been consistently updated is awesome

Hats of to you Rooki1
Title: Re: [MOD] (Alpha 9) Rimsenal v0.211 : Fight for your freedom!
Post by: apljee on March 16, 2015, 06:38:50 PM
I made a concept around Terrastellar Enterprises, basically someone who is focused on incapacitating your colonists rather than killing them.

(http://i.imgur.com/JSVf6XW.png)
Terrastellar Enterprises

Terrasteller Enterprises dominates the planet Terra. The planet, being a majority-share empath planet, does not kill other individuals, but instead incapacitates them. That being said, Terrastellar Enterprises creates shock weaponry that incapacitate colonists and enemies.

Terrastellar Enterprises.
"Quality Enforcement."

Armour Variant:
Think of something like "Hayabusa" from Halo 3. Basically that, but named "Zephyr" Support Armour.

Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: rooki1 on March 17, 2015, 01:32:27 AM
v0.22 Updated! Check the changelog!


(http://orig00.deviantart.net/0962/f/2015/075/b/1/peacemaker_by_rooki1-d8m0zvz.png)
Federation Peacemaker: Federation Peacemakers are close quarter combat expert of the Federation.
The regiment who was infamous for their brutality, Peacemaker can smash out your colonists in a few seconds.

(http://orig15.deviantart.net/7a80/f/2015/075/a/0/peacemonger_by_rooki1-d8m104d.png)
Federation Peacemonger: Elite contingent of the Federation Peacekeeper Corps,
the Peacemonger corps are worst cards that the Federation can offer.
These troops deploy most dangerous weapons in the FPC arsenal.

(http://orig02.deviantart.net/6738/f/2015/075/9/8/ordinator_front_by_rooki1-d8m10fd.png)
M3A1 "Ordinator" mechsuit: M3A1 "Ordinator" is a Close quarter combat variant of "Federator" Mechsuit.
Although it lacks with overwhelming firepower of the Federator, even heavier armor plates and deadly close combat capability makes the Ordinator fearsome foe.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: UMK on March 17, 2015, 09:45:45 AM
How to make old (0.21) saves compatible: replace all CCArmoHelmet with CCArmorHelmet in savefile.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: Wiyyum on March 17, 2015, 01:00:59 PM
Could you pleeeeaaaase make all the faction federation armors into colonist wearable armors? I absolutely love the federation color scheme and logo on the armor and would love for my colony to get suited up in those role play friendly costumes! Thanks so much, I love this mod!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: Formulametal on March 17, 2015, 01:51:04 PM
I'm having issues with this mod as explained here,
https://ludeon.com/forums/index.php?topic=11484.0
Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: caboose410 on March 17, 2015, 04:30:58 PM
what is the mech suit count as, a unique pawn or a armor? Also can we please make all federation armor equitable cause i would love to get one of those suits
Title: Re: [MOD] (Alpha 9) Rimsenal v0.22 : Federation strikes back
Post by: knainoa on March 17, 2015, 04:39:29 PM
Hey, I'm having some trouble with getting a raid from the Federation to happen. When I try to do it with the debug menu, it tells me that something is wrong with the FPC forward base being unable to spawn pawns. Can anyone help?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: rooki1 on March 18, 2015, 03:10:57 AM
V0.221 updated! check the changelog

(http://orig08.deviantart.net/b0eb/f/2015/076/f/5/straight_long_by_rooki1-d8m5g6e.png)
Straight long
(http://orig03.deviantart.net/82d0/f/2015/076/3/6/vintage_by_rooki1-d8m5g6a.png)
Vintage

-Hairpack: Two new hair styles added
-Federation:New FPC enemy type, FPC commander added.


I received your feedback and fixed some code problems.
If you want play the Federation mod, please download Rimsenal core mod again.
Have fun ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: Orion on March 18, 2015, 05:49:07 AM
You forgot to include the texture for Vintage_back...
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: rooki1 on March 18, 2015, 05:57:00 AM
Quote from: Orion on March 18, 2015, 05:49:07 AM
You forgot to include the texture for Vintage_back...

Oops, my bad. I have uploaded new file.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: UMK on March 18, 2015, 10:58:56 AM
And rename Carbon_Hulk_Back.png to Carbon_Hulk_back.png. Maybe it's just me using outdated mod, but still worth to mention.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: Shinzy on March 18, 2015, 11:12:29 AM
Oooooooooooh!
I've totally skipped this thread until now cause I thought it was just another weapon mod
But the hairs got my attention and oh these are gorgeus!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: Orion on March 18, 2015, 11:42:07 AM
Also, you have to add

    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>

to your melee weapons. Otherwise there will be errors when RimWorld tries to spawn attackers. Unfortunately it's hardcoded that everything that's of damage armor category sharp or blunt has to be made of stuff.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: LegendZero88 on March 18, 2015, 03:34:57 PM
how we can obtain these weapons? can we craft them?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: Dragoon on March 18, 2015, 03:58:35 PM
Quote from: LegendZero88 on March 18, 2015, 03:34:57 PM
how we can obtain these weapons? can we craft them?

Currently traders or federation raids only (and they only use fed weps).
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: daft73 on March 18, 2015, 04:19:19 PM
I like what you are producing rooki1, matches the vanilla artwork well. Big fan, personally, of the hair-doo's! I'll be looking at this mod often for updates ;) Good luck.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: rooki1 on March 18, 2015, 06:34:00 PM
Quote from: Orion on March 18, 2015, 11:42:07 AM
Also, you have to add

    <stuffCategories>
      <li>Metallic</li>
    </stuffCategories>

to your melee weapons. Otherwise there will be errors when RimWorld tries to spawn attackers. Unfortunately it's hardcoded that everything that's of damage armor category sharp or blunt has to be made of stuff.

Oh, thanks! I don't know why this not working until read your comment!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.221 : Hair styles update
Post by: knainoa on March 18, 2015, 08:12:36 PM
Hey, first off amazing mod, love the textures and the weapons. I'm having trouble with the Federation mod. Can anyone help? Raids never happen naturally. When I try to force a raid, debug menu says:

1 Faction FPC forward base of def FPC has no PawnGroupMakers that can generate for pawns (points=73.5)

1 Go no pawns spawning raid from parms (points=73.5)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: rooki1 on March 19, 2015, 01:35:30 AM
v0.222 updated!
[/color][/b]

v0.222:
-Core: CC weapon bug fixed.
-Federation: Precursor bike added. Facilitator plasma rifle added

(http://orig00.deviantart.net/3eae/f/2015/077/8/0/precursor_by_rooki1-d8m9eod.png)
M10 "Precursor" hover bike: Swift and deadly, M10 Precursor is a standard recon vehicle of the Federation.

Precursor hover bike is a really irritating enemy. Weak but really fast, they can be a great treat to isolated colonists or defense turrets.

(http://orig09.deviantart.net/9928/f/2015/077/a/9/facilitator_by_rooki1-d8m9eol.png)
Rare and gruesome weapon even in the Federation standards, XM32 "Facilitator" is a personal portable plasma weapon. It fires small bursts of magnetic cells that contain metal plasma.

Facilitator is a test type plasma rifle of the federation. The only way to get it is to kill a FPC commander and loot from him.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: Latta on March 19, 2015, 01:40:42 AM
That bike somehow reminds me of FFXIII's bike robots.

Quote from: knainoa on March 18, 2015, 08:12:36 PM
Hey, first off amazing mod, love the textures and the weapons. I'm having trouble with the Federation mod. Can anyone help? Raids never happen naturally. When I try to force a raid, debug menu says:

1 Faction FPC forward base of def FPC has no PawnGroupMakers that can generate for pawns (points=73.5)

1 Go no pawns spawning raid from parms (points=73.5)

It's because storyteller can't choose any enemy from faction's roster given your colony's wealth.
That's why mechanoid hive has minimum spawn day of 60.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: lude on March 19, 2015, 03:16:58 AM
nice mod, pretty bad ass art
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: Boboid on March 19, 2015, 04:45:40 AM
Might want to double check how your Close Combat armour is working - The +20 damage bonus on the chestpiece doesn't apply at all.
Don't know about the melee cooldown modifier, but it's probably worth checking.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: tresflores on March 19, 2015, 06:20:34 PM
dam you work fast last time i checked on this mod it only had weapons now its got a factions and a story teller you my freind, have some talent
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: rooki1 on March 20, 2015, 05:54:04 AM
v0.23 Updated!

-Core: New company, Greydale Works added.
    -New six weapons added

(http://orig09.deviantart.net/4bf3/f/2015/079/7/2/panther_by_rooki1-d8me5tn.png)
      -Panther general purpose rifle: Greydale Works GPR8 "Panther" is a bestseller assault rifle of every colonial militia. High productivity and durability makes Panther as a great colonial defence weapon.

(http://orig10.deviantart.net/5a79/f/2015/079/7/b/ocelot_by_rooki1-d8me5tv.png)
      -Ocelot light pistol: Greydale Works P04 "Ocelot". Light and easy to use, ideal personal defense weapon of noncombatants.

(http://orig03.deviantart.net/d503/f/2015/079/3/e/puma_by_rooki1-d8me5u5.png)
      -Puma DMR: Light marksman rifle that manufactured from Greydale Works, PR2 "Puma" is a great rifle for precision fire support or hunting.

(http://orig12.deviantart.net/ce56/f/2015/079/3/a/lynx_by_rooki1-d8me5tq.png)
      -Lynx light support weapon: A SW11 "Lynx", light support weapon that manufactured from Greydale Works is a well known for simple but durable design. With this weapon, you can overwhelming enemy with unceasing bursts of bullet.

(http://orig02.deviantart.net/47c8/f/2015/079/b/d/jaguar_by_rooki1-d8me5u1.png)
      -Jaguar grenade launcher: Designed from Greydale Works, GL5 "Jaguar" is a simple but effective indirect fire support weapon.

(http://orig08.deviantart.net/56e8/f/2015/079/5/5/fang_by_rooki1-d8me5tk.png)
      -Fang combat blade: A "Fang" Combat blade of Greydale Defence. Good for chop down trees or enemies limbs.


Greydale Works designed their weapons for militia of small colonies. GW weapons are not shiny toys like Yunhwa Precision. However, their weapons are really reliable even in harsh rimworld condition. Moreover, unlike unwieldy beasts of Jotun Interstellar, GW guns are relatively cheap and easy to manipulate.

Have fun guys!  :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.222 : Bikers incoming
Post by: rooki1 on March 20, 2015, 05:59:17 AM
Quote from: Boboid on March 19, 2015, 04:45:40 AM
Might want to double check how your Close Combat armour is working - The +20 damage bonus on the chestpiece doesn't apply at all.
Don't know about the melee cooldown modifier, but it's probably worth checking.

Maybe I need to change that stat to something else...
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: Boboid on March 20, 2015, 07:22:19 AM
Also Federation peacekeepers can come out of Ancient Crashed Ships :P
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: TheRealRavager on March 20, 2015, 07:26:42 AM
Yeah, Federation anythings are coming out of Ancient Crashed Ships. I've seen Peacekeepers, Federators, Peacemakers, Peacemongers and Ordinators appear out of them.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: rooki1 on March 20, 2015, 07:31:18 AM
Quote from: Boboid on March 20, 2015, 07:22:19 AM
Also Federation peacekeepers can come out of Ancient Crashed Ships :P

That's because of they are categorized as mechanoid. I'm working on making them as a custom race, but it needs some time   :-\
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: UMK on March 20, 2015, 07:44:05 AM
Quote from: TheRealRavager on March 20, 2015, 07:26:42 AM
Yeah, Federation anythings are coming out of Ancient Crashed Ships. I've seen Peacekeepers, Federators, Peacemakers, Peacemongers and Ordinators appear out of them.
I don't see how it could be bad. Maybe it is the part of Federation ship, who use psionic suppressors to terrorize poor civilians.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: Shinzy on March 20, 2015, 07:58:56 AM
Quote from: rooki1 on March 20, 2015, 07:31:18 AM
Quote from: Boboid on March 20, 2015, 07:22:19 AM
Also Federation peacekeepers can come out of Ancient Crashed Ships :P

That's because of they are categorized as mechanoid. I'm working on making them as a custom race, but it needs some time   :-\

Ye might wanan wait for next alpha to work that out
Quote from: ChangelogSeparated race intelligence levels (humanoid/tool user/animal) from mechanoid status in race definition to provide more flexibility for modders.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: HBKRKO619 on March 20, 2015, 08:05:34 AM
Whaou, updated every day o-O Great work man, really, thank you :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: Nume on March 20, 2015, 08:18:49 AM
great mod,i found other storytellers too slow to act,giving very long periods of peace,with your storyteller there is always something happening,very nice.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: soulkata on March 20, 2015, 09:04:04 AM
Hi,

I made a litle mod to add 'Driver' to mechines! If you want to put in your federation robots, to make them Mecha! :)
Mecha Tanks (https://ludeon.com/forums/index.php?topic=11576.0)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: rooki1 on March 20, 2015, 09:26:06 AM
Quote from: soulkata on March 20, 2015, 09:04:04 AM
Hi,

I made a litle mod to add 'Driver' to mechines! If you want to put in your federation robots, to make them Mecha! :)
Mecha Tanks (https://ludeon.com/forums/index.php?topic=11576.0)

Oh thanks! Now I'm put this thing to the test...
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: Azrail on March 20, 2015, 10:24:19 AM
rooki1, I have a simple request. Do you think you could put the update dates next to the download links?

Because your posting all of them on this one page after awhile it might become difficult to tell which ones have been updated without digging through all the replies and the change log. If the dates of each individual mod are next to the link we can easily see which one has been updated and download that one.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: rooki1 on March 20, 2015, 10:31:59 AM
Quote from: Azrail on March 20, 2015, 10:24:19 AM
rooki1, I have a simple request. Do you think you could put the update dates next to the download links?

Because your posting all of them on this one page after awhile it might become difficult to tell which ones have been updated without digging through all the replies and the change log. If the dates of each individual mod are next to the link we can easily see which one has been updated and download that one.

Sure. I'll put them on next time.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: DahBunny on March 20, 2015, 11:20:42 AM
Hey rooki1 Your one of the few modders that can keep the feel of vanilla while adding difficulty but making it fair aswell, the only problem i have is turrets, security is completely worthless now, turrets don't help anymore, im wondering if maybe you'd consider adding turrets and other such, maybe a Yunhwa Precision Turret <3?.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Greydale Works inbound!
Post by: Azrail on March 20, 2015, 11:24:15 AM
Quote from: rooki1 on March 20, 2015, 10:31:59 AM
Sure. I'll put them on next time.
Thanks.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Security pack added
Post by: rooki1 on March 21, 2015, 04:10:55 AM
v0.24 Updated!


Rimsenal - Security pack
(http://orig08.deviantart.net/4e1d/f/2015/080/3/4/preview_by_rooki1-d8mija4.png)
I added Rimsenal - Security pack. This submod adds new turrets. To play this mod, you need to install Rimsenal core mod.

(http://orig10.deviantart.net/9fc9/f/2015/080/6/7/agl_by_rooki1-d8mij9x.png)
Automatic grenade launcher
Fixed gun nest with automatic grenade launcher. Great effective against massed enemies. If you want to build AGL nest, you have to got a Jaguar grenade launcher and accomplish mortar research.

(http://orig14.deviantart.net/0d05/f/2015/080/9/a/is_by_rooki1-d8mija9.png)(http://orig15.deviantart.net/4a18/f/2015/080/5/2/isd_by_rooki1-d8mijtb.png)
Instant sentry
Sentry with a shard cannon. High fire rate and low fire power. As its name says, it can be completed in an instant. To build instant sentry, you have to buy a instant sentry device from exotic trader.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.23 : Security pack added
Post by: apljee on March 21, 2015, 04:33:02 AM
Quote from: rooki1 on March 21, 2015, 04:10:55 AM
v0.24 Updated!


Rimsenal - Security pack
(http://orig08.deviantart.net/4e1d/f/2015/080/3/4/preview_by_rooki1-d8mija4.png)
I added Rimsenal - Security pack. This submod adds new turrets. To play this mod, you need to install Rimsenal core mod.

(http://orig10.deviantart.net/9fc9/f/2015/080/6/7/agl_by_rooki1-d8mij9x.png)
Automatic grenade launcher
Fixed gun nest with automatic grenade launcher. Great effective against massed enemies. If you want to build AGL nest, you have to got a Jaguar grenade launcher and accomplish mortar research.

(http://orig14.deviantart.net/0d05/f/2015/080/9/a/is_by_rooki1-d8mija9.png)(http://orig15.deviantart.net/4a18/f/2015/080/5/2/isd_by_rooki1-d8mijtb.png)
Instant sentry
Sentry with a shard cannon. High fire rate and low fire power. As its name says, it can be completed in an instant. To build instant sentry, you have to buy a instant sentry device from exotic trader.
Hooray!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added
Post by: eternalglory on March 21, 2015, 04:59:57 AM
There is no security pack..... Only federation pack... Is it right?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added
Post by: rooki1 on March 21, 2015, 05:18:08 AM
Quote from: eternalglory on March 21, 2015, 04:59:57 AM
There is no security pack..... Only federation pack... Is it right?

Oh my... sorry, my mistake.
I changed the link. Now it works.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added
Post by: eternalglory on March 21, 2015, 07:07:44 AM
Never mind ^^
Anyway thank you for your great mod!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: rooki1 on March 21, 2015, 07:59:23 AM
v0.241: Hot fix!
-Core: miscellaneous code tweaks.
-Federation: miscellaneous stats tweaks.
-Security: AGL graphic reversed.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: rdz1122 on March 21, 2015, 09:40:55 AM
I am sure you are getting many, many thanks and accolades for these great mods; let me add to that.

I have been using many mods since Alpha 4, and the Rimsenal mod packs are easily among the best.  I really enjoy the new faction, hairstyles and armor types; lots of variety, a little back-story and great, great looking models.

Not sure how it works, but maybe you'll get a nod from Tynan :)

Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: rankalee on March 21, 2015, 10:57:09 AM
Just want to say that this is my favorite mod ever since I found Rimworld.... but you work so quickly... slow down! I really need time to enjoy the mod... but very hard when there is an update or 2 each day.... :P
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: Nimbian on March 21, 2015, 08:24:39 PM
Quote from: rdz1122 on March 21, 2015, 09:40:55 AM
I am sure you are getting many, many thanks and accolades for these great mods; let me add to that.

I have been using many mods since Alpha 4, and the Rimsenal mod packs are easily among the best.  I really enjoy the new faction, hairstyles and armor types; lots of variety, a little back-story and great, great looking models.

Not sure how it works, but maybe you'll get a nod from Tynan :)

or maybe even integrated into the main game some what
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: T-Wrecks on March 22, 2015, 12:36:35 AM
Hey, I was wondering if you would tell me how you made all the awesome sounds for your weapons. Me and Blaze are making a mod and we both have no idea how to do sounds. Thanks in advance!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.24 : Security pack added(#Hot fix!)
Post by: rooki1 on March 22, 2015, 12:42:26 AM
Quote from: T-Wrecks on March 22, 2015, 12:36:35 AM
Hey, I was wondering if you would tell me how you made all the awesome sounds for your weapons. Me and Blaze are making a mod and we both have no idea how to do sounds. Thanks in advance!

I just searching the web for them. Well, there are quite good free sound clips on the net.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: rooki1 on March 22, 2015, 01:09:13 AM
v0.242 Updated!

-Hair pack: Three more hairstyles added
(http://orig04.deviantart.net/7f6a/f/2015/080/b/b/blowzy_by_rooki1-d8mnblo.png)
   -Blowzy
(http://orig09.deviantart.net/12c3/f/2015/080/2/d/ponytail_by_rooki1-d8mnbly.png)
   -Ponytail
(http://orig01.deviantart.net/7d78/f/2015/080/e/f/strongcurly_by_rooki1-d8mnblt.png)
   -Strong curly
-Security pack: Decoy IED added


(http://orig12.deviantart.net/65f4/f/2015/080/5/4/died_by_rooki1-d8mnaz3.png)
Decoy IED
Technically, it's not turret at all. It is a just mannequin with a fake gun and IED. But it can draw enemies fire and be a good booby trap.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: apljee on March 22, 2015, 02:12:11 AM
Quote from: rooki1 on March 22, 2015, 01:09:13 AM
v0.242 Updated!

-Hair pack: Three more hairstyles added
(http://orig04.deviantart.net/7f6a/f/2015/080/b/b/blowzy_by_rooki1-d8mnblo.png)
   -Blowzy
(http://orig09.deviantart.net/12c3/f/2015/080/2/d/ponytail_by_rooki1-d8mnbly.png)
   -Ponytail
(http://orig01.deviantart.net/7d78/f/2015/080/e/f/strongcurly_by_rooki1-d8mnblt.png)
   -Strong curly
-Security pack: Decoy IED added


(http://orig12.deviantart.net/65f4/f/2015/080/5/4/died_by_rooki1-d8mnaz3.png)
Decoy IED
Technically, it's not turret at all. It is a just mannequin with a fake gun and IED. But it can draw enemies fire and be a good booby trap.

I have a request: can you add more male hairs? Currently the ones that are in the game are not as good as I really want (aside from yours) and you don't have much male hairs available.

Thank you! :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: Orion on March 22, 2015, 06:45:26 AM
Fantastic work on all the new stuff again!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: tresflores on March 22, 2015, 02:38:21 PM
man you have some great ideas and you know how to make them real keep up the great work and thanks for the blowsy hairstyle i made a hairstyle like that a while back (for personal use only) and it didnt implement all that great for some reason but yours does .good work

also those dummy's are awsome
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: Tequilas on March 22, 2015, 03:18:16 PM
You've got some pretty sick skills up your sleeve. I'm loving it!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.242 : Another hairstyles
Post by: jal21 on March 22, 2015, 05:48:09 PM
this mod is grate i am injoing this whith a bunch of other mods but i ran into a problum i dont know if it is you or another mod i had where nothing was hapning on one of the story tellers no rades no pods lading no... aneythings i had a grate line and i was just wating for a rade or a seage but ... nuthing this was whith the versone of you mod befor this reles so im going to try this reles and start a new coleney to see if that fixes that but keep up the good work i have injoyed seeing new updates nerly evryday
Title: Re: [MOD] (Alpha 9) Rimsenal v0.243 : The harvester
Post by: rooki1 on March 22, 2015, 08:37:37 PM
v0.243 Updated!


-Security pack:
   - add some graphic tweaks.
   - Harvester cannon added.

(http://orig01.deviantart.net/9786/f/2015/081/b/6/harvester_by_rooki1-d8mrj1e.png)
Harvester
This type of burst laser emplacements are called the "Harvester". Can be inferred from its name, this heavy weapon turret can mow entire enemy horde down in short time. To build harvester, you need to complete Ship reactor research, four Pacificator optic rifle and lots of resources.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.243 : The harvester
Post by: dareddevil7 on March 22, 2015, 08:52:50 PM
maybe make the riot shield from the one guy useable, but in the same sense as a personal shield, melee only and such
Title: Re: [MOD] (Alpha 9) Rimsenal v0.243 : The harvester
Post by: HBKRKO619 on March 22, 2015, 08:55:17 PM
OH MAN, you update your mod faster than I can test it (and I don't event talk about playing with it xD)

Anyway, like always, great update  :D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.243 : The harvester
Post by: Keymaster89 on March 23, 2015, 06:24:22 AM
Hey rooki!
I see that u make progress almost daily, all gorgeous stuff!
I wanna ask u something... i saw that u made some heavy mech and an hover bike, so... have u ever thinked about real vehicles? something that colonist and strangers can drive? It could be some sort of equipment that grant u some extra ability.
I'm not a modder, and i don't know the effort of add things like this to the game, but this is something unseen in rimworld modding section, and i think that if i'll be able to mod myself, that will be the first thing i'll try to add to rimworld...
Think of it...
Anyway, Keep up the good work!  ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical.
Post by: rooki1 on March 24, 2015, 07:59:11 AM
v0.25 updated!
Core:
   - Tactical vest and helmet added
   - Price of carbon jump suit lowered
   - Some miscellaneous tweaks.
Federation:
   - Riot shield added


(http://orig15.deviantart.net/2b89/f/2015/083/f/b/tacvest_by_rooki1-d8mxqhb.png)(http://orig08.deviantart.net/3f26/f/2015/083/3/a/tacvest1_by_rooki1-d8mxqgy.png)(http://orig15.deviantart.net/11aa/f/2015/083/6/7/tachelmet_by_rooki1-d8mxqgz.png)

      -Tactical helmet and vest: A ergonomically designed body armor. This types of armor increase wearer's combat efficiency.

(http://orig14.deviantart.net/6415/f/2015/083/9/3/riot_by_rooki1-d8mxqh7.png)

      -Riot shield: standard issue riot shield of the Federation. It's heavy but really sturdy.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Ninja Viking on March 24, 2015, 05:07:56 PM
Hooooooollllyyyyyyyyy shit, that's a lot of content from the last time I saw this mod. Alright, since I injured my leg and can't do shit for the next 4-6 weeks I guess Ill be playing rimworld yet again!

One thing I am wondering about though, the company Jotun Interstellar reminds me a bit of a nordic theme, and being a history nerd and a Norwegian I am really interested when it comes to that company. Though there is some things I find a bit strange, the sniper is named Notung, which I've really never heard of, and the closest thing I could find to that name was Nothung (Also named Gramr, which means Wrath) which was a sword used to kill the dragon Fafnir, which is what you named the shotgun. So I find it both a strange name for a sniper but also some what fitting since a Sniper will most of the time win against a shotgun due to its range, and since Nothung was the bane of Fafnir, it kinda fits that role.

The other thing is the melee weapon, its named Orm which transalates into snake, its kinda a strange name for a hammer in my opinion, and since that weapon would be rather slow where a snake is extremely fast when it attacks, I think its a bit strange.

I also find it funny that the close quarters armor is named Einherjar, being that they were the once that had died in battle and was brought to Valhalla.

Over all though its a great mod and I am extremely happy to see some less known names from the Norse mythology in it.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Dragoon on March 24, 2015, 05:18:11 PM
It's shame we can't shoot with those riot shield this looks badass you have to admit it.

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: dareddevil7 on March 24, 2015, 05:29:36 PM
Quote from: Dragoon on March 24, 2015, 05:18:11 PM
It's shame we can't shoot with those riot shield this looks badass you have to admit it.
i suggested that you be unable to shoot with the riot shield, given that the enemy who carries it uses a baton apposed to a gun
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Dragoon on March 24, 2015, 06:19:46 PM
Quote from: dareddevil7 on March 24, 2015, 05:29:36 PM
i suggested that you be unable to shoot with the riot shield, given that the enemy who carries it uses a baton apposed to a gun

you could have just reduce the accuracy by 30-40% with it equipped.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: dareddevil7 on March 24, 2015, 06:47:17 PM
Quote from: Dragoon on March 24, 2015, 06:19:46 PM
Quote from: dareddevil7 on March 24, 2015, 05:29:36 PM
i suggested that you be unable to shoot with the riot shield, given that the enemy who carries it uses a baton apposed to a gun

you could have just reduce the accuracy by 30-40% with it equipped.
yes but allowing shooting at all would result in minigun toting colonists with riot shields, and that's not really physically possible
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: samjac0 on March 24, 2015, 09:31:30 PM
This Mod is so far THE BEST weapon/faction mod I have ever installed. Not only is the federation diverse and good with scaling, but the higher lvl federation foes truly fill me with a sense of dread.

Your graphic design skills are top notch, non of the items look fake or cheesy *cough* cyberstorm *cough* Glittertech. *cough* :)

So far I slapped this right on top of 20 other mods i'm running (you should see the production tab rofl) and no incompatibility issues so far that I can see. Usually a problem for faction mods.

Rimsenal, EDB interface, and More Mechanoids (great addition to mechanoids) are the only mods I wish the devs would just cough up some money and add into the game, great work. :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Dragoon on March 24, 2015, 10:56:11 PM
Quote from: dareddevil7 on March 24, 2015, 06:47:17 PM
yes but allowing shooting at all would result in minigun toting colonists with riot shields, and that's not really physically possible

I can't argue with that, but still.....
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: doomonion on March 25, 2015, 01:59:39 AM
As a man of South Korean heritage, I find this mod quite entertaining. Korean military contractors tend to focus entirely on getting the most firepower out of least effort, meaning that they almost always try to develop better artillery or MBTs that are capable of something similar.

Found it interesting how you dealt with 연화 정밀, wish Korean military was half as good as what you made it look like.

On a side note, I was wondering if there's ever going to be a comp. patch for Combat Realism. I tried making my own, but after an hour and 2 pills of advil, I gave up on staring at those xml files. Any luck on that?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: rooki1 on March 25, 2015, 06:58:46 AM
Quote from: Ninja Viking on March 24, 2015, 05:07:56 PM
Over all though its a great mod and I am extremely happy to see some less known names from the Norse mythology in it.
Thanks! When I make Jotun Interstellar's fluff, I referenced lots of things from the norse mythology. And the Orm, I thought massive hammer would fit perfectly with industrial and tough image of JI. Honestly, I think about named it after most famous hammer in the world. But there are tons of Mjolnir in every fiction! So I think different. The Midgard orm, the nemesis of the thunder god. That can bring some sort of irony in my thought.

Quote from: Dragoon on March 24, 2015, 06:19:46 PM
you could have just reduce the accuracy by 30-40% with it equipped.
Maybe next time, I will split it with the craftable shielded shield(Well, it sounds strange though) and normal lootable riot shield.

Quote from: doomonion on March 25, 2015, 01:59:39 AM
As a man of South Korean heritage, I find this mod quite entertaining. Korean military contractors tend to focus entirely on getting the most firepower out of least effort, meaning that they almost always try to develop better artillery or MBTs that are capable of something similar.

Found it interesting how you dealt with 연화 정밀, wish Korean military was half as good as what you made it look like.

On a side note, I was wondering if there's ever going to be a comp. patch for Combat Realism. I tried making my own, but after an hour and 2 pills of advil, I gave up on staring at those xml files. Any luck on that?

I can see your points. When I served in the Korean army(South of course, not the best Korea), they always focused on bigger gun, bigger vehicle, generals golf courses. not soldiers welfare.

When I have some time, I'll work on that.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: DahBunny on March 25, 2015, 11:31:59 AM
Rooki1, you accel at modding to such an extent im starting to think you don't exist in the real world, but are just some greater being in the universe, providing people with the tools to have more fun experiences.

As a side note, any chance of a sort of "Tech" samurai set of gear, maybe with increased speed of movement or melee strike speed as well as a force field against bullets?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: samjac0 on March 25, 2015, 02:00:33 PM
Hey Rooki,

With and without other mods, federation pawns seem to spawn from the ancient ship. They have the faction of "mechanoid hive." Is this meant to be? Is my install out of wack?

I love the new faction but they are not balanced well when spawning from the ancient ship. (2 mech suits day 30?)

Plus it is not very lore friendly :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Xerberus86 on March 25, 2015, 03:59:36 PM
the weapons, hairstyles and new equipment overall looks awesome, does anyone know if it works with rimsearch?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Nimbian on March 25, 2015, 07:06:39 PM
Quote from: samjac0 on March 25, 2015, 02:00:33 PM
Hey Rooki,

With and without other mods, federation pawns seem to spawn from the ancient ship. They have the faction of "mechanoid hive." Is this meant to be? Is my install out of wack?


I can confirm that this happens in my game aswell
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: rooki1 on March 25, 2015, 07:30:01 PM
Quote from: samjac0 on March 25, 2015, 02:00:33 PM
Hey Rooki,
With and without other mods, federation pawns seem to spawn from the ancient ship. They have the faction of "mechanoid hive." Is this meant to be? Is my install out of wack?
Quote from: Nimbian on March 25, 2015, 07:06:39 PM
I can confirm that this happens in my game aswell

Thats because of the race category is not customizable currently. I'll fix it whenever it updated.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: dareddevil7 on March 25, 2015, 08:00:09 PM
how about some truly non-lethal weapons eh? Even if you have to buy them from a company that mostly deals in slaves, because people in the business of capturing people would most likely deal in the means to capture people.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: apljee on March 25, 2015, 09:22:37 PM
Quote from: dareddevil7 on March 25, 2015, 08:00:09 PM
how about some truly non-lethal weapons eh? Even if you have to buy them from a company that mostly deals in slaves, because people in the business of capturing people would most likely deal in the means to capture people.

(http://i.imgur.com/JSVf6XW.png)

Basically what you described.

Armour variant would be something like Hayabusa from Halo 3, called Koritsu.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: PineyCreek on March 25, 2015, 10:50:48 PM
I absolutely love the flavor texts you have for your traders and faction.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: TheRealRavager on March 26, 2015, 12:44:45 AM
Quote from: DahBunny on March 25, 2015, 11:31:59 AM
Rooki1, you accel at modding to such an extent im starting to think you don't exist in the real world, but are just some greater being in the universe, providing people with the tools to have more fun experiences.

As a side note, any chance of a sort of "Tech" samurai set of gear, maybe with increased speed of movement or melee strike speed as well as a force field against bullets?

Wow that seems like an awesome idea!  :D Maybe have the armour provide a greater hit evasion chance instead of raw damage reduction? And maybe (if its possible to even code that in  :o) have the armour only provide its bonuses during combat?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Dragoon on March 26, 2015, 12:57:22 AM
Quote from: DahBunny on March 25, 2015, 11:31:59 AM
As a side note, any chance of a sort of "Tech" samurai set of gear, maybe with increased speed of movement or melee strike speed as well as a force field against bullets?

He does the close quarter combat suit does that except for the increased movement speed.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: rooki1 on March 26, 2015, 06:16:09 AM
V0.26 teaser
(http://orig02.deviantart.net/94bf/f/2015/085/e/9/suppressor_by_rooki1-d8n65p8.png)

Beware... He is coming to you.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Boboid on March 26, 2015, 06:36:56 AM
Oh noes! And by " oh noes " I mean " I hope he carries something sweet for when I inevitably shoot him in the face and turn him into scrap metal "
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: Spiralwind on March 26, 2015, 06:50:14 AM
Quiet cool mod, I think. And i found korean letter in your screen shot(or snapshot? whatever). Is this mod contain korean translation as similar as Latta's mod? If not, how about contain korean translation for korean like me?

thx for release nice mod :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: rooki1 on March 26, 2015, 06:57:32 AM
Quote from: Spiralwind on March 26, 2015, 06:50:14 AM
Quiet cool mod, I think. And i found korean letter in your screen shot(or snapshot? whatever). Is this mod contain korean translation as similar as Latta's mod? If not, how about contain korean translation for korean like me?

thx for release nice mod :)

1. I'm Korean too.
2. It already has Korean translation  ;)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.25 : Go tactical
Post by: MuffaloBoy on March 27, 2015, 04:07:21 PM
Should change your nick from 'rooki1' to 'number1'.. Love the art, love ingame graphics, love enemies ( :o keeping distance, of course) and love the ideas. Tynan should start writing your contract for Ludeon asap. Cool Work. Keep modding (pleaze)!!!  ;D
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: rooki1 on March 29, 2015, 08:37:53 AM
v0.26 updated!

Core: Now Notung and Fafnir deal armor piercing damage.
Hair: Graphic of the straight long hair slightly changed.
Federation:
- Riot shield is no more personal shield
- M15 Servant added

(http://orig13.deviantart.net/785b/f/2015/088/7/5/servant_by_rooki1-d8nk0l9.png)
M15 Servant:
Arms Dynamics M15 "Servant" is a multipurpose military logistic mechanoid. The word "multipurpose" involves lots of things, including combat.

Have fun!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: sanya02 on March 29, 2015, 01:52:42 PM
Rimsenal - Federation

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: sanya02 on March 29, 2015, 02:28:58 PM
CORRECTION!

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: rooki1 on March 29, 2015, 05:06:51 PM
Oops, corrected.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Azrail on March 31, 2015, 06:26:36 AM
Quote from: rooki1 on March 29, 2015, 08:37:53 AM
Arms Dynamics M15 "Servant" is a multipurpose military logistic mechanoid. The word "multipurpose" involves lots of things, including combat.

Heh! I can just see it serving tea and biscuits while they besiege my colony.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: test_account on April 01, 2015, 04:19:12 PM
Pssst the textures for M15 Servant aren't included in the download.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: sanya02 on April 03, 2015, 11:31:13 AM
How to fix?

[attachment deleted due to age]
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: UMK on April 03, 2015, 02:26:08 PM
Use previous version (https://www.dropbox.com/s/mfjcb5lf08el6xn/Rimsenal_Federation.zip?dl=0).

I hope storm is still coming.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: sanya02 on April 03, 2015, 05:13:10 PM
    
Thanks
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Nimbian on April 03, 2015, 07:03:38 PM
well Rooki1 is allowed to have a life past making mods for rimworld :) not matter how awesome those mods are... :)

That said I hope the storm get here soon :)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: K9UNIT on April 04, 2015, 04:30:33 PM
Woah,will we be able to control the federation!? I mean,i'm not the only one that wants to abuse the Federator and the Ordinator,right?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: A_Soft_Machine_Man on April 04, 2015, 05:16:29 PM
Hey rooki, I really, really love this mod, but I'm having a hard time actually getting it to run. Really, ever since I've upgraded to Alpha 9e, I've been having a really hard time getting mods to work. I've tried all the typical trouble shooting things of clearing my config folder, re-downloading and re-extracting the mods, resetting my instance/computer, and nothing so far has worked. Every time I boot up the game, I get a laundry list of errors from the debug menu.

(http://i1123.photobucket.com/albums/l550/RaidouFrost/Screenshot%20113_zpsggvrpxlg.png)

(http://i1123.photobucket.com/albums/l550/RaidouFrost/Screenshot%20114_zps5z1mdli4.png)

(http://i1123.photobucket.com/albums/l550/RaidouFrost/Screenshot%20115_zpsds6ywp9w.png)

Any ideas on what I'm doing wrong and how I can fix it?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: UMK on April 04, 2015, 05:39:42 PM
It seems like a catastrophic failure during mod installation surgery.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: A_Soft_Machine_Man on April 04, 2015, 10:00:57 PM
Okay, disregard my last post. Turns out I was just being dumb and overlooking some sub folders. Everything is working fine now.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Boboid on April 05, 2015, 04:31:52 AM
Quote from: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
There's nothing intrinsically unique about a single piece of Halo or Destiny equipment. They're all incredibly generic.

Everyone is fishing from the same well in any case.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: UMK on April 05, 2015, 08:31:04 AM
Quote from: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
All assault riffles in Halo is basically indentical to M-16, should Bungie give any credit to Colt/ArmaLite? Only visor of Dwarf armor looks sort of familiar. You have very strange metrics of 'basical indentity'.
So: proof or didn't happen.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: apljee on April 05, 2015, 11:15:12 AM
Quote from: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.

Can't tell if you're trolling or not, but let's make the comparisons:
(http://orig07.deviantart.net/8e02/f/2015/075/d/e/yp_by_rooki1-d8lxalz.png)
Okay. A nice automatic rifle. It's different that the one below, which you can tell just by looking at it.

(http://thedestinyblog.com/wp-content/uploads/2014/07/vanguard-auto-rifle.png)
Okay. A nice, standard auto-rifle. Nothing wrong with that. It actually looks quite unique in it's own sense.

(http://www.freewebs.com/eastempire/beam%20rifle.bmp)
I honestly think this is quite unique as it is. If you just look at it, and compare it to the photo above, you can see that these two share no similarities. The only Halo gun that it would share similarities with is the covenant carbine.

-----------------------------------------

(http://orig13.deviantart.net/8a9d/f/2015/075/7/8/ji_by_rooki1-d8lxals.png)
Okay. All original pieces here!

(http://th04.deviantart.net/fs71/200H/f/2011/266/d/c/halo_magnum_pistol_ftw_by_theaveragegamer-d4apnx2.jpg)
This looks nothing like a Trollbane. The trollbane has a different barrel, and even the grip on the gun is different - not to mention the colour difference and how there's no bar near the trigger/handle.

(http://thegamefanatics.com/wp-content/uploads/2013/01/Gravity-Hammer.png)
This looks similar, not an identical copy, to the ORM. As you can see, this hammer has more of a sharp blade at the end, and it has lights that are inside of the hammer. The ORM, on the other hand, looks like a normal hammer with a similar 1/2 of the gravity hammer's-hammer part.

(http://orig10.deviantart.net/800e/f/2015/075/e/c/dvergr_by_rooki1-d8lxawo.png)
(https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcQRN2w_lWKMEWX6NgO4t8VtBcMgoc1ot1-cR3diAyj4KtyQlUhw)
...what?

--------------------------------------------

(http://orig13.deviantart.net/6843/f/2015/075/1/5/ad_by_rooki1-d8lxalv.png)
All unique!

(http://img3.wikia.nocookie.net/__cb20130910001733/halo/images/b/b5/AssaultRifle2011.png)
What the heck are you talking about, m9? These two look nothing similar.

The only one I can say you've got me on is how Interactor is like Warlock armor in Destiny. But it's kinda shady to take someone's work and call it a copycat because of not-really similar looking things. ;) Didn't mean to go all inspector gadget, I just have nothing to do today.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: apljee on April 05, 2015, 11:19:01 AM
Point is, it's probably hard to come up with your own weapons that don't look similar to anyone else's weapons, so don't diss him.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: A_Soft_Machine_Man on April 05, 2015, 12:06:06 PM
Okay, so after four or so hours of playing around with the mod, I have to say I absolutely love it. However, I am somewhat curious as to how the "optic" weapons function.

I'll admit I haven't taken a peek at any of the defs yet, so I'm just going off observation, but as far as I can tell they work almost like a confined lightning strike, dealing "burn" damage in a small area.

However, I've also seen instances of it seeming to whiff outright, where a (naked) character will get caught in the blast, but suffer no damage. Am I just getting unlucky, or is it really just a contact damage weapon like every other gun, and just has a cool effect when fired?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Leif on April 05, 2015, 05:08:34 PM
Quote from: UMK on April 05, 2015, 08:31:04 AM
Quote from: Leif on April 05, 2015, 02:51:28 AM
Looks quaity, but why no shout-out to the obviously Halo/Destiny ripped inspired weapons and armor?  (i.e. the Frost looks like most Destiny auto rifles; the Glacier like the covenant sniper rifle; Trollbane is basically identical to the magnum pistol, ORM is basically identical to the gravity hammer, Dverger is obviously Spartan armor, Pacificator is basically identical to the human assault rifle, "Interactor" looks very much like generic warlock armor in Destiny, etc.)  Kinda shady to not give any credit.
All assault riffles in Halo is basically indentical to M-16, should Bungie give any credit to Colt/ArmaLite? Only visor of Dwarf armor looks sort of familiar. You have very strange metrics of 'basical indentity'.
So: proof or didn't happen.

LOL, yeah OK buddy. Nice attempt though.  I see the Rimworld "Modders can do no wrong" white-knight train continues at full speed. And now with 100% more inaccuracies about M16's as a bonus!

(http://img3.wikia.nocookie.net/__cb20130910001733/halo/images/b/b5/AssaultRifle2011.png)
(http://www.military-today.com/firearms/m16.jpg)
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Nimbian on April 05, 2015, 06:30:53 PM
Wow, guys wow.

arguing about how much a pixilated image of a sifi/fantasy's game MOD slightly resembles another game's/real world Item is out right silly.

Should the modder's now have to put up disclaimers?

How about every mod here adding "Any resemblance to any real or fantasy persons, places or things are entirely coincidental!"

It is a Mod

About Weapons

and the Argument seems to be centered around wither or not it resembles some one elses work?
Well heres a Clue it Does.


Because a Rifle looks like a Rifle Because if it didn't it wouldn't be a Rifle now would it?

Why?
Wiki has this in the description of Rifle
"A rifle is a firearm designed to be fired from the shoulder" if it looked like any thing else we wouldn't look at the small little image on the screen and immediately think Rifle

It is a 100 x 100 pixel image. That is a mere 10000 pixels to tell us what the item is; and with a rifle which is a long-arm, cut that by half, so in 5000 pixels the creator of the image has to show us that it is a rifle in such a way that immediately informs the viewer that it is.

In Conclusion the Answer to wither or not Rooki1's mod Weapons resembles some other weapons form game/movies/books/real-world. YES THEY DO.
did Rooki1 base the looks on another game or real world object, Almost certainly very little is original when you have certain constraints IE must look identifiable as a rifle

my Question to you guys is this WHY is THIS important to YOU?
And WHY should it be important to ME?

You can agree with what I think/say or not, Heck you can even tell me so in PM or Here (thou I rather return the discussion to talking about Rimsenal and its mechanics), So far its been civil lets strive to keep it that way please.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Saularian on April 05, 2015, 07:18:00 PM
If you don't like the way it looks, don't use the mod.
If weapons look like weapons in another game, who cares? Most weapons you see in games today are usually based on weapons in older games. Heck, even in real life weapons are actually copies of older weapons as aesthetics isn't really something the manufacturers are really concerned about... Armies don't buy weaponry because they look cool...
And if you want some direct copies, look at the M16 and the C7...

That being said, rook1 is doing a class-act job on the textures, and it gives me a better idea on how to get my own textures look better in the shading and colouring department.

So, keep up the great work rook1!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: A_Soft_Machine_Man on April 07, 2015, 10:42:04 PM
So after a few days of playing with all the mods, I think I have my thoughts in order.

First off, I just want to say that I absolutely love all of the mods, as they add quite a bit to the game without completely altering the core gameplay. However, I think that some things might require a bit more tweaking in the future.

The two things that spring to mind are all of the "Optic" Federation weapons, as well as the the Jotun "Grendel" siege gun.

The former I feel are just really underwhelming when compared to the Jotun, Yunhwa, or even the Greydale weapons due to their slow rate of fire and underwhelming damage. I understand their intended niche, and actually really love the concept of precise, incendiary splash damage weapons. However, due to the poor damage and slow fire rate, as well as the extremely powerful armor in this mod, renders them useless as colonist weapons and also renders the non-mechanoid based Federation enemies non-threats to well-established colonies.

As for the Grendel, it falls into the opposite problem as the optic weapons, where its extreme power is too badly offset by its glacial firing speed and horrendous accuracy. While I understand that it's meant to be used like a colonist-portable mortar, it just seems ineffective when compared to the Yunwha spike rifle or the Jotun AMR due to the former's extremely high DPS output, and the latter's outranging all but the Grendel and being more than powerful enough to deal with tough enemies like Federation battlesuits or centipedes.

Again, please note that these are just my subjective observations, not my trying to state objective truths.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: ThatDude on April 09, 2015, 10:28:30 AM
The Federation soldiers and hoverbikes just stand there until you beat the crap out of them, then they'll chase whoever hit then and try to beat them to death. Also, the bombers and infantry(?) simply don't spawn, even using the console to spawn them in does nothing. Any solutions?
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Chaplain on April 13, 2015, 03:40:21 PM
heh heh.

"Everybodies raidin' on the weekend!  Everybody wants to kick your ***!"

I'm rather liking the nice regular raids.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: Kasdar on April 15, 2015, 02:28:51 PM
Quote from: test_account on April 01, 2015, 04:19:12 PM
Pssst the textures for M15 Servant aren't included in the download.

Yes, the servant textures are missing
Title: Re: [MOD] (Alpha 9) Rimsenal v0.26 : Calm before the storm
Post by: DAOWAce on April 17, 2015, 11:18:59 AM
Wow, who did the graphics on the previews?  Very well done.  Add into that all the flavor text/backstory and this looks like one of the most well presented mods I've seen for this game.  Even has a custom drawn storyteller which mostly fits with the aesthetic!

Quote from: apljee on April 05, 2015, 11:15:12 AM
Didn't mean to go all inspector gadget, I just have nothing to do today.
I liked it.

Though Leif should've mentioned Mass Effect as I think those weapons share the most similarity to these icons.


Anyway, on topic; @rooki1 there's a mistake in the core mod in Apparel_Armors.xml under CCArmorHelmet<commonality>1</commonality> is not within <apparel>.

Then in Weapons_Melee.xml it looks like GD_Fang has WeaponsMelee for its category when it should be GDWeapons.
Title: Re: [MOD] (Alpha 9) Rimsenal v0.27 : Alpha 10 compatibility patch
Post by: rooki1 on April 18, 2015, 03:36:52 AM
Alpha 10 compatibility patch

v0.27:
Core: Alpha 10 compatibility patch
-Now weapon weight drags your colonists
Hair: Alpha 10 compatibility patch
Storyteller: Alpha 10 compatibility patch

Federation and security packs are closed for alpha 10 compatibility work.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.27 : Alpha 10 compatibility patch
Post by: A_Soft_Machine_Man on April 18, 2015, 10:50:08 AM
Awesome news! Still gonna wait until the federation pack is updated just because I can't go without my tasty Bion meat.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.27 : Alpha 10 compatibility patch
Post by: rexx1888 on April 19, 2015, 03:31:31 AM
hiya :D

big fan of your weapons. i especially like the way your descriptions sound like a sales pitch. Unfortunately, some of your grammar and phrasing was off(thats fair enough, english can be a very painful language) so i took the liberty of correcting it for my current copy of your mod. Ill post the changed descriptions down below, and if you want you can copy them in to the main :) I really appreciate all the work you put in, the variety is great :D

Jotun:

<description>The Jotun Interstellar JA-55A4 "Grendel". The legacy of a grim mechanoid war, the Grendel siege gun is one of the most formidable man-portable siege weapons acrosss the galaxy. Perfect for home defense or scaring the neighbours away from your daughters</description>

<description>A JA-12A2 "Beowulf" heavy rifle, manufactured by Jotun Interstellar. The designer of the Beowulf was never concerned about ascetics. What he focused on was just pure fire power.</description>

<description>A JA-32A6E "Trollbane". It is the most Popular large caliber pistol made by Jotun Interstellar. Fires a 50 caliber plasteel alloy round, fire from a Trollbane can solve most of lonely colonies problems.</description>

<description>This oversized shotgun is the Jotun Interstellar JA-66A2 "Fafnir", Made by splinting multiple AA gun barrel's together. The Fafnir is a weapon used to fight against mechanoids in urban warfare. If a person was to accidently take a burst from this siege shotgun, they would be instantly turned into sticky red mist. Not recommended for hunting purposes</description>

<description>A JA-67A1 "Notung" Anti Mechanoid rifle. As heavy as a small truck and just as hard to wield, the recoil from a Notung is as strong as the kick from a mule. Recommended for use against heavy mechanoids only</description>

Greydale:

<description>A Greydale Defense P04 "Ocelot". Light and easy to use, ideal personal defense weapon of noncombatants.</description>

<description>A Light marksman rifle that is manufactured by Greydale Defense, the PR02 "Puma" is a great rifle for precision fire support.</description>

<description>A Greydale Defense GPR08 "Panther". A number one assault rifle for any colonial militia. High accuracy and durability makes the Panther a great colonial defense weapon.</description>

<description>Designed by Rook I. Rims, a Greydale Defense Contractor, the GL05 "Jaguar" is a simple but effective indirect fire support weapon.</description>

<description>A SW11 "Lynx". A light support weapon that is manufactured by Greydale Defense. is a well known weapon because of its simple but durable design. With this weapon, you can halt any overwhelming enemy with unceasing bursts of bullet.</description>

Arms Dynamics:

<description>The Arms Dynamics M202 "Pacificator" Optic rifle, the standard issue rifle of the notorious Federation Peacekeepers. This rifle fires focused beams that vaporise everything in their path. It has does however have a relatively slow fire late due to possible overheating.</description>

<description>The M33 "Negotiator" is an optic pistol produced by Arms Dynamics. The Negotiator is a lightweight pistol with an unconventional fire mechanism called "the energy crucible". The M33's vulnerable point is its painfully slow rate of fire for a pistol. However, its fire power and high accuracy offset this flaw.</description>

<description>The Arms Dynamics M154 "Arbitrator". In the Federation, use of the M154 was rigorously controlled; As such, This incendiary laser weapon is reserved for Federation Peacemongers, the most capable of the already able Peacekeepers of the Federaion.</description>

<description>The favored weapon of the Federation Peacebringer assassin corps, Arms Dynamics M270 "Intercessor" is a long range optic sniper weapon. Although Intercessor's firepower is slightly lower than a conventional sniper rifle, it's high accuracy and longer range makes the Intercessor a most fearsome weapon.</description>

<description>The last argument of the Federation, the M656 "Harmonizer" is the most powerful anti personnel weapon available to the corp. A plasma sphere from the Harmonizer is a very slow and easy to avoid projectil. However, just one shot from a Harmonizer can ruin an entire platoon of oppositional troops day.</description>

Yunhwa:

<description>The Yunhwa Precision Model-489a 'Frost '. Compared to a conventional assault rifle, the Frost is equipped with a larger clip and a higher rate of fire. However, to achieve this the rifle sacrifices damage and armor piecing capability.</description>

<description>The Yunhwa Precision Model 481c 'Chill' shard SMG. In spite of the Chill's aiming assist pseudo A.I , it's accuracy drops sharply at long distance's. However, the Chill is an ideal tool for dealing with soft targets at close range.</description>

<description> Yunhwa precision's latest sniper rifle, the Model-492 'Glacier'. Unlike more common precision rifles, the Glacier fires spikes of carbon crystal at velocities up to three times the speed of sound. Its extremely high muzzle velocity and class IV targeting assist pseudo A.I ensure no target can escape from its fire.</description>

<description>A pair of Yunhwa Precision Model-480g "Snowburst" pistols. The Snowburst has an extremely short range but while within close range the pistol can tear enemies to pieces. As the old saying goes "Double the gun, double the fun!"</description>

Title: Re: [MOD] (Alpha 10) Rimsenal v0.27 : Alpha 10 compatibility patch
Post by: rooki1 on April 19, 2015, 06:24:09 AM
Quote from: rexx1888 on April 19, 2015, 03:31:31 AM
hiya :D

big fan of your weapons. i especially like the way your descriptions sound like a sales pitch. Unfortunately, some of your grammar and phrasing was off(thats fair enough, english can be a very painful language) so i took the liberty of correcting it for my current copy of your mod. Ill post the changed descriptions down below, and if you want you can copy them in to the main :) I really appreciate all the work you put in, the variety is great :D

Thanks! I really need some correction :D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.27 : Alpha 10 compatibility patch
Post by: HahaOhWow on April 20, 2015, 07:55:32 AM
I've fallen in love with this mod as someone who's obsessed with power armors, did have one minor suggestion for a company. Why not a civilian based company with armors and helmets for boosting stats/movespeed/etc? Something like the close combat's description but for heavy lifting with little or no armor.

Really hope to see this keep expanding keep up the good work!
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: rooki1 on April 20, 2015, 07:59:47 PM
v0.271 Updated
Core:
-Some codes tweaked. (Thanks DAOWAce)
-Description changed. (Thanks rexx1888)
Security pack:
-Alpha 10 compatibility patch
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Quillia on April 23, 2015, 08:23:04 PM
I really enjoy this mod, but I can't seem to find the new turret types.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: comlink on April 24, 2015, 08:23:17 PM
Quote from: Quillia on April 23, 2015, 08:23:04 PM
I really enjoy this mod, but I can't seem to find the new turret types.

I noticed the zip for the security pack doesn't extract to it's own folder under Mods. You may need to create the folder and extract the zip to it.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: ProtoTypeRaavyn on April 28, 2015, 02:38:45 AM
Does anyone know if this is compatible with other mods like More Hair/Animu Hairs, Target Practice and Turret Collection/Overkill?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Damienov on April 28, 2015, 03:26:59 AM
Rimsenal + Rimsenal Hair is compatible with More hair, animu hair and target practice. Dunno about turret collection though, but try anyway and see for yourself
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: hank4 on April 29, 2015, 12:27:48 PM
mod best of the best  ;)
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: SNKcell on May 04, 2015, 12:16:54 AM
My favorite mod :D how long to get the federation for A10? Thanks :D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Evmeister on May 09, 2015, 12:20:09 AM
I'm curious as I've read the whole thread and couldn't find any confirmation. Are you able to get the Federation armors and equip your colonists with them?

Also the mech suits, is there way to get some on your side?

Thank You!
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Adamiks on May 09, 2015, 08:30:36 AM
Is there any chance for Rimfire-Rimsenal "balance" fix? Because i think that Scout in rimfire is better than all this shinny sniper rifles and (this is the biggest problem!) it is not really too good referring to the vanilla game. I think that rimsenal weapons should be a little better but also more expensive.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Dragoon on May 09, 2015, 07:37:23 PM
Quote from: Evmeister on May 09, 2015, 12:20:09 AM
-snip-

you have to buy the armor from traders the troops don't drop them only weapons.

and no.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Dragoon on May 09, 2015, 07:40:26 PM
Quote from: Adamiks on May 09, 2015, 08:30:36 AM
Rimfire-Rimsenal compatible fix

They don't work together?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Evmeister on May 09, 2015, 11:31:48 PM
Hello again, I getting some missing textures for some guns, in particular some of the optic and shard stuff. Also the Instant sentry turret is shooting missing textures. I took all the other mods off to to make sure there wasn't anything conflicting with it. I've included the image of the errors popping up.

https://www.dropbox.com/s/1mjpzsqg5ts1rig/RimWorld778Win%202015-05-09%2020-25-02-92.bmp?dl=0
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Adamiks on May 10, 2015, 07:09:09 AM
Quote from: Dragoon on May 09, 2015, 07:40:26 PM
Quote from: Adamiks on May 09, 2015, 08:30:36 AM
Rimfire-Rimsenal compatible fix

They don't work together?

They working together, but aren't really balanced with each other. For example scout is better than optic precision rifle (scout = 38dmg, 50range, 3sek, small cooldown. optic = 30dmg, 50 range + minimal range, 4sek and bigger cooldown). In short Rimfire weapons are like (but cheeper) Rimsenal weapons, but are balanced to the vanilla game so problem is in Rimsenal - maybe if this weapons would be better but more expensive?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Dragoon on May 10, 2015, 08:13:15 PM
Quote from: Adamiks on May 10, 2015, 07:09:09 AM
but aren't really balanced with each other. For example scout is better than optic precision rifle (scout = 38dmg, 50range, 3sek, small cooldown. optic = 30dmg, 50 range + minimal range, 4sek and bigger cooldown). In short Rimfire weapons are like (but cheeper) Rimsenal weapons, but are balanced to the vanilla game so problem is in Rimsenal - maybe if this weapons would be better but more expensive?

True however I must not that the optic weapons have a small explosion (not close to evening it out but has to be noted).
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: nukularpower on May 13, 2015, 05:15:40 PM
Rimfire weapons seem quite overpowered to me, complaining this mod isnt as OP as those ones is a bit disingenuous :P
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Vayeate on May 14, 2015, 05:38:51 AM
Personally, I feel the weapons aren't at all underpowered, but require tactical thinking beyond 'point at enemy, enemy dies'

- The optic weapons can hurt enemies even when they're in cover due to their AoE damage
- The shard weapons fire a huge amount of rounds, causing lots of wounds, which leads to more bleeding and higher risk of infected wounds
- The Greydale weapons are meant to balance out against the vanilla weapons, not be more powerful than them
- The Jotun are the damage dealers. Anyone getting in front of a siege shotgun will die in 1 or 2 hits, which is plenty powerful for me

The special attributes of the first two types also make the guns more fun in the hands of enemies, since the optic weapons will damage my pawns even when they're in cover, I can't just have them shoot it out, but I have to be more aggressive, while the shard weapons are the opposite, since charging in will lead to a lot of wounds, some of which might cause an instakill.

In short, less brute force and more tactical flexibility. If you prefer brute force, just stick to the Jotun weapons.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: A_Soft_Machine_Man on May 14, 2015, 11:23:29 AM
Quote from: Vayeate on May 14, 2015, 05:38:51 AM
Personally, I feel the weapons aren't at all underpowered, but require tactical thinking beyond 'point at enemy, enemy dies'

- The optic weapons can hurt enemies even when they're in cover due to their AoE damage
- The shard weapons fire a huge amount of rounds, causing lots of wounds, which leads to more bleeding and higher risk of infected wounds
- The Greydale weapons are meant to balance out against the vanilla weapons, not be more powerful than them
- The Jotun are the damage dealers. Anyone getting in front of a siege shotgun will die in 1 or 2 hits, which is plenty powerful for me

The special attributes of the first two types also make the guns more fun in the hands of enemies, since the optic weapons will damage my pawns even when they're in cover, I can't just have them shoot it out, but I have to be more aggressive, while the shard weapons are the opposite, since charging in will lead to a lot of wounds, some of which might cause an instakill.

In short, less brute force and more tactical flexibility. If you prefer brute force, just stick to the Jotun weapons.

I agree with most of this, but feel that the Optic weapons are by far the weakest of the three mod weapon groups, despite their high accuracy and AOE. Up against at well-armored colony, the burn damage does so little that they might as well be doing nothing at all (unless you have like six Peacemongers with OSWs raining pain on you) compared to just run of the mill raiders armed with Jotun or shard weapons. I wouldn't mind seeing a slight tweak in the future that makes optics slightly more powerful, possibly adding in some kind of mild armor piercing to counter the presence of super strong armor in this mod.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Adamiks on May 14, 2015, 11:36:56 AM
Quote from: A_Soft_Machine_Man on May 14, 2015, 11:23:29 AM
Quote from: Vayeate on May 14, 2015, 05:38:51 AM
Personally, I feel the weapons aren't at all underpowered, but require tactical thinking beyond 'point at enemy, enemy dies'

- The optic weapons can hurt enemies even when they're in cover due to their AoE damage
- The shard weapons fire a huge amount of rounds, causing lots of wounds, which leads to more bleeding and higher risk of infected wounds
- The Greydale weapons are meant to balance out against the vanilla weapons, not be more powerful than them
- The Jotun are the damage dealers. Anyone getting in front of a siege shotgun will die in 1 or 2 hits, which is plenty powerful for me

The special attributes of the first two types also make the guns more fun in the hands of enemies, since the optic weapons will damage my pawns even when they're in cover, I can't just have them shoot it out, but I have to be more aggressive, while the shard weapons are the opposite, since charging in will lead to a lot of wounds, some of which might cause an instakill.

In short, less brute force and more tactical flexibility. If you prefer brute force, just stick to the Jotun weapons.

I agree with most of this, but feel that the Optic weapons are by far the weakest of the three mod weapon groups, despite their high accuracy and AOE. Up against at well-armored colony, the burn damage does so little that they might as well be doing nothing at all (unless you have like six Peacemongers with OSWs raining pain on you) compared to just run of the mill raiders armed with Jotun or shard weapons. I wouldn't mind seeing a slight tweak in the future that makes optics slightly more powerful, possibly adding in some kind of mild armor piercing to counter the presence of super strong armor in this mod.

Actually i think that armors are weakest in the protection from cold/heat, but i really don't like this "minimal range". Even vanilla sniper rifle don't have this so why future weapons should have?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: tristan1333 on May 16, 2015, 07:18:58 AM
This is in my opinion, one of, if not THE most best presented mods on this site. It also has the bonus of being a quality mod which keeps in tone with the vanilla feel. Thank you for this mod.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: rooki1 on May 18, 2015, 03:55:24 AM
Long time no see guys. I've been quite busy lately so its really hard to back in the saddle.
Fortunately, it's possible to squeeze some time lately and I'm back in the work on Rimsenal. (To be honest, I almost forgot how XML works)

(http://orig04.deviantart.net/c4d4/f/2015/138/3/4/frost_by_rooki1-d8tt653.png)(http://orig14.deviantart.net/f018/f/2015/079/c/7/frost_by_rooki1-d8mgpo8.png)
(http://orig14.deviantart.net/32d7/f/2015/138/4/1/beowulf_by_rooki1-d8tt4mo.png)(http://orig05.deviantart.net/112b/f/2015/079/9/d/beowulf_by_rooki1-d8mgq8f.png)
(http://orig01.deviantart.net/e291/f/2015/138/c/b/pacificator_by_rooki1-d8tt4n1.png)(http://orig06.deviantart.net/2231/f/2015/079/c/6/pacificator_by_rooki1-d8mgqe3.png)
(http://orig06.deviantart.net/8eb8/f/2015/138/0/7/panther_by_rooki1-d8tt65w.png)(http://orig09.deviantart.net/4bf3/f/2015/079/7/2/panther_by_rooki1-d8me5tn.png)

Anyway, here are some of my recent works. Now I'm working on more unified aesthetics for each companies. Lefts are newer version.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: nukularpower on May 18, 2015, 04:01:43 AM
Those guns look great.   Excited to see the Federation back in action!  Love this mod :)
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: A_Soft_Machine_Man on May 18, 2015, 08:53:43 AM
The updated Grendel art is unbelievably sexy.

Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: kreeper333 on May 19, 2015, 01:21:19 PM
Any compitability for combat realism?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.271 : Security pack compatibility patch
Post by: Poragon on May 19, 2015, 05:48:59 PM
Quote from: kreeper333 on May 19, 2015, 01:21:19 PM
Any compitability for combat realism?

I'd love to see this patch  ;D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.3 : One big texture update edition
Post by: rooki1 on May 20, 2015, 03:29:56 AM
v0.3 UPDATED!

(http://orig00.deviantart.net/ee11/f/2015/140/4/8/preview_by_rooki1-d8u1lci.png)
(http://orig03.deviantart.net/78c1/f/2015/140/1/6/yp_by_rooki1-d8u1ld7.png)
(http://orig01.deviantart.net/1e86/f/2015/140/3/5/ji_by_rooki1-d8u1ld3.png)
(http://orig15.deviantart.net/41c8/f/2015/140/d/7/ad_by_rooki1-d8u1lcr.png)
(http://orig03.deviantart.net/bba4/f/2015/140/e/b/gd_by_rooki1-d8u1lcw.png)

Hello everyone. Today, Rimsenal has a great update. Every weapon got a new texture.
Yes, EVERY weapon.
I want all of Rimsenal weapon has more unified aesthetics for its production companies.
I hope you enjoy this.

If you want replace new texture to classic texture, go to Rimsenal\Textures\Things\A9 and copy and overwrite it to A10 folder.



Ps: Now I'm working on Rimsenal: Federation pack and it will be hard job to do. Oh my... I even don't know why it doesn't work.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.3 : One big texture update edition
Post by: nukularpower on May 20, 2015, 04:41:53 AM
Lookin' good, lookin reallll good :)    Rootin for ya with the Feds haha
Title: Re: [MOD] (Alpha 10) Rimsenal v0.3 : One big texture update edition
Post by: HBKRKO619 on May 20, 2015, 05:22:04 AM
Great, thank you :)
Good luck for the update of the federation ^^
Title: Re: [MOD] (Alpha 10) Rimsenal v0.3 : One big texture update edition
Post by: Poragon on May 21, 2015, 02:04:34 PM
Quote from: rooki1 on May 20, 2015, 03:29:56 AM
v0.3 UPDATED!

(http://orig00.deviantart.net/ee11/f/2015/140/4/8/preview_by_rooki1-d8u1lci.png)
(http://orig03.deviantart.net/78c1/f/2015/140/1/6/yp_by_rooki1-d8u1ld7.png)
(http://orig01.deviantart.net/1e86/f/2015/140/3/5/ji_by_rooki1-d8u1ld3.png)
(http://orig15.deviantart.net/41c8/f/2015/140/d/7/ad_by_rooki1-d8u1lcr.png)
(http://orig03.deviantart.net/bba4/f/2015/140/e/b/gd_by_rooki1-d8u1lcw.png)

Hello everyone. Today, Rimsenal has a great update. Every weapon got a new texture.
Yes, EVERY weapon.
Great work Rooki, love your art style!
Title: Re: [MOD] (Alpha 10) Rimsenal v0.3 : One big texture update edition
Post by: Adrramas on May 22, 2015, 11:04:40 AM
Yeaaa great art.
I think you could do better armor for a Graydale Defence. Eg. marins camuflage or something like that ^^
Other factions have amaizing armor's ;)
Title: Re: [MOD] (Alpha 10) Rimsenal v0.31 : Firepower edition
Post by: rooki1 on May 27, 2015, 04:19:46 AM
v0.31 UPDATED!

Hello everyone, rimsenal got some update. In this time I added fancy grenades for every companies except YP.
But instead, YP got own heavy weapon at last. Oh, don't forget the security pack. It also have great update too.

(http://orig12.deviantart.net/68b6/f/2015/147/6/0/boreas_by_rooki1-d8uxe8t.png)
Yunhwa Precision Model-11a "Boreas" is a millimeter wave source that boils the water in the target's skin and thus causes incapacitating pain. It is a perfect crowd control weapon.
(http://orig02.deviantart.net/7594/f/2015/147/a/d/torden_by_rooki1-d8uxe86.png)
JD-16A2 "Torden" Satchel charge. Combat engineer's best friend.
(http://orig09.deviantart.net/8d18/f/2015/147/8/7/systemizer_by_rooki1-d8uxe8b.png)
M3 "Systemizer" plasma grenades. Plasma grenade packs more punch than the standard frag grenade but It lacks of blast radius of conventional one.
(http://orig11.deviantart.net/fef6/f/2015/147/c/9/bobcat_by_rooki1-d8uxe8m.png)
HD-20 "Bobcat" mini grenades. Due to its small size, a considerable number could be carried.

(http://orig08.deviantart.net/60c9/f/2015/147/4/a/isss_by_rooki1-d8uxecr.png)(http://orig12.deviantart.net/9586/f/2015/147/2/6/isd_by_rooki1-d8uxeba.png)
Updated instant sentry.
(http://orig04.deviantart.net/9b18/f/2015/147/d/7/agl_by_rooki1-d8uxea6.png)
Updated Automatic grenade launcher

(http://orig12.deviantart.net/3ae6/f/2015/147/1/1/fb_by_rooki1-d8uxeat.png)(http://orig13.deviantart.net/8010/f/2015/147/c/f/blixt_by_rooki1-d8uxeaw.png)(http://orig09.deviantart.net/616e/f/2015/147/a/e/orkan_by_rooki1-d8uxeal.png)

These are Jotun firebase, the new turret. Each of them needs artillery shell for firing.



Enjoy!
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: Eisenwulf on May 27, 2015, 09:27:57 PM
Quote from: Ykara on March 04, 2015, 07:06:13 AM
Oh my gosh dat textures :o That's incredible, your mod looks very interesting, I've downloaded it immediately. And that hair is so cool, too!
Do you need to load the core mod to get the hair mod to work?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.31 : Firepower edition
Post by: deadlydullahan on May 27, 2015, 09:43:02 PM
Just when I thought there weren't enough explosions...  ;D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.311 : Firepower edition
Post by: rooki1 on May 28, 2015, 12:33:32 AM
v0.311 Updated

Small update.

(http://orig05.deviantart.net/2754/f/2015/147/7/1/snowflake_by_rooki1-d8v1cwr.png)
Core: Snowflake change from anti tank grenade to microwave grenade. Texture of snowflake also updated.
-Notung can be deployed like manned turret. Deployed Notung shoots faster and more accurate.
-Bobcat throws three mini grenade at once.
-Custom plasma blast mote added.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: rooki1 on May 28, 2015, 07:15:01 PM
v0.32 UPDATED!!

(http://orig10.deviantart.net/b2bc/f/2015/074/2/b/preview_by_rooki1-d8li3wt.png)

v0.32:
Core:
- Optic and microwave blast custom mote added.
Federation:
- Alpha 10 compatibility patch


At last, I completed Federation pack compatibility patch.
It was a almost rebuild from the scratch but it was worth it.
Enjoy!
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: nukularpower on May 28, 2015, 10:25:44 PM
Hooray for the Federation!  Long live... well.. maybe not me :(
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: Adamiks on May 29, 2015, 07:39:02 AM
It's good to see you alive ;D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: nukularpower on May 30, 2015, 06:56:22 PM
Hmm, am I missing something or is something up with the deployed AM rifle?  It isnt automatic, but when I right click on it, it's not mannable either.  Just for decoration?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: Elixiar on May 31, 2015, 08:55:43 AM
Cool mod but some of the weapons seem a little too loud compared to the vanilla ones, the greydale assault rifle is like 3 times louder than survival rifle is this intentional? How would I change gun volume?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: SNKcell on May 31, 2015, 05:05:30 PM
How do I know that the federation is on the world I am playing? I cant find a town named after them, do I need to play the world to find out?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: Adamiks on May 31, 2015, 06:02:44 PM
Quote from: SNKcell on May 31, 2015, 05:05:30 PM
How do I know that the federation is on the world I am playing? I cant find a town named after them, do I need to play the world to find out?

I think they are "hidden" faction. But for working new faction you will need a new world.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.32 : Federation strikes back edition
Post by: rooki1 on May 31, 2015, 06:05:40 PM
Quote from: nukularpower on May 30, 2015, 06:56:22 PM
Hmm, am I missing something or is something up with the deployed AM rifle?  It isnt automatic, but when I right click on it, it's not mannable either.  Just for decoration?
Maybe I've forgot something on it. I'll fix it.

Quote from: Elixiar on May 31, 2015, 08:55:43 AM
Cool mod but some of the weapons seem a little too loud compared to the vanilla ones, the greydale assault rifle is like 3 times louder than survival rifle is this intentional? How would I change gun volume?
Got it. I'll change it soon.

Quote from: SNKcell on May 31, 2015, 05:05:30 PM
How do I know that the federation is on the world I am playing? I cant find a town named after them, do I need to play the world to find out?
Federation is a hidden faction like Mechanoid hive. They'll come to you when you are ready for face them... or not.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.33 : Yet another hairstyles edtion
Post by: rooki1 on June 01, 2015, 03:00:38 AM
v0.33 Updated!

Core:
- YP weapon stats slightly changed.
- Sound volume adjusted
-Hair pack: Three more hairstyles added
(http://orig11.deviantart.net/5bce/f/2015/151/f/4/aniemo_by_rooki1-d8vkbjt.png)
   -Emo (Any)

(http://orig15.deviantart.net/6d1f/f/2015/151/9/7/punkknot_by_rooki1-d8vkbjn.png)
   -Punk knot (Any)

(http://orig08.deviantart.net/5e36/f/2015/151/1/f/short_by_rooki1-d8vkbjv.png)
   -Short (Female)
Title: Re: [MOD] (Alpha 10) Rimsenal v0.33 : Yet another hairstyles edtion
Post by: Bodog999 on June 03, 2015, 07:42:55 PM
I love the mod, those scatter weapons are so damn handy against mechs. But I've noticed something which is upsetting me a bit, almost every weapon of your mod fires missing textures, sure its fun to see them flying but I would like proper bullet textures. Have you already been aware of this? And can you fix this ASAP please?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.33 : Yet another hairstyles edtion
Post by: Adamiks on June 06, 2015, 08:36:33 AM
Why Bions (humans) in federation mod don't have armors? They only have textures with armors....
Title: Re: [MOD] (Alpha 10) Rimsenal v0.33 : Yet another hairstyles edtion
Post by: rooki1 on June 06, 2015, 06:29:00 PM
Quote from: Bodog999 on June 03, 2015, 07:42:55 PM
I love the mod, those scatter weapons are so damn handy against mechs. But I've noticed something which is upsetting me a bit, almost every weapon of your mod fires missing textures, sure its fun to see them flying but I would like proper bullet textures. Have you already been aware of this? And can you fix this ASAP please?
There is a no missing texture in compressed file but I'll upload it again. I hope it help you.

Quote from: Adamiks on June 06, 2015, 08:36:33 AM
Why Bions (humans) in federation mod don't have armors? They only have textures with armors....
that's because of they are NOT human. I think superabundant power armor will have a bad influence on game balance. We already have a pile of salvaged optic weapons, isn't it?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: rooki1 on June 06, 2015, 11:02:22 PM
v0.34 UPDATED

(http://orig02.deviantart.net/f518/f/2015/157/d/0/sereniz_by_rooki1-d8waz0a.png)
"Tragedies have their own charm. Please enjoy listen a story."

The rogue Federation Peacekeeper Corps commander, Sereniz have a mountain of painful stories because of her former jobs nature.
In her story, characters usually faced their doom after writhe in the agony of endless pain.
She loves these kinds of stories.

Full version of the her art: http://rooki1.deviantart.com/art/Sereniz-rogue-FPC-commaner-537989642?ga_submit_new=10%253A1433645528 (http://rooki1.deviantart.com/art/Sereniz-rogue-FPC-commaner-537989642?ga_submit_new=10%253A1433645528)

Sereniz will sends you lot of small troubles.
After be sated with pleasure of your agony, she will finish of you with a lethal blow.
Well, what do you expect from former FPC commander? A friendly hug?
Title: Re: [MOD] (Alpha 10) Rimsenal v0.33 : Yet another hairstyles edtion
Post by: Adamiks on June 07, 2015, 06:11:56 AM
Quote from: rooki1 on June 06, 2015, 06:29:00 PM
Quote from: Adamiks on June 06, 2015, 08:36:33 AM
Why Bions (humans) in federation mod don't have armors? They only have textures with armors....
that's because of they are NOT human. I think superabundant power armor will have a bad influence on game balance. We already have a pile of salvaged optic weapons, isn't it?

Liar! They are humans! Just look at this storyteller! ;D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: FireRat on June 07, 2015, 05:42:27 PM
Not sure if this is a problem or not but the Rimsenal Hair and Storyteller zips are just full of Texture,About, etc folders.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: Dragoon on June 07, 2015, 07:12:57 PM
It's because it wasent made for rar. Just copy and paste the (main) Rimsenal folder then delete the inside content of the folder drag and drop the stuff (seperatly don't wanna put hair and storyteller in 1 folder) and rename it. Ex: Rimsenal_hair, Rimsenal_storyteller
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: rooki1 on June 08, 2015, 10:21:48 PM
(http://orig12.deviantart.net/73cb/f/2015/159/f/f/hildegarde_by_rooki1-d8wke13.png)

"There is only one way to prove someone's real value. That is the tempering in trials, on the anvil of war."

Now I'm working for the last storyteller, Hildegarde Epic. A Veteran of the grim Mechanoid war, Hildegarde is a skald of Jotunheim assault infantry corps. She will sends you a lot of raiders, so brace yourself.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: dismar on June 08, 2015, 11:11:01 PM
very badass! great job!
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: Adamiks on June 09, 2015, 06:00:37 AM
What about Greydale Defence storyteller? ;D
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: tylers2001 on June 09, 2015, 10:09:05 AM
The characters and armor look amazing i have to say i am very impressed.
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: Eredas1 on June 09, 2015, 01:17:08 PM
Where do you craft the "Fire base set"? :c
Title: Re: [MOD] (Alpha 10) Rimsenal v0.34 : Sadistic storyteller edition
Post by: Adamiks on June 09, 2015, 01:46:18 PM
Quote from: Eredas1 on June 09, 2015, 01:17:08 PM
Where do you craft the "Fire base set"? :c

You can't (i think). But you can buy it.
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: rooki1 on June 10, 2015, 10:26:37 PM
v0.35 Updated!
Alpha 11 Compatibility patch underway.

v0.35:
Core:
- YP weapon stats changed.
- Alpha 11 compatibility patch
Hair pack:
- Alpha 11 compatibility patch
Storyteller pack:
- Hildegarde Epic Added
- Alpha 11 compatibility patch

(http://orig15.deviantart.net/da1c/f/2015/161/5/f/hildegarde_by_rooki1-d8wtk4c.png)
"There is only one way to prove someone's real value. That is the tempering in trials, on the anvil of war."

A Veteran of the grim Mechanoid war and skald of Jotunheim assault infantry corps, Hildegarde's songs are full of flame and courage, like Jotunheim prime's people themselves.
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Nimbian on June 10, 2015, 11:25:14 PM
Hey Rooki1 Great work!

Also I don't know if it was intentoinal but the Peacekeeper Storyteller description doesn't read right to me at least

"The rogue Federation Peacekeeper Corps commander, Sereniz have a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhe in the agony of endless pain. She loves these kinds of stories."

Might be better as:

"As a rogue Federation Peacekeeper Corps commander, Sereniz has a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhing in an agony of endless pain. She loves these kinds of stories."
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: rooki1 on June 10, 2015, 11:47:50 PM
Quote from: Nimbian on June 10, 2015, 11:25:14 PM
Hey Rooki1 Great work!

Also I don't know if it was intentoinal but the Peacekeeper Storyteller description doesn't read right to me at least

"The rogue Federation Peacekeeper Corps commander, Sereniz have a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhe in the agony of endless pain. She loves these kinds of stories."

Might be better as:

"As a rogue Federation Peacekeeper Corps commander, Sereniz has a mountain of painful stories because of her former jobs nature. In her story, characters usually faced their doom after writhing in an agony of endless pain. She loves these kinds of stories."

Thanks! I'll change it later.
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Fox on June 11, 2015, 01:52:17 AM
Thank's!
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Wild Card on June 11, 2015, 02:31:43 AM
Hey great mod, i was just wondering why aren`t some federation soldiers human?
They`re Bion stalkers i belive. Is it because you dont want them to be looted?
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Bodog999 on June 11, 2015, 06:46:20 AM
Does the new storyteller pack still work with A10? Also I think that Sereniz has a little too low raider spawn rate, she only sends me raiders about every 2-3 weeks which I think is too low, also she sends so many psychotic animals at me that hunting is overrated especially when she sends a psychotic wave....
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: rooki1 on June 11, 2015, 07:18:07 AM
Quote from: Bodog999 on June 11, 2015, 06:46:20 AM
Does the new storyteller pack still work with A10? Also I think that Sereniz has a little too low raider spawn rate, she only sends me raiders about every 2-3 weeks which I think is too low, also she sends so many psychotic animals at me that hunting is overrated especially when she sends a psychotic wave....

Well, that's what I intended to. Endless small incidents that stimulate a nerve.
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Bodog999 on June 11, 2015, 07:33:01 AM
Ah ok, I though she would send raiders quite often due to her being in the FPC as commander.

EDIT: Also I've noticed she sends me a lot of cargo pods, is she trying to kill me with resources?
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Negocromn on June 11, 2015, 10:15:17 AM
some really amazing art in this mod, very nice
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Adamiks on June 11, 2015, 10:34:22 AM
Nice arts, but i have a stupid question - do this "Hildegarde" is a man or woman? :D
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Dragoon on June 11, 2015, 11:30:43 AM
Quote from: Adamiks on June 11, 2015, 10:34:22 AM
Nice arts, but i have a stupid question - do this "Hildegarde" is a man or woman? :D

I'm guessing female since the other 2 have been female and she has a feminine look or feel to her (look at the stance).
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: A_Soft_Machine_Man on June 11, 2015, 12:32:00 PM
Hildegarde is definitely a feminine name, it's specifically Germanic in origin and means "Battle Enclosure" (fortress). It's actually the name of one of the Valkyries from Norse Paganism, appropriate given that the Jotunheim weapons are from a "Fortress World" and generally follow a Norse Mythology theme.

Awesome work as always, Rooki! Can't wait 'till the defense pack and Federation are A11 ready!
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Sekmeth on June 11, 2015, 05:26:17 PM
I can't wait for the Federation and Defense Pack is done, keep up the great work :)
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Bodog999 on June 11, 2015, 05:40:08 PM
I love the Hildegarde storyteller, especially on Extreme difficulty
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Adamiks on June 14, 2015, 06:39:05 PM
After you will make updates i would like to see balance update for core (weapons, apparel etc.), especially weapons, because i just don't feel that these weapons are so advanced like there is written in description. They are slightly better than vanilla (old in Rimworld) weapons, sometimes they even worse (in my opinion)!

For example well balanced weapons from rimfire are sometimes better than these "ultra advanced" weapons from your mod. You could make them more expensive/rare but better.

EDIT

I'm not the only one that think in that way:

Quote from: Adamiks on June 15, 2015, 05:56:25 AM
Quote from: Dragoon on June 14, 2015, 08:35:31 PM
I don't think Rookis gonna listen to what your saying :( I said (and noticed) the same things you are saying I personally never use any shard weapons . They do not have enough range or dmg to make em worth it really 16 range it really only useful against tribals (maybe those spears have some range to em). Optic weapons are...really just annoying with the screen shake and the fires they cause are a lot of times not worth it. If you catch the place on fire and are in a forest/jungle complex you burn away.

Yep. I needed to choose between Rimfire (with old weapons) and Rimsenal (with "super advanced" weapons), which is hilarious. I choosed Rimsenal only because i like armors in this mod (but still - i needed to balance them). If Rooki don't understand that these weapons are too weak then i will need make balance update by myself. But about shard weapons - i really like sniper rifle, because it deal 10x7 damage.

About armors - marksman armor is soo weak and don't have super bonuses, you get + to accuracy but also + to aiming. And reflex armor - you get speed but armor is very week and fragile. Dead people don't need speed. Also siege armor have too big - to speed. Dropsuit have +1 to speed so why siege armor have -2 to speed?

Because this most players don't even use marksan gear and reflex suit. If you're still playing on A10 i can send you my files from Rimsenal.
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Straef on June 16, 2015, 03:53:27 PM
You just got me to register and post for the first time, this mod looks great! I can't wait to give it a go, and am looking forward to the compatibility patch for A11. Like others mentioned before, I'm a fan of mods that add new features/items, while still fitting into the whole vanilla experience, and this seems to do just that. Keep it up! :)
Title: Re: [MOD] (Alpha 11) Rimsenal v0.35 : Compatibility patch underway.
Post by: Eisenwulf on June 22, 2015, 11:43:05 AM
Could you please make a link to the Alpha 10-friendly versions?
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Demonlord091 on June 25, 2015, 10:15:28 PM
Would it be possible to upload this to somewhere other than Dropbox for those of us that don't have an account?

They seem to have more or less recently made it so that the site is useless without making an account with them, which not everyone wants/needs.

It's just a small request, understandable if you don't care for the idea.
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: MightyN0ob on June 26, 2015, 01:58:03 AM
Quote from: Demonlord091 on June 25, 2015, 10:15:28 PM
Would it be possible to upload this to somewhere other than Dropbox for those of us that don't have an account?

They seem to have more or less recently made it so that the site is useless without making an account with them, which not everyone wants/needs.

It's just a small request, understandable if you don't care for the idea.
You don't need an account to download it - When the option to login pops up, close it (Top Right of the login screen) and download.
I literally JUST tryed it
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: r4ky on June 27, 2015, 01:05:02 PM
can someone explain what thoses story teller does?

like Acciper send raider every week what are the speciallity of the two other ?

thanks
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Orikoan on June 28, 2015, 05:09:25 PM
There seems to be a problem with the merchants.
I ordered some guns and sold some plasteel, but when the order came via drop pod i only received the silver.
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Goldsmyths on July 01, 2015, 06:14:11 AM
Quote from: r4ky on June 27, 2015, 01:05:02 PM
can someone explain what thoses story teller does?

like Acciper send raider every week what are the speciallity of the two other ?

thanks

Based on experience.
Blue = weekly raids
Red = moar incidents / trolling
Yellow = RAIDERS what are you doing? RAIDERS! STHAP! Protip: Cremate or Flamethrower. Best storyteller for Blood Altar if it was still there.
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: spider123 on July 28, 2015, 09:57:36 AM
When? When? When? :'( :'( :'(
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Iwillbenicetou on July 28, 2015, 05:16:20 PM
Going to update Security mod and factions mod soon? Just wondering, since they look amazing :D
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Moo on August 08, 2015, 08:56:01 PM
How do you deploy the instant sentry device? I have one but can't figure out how to set it up.
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: NAIOHUENNEYSHY on August 09, 2015, 08:31:28 AM
When the Federation patch will be??? Can't wait...
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Dragoon on August 09, 2015, 10:06:47 AM
Quote from: Moo on August 08, 2015, 08:56:01 PM
How do you deploy the instant sentry device? I have one but can't figure out how to set it up.
go to security and click build instant sentry.
Title: Re: [A11] Rimsenal v0.35 : Compatibility patch underway.
Post by: Moo on August 09, 2015, 09:22:14 PM
Ah thanks. There must be some research involved because it wasn't there the first time I checked :)
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: rooki1 on August 11, 2015, 12:00:52 AM
Rimsenal v0.351 Updated!

Core:
- Pioneer armor added
- Stats of each gear has changed.
Storyteller pack:
- The proper description of each storyteller has been added.

Long Time no see!

I have been busy for a while because of some personal business.
First of all, I adjusted stats and price of Rimsenal gears. Now they are more affordable than before.

(http://orig03.deviantart.net/a4c6/f/2015/222/1/5/redoubt_by_rooki1-d955yxs.png)

"An armor designed primarily for combat engineer, Greydale "Redoubt" pioneer armor has integrated toolset. It's a pretty good gear for build something while gunfight."

A new armor, "Redoubt" pioneer armor has been added. This body armor protect your entire body and add bonus to construction and mining skills.

Last, appropriate descriptions for each storyteller added.

(http://orig04.deviantart.net/7324/f/2015/077/d/1/accipiter_by_rooki1-d8m5h9i.png)
※ Accipiter: Sends raiders every weekends.

(http://orig02.deviantart.net/f518/f/2015/157/d/0/sereniz_by_rooki1-d8waz0a.png)
※ Sereniz: Less big treats, more small incidents.

(http://orig15.deviantart.net/da1c/f/2015/161/5/f/hildegarde_by_rooki1-d8wtk4c.png)
※ Hildegarde: More big treats, less small incidents.

Have fun!
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: spider123 on August 12, 2015, 05:10:43 AM
I have promblem.


[attachment deleted due to age]
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: filippe999 on August 13, 2015, 07:30:01 PM
Any chance of making specialized workbenches so you can craft the equipment instead of waiting 5 years for a merchant with the weapon you want pass by and then having no silver to buy it?
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: skyarkhangel on August 13, 2015, 09:04:10 PM
Quote from: spider123 on August 12, 2015, 05:10:43 AM
I have promblem.


Rename folder, without [Alpha 11].
Rimworld hates this "[" symbols and other not specific for folder names.
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: sciencyazn1 on August 15, 2015, 03:00:26 PM
Hi, I want to help you with some of your typos in this post. In your description for Yunhwa Precision, I think your description really means this:
Dominating the mysterious corporate world of Sinshi, Yunhwa(Lotus in Korean) Precision is an interstellar corporation that produces delicate shard weapons exclusively.
Title: Re: [A11] Rimsenal v0.351 : Back in the saddle
Post by: nukularpower on August 22, 2015, 01:32:05 AM
Quote from: filippe999 on August 13, 2015, 07:30:01 PM
Any chance of making specialized workbenches so you can craft the equipment instead of waiting 5 years for a merchant with the weapon you want pass by and then having no silver to buy it?

I actually like having the weapons be rare.  Makes a lot more sense to me than random shipwreckers being experts on high tech weapon manufacture :P
Title: Re: [A12] Rimsenal v0.36 : Alpha 12 compatibility patch
Post by: rooki1 on August 24, 2015, 09:25:22 AM
Rimsenal v0.36 Updated!

v0.36:
Core:
Storyteller pack:
Hair pack:
Security pack:
- Alpha 12 compatibility patch

Hi all. Rimsenal A12 patch arrived.
I'm still working on Federation pack.

Quote from: sciencyazn1 on August 15, 2015, 03:00:26 PM
Hi, I want to help you with some of your typos in this post. In your description for Yunhwa Precision, I think your description really means this:
Dominating the mysterious corporate world of Sinshi, Yunhwa(Lotus in Korean) Precision is an interstellar corporation that produces delicate shard weapons exclusively.

Thanks!
Title: Re: [A12] Rimsenal v0.36 : Alpha 12 compatibility patch
Post by: Eisenwulf on August 24, 2015, 08:52:54 PM
Congrats on keeping this marvelous mod current! :)
Title: Re: [A12] Rimsenal v0.36 : Alpha 12 compatibility patch
Post by: Ouan on August 25, 2015, 02:01:41 AM
Thanks a million for the update! <commences downloading>
Title: Re: [A12] Rimsenal v0.36 : Alpha 12 compatibility patch
Post by: Romi on August 26, 2015, 01:15:11 AM
This mod have a huge potential to be a amazing big mod , but it is indeed already a great one! :)
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: rooki1 on August 26, 2015, 05:21:59 AM
v0.361 UPDATED!

Federation:
- Alpha 12 compatibility patch
- Tyrant prime arrived. Prepare to wail.

(http://orig02.deviantart.net/94bf/f/2015/085/e/9/suppressor_by_rooki1-d8n65p8.png)

"The result of wicked technology, bion prime is nothing less than the embodiment of the Federation's tranny, a living nightmare."

Hi all, our nasty Federation friends are back.
Now with most dangerous one, the Tyrant prime.
Tyrant prime is the "boss character" of the Federation.
If you see him, don't act stupid. He will never give you a second chance.
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: «Temple» on August 26, 2015, 05:43:46 AM
Very sexy.  8)
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: bazalisk on August 26, 2015, 08:34:47 AM
hi

love this mod soo much so far.

but i have a question about what i hope is something in your mod, not sure.

Did you add an Event which takes colony members off to save someones sister from slavers at all?

i've been trying to narrow down which mod its from and so far your mod is the only one that comes close to this level of detail that i have installed.

if so, when do i get my colonists back, its been like 3 months in game and still no sign of them returning, their beds still have names on them so i don't think they have been removed from game :s

anyways, love your mod, hope this is one of your features.
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: MarcTheMerc on August 26, 2015, 01:34:30 PM
Misc/mai have events which cause colonist to go off map like that its most likely from there.
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: bazalisk on August 26, 2015, 02:09:13 PM
ah then i'll head over to there.

thnx for that.  :D
Title: Re: [A12] Rimsenal v0.361 : Tyrant prime arrived.
Post by: Romi on August 26, 2015, 02:17:27 PM
YEAH FINALLY IT'S ALL OUT



Jesus Christ I was talking with about the mod not what you thought! lol :D


Title: Re: [A12] Rimsenal v0.362 : Hot fix!
Post by: rooki1 on August 26, 2015, 08:43:26 PM
v0.362 UPDATED!

v0.362:
Federation:
- Sound problem solved.
- Range of terminus rifle was corrected.
- Misc bugs solved.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: rooki1 on August 27, 2015, 01:12:38 AM
For following update, I want choose one of these three packages.
Which one do you like out of these?

(http://orig15.deviantart.net/b40f/f/2015/238/f/9/impsmg_by_rooki1-d97b4m6.png)

1. Improvised weapon pack:
Rusted, unwieldy and untrustworthy, but this is still a
weapon.
It can kill people. In this harsh rim world, that's the most important thing.


This pack will adds improvised weapons from the homemade pistol to improvised rocket launcher.

(http://orig10.deviantart.net/7ba1/f/2015/238/e/7/raptor_by_rooki1-d97b4m1.png)
[Design in progress]

2. Xeno beasts pack:
Tanai Trade Agency provide exotic animals to anyone who interested in.
The feather raptors are just one of the products that they provide.


This pack will adds exotic xeno animals like feather raptor and blade beast.

3. Celestial pack:
"The celestial" was a name of ambitious project that progressed in a one of the glitter world. They are promised to be the next step in human 'evolution'. After a long search, the project was ended successfully. ...And it was too successful.

This pack will adds new hostile faction, the celestials. These arrogant "post humans" are really hate "proto human" like us. To purge the corruption of proto humans, these genetically modified race will deploy a variety of biological weapons on the field.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: Match on August 27, 2015, 01:15:36 AM
All three!!!!!!

With a large saturation of gun mods, I would be inclined to say #2, I need me some Xenobeast.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: A Friend on August 27, 2015, 07:57:06 AM
First of all: I love this mod.

Second: All three sounds dank. But I prefer the factions more than the animals and guns. Homemade rocket sounds really nice though.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: rooki1 on August 28, 2015, 09:14:53 AM
To do list

1. Improvised weapon pack

Triple shot special
- Improvised shotgun. It is simply three pipes attached to a stock. It is ugly and uncomfortable but it more than made up for in firepower.

Sprayer-killer
-A crudely made SMG with simple fire mechanism. It's more likely to Shooting yourself in the foot, if not explode in your face.

Thunderstick
-This javeline has a small IED strapped to its tip. Simple but very effective weapon.

Crucifier
-Electrically accelerating metal harpoon gun. It have a crank for dead battery situation. This weapon is uncomfortable, but that's how it is.

Thumper
-Homemade disposable rocket launcher. It can be made with little chemical knowledge. This weapon is inaccurate but have memorable punishing power.

Firefly
-It is a crudely made improvised flamethrower. It can be as dangerous to the user as anyone else but it is very menacing and deadly.

Repose
-Homemade portable reactor that diverted to tactical fusion bomb. Of course, such things are terribly unstable. Leg it when you activate this device.


2. Xeno beast pack

Feather raptor
- Quiet and cunning, elegant but ruthless, these reptile species were originally developed to resolve warg increasing problem. Fortunately, after someone realized that adding another alpha predator doesn't help already broken ecosystem, the project was canceled. After original project cancelled, scientists started new product development project which making pet of zillionaires. Because of that, now these raptor have colorful feathers.

Fortress turtle
-The fortress turtle is a living citadel. Designed to moving bunker, this behemoth estimated to be created for protect soldiers while mechanoid invasion. Fort turtle have periodically harvestable shell. This shell furnishes material for military composite alloy. Reliable protector and strong porter, fort turtle will be your great companion.

Blady
-A chimera made of genes of countless species, the blady is a really tenacious hunter. Made for tearing enemies to pieces, this war beasts are common in the rank of Federation peacekeeper corps.

Gea-Gea
-Gea-Gea is a gene modified crab to produce sweet mucus. while mucus of gea-gea is delicious all by itself, distilled mucus makes an excellent liqueur.


3. Celestial pack
- work in progress


Please don't hesitate to say if you have any idea.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: rooki1 on August 29, 2015, 05:02:17 AM
Rimsenal: The Celestials

There was a glitter world which seeking for the transcendent. Unlike other glitterworlds, the people of this glitter world declined to abandon their own self-consciousness. What they want is a transcendence into superior beings with keeping the whole consciousness intact.

After long seek for transcendence, their efforts were crowned with success. The first transcendental being was born. All over the planet celebrated their masterpiece, the successor to the lord of all creation. In full view of everybody on the planet, the firstborn stepped on the platform. Then she said,

All of you need to be replaced.

No one knows what happened after that. All communication with this once a thriving planet has been lost. Visiting ships suffer a same fate. Over the years, this system became blank space of star maps.

Over long time again, there were rumors spreading over the outer rim of the galaxy.

The Celestials descended upon earth.
And they want to cleanse us by flame.


The Celestials are hostile Xeno human faction. Armed with exotic technologies that even superior than those of the federation, they come with unfamiliar tactics. Cover ignoring nano swarm caster, bio cannon with poison ammunition, a variety of xeno beasts... It will be a challenging job that fighting against the celestial host.

(http://orig08.deviantart.net/ddb1/f/2015/241/2/8/seraph_by_rooki1-d97k3hd.png)

Seraph: They are elite caste of the celestial host.
Noble and merciless, these posthumans come with a lot of terrifying weapons.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: A_Soft_Machine_Man on August 29, 2015, 11:00:14 AM
That all sounds equally beautiful and horrifying. I know where my vote's going!
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: Dragonbored on August 29, 2015, 11:12:46 AM
Found this mod looking for a futuristic weapons one. Have to say I am entirely impressed. Another mod like this that people should check out is the liandri corp mod. I think they would tie together very well (it is still not updated for A12 however). One question I had is if random pirates will spawn with the weapons in this mod, because so far i have only been able to buy them.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: Iwillbenicetou on August 29, 2015, 02:01:07 PM
Will you be able to tame the Xeno beasts?
"Release the xeno's!"
*Many screams pierce the calm night air*
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: harpo99999 on August 29, 2015, 05:41:35 PM
Quote from: Dragonbored on August 29, 2015, 11:12:46 AM
Found this mod looking for a futuristic weapons one. Have to say I am entirely impressed. Another mod like this that people should check out is the liandri corp mod. I think they would tie together very well (it is still not updated for A12 however). One question I had is if random pirates will spawn with the weapons in this mod, because so far i have only been able to buy them.
if you create a world then start a new colony after enabling the mod then there is a chance of raids by the sides that get the different corp weapons
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: Dragonbored on August 29, 2015, 06:44:05 PM
Quote from: harpo99999 on August 29, 2015, 05:41:35 PM
Quote from: Dragonbored on August 29, 2015, 11:12:46 AM
if you create a world then start a new colony after enabling the mod then there is a chance of raids by the sides that get the different corp weapons
What do you mean by the sides?
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: «Temple» on August 29, 2015, 10:21:35 PM
He means like the groups, the other factions will attack and I don't think they do.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: Demonlord091 on August 30, 2015, 07:27:30 PM
If there was a button for all 3 I would definitely hit it.

We looks forward to seeing what else you have in mind.
Title: Re: [A12][Poll] Rimsenal v0.362 : Hot fix!
Post by: byerclops on August 30, 2015, 07:34:18 PM
Tamable genetically modified cyber-raptor! its tied people come on lets make this happen!
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: rooki1 on August 31, 2015, 08:40:13 AM
v0.363 UPDATED!

v0.363:
Core:
- Small bugs fixed
- Balance arranged
Security:
- Small bugs fixed
Federation:
- M5A3 Arranger added
- Peacebuilder added
- Small bugs fixed

(http://orig04.deviantart.net/e48c/f/2015/243/5/4/peacebuilder_by_rooki1-d97uie1.png)
Federation Peacebuilder: Demolition experts of the Federation, these bion soldiers are bane of fortified positions.

(http://orig05.deviantart.net/5ff7/f/2015/243/6/6/arranger_by_rooki1-d97uicq.png)
M5A3 Arranger: The executioner from afar, M5A3 "Arranger" barrage mechsuit is a siege weapon of the Federation.

Hi all.

I added two more types of the Federation soldiers. Arranger is a mobile artillery of the Federation. Armed with long range weapons, this mechsuit will be a great pain. Federation peacebuilder is a demo expert of the Federation. If you are not careful enough, they can blow up your entire colonist with a one shot of their plasma caster.
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: A_Soft_Machine_Man on August 31, 2015, 09:03:24 AM
But we can still eat them when we kill them right?

I need my succulent Bion flesh. Oh, and the free plasteel is good too.
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: Dragonbored on August 31, 2015, 10:05:55 AM
Is there any plan to make random raiders spawn with the weapons? Because it makes the mod a lot more fun I think
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: rooki1 on August 31, 2015, 06:32:14 PM
Quote from: Dragonbored on August 31, 2015, 10:05:55 AM
Is there any plan to make random raiders spawn with the weapons? Because it makes the mod a lot more fun I think

They already spawned with rimsenal weapons. Check the mercenary elites.
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: A Friend on August 31, 2015, 09:55:17 PM
Shouldn't the GD traders also sell the pioneer armors? With all the GD traders I've contacted, none of them seem to have it. Bug? or am I just unlucky?
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: BlackflagNarwhal on September 01, 2015, 04:02:06 AM
Small question! Will you impliment a way for the weapons to be crafted? Havin a time tryin to find a way o0n how to get better than 'Good' weapons then just spending oogles of silver on traders or praying to the Dark Gods that my Vulcan cannons dont shred everything to high hell. x.x
Title: Re: [A12][Poll] Rimsenal v0.363 : Bombs away!
Post by: rooki1 on September 01, 2015, 04:10:07 AM
Quote from: A Friend on August 31, 2015, 09:55:17 PM
Shouldn't the GD traders also sell the pioneer armors? With all the GD traders I've contacted, none of them seem to have it. Bug? or am I just unlucky?

Oops, I forgot that. Thanks for the notice.

Quote from: BlackflagNarwhal on September 01, 2015, 04:02:06 AM
Small question! Will you impliment a way for the weapons to be crafted? Havin a time tryin to find a way o0n how to get better than 'Good' weapons then just spending oogles of silver on traders or praying to the Dark Gods that my Vulcan cannons dont shred everything to high hell. x.x

There are no plans to do so now. Maybe later...
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: BlackflagNarwhal on September 01, 2015, 04:14:15 AM
The Darkest of Heresies!!! *Goes to find his nearest Khorne Berserker*
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 01, 2015, 04:16:21 AM
v0.364 UPDATED!

v0.364:
Core:
- Small bugs fixed
-Hair pack: Four more hairstyles added
(http://orig13.deviantart.net/9469/f/2015/244/9/2/classym_by_rooki1-d97yobr.png)
   -Classy (Male)
(http://orig00.deviantart.net/f12b/f/2015/244/a/2/neat_by_rooki1-d97yoc9.png)
   -Neat (Male)
(http://orig11.deviantart.net/573e/f/2015/244/b/8/classyf_by_rooki1-d97yoby.png)
   -Classy (Female)
(http://orig12.deviantart.net/bb7b/f/2015/244/c/5/hime_by_rooki1-d97yoc3.png)
   -Hime (Female)

Hi all, I added few more hairstyles in my hair pack.
Oh, don't forget the poll closed tomorrow.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: Azrail on September 01, 2015, 04:23:01 AM
Hey rooki1, just thought I should let you know the links for the core mod and the hair pack are not working.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 01, 2015, 04:24:36 AM
Oh, sorry. I uploaded it again.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rdz1122 on September 02, 2015, 11:24:14 AM
Is there any chance to create a recipe for the Tailoring table, or a separate table, to create some of the armor from this mod?  especially the clothing types (carbon fiber suit, etc)?
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: DestroyX on September 02, 2015, 06:44:19 PM
hey there rooki :D

first of all, thanks for the awesome mod, really adds alot of fun to the game :)

second, with the addition of the tyrant enemies came great confusion, as they not only try to fight my colony, but genders aswell.

(http://puu.sh/jXUbb/39f563581c.jpg)

the federations tranny may look a bit odd, but her being a  living nightmare is really a bit harsh, isnt it?

tl;dr-> typos = fun :D
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 03, 2015, 05:47:35 AM
Well, that's awkward.
Anyway, I uploaded it again. Thank you.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: Shinzy on September 03, 2015, 06:24:49 AM
Never forget the nightmarish tranny from outpost theta!
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: skullywag on September 03, 2015, 07:17:31 AM
I need to get another game going with this pack, the art is just too good not to use, just dont think itll tie in with my normal session, ah well what harm can having 2 different games going....

Also lol @ tranny
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 03, 2015, 07:30:16 AM
Poll closed!

It seems like people really want gene modified raptors.
You will see the first sample soon.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: stormageddon565 on September 03, 2015, 02:46:14 PM
i looked at the M5A3 Arranger and my eye's just widened that sh*t look's dangerous. i love the textures by the way absolutely fantastic a pure work of art.  ;D
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: theselflessscribe on September 03, 2015, 10:46:04 PM
Wonderful work!

However, I couldn't help but cringe at the storyteller descriptions -- great skill is amply displayed in the mod, but less so with the language. In the interest of assisting the mod author, and community (and my own sanity), I have made a few corrections -- if only to satisfy sensitive types like myself. :)

As I am unfamiliar with filesharing, I am dumping the whole file here for copy/paste purposes.
If the text-wall is too offensive, I can reduce my post to just the descriptions, and leave it to the user to work-out the rest.

Once again, thanks for the great mod!

Edit: Header was chopped -- fixed.

<?xml version="1.0" encoding="utf-8" ?>

<StorytellerDefs>

<StorytellerDef>
      <defName>Accipiter</defName>
    <label>Accipiter Periodic</label>
    <description>Accipiter, a press agent of Yunhwa Precision, has a strange sense of storytelling: she thinks that big events should be occur at set intervals. In short, she will send raiders every weekend.</description>
    <quotation>Like good poems, every epic story needs cadence. Doesn't it?</quotation>
       <incidentMakerClass>IncidentMaker_Random</incidentMakerClass>
    <listOrder>66</listOrder>
      <portraitLarge>Things/Accipiter</portraitLarge>
      <portraitTiny>Things/AccipiterTiny</portraitTiny>
      <desiredPopulationMin>4</desiredPopulationMin>
      <desiredPopulationMax>15</desiredPopulationMax>
      <desiredPopulationCritical>40</desiredPopulationCritical>
    <random_AverageIncidentsPerDay>1.50</random_AverageIncidentsPerDay>
    <random_GeneralWeight>0.7</random_GeneralWeight>
    <random_ThreatSmallWeight>0.1</random_ThreatSmallWeight>
    <random_LargeThreatWeight>0.0</random_LargeThreatWeight>
    <random_MaxThreatBigIntervalDays>7</random_MaxThreatBigIntervalDays>
  </StorytellerDef>

   <StorytellerDef>
      <defName>Sereniz</defName>
    <label>Sereniz Sadistic</label>
      <description>The rogue Federation Peacekeeper, Corps Commander Sereniz, has a mountain of painful stories due to the nature of her former job. In her stories, characters usually face their doom after writhing in near-endless angony; she loves that kind of story. She will generate many small and annoying incidents, but fewer raids.</description>
      <quotation>Tragedies have their own charm. Please enjoy.</quotation>
      <incidentMakerClass>IncidentMaker_Random</incidentMakerClass>
    <listOrder>67</listOrder>
      <portraitLarge>Things/Sereniz</portraitLarge>
      <portraitTiny>Things/SerenizTiny</portraitTiny>
      <desiredPopulationMin>3</desiredPopulationMin>
      <desiredPopulationMax>16</desiredPopulationMax>
      <desiredPopulationCritical>50</desiredPopulationCritical>
    <random_AverageIncidentsPerDay>3.5</random_AverageIncidentsPerDay>
    <random_GeneralWeight>0.79</random_GeneralWeight>
    <random_ThreatSmallWeight>0.35</random_ThreatSmallWeight>
    <random_LargeThreatWeight>0.02</random_LargeThreatWeight>
    <random_MaxThreatBigIntervalDays>25</random_MaxThreatBigIntervalDays>
  </StorytellerDef>

   <StorytellerDef>
      <defName>Hildegarde</defName>
    <label>Hildegarde Epic</label>
      <description>A Veteran of the grim Mechanoid War, and a skald of the Jotunheim assault infantry corps, Hildegarde's songs are full of flame and war - just like the people of Jotunheim Prime. She will send many "big threats" while causing fewer incidents.</description>
      <quotation>There is only one way to prove someone's real value, and that is to temper them in trial; on the anvil of war.</quotation>
      <incidentMakerClass>IncidentMaker_Random</incidentMakerClass>
    <listOrder>68</listOrder>
      <portraitLarge>Things/Hildegarde</portraitLarge>
      <portraitTiny>Things/HildegardeTiny</portraitTiny>
      <desiredPopulationMin>4</desiredPopulationMin>
      <desiredPopulationMax>13</desiredPopulationMax>
      <desiredPopulationCritical>50</desiredPopulationCritical>
    <random_AverageIncidentsPerDay>1.05</random_AverageIncidentsPerDay>
    <random_GeneralWeight>0.79</random_GeneralWeight>
    <random_ThreatSmallWeight>0.05</random_ThreatSmallWeight>
    <random_LargeThreatWeight>0.25</random_LargeThreatWeight>
    <random_MaxThreatBigIntervalDays>15</random_MaxThreatBigIntervalDays>
  </StorytellerDef>

</StorytellerDefs>
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 04, 2015, 06:03:23 AM
Quote from: theselflessscribe on September 03, 2015, 10:46:04 PM
Wonderful work!

However, I couldn't help but cringe at the storyteller descriptions -- great skill is amply displayed in the mod, but less so with the language. In the interest of assisting the mod author, and community (and my own sanity), I have made a few corrections -- if only to satisfy sensitive types like myself. :)

As I am unfamiliar with filesharing, I am dumping the whole file here for copy/paste purposes.
If the text-wall is too offensive, I can reduce my post to just the descriptions, and leave it to the user to work-out the rest.

Once again, thanks for the great mod!

Thanks, I'll upload it later.

(http://orig04.deviantart.net/d4d6/f/2015/247/c/a/fturtle_side_by_rooki1-d98b9d0.png)(http://orig00.deviantart.net/d5d2/f/2015/247/f/f/raptor_front_by_rooki1-d98b9dj.png)
Let me introduce the fort turtle and the feather raptor. They'll be the first two creatures of the xeno beast mod.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: Ivan_Poddubniy on September 05, 2015, 11:25:53 PM
Hello, register here just to write it - your mods are looks awesome. But there is a trouble - I use "mechanical defense" mod with cool droids (which has not yet been updated). So I use 11d version of the game, but you deleted old versions already. I tried to google it, but found only the Chinese variant. Please, can you reapload A11 again here?
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: Geokinesis on September 06, 2015, 05:59:06 PM
If I just install the weapons mod will I encounter raiders/visitors wielding them, or will I only be able to buy them?
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: Dragoon on September 07, 2015, 05:19:11 AM
Quote from: Geokinesis on September 06, 2015, 05:59:06 PM
If I just install the weapons mod will I encounter raiders/visitors wielding them, or will I only be able to buy them?

Raiders will have them.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: FMJ Penguin on September 07, 2015, 06:43:53 AM
fkin love your hairstyles! More hair! How you managed to make them fit in so well and yet look actually good is the real mystery.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: TheRexus100 on September 08, 2015, 06:51:21 AM
Where are older versions of mods? I need this mod for Alpha 11.You should add links to older versions.PLEASE!  :-X
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 08, 2015, 07:10:34 PM
https://www.dropbox.com/s/0fnz5yg2o2iphdc/Rimsenal_a11.zip?dl=0 (https://www.dropbox.com/s/0fnz5yg2o2iphdc/Rimsenal_a11.zip?dl=0)

i usually don`t save older rimsenal versions, but here you are.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: knightderp on September 08, 2015, 09:29:27 PM
Hey, I was thinking, as I read the "Jotun Prime" lore I was curious if you will be willing to add more mechanoids, as I cant really imagine the grim and harsh wars they had against them, mostly because there is just 2 types of mechanoids, or instead you could add more factions specialized in each type of weapons.
-A militia or rebel faction using the Graydale Defence armory.
-A pirate faction or remnant army using the Jotun Interestellar ones.
-A assasin or mercenary groups using Yunhwa.
Im not asking they be as extensive as the federation, but seeing more people using sets of your weapons other than the ocassional raider with the gun or helmet would be much apreciated.
I would love to help in someway, but my drawing is...lacking, and I dont have much spare time.
Ps.- I love your mod, I think its my 1st or 2nd favorite, and sorry for my grammar.
Title: Re: [A12][Poll] Rimsenal v0.364 : More hairstyles added
Post by: rooki1 on September 12, 2015, 10:54:12 PM
(http://orig10.deviantart.net/d140/f/2015/255/b/d/combat_armor_by_rooki1-d99ds44.png)
(http://orig08.deviantart.net/e0df/f/2015/255/5/b/antumbra_by_rooki1-d99ds4a.png)

Now I'm making third armor for each corporation. You will see them soon.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: rooki1 on September 14, 2015, 06:18:38 AM
v0.37 Updated!

Core:
- Small bugs fixed
- ODD added
- Yunhwa distortion suit added
- Riot shield returned

(http://orig10.deviantart.net/a0e1/f/2015/257/a/9/antumbra_by_rooki1-d99jtyw.png)(http://orig01.deviantart.net/4632/f/2015/257/3/c/antumbra_back_by_rooki1-d99jm7u.png)(http://orig11.deviantart.net/7634/f/2015/257/f/2/antumbra_side_by_rooki1-d99jm7s.png)
(http://orig05.deviantart.net/e58d/f/2015/257/e/0/antumbra_by_rooki1-d99jlka.png)


Hello everyone. The first of the third corporation armor has been arrived. The Yunhwa "Antumbra" distortion suit. This suit emits the field that bending nearby light. This armor makes the enemy more hard to aiming your precious colonist.

The antumbra set consists of three piece of item. The antumbra suit, helmet, and the ODD. The ODD is an accessory item like force shield that provide an optic distortion effect to the wearer.

Oh,don't forget the riot shield is returned. You can purchase riot shield from Fed smuggler.

All scripts of ODD effect were provided by Latta. I owe this to a great skill of Latta.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: nguadien on September 16, 2015, 08:46:05 AM
Rimsenal - Storyteller pack is a major letdown.

I accidentally copied it into my best friend's mod folder and he used Accipiter Periodic.

At first, he goes for 3 months without any raids, or any incidents, and that is when I realize that your mod has turned off all events of the game. I persuaded him to change the story teller or just delete the mod, but he enjoys the game without any events.

After 2 days, he told me: "I quitted. The game is too boring. This is a shit game".

Well, I feel very bitter now, FYI.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: Dragoon on September 16, 2015, 08:55:52 AM
Quote from: nguadien on September 16, 2015, 08:46:05 AM
-snip-

If you don't say which one he used rooki can't check it. Also your story doesn't make sense if he likes it without incidents then why would he call it boring? It would seem like he just doesn't like the game by that logic.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: nguadien on September 16, 2015, 09:27:27 AM
He used Accipiter Periodic - Rough.

Well, it might sound strange to you, but we are from the SEA area, and our interests in games are a little different.

We love to be surprised, and we love to be in harsh conditions.

So my friend tasted a game without any events, and he is determined that he will not play fair. Instead, he exploits the bugs and beat the game with the bugs.

So that is why I feel bad. I just lost a friend to share this game with, dude.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: A Friend on September 16, 2015, 09:34:14 AM
Maybe have him try RR on Extreme next time. Seems weird to immediately ditch a game and call it shit without even trying the other features... Unless he already did and just doesn't like the game. Well nothin' we can do 'bout dat.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: LustrousWolf on September 18, 2015, 11:03:00 AM
Is there a patch for this so the stats of the guns and armor sorta work with combat realism?
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: JaQ on September 18, 2015, 12:01:52 PM
Quote from: LustrousWolf on September 18, 2015, 11:03:00 AM
Is there a patch for this so the stats of the guns and armor sorta work with combat realism?

I wanted to ask the very same question. As far as I understand making weapon mod compatible with Combat Realism is a bit more than just changing stats, and I can understand that it's not in high priority place on rooki1 list. Although this would make it possible to include Rimsenal in modpacks that use CR.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: jetalockhart on September 21, 2015, 04:07:09 AM
In each Modding community there are select few who is so distinguished by all the fellow user that separates them from other modder in term of passion and quality of their work. Rooki1 you are indeed one of such special few.

I gotta say the Federation's history really kicks me in here. Such huge good intended empire goes terribly wrong in time is an intriguing story. I'm sure you already make an opposing front worthy of such formidable Federation, as stated in the poll which already closed. Well, I just wanna place an idea in form of event where these 2 opposing front collided nearby the player's Settlement. The option where we pitch in or lay low from that clash can be a spice in Colony live... or maybe make them collide in the middle of the Settlement and wake the crap out of the slumbering Colonists. Now that's a morning I really want to see.
Title: Re: [A12][Poll] Rimsenal v0.37 : Optic distortion edition
Post by: r4ky on September 24, 2015, 10:31:26 PM
Quotethings have changed. Freedom and fairness were trampled under the name of safety. Oppression and tyranny were in the name of order.

you speak about earth ?
Oh no wait, this is federation corps?
sorry  ;D
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on September 26, 2015, 10:15:59 AM
v0.4 Updated!

v0.4
Core: The fifth company, Tisiphone Enterprise added
- A new trader, Tisiphone Enterprise supply ship added.
- Five new weapons added

Hair pack: Two more hairstyles added
- Bunches (Female)
- Bushy (Any)

Storyteller pack
- Now they working properly.
- Accipiter has been changed from Periodic to "Hysteric"

Federation
- Misc bug fixed.


Whoa, It's a quite big update.
First of all, let me introduce the fifth company of Rimsenal, the Tisiphone Enterprise. You can see their fluff and weapons HERE https://docs.google.com/document/d/1bwFOpW-Mtzkag-BPncFJd0onEjGlArH_TPOI9FkLQPY/edit (https://docs.google.com/document/d/1bwFOpW-Mtzkag-BPncFJd0onEjGlArH_TPOI9FkLQPY/edit)

Pulse weaponry is looks overpowered at first glance. However, If you are using them, you will quickly find out that it is hard to shoot something with their weapon. TE weapons have an inferior range than competitors' weapons. Even more, TE weapon's accuracy decreased quickly as enemies approach. So If you want to maximize the TE weapons potential firepower, you have to keep proper distance to your target.


Well then, lets talk about our storytellers.
Honestly, I was utterly and totally wrong about how storyteller definition working. Now it works more properly than before.

"Guys, party time is over. It's time to face the real story."

Accipiter, a press agent of Yunhwa Precision has a strange sense of storytelling. In the early stage, Accipiter will take care of your colonists until you have thriving colony. And then? She will destroy you, ruthlessly. Move fast, gird yourself for trials.


And the Accipiter... her periodic storytelling is not so interesting as my first thought. That's why she changed from periodic to hysteric. (Actually, she broke up with her girlfriend recently.)

(http://orig14.deviantart.net/441c/f/2015/269/5/2/bunches_by_rooki1-d9axxb2.png)(http://orig04.deviantart.net/e374/f/2015/269/d/2/bushy_by_rooki1-d9axxb9.png)

Oh, and don't forget the two new hairstyles.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: dareddevil7 on September 26, 2015, 06:29:35 PM
Do you do all your own art? Because it's amazing.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Cornuthaum on September 26, 2015, 07:05:40 PM
The only problem I have with Rimsenal is that it adds so many new Trader ships that all have such a limited range of goods they actually trade for that it is increasingly harder and harder to actually push the merchandise a colony tends to accrue. If not for the Jotun Interstellar ship buying slaves, I'd have dropped Rimsenal, no matter how fantastic the weapon selection is (and it is, Rimsenal is hands down the best gun mod I've seen so far).
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: A_Soft_Machine_Man on September 26, 2015, 09:11:31 PM
You never cease to amaze, Rooki.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: FridayBiology on September 26, 2015, 09:36:59 PM
Quote from: Cornuthaum on September 26, 2015, 07:05:40 PM
The only problem I have with Rimsenal is that it adds so many new Trader ships that all have such a limited range of goods they actually trade for that it is increasingly harder and harder to actually push the merchandise a colony tends to accrue. If not for the Jotun Interstellar ship buying slaves, I'd have dropped Rimsenal, no matter how fantastic the weapon selection is (and it is, Rimsenal is hands down the best gun mod I've seen so far).

@Rooki : can you fix this?

Maybe allow ships to buy set types of raw foods and maybe at heavily reduced prices clothing (just to clear those 10%ers).
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on September 27, 2015, 12:21:32 AM
Quote from: Cornuthaum on September 26, 2015, 07:05:40 PM
The only problem I have with Rimsenal is that it adds so many new Trader ships that all have such a limited range of goods they actually trade for that it is increasingly harder and harder to actually push the merchandise a colony tends to accrue. If not for the Jotun Interstellar ship buying slaves, I'd have dropped Rimsenal, no matter how fantastic the weapon selection is (and it is, Rimsenal is hands down the best gun mod I've seen so far).

Well, each rimworld trader ships are correspondence of the vanilla traders. For example, YP liners are variant of the exotic traders.

And the new trader, TE supply ships are purchase dedicated trader. They'll buy your raw materials for good prices.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on September 27, 2015, 08:21:12 AM
Now I am making a Combat Realism compatibility version of the Rimsenal core mod. The file below is the pre-release version of It.
https://www.dropbox.com/s/75lvrwlgkrk32ee/Rimsenal_CR.zip?dl=0 (https://www.dropbox.com/s/75lvrwlgkrk32ee/Rimsenal_CR.zip?dl=0)

Important features of the CR compatibility version.

- Energy weapons like Arms Dynamics weapons and Tisiphone Enterprise weapons don't use conventional weapons fire mechanism. They don't need to be reloaded. Even recoil doesn't exist.
- Due to their fire mechanism's nature, weapons of the Yunhwa Precision are real suppressing beasts. It makes compensation for their lower armor piercing capability and short range.
- Jotun Interstellar's weapons shared a high armor piercing capability.
- GD weapons are GD weapons. Just as you expected.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Seril on September 29, 2015, 05:17:02 AM
Hilde. :* Awesome. Finally something worth dying for. Thank you.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Orion on September 29, 2015, 10:47:15 AM
rooki1, in the latest hair pack you misspelled "tribal" as "trival".

The hair textures you made are excellent. Could you make a few more hairstyles for punk and especially tribal?
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Bodog999 on September 29, 2015, 03:26:30 PM
I'm having an annoying bug with the new pulse weapons, everytime one gets fired the pulse laser things bug out and create lots and lots of errors while also causing giant lag. Anyone else having this problem too?
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rexx1888 on October 01, 2015, 04:37:37 AM
i dont get a bug out, but i get massive lag and it seems like the weapon is firing many many projectiles :\ the graphics stay in the same place for a longish time even if the pawn moves away. its not really game breaking though. the lag is localised so if i move away its not a problem, and its kind of unique in its own way. i definitely know if someone has a pulse weapon lol
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: newvelaric on October 02, 2015, 10:38:37 PM
Guys, any way to construct any of the weapons in-game? If not, rooki1, would you consider making the weapons and armor available for the pawns to create at crafting tables?
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Chaotic Skies on December 01, 2015, 07:44:42 PM
Quote from: newvelaric on October 02, 2015, 10:38:37 PM
Guys, any way to construct any of the weapons in-game? If not, rooki1, would you consider making the weapons and armor available for the pawns to create at crafting tables?
I'mlooking into modding, and could attempt to make a craftable version of the weapons, with rooki1's permission, of course ;)

And even if I don't get permission, I'll try it, as an excersizeto help me figure out what I'm doing here :P
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SNKcell on January 23, 2016, 07:39:29 PM
This is by far my favorite Rimworld mod, thanks

Could you make implants that are exclusive for some of the factions? Military grade eyes or federation bionic arms, it could be cool

The only problem I have is that for the federation soldiers, you cant get anything form the bodies, only meat, by the look of their armors, you could get specific armor or weapons
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Dspendragon on February 13, 2016, 10:52:40 PM
when i down a mech, I think to myself could I "liberate" this equipment and use it to own advantage ?. This is what my colonist need a mech or tank, yep a tank. That would be cool, a tank, knowing me it wouldn't last a day, just like my colonist who are non-violet.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on February 26, 2016, 05:46:01 AM
(http://orig03.deviantart.net/e142/f/2016/057/0/3/jotun_by_rooki1-d9t5ab4.png)

Long time no see.
Now I'm preparing the Rimsenal alpha 13 update on march.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: FridayBiology on February 26, 2016, 08:16:41 AM
Quote from: rooki1 on February 26, 2016, 05:46:01 AM
Long time no see.
Now I'm preparing the Rimsenal alpha 13 update on march.

Grendal looks awesome XD
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SNKcell on February 26, 2016, 12:01:42 PM
Quote from: rooki1 on February 26, 2016, 05:46:01 AM
(http://orig03.deviantart.net/e142/f/2016/057/0/3/jotun_by_rooki1-d9t5ab4.png)

Long time no see.
Now I'm preparing the Rimsenal alpha 13 update on march.

This looks f-- awesome XD
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Dragoon on February 26, 2016, 07:41:37 PM
Cool! Those look awesome.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: w00d on February 26, 2016, 07:51:17 PM
great textures etc. Only issue is the non recoverable equipment from the Feds etc. I end up disabling it after awhile as they do not add enough re playability for me ( they are a fantastic one time event where you defend yourself but after awhile they are just another event where you get nothing from them except clean up ).

Edit : might have sounded ungrateful or harsh which i apologize for as that is unintended, i love the mod and the textures and the effort, i am just hoping for more options and customization options, would love to clad all my guys in Fed armour and gear.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on February 27, 2016, 11:08:12 PM
(http://orig15.deviantart.net/84f8/f/2016/058/f/d/yp_by_rooki1-d9tdee8.png)
(http://orig06.deviantart.net/cf22/f/2016/058/4/1/ad_by_rooki1-d9tdeem.png)
(http://orig05.deviantart.net/45bd/f/2016/058/8/b/gd_by_rooki1-d9tdefb.png)

Status update.
Now I'm focused on organizing this mod more neat and clean, both of graphic and play experience.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SNKcell on February 28, 2016, 03:56:26 PM
Are all of this new weapons and armor new? or are you gonna replace old weapons? I kinda like all of them so I hope that you wont remove any of the old weapons, thanks for all the effort
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: «Temple» on February 28, 2016, 06:14:51 PM
My favorite armor is the peacebringer, I have the textures save so if they ever go away I'll still have them!!!
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on February 28, 2016, 06:36:28 PM
Quote from: SNKcell on February 28, 2016, 03:56:26 PM
Are all of this new weapons and armor new? or are you gonna replace old weapons? I kinda like all of them so I hope that you wont remove any of the old weapons, thanks for all the effort

I'll replace old textures with these. However, old textures will be preserved in texture folder. You can overwrite New ones with them.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: A Friend on February 29, 2016, 07:07:53 AM
Gorgeous. Although the Fed weapons look a tiny bit too sentient alien for me with those red eyes. But that's just me though.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Dragoon on February 29, 2016, 10:19:16 AM
The Bingju (is it 2 or 1 words?) looks awesome!
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on February 29, 2016, 05:33:49 PM
(http://orig13.deviantart.net/c6ab/f/2016/060/8/c/janyeong_by_rooki1-d9tl457.png)
(http://orig08.deviantart.net/4cb6/f/2016/060/e/0/bjorn_by_rooki1-d9tl44x.png)

Status update.
YP Janyeong(Shadow remain) drop suit and JI Bjorn(Bear) assault armor. They'll replace older sprites of each faction armors.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SNKcell on February 29, 2016, 06:52:32 PM
I have a quesiton, does the color of the armor change depending on the quality? sometimes the helmet and the armor from the same set are different in color
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on February 29, 2016, 08:00:35 PM
Quote from: SNKcell on February 29, 2016, 06:52:32 PM
I have a quesiton, does the color of the armor change depending on the quality? sometimes the helmet and the armor from the same set are different in color

Nope. They have random color schemes.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: w00d on March 01, 2016, 07:10:32 AM
Some feedback on the Federation

1. As a whole they are a real pain to deal with zero or little reward, their weapons are in theory powerful but ineffective in the gamestyle of Rimworld. Not being able to harvest their armour which is their most useful ability means you end up with literally hundreds of optic rifles and plasma casters which inevitably burn in a fire. also after 12-15 hours i notice i have not gotten a single excellent weapon or better weapon from them either, and this is with hundreds and hundreds of feds killed. The Plasma rifles are outranged by most commonly available weaponry and do not have a significant damage , dps or fire advantage. The Optic rifles have too slow of a draw time and are ineffective in the Rimworld style of several hundred pawns firing at you.
2.The Federator has an OP ability, one burst on a pawn will burn him, injure him and worst of all destroy his weapon. This is likely the most annoying thing where i scratch my head wondering where all my weapons are were and then realize the  Federator mechsuits were destroying a full hp weapon 100 in 1 burst. I was like err wtf? my pawn was minor injured being well geared but his weapon went from 100-0 and gone .. Is this intended?

Can you release a excel sheet with all weapons ? It would be helpful to be able to compare .

Thank you for the awesome mod.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on March 01, 2016, 07:42:20 AM
Quote from: w00d on March 01, 2016, 07:10:32 AM
Some feedback on the Federation

Well, when alpha 13 released, I'll reflect your suggestions. I have some ideas.

1. Concepts of Feds weapons will be changed, current long range slow firing weapons to continuous firing, shot ranged inaccurate weapons. They'll doesn't use burst fire mod anymore. Feds weapons will be firing single energy bolt with a short aiming time, just like the stormtrooper blaster. Although their weapons are not so accurate, it is easy to saturates a combat zone with unceasing blaster suppression.

2. In my opinion, spawning end tier armor is not good idea for game balance. Instead of that, I think about idea of spawning armor chunks or plasteel pile, or something can compensates for battle against the federation.

Thanks for your suggestions.

(http://orig14.deviantart.net/2f1d/f/2016/060/d/1/judicator_by_rooki1-d9tmyje.png)

Oh, and here is the new Feds riot gear.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Dragoon on March 01, 2016, 12:06:14 PM
If the Feds are gonna be short range with continuous fire what is going to happen to the Yunhwa's shard smg and duel wield shard pistols the Jotun's siege shotgun?
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on March 01, 2016, 07:14:48 PM
Quote from: Dragoon on March 01, 2016, 12:06:14 PM
If the Feds are gonna be short range with continuous fire what is going to happen to the Yunhwa's shard smg and duel wield shard pistols the Jotun's siege shotgun?

Well, that is just an idea in this stage, not confirmed plan. Now I'm testing the various setting for next version.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on March 03, 2016, 07:02:15 AM
(http://orig05.deviantart.net/c852/f/2016/063/8/8/tac_by_rooki1-d9tv94w.png)
(http://orig07.deviantart.net/60e3/f/2016/063/7/4/exo_by_rooki1-d9tv94r.png)
(http://orig15.deviantart.net/19eb/f/2016/062/1/c/laconian_by_rooki1-d9tr8v6.png)


Status update. Tactical vest and tactical helmet, Exo-frame, Graydale's Laconian pioneer armor.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: ThatSny on March 03, 2016, 07:28:56 AM
Here's a quick idea, y'know if you capture enough fed slave troopers and send them back then you become friends with them(the faction, same as just about every faction with humanoid units). If you then call for reinforcements from them they only end up sending slave troopers to help you, i'm thinking that(and i'm not sure if this is practical or even possible as i don't know the restrictions of unit spawning under those conditions) maybe you could mix in a few federation bion units with them.
It was a bit disappointing to see the best the federation that took down more than 20 of my colonies with giant mech suits could only send slave troopers to help me
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: Dragoon on March 03, 2016, 12:01:25 PM
Awesome I always loved exo-frames!
Quote from: rooki1 on March 03, 2016, 07:02:15 AM
-snip-
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on March 11, 2016, 06:51:59 PM
(http://orig13.deviantart.net/3381/f/2016/071/c/e/feral_by_rooki1-d9uusmu.png)

I'm preparing new faction pack, "The ferals".
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: w00d on March 11, 2016, 07:58:16 PM
nice! any chance of a feral power claw with poison or disease causing attacks? :p
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SNKcell on March 11, 2016, 10:00:17 PM
I need this now!!
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: rooki1 on March 13, 2016, 03:41:35 AM
(http://orig13.deviantart.net/be79/f/2016/072/c/3/feral_by_rooki1-d9v1836.png)
(http://orig00.deviantart.net/8c95/f/2016/072/2/d/feralhead_by_rooki1-d9v1cgt.png)

Feral weapons and concept of their mask.
Basically, they are bunch of gun wielding bloodthirsty cannibals.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: A Friend on March 13, 2016, 04:18:48 AM
Quote from: rooki1 on March 13, 2016, 03:41:35 AM
Basically, they are bunch of gun wielding bloodthirsty cannibals.

Wait, a faction composed of our own colonists? Woah.
Title: Re: [A12] Rimsenal v0.4 : The hunter and avenger
Post by: SadisticNemesis on March 14, 2016, 02:02:36 PM
Quote from: rooki1 on March 13, 2016, 03:41:35 AM
(http://orig13.deviantart.net/be79/f/2016/072/c/3/feral_by_rooki1-d9v1836.png)
(http://orig00.deviantart.net/8c95/f/2016/072/2/d/feralhead_by_rooki1-d9v1cgt.png)

Feral weapons and concept of their mask.
Basically, they are bunch of gun wielding bloodthirsty cannibals.

So they're basically the reavers from firefly? PERFECT FOR RIMWORLD! Can't wait for it :D
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: rooki1 on April 07, 2016, 10:50:18 PM
(http://orig07.deviantart.net/87fa/f/2016/098/3/5/preview_by_rooki1-d9y87rl.png)

Rimsenal Alpha 13 Updated

Manual:
https://docs.google.com/document/d/1WUAjRYfXyT-Gz-xD3eth56UbzZ--S8HdtK782jFnKqw/edit?usp=sharing (https://docs.google.com/document/d/1WUAjRYfXyT-Gz-xD3eth56UbzZ--S8HdtK782jFnKqw/edit?usp=sharing)


v0.5:
Core: Alpha 13 compatibility patch
- Graphic update
- Sound update
- Balance update
- Misc tweaks


Well, it's about time.
Now I'm working on update other mod pack.
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: SadisticNemesis on April 08, 2016, 03:58:08 AM
Thank you for your efforts for this amazing mod :)
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: rooki1 on April 08, 2016, 06:01:34 AM
https://www.dropbox.com/s/45hkvaqpo1jphca/Rimsenal_hair.zip?dl=0 (https://www.dropbox.com/s/45hkvaqpo1jphca/Rimsenal_hair.zip?dl=0)

Hair pack updated.
Male "warrior" hair and female "braid" hair added.
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: prongssage on April 08, 2016, 07:31:56 AM
Your Hair pack is one of my Favorite mods. Thank you for the update :)
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: Wild Card on April 08, 2016, 09:13:12 AM
Wow cool ideea for the new faction.
Will they get a base and the usual raiding mechanic like vaniila pirates and tribals and so on?
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: Archadeas on April 08, 2016, 10:24:24 AM
Well, I missed the A12 release download(actually rushed here to redownload it because I deleted it when cleaning), so I will have to wait to play it til after a handful of essential mods update again, but I like the idea. Maybe another faction being the Blackwing Collective, slow rate of fire, high damage and accuracy, expensive and more evil/menacing looking for my evil legion. Until then, Greydale is the closest I can get for non-shiny "Evil".
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: duduluu on April 09, 2016, 03:55:43 AM
it's a nice series mod. :)
Can i translate these mod into Chinese and share to our forum(baidu tieba)?
......What does Senal mean?
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: rooki1 on April 09, 2016, 04:43:43 AM
Quote from: Wild Card on April 08, 2016, 09:13:12 AM
Wow cool ideea for the new faction.
Will they get a base and the usual raiding mechanic like vaniila pirates and tribals and so on?

Feral faction will works like vanilla human factions.

Quote from: duduluu on April 09, 2016, 03:55:43 AM
it's a nice series mod. :)
Can i translate these mod into Chinese and share to our forum(baidu tieba)?
......What does Senal mean?

Yes you can. And Rimsenal means Rim + Arsenal.
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: duduluu on April 09, 2016, 05:07:02 AM
Thanks, Chinese players like your mods all along! :)
Title: Re: [A13] Rimsenal v0.5 : Reloaded
Post by: rooki1 on April 09, 2016, 07:03:16 AM
v0.501 Updated.

(http://orig10.deviantart.net/43e7/f/2016/100/7/2/ags_by_rooki1-d9ydpv9.png)AGS nest
Fixed gun nest with a mounted automatic grenade launcher. Greatly effective against massed enemies.

(http://orig02.deviantart.net/b341/f/2016/100/5/1/hmg_by_rooki1-d9ydpuy.png)HMG nest
Fixed gun nest with a mounted heavy machine gun. Simple but effective defense building.

(http://orig00.deviantart.net/e2a3/f/2016/100/7/2/ss_by_rooki1-d9ydpuo.png)Shard sentry
Sentry gun with a shard cannon. High fire rate and low fire power, this turret explodes when destroyed. Can be redeployed.

(http://orig07.deviantart.net/35ca/f/2016/100/6/e/harvester_by_rooki1-d9ydpv4.png)Harvester
This type of burst laser emplacements are called "Harvesters". As can be inferred from it's name this heavy weapon turret can mow entire enemy groups down in no time.

(http://orig09.deviantart.net/457d/f/2016/100/1/0/mc_by_rooki1-d9ydpuq.png)Molten cannon
Reliably Propelling a molten metal projectile, Molten cannon is the main anti heavy Mechanoid weapon of Jotunheim Prime.


Core:
- You can build Rimsenal weapons and armors.
- Misc tweaks

Security pack: Alpha 13 compatibility patch
- Graphic update
- Balance update
- Misc tweaks
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: Poebe on April 09, 2016, 04:16:53 PM
I dont recommend using this mod right now, there is a game breaking glitch in which raiders magically throw mini grenades through walls and mountains, I just had my whole colony wiped because of this
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: rooki1 on April 09, 2016, 05:18:25 PM
Quote from: Poebe on April 09, 2016, 04:16:53 PM
I dont recommend using this mod right now, there is a game breaking glitch in which raiders magically throw mini grenades through walls and mountains, I just had my whole colony wiped because of this

Magic mini grenade problem fixed.
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: oberthurell on April 09, 2016, 11:19:00 PM
I love your storyteller mod but the update broke it. I believe I got it fixed.
https://www.dropbox.com/s/u15ox3iga9tu7jc/Storytellers.7z?dl=0
Hope this helps anyone else who can't play without these.
(I didn't feel comfortable zipping the whole mod, only the file I messed with, this goes in Mods\Rimsenal_Storyteller\Defs\StorytellerDefs)
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: rooki1 on April 10, 2016, 03:54:35 AM
(http://orig10.deviantart.net/db59/f/2016/101/6/5/federator_by_rooki1-d9yib83.png)
(http://orig01.deviantart.net/797c/f/2016/101/8/a/peacekeeper_by_rooki1-d9yibg5.png)

Beware, the Federation is coming.
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: A_Soft_Machine_Man on April 10, 2016, 11:53:27 AM
I'll admit, I wasn't too keen on the new Federation Riot Gear art at first. Now though, that super creepy cyclops helmet is starting to grow on me.
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: Artyom on April 11, 2016, 05:16:40 AM
Been a long time user of this mod since Alpha 10, I absolutely love it. And now that you're updating the game art, it looks absolutely spectacular! I think when Feds are killed they should drop broken armour fragments. And we should take it to an electric smeltery, and give a smelt order to reclaim plasteel or a disassemble order to give a new specialized material to craft the Fed armour.
Title: Re: [A13] Rimsenal v0.501 : Reloaded
Post by: falconbunker on April 11, 2016, 01:56:40 PM
I don't know f it is just me, but I would like to see a story from the point of view of a family about the rise and fall of the Federation.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: rooki1 on April 13, 2016, 07:12:44 AM
(http://orig03.deviantart.net/9303/f/2016/104/8/8/preview_by_rooki1-d9yvju0.png)
Check the manual(Google Docs) (https://docs.google.com/document/d/1qse0LnAPK8R4wwtqdwv3BKXMP7yQe5nJI8uWvXbMuL8/edit?usp=sharing)

v0.510:
Core:
- Shard cannon changed to swarmer. The swarmer is a very accurate short range weapon.
- Misc tweaks

Federation: Alpha 13 compatibility patch
- Graphic update
- Balance update
- Misc tweaks

Storyteller pack: Alpha 13 compatibility patch
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: hwoo on April 13, 2016, 08:30:58 AM
This looks awesome, so as it stands it's fully compatible with current alpha?

And when combat realism updates again will that affect the weapons in this mod? Or will this mod and the other have different weapons with different damage values?
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: something776 on April 13, 2016, 08:37:43 AM
SCREEEEEEEEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!  I'm so hype to start playing with the federation!

Thank you for your amazing work, I love all your mods, and keep up the amazing work.  To me your mods are some of the best.  Ever.  Of all time.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: duduluu on April 13, 2016, 10:00:57 AM
NICE! NICE! NICE!
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: Ptolisgoodguy on April 13, 2016, 10:35:17 AM
I'm getting an error whenever I load the Federation sub-mod. It isn't a compatibility problem as it still pops up when it's just the core game files, the core mod files and the Federation sub-mod.

I attached an image of the error message below.


[attachment deleted by admin - too old]
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: falconbunker on April 13, 2016, 11:00:19 AM
So will combat realism affect the guns in this mod or no?
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: hwoo on April 13, 2016, 11:08:03 AM
and please bring in pipe shotguns, scrap Armour ( road sign Armour ;) rustonian you ) maybe crude grenades that have a chance of not detonating.

EDIT

just tested out your security mod with the first HMG. i have to say one on its own is a fearsome beast but i do have a couple things id like to suggest.

the emplacement can currently shoot to its direct left and right and even behind itself. as powerful as this thing is. its blind spots should be its weakness. currently it doesn't have any.

and it is insanely powerful like i mentioned. rip a entire legion of tribals apart in seconds. on its own.

if you can, make it so it jams on occasion from continuous fire and needs 'repairing'. this means people will still need to rely on backups like colonists or battle animals in case the mg jams. and it'd make for one hell of a story on the odd occasion.

'fired till the MG jammed, the mechanic was dead and the tribals closed in on me , did I turn tail and run? no! I pulled out my trusty shotgun and kept firing till they ran with their tails between their legs!'

rather than they are mush each and every time no?

love the mod so far.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: SNKcell on April 13, 2016, 01:32:15 PM
Hello Rokki

Will the new feral pack add new armor? It look that they will be fixed units like the federation

thanks for the new update, I cant play rimworld without this mod :D
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: Wild Card on April 13, 2016, 01:49:18 PM
It would be cool if the ferall`s were lootable  :)
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: duduluu on April 13, 2016, 02:22:19 PM
Hello, rooki!
There is a mistake in storyteller pack. Hildegarde Epic's description is the same as Sereniz Sadistic's.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: ttr on April 13, 2016, 02:46:52 PM
Hey, Seems that Security sub-mod is overwriting ResarchProjects definitions from main mod.
I've had to merge them manually.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: fenrin49 on April 13, 2016, 06:45:22 PM
yo! found a bug drop suit helmet cost 700 plasteel im guessing thats suppose to be 70. go fix that zero so i can build badass armor! love the mods!
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: rooki1 on April 13, 2016, 08:20:37 PM
Quick fix complete.
Thank you for announcement.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: fenrin49 on April 13, 2016, 08:23:12 PM
you sir are fast.
Title: Re: [A13] Rimsenal v0.510 : Federated
Post by: rooki1 on April 13, 2016, 08:26:37 PM
Quote from: falconbunker on April 13, 2016, 11:00:19 AM
So will combat realism affect the guns in this mod or no?

Not now. Cause I need sometime to update other mods.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: SomethingLikeArthi on April 13, 2016, 08:37:27 PM
Hi, sorry for bad english im brazilian
Can you give me the alpha 12 links bcz i don't found them in the thread
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: rooki1 on April 13, 2016, 08:54:17 PM
Quote from: SomethingLikeArthi on April 13, 2016, 08:37:27 PM
Hi, sorry for bad english im brazilian
Can you give me the alpha 12 links bcz i don't found them in the thread

Well, I'm Korean and not good at English too. You don't need to say sorry.
Anyway, here is the link.
https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0 (https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0)
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: SomethingLikeArthi on April 13, 2016, 09:02:02 PM
Quote from: rooki1 on April 13, 2016, 08:54:17 PM
Quote from: SomethingLikeArthi on April 13, 2016, 08:37:27 PM
Hi, sorry for bad english im brazilian
Can you give me the alpha 12 links bcz i don't found them in the thread

Well, I'm Korean and not good at English too. You don't need to say sorry.
Anyway, here is the link.
https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0 (https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0)
Thanks
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: PsychoSuru on April 13, 2016, 11:36:16 PM
Is there anyway for you to provide an alpha 13 version that has all the old models? I preferred the old style of the tactical vest than the new one but that's just me.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: rooki1 on April 14, 2016, 12:05:30 AM
Rimsenal: Feral(beta)


Download: https://www.dropbox.com/s/0pnne5efh4zj3ms/Rimsenal_Feral.zip?dl=0 (https://www.dropbox.com/s/0pnne5efh4zj3ms/Rimsenal_Feral.zip?dl=0)

It is not complete version but only beta.
If you have any proposals, please say so.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: fenrin49 on April 14, 2016, 01:40:38 AM
hmmmm i should like to propose maned flame thrower turret....
gota do some testing with this - its just the weapons so far?
also the gnasher is overpriced by a zero in steel.
huh dejavu :-)

edit:
a more serious proposal put 2 slag chunks in the recipe instead of components-they are about as available as components and it gives a use for them before you get the smelter, fits the theme, and it would make the weapons a good desperation/early game option for when you have no resources to spare. overall that would make them kinda cheap. the better weapons in the set might have a component or two also but i think the basic weapons should be easy to scrounge together in a pinch.

edit again!:

so i did some testing.

the scatter stick could do with a bit more spread its bit too accurate

the death dealer could use a little bit more accuracy

scrap tooth also needs a bit less accuracy hardly missed a shot

thrasher also seemed a bit too accurate frequently hit all 3 in the burst

scorcher fuel puddles were not igniting and got very few direct hits but seemed like if the fuel was light it would be a decent short range alternative to the incindeary launcher

gnasher needs allot more accuracy or more bullets double of either and it would be usable.

thats just what i found firing a few bursts at max range and closing in. definitely fun to play with though. and ok balance wise maybe a tiny bit much damage. very good against bears people with guns less so.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: Jessi on April 14, 2016, 04:37:30 AM
Your turrets deal no damage and hit nothing. They also fire big red squares.

Bug or installed wrong? I tried re-installing to no avail, which is a shame because I like having fixed emplacements and your hairpack works just fine.
Title: Re: [A13] Rimsenal v0.511 : Federated
Post by: rooki1 on April 14, 2016, 07:07:31 AM
Quote from: fenrin49 on April 14, 2016, 01:40:38 AM
hmmmm i should like to propose maned flame thrower turret....
gota do some testing with this - its just the weapons so far?
also the gnasher is overpriced by a zero in steel.
huh dejavu :-)

Thank you for your advice! That's really helping!
Using slag as material is a really cool idea.
Here is the updated one.
https://www.dropbox.com/s/0pnne5efh4zj3ms/Rimsenal_Feral.zip?dl=0 (https://www.dropbox.com/s/0pnne5efh4zj3ms/Rimsenal_Feral.zip?dl=0)
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: rooki1 on April 15, 2016, 07:10:02 AM
(http://orig14.deviantart.net/030b/f/2016/106/3/9/preview_by_rooki1-d9z35xh.png)

Rimsenal: Feral


(http://orig08.deviantart.net/cec7/f/2016/106/4/a/feral_by_rooki1-d9z36gk.png)


So, who the ferals are? Think about savages living in the ruins of collapsed civilization. They had to sacrifice lots of things to survive; Technology, culture, history, and adobe all, their humanity.

They are the group of savages who pillage, plunder, murder, or otherwise ruin the day of anyone unfortunate enough to not be one of them. Although usually not very powerful on their own, ferals are most often encountered in groups. With a random mix of scrap weapons, they can prove to be formidable opponents for the lonesome colony.



The Rimsenal: Feral adds new faction, the ferals. Aggressive and ruthless, ferals are formidable foe.

Check the manual(Google Docs) (https://docs.google.com/document/d/18eYBQ_gY-0d-MddCLQvu-6zMK0ye0z3xGfjDosKkcAs/edit?usp=sharing)


Rimsenal - Feral (Alpha 13)
https://www.dropbox.com/s/0pnne5efh4zj3ms/Rimsenal_Feral.zip?dl=0
(15-04-2016 updated)
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: Kadrush on April 15, 2016, 07:48:54 AM
Are those a13 versions of the mods compatible with CR?
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: rooki1 on April 15, 2016, 07:50:47 AM
Quote from: Kadrush on April 15, 2016, 07:48:54 AM
Are those a13 versions of the mods compatible with CR?

Nope.
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: Jessi on April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: rdz1122 on April 15, 2016, 02:32:05 PM
hi Rooki1,

I love your mods, they are great.

I seem to have trouble when using the Storytellers; I pick each one (at Extreme usually), and typically no issue.  With this release, it seems as if the incidents are all blocked; I don't get any Infestations or Raids, and very few others.

Any ideas?
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: Pewpew on April 15, 2016, 06:39:15 PM
Sorry for a silly question here but is the Molten Cannon Artillery or meant for direct fire?
Title: Re: [A13] Rimsenal v0.520 : Feralized
Post by: rooki1 on April 15, 2016, 06:50:18 PM
Quote from: Jessi on April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
It can be mod order problem. Did you installed core mod first?

Quote from: Pewpew on April 15, 2016, 06:39:15 PM
Sorry for a silly question here but is the Molten Cannon Artillery or meant for direct fire?
It's direct fire weapon.

Quote from: rdz1122 on April 15, 2016, 02:32:05 PM
hi Rooki1,

I love your mods, they are great.

I seem to have trouble when using the Storytellers; I pick each one (at Extreme usually), and typically no issue.  With this release, it seems as if the incidents are all blocked; I don't get any Infestations or Raids, and very few others.

Any ideas?
I fixed it a bit. Hope it working.
https://www.dropbox.com/s/m777y1oapkidl4y/Rimsenal_Storyteller.zip?dl=0
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Jessi on April 15, 2016, 07:20:39 PM
Quote from: rooki1 on April 15, 2016, 06:50:18 PM
Quote from: Jessi on April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
It can be mod order problem. Did you installed core mod first?

Is it mandatory? I thought they were seperate mod installs?
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: rooki1 on April 15, 2016, 07:34:46 PM
Quote from: Jessi on April 15, 2016, 07:20:39 PM
Quote from: rooki1 on April 15, 2016, 06:50:18 PM
Quote from: Jessi on April 15, 2016, 12:00:24 PM
Are you working on a fix for the turrets?
It can be mod order problem. Did you installed core mod first?

Is it mandatory? I thought they were seperate mod installs?
Yes, it's not standalone mod. You need install core mod first.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: bigbean009 on April 15, 2016, 11:01:12 PM
Quick question i don't know what i'm doing wrong but none of the mods are working. nothing is showing up no storytellers no weapons no new factions
the load order is as follows:
Core
Rimsernal-13
Rimsernal-Federation
Rimsernal-Feral
Rimsernal-Hair
Rimsernal-Security
Rimsernal-StoryTeller

Edit: fixed it. simple mistake on my end
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Shadss on April 16, 2016, 01:14:01 AM
Is it possible to take the Feral pack, however have the entirety of the old versions of the mod? Truly I prefer the classic mod, as it adds more, and anything that adds more tech, weapons and armor interests me.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Madpizzaboy on April 16, 2016, 01:26:52 AM
does this mod works with rimfire mod?
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: sproutprinceps on April 16, 2016, 04:35:30 AM
I got some kind of error from the mod federation, I loaded the mods in this order:
1. Core
2. Rimsenal core mod
3. Rimsenal - Federation
And the game said it recover from mod or something, however, the core mod and feral work fine for me, any suggestion :?
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Emottaja on April 16, 2016, 04:46:45 AM
I like the new armor designs. On alpha 12, I used to have my colonists wear the Marksman gear while my soldiers wore the Riot gear.
The new Riot gear looks awesome, but I miss the Marksman gear. =/

Could it be possible to maybe have clothing sets in your awesome style to complement the awesome armors? =3
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: A Friend on April 16, 2016, 05:00:29 AM
Quote from: sproutprinceps on April 16, 2016, 04:35:30 AM
I got some kind of error from the mod federation, I loaded the mods in this order:
1. Core
2. Rimsenal core mod
3. Rimsenal - Federation
And the game said it recover from mod or something, however, the core mod and feral work fine for me, any suggestion :?

I had the same problem too but fixed it by just redownloading and replacing those two.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Tig2 on April 16, 2016, 09:23:29 AM
I jus love to see this witch combat realism! It just be lethal and epic hardcore! ^^

With new weapon crafting system are you plan to allow to craft som of those guns?
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: something776 on April 16, 2016, 09:31:50 AM
Quote from: Madpizzaboy on April 16, 2016, 01:26:52 AM
does this mod works with rimfire mod?

Yes, it does.  I currently have both running in my game.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: duduluu on April 16, 2016, 01:56:27 PM
Such fast updating!
I think you may add the version number in the filename.
For we know the version that we download. :)
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Ballisticmoss on April 17, 2016, 12:39:13 PM
for some reason when i have the feral faction mod installed and not active the clothes from that mod still show up in the clothing list and when i try to make them not wear it they go completely nude.

i don't know if this is because im am using other mods with this but i cant get it to stop i even uninstalled the mod.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Cewelowic on April 17, 2016, 06:28:22 PM
Hey rooki1

I signed up to the forums just to say thanks and to give some feedback! This is really the only mod I use (core, security and storytellers to be exact), and I think its great! I noticed a few things, though, and wanted to point them out.

To start, a small typo. Carbon jumpsuit is called Carbon jumpuit in the game, missing an s.

I love the Sereniz Storyteller! Shes just what I want in the game. Raids are often enough I keep well stocked, but theres plenty of time to manage my colony in the mean time.

The melee weapons are really powerful, but they also sell for too much. They dont scale with material cost either. I can make vibro swords for 40 steel and sell them to completely clean out an exotic goods seller! Then when they sell them, but in odd materials like gold, I can buy them and smelt them down for massive profit. I bought a golden assault hammer for 4500 silver and smelted it down into 800 gold, which is worth some 11k silver. I'd like you to consider this. Oh, and the new melee weapons take 1 tick to manufacture. I personally went in and changed that to something reasonable.

The YP faction armor and weapons are my favorite. With the drop suit my bionic legged soldier is sprinting at some 8.6 squares a second! Its utter nonsense. Maybe the bonus is too fast when you have bionic legs. What sucks though is my 100 plasteel spike turret has 24(!) hp, which means it gets blown up by a PDW in 2 bursts. I dont think its supposed to be that weak, since an improvised plasteel turret has 240 hp. Spike rifles are the staple in my arsenal. I used the marksman rifle by GD, and I think its too powerful. It fires 2 25 damage shots at great accuracy, and just destroys everything. I'd consider tweaking it since it doesnt take research to unlock.

I have a set of legendary assault armor, but I rarely use it. The movement penalty is so great I essentially have to set that character in one spot and bunker up, waiting for them to come to me. Not very assaulty. It does give around a 64% chance to negate a gunshot though, so thats really good.

I think it'd be great if you added some light armor/apparel for each faction. Its kind of weird for my characters to be side by side with ones in dusters and cowboy hats. I've only ever seen one carbon jumpsuit, too.

Anyways, thats just my 2 cents. I really love the mod and I might try out the feral faction mod when I make a new planet. Keep up the good work!

Edit: Even though GD weapons only take steel, they produce plasteel when smelted.

Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Lumaan on April 17, 2016, 07:33:27 PM
CCL is out for A13, but gives a error in debug log :( But you can get around it by using "-nohelp" when running the game *Right click the icon go to "Properties", under "Shortcut" tab drop in the "-nohelp" after the exe file *so it looks like this "Where you have Rimworld installed\RimWorld1135Win.exe -nohelp*
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: rooki1 on April 17, 2016, 07:57:56 PM
Thank for feedback everyone. I really appreciate for your help.
Now I'm on big balance update(aka. nerf hammer). It will take some time.
Title: Re: [A13] Rimsenal v0.521 : Feralized
Post by: Artyom on April 18, 2016, 12:42:22 AM
@rooki1 I've been a long time fan of Combat Realism and I absolutely loved your mods' compatibility patch. When CR hopefully gets updated, could we look forward to another cross compatibility patch?
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: rooki1 on April 18, 2016, 06:06:54 AM
v0.53 Updated!

v0.53:
Core:
- Balance fix. Most of weapons got nerfed to vanila level.

Federation:
(http://orig08.deviantart.net/9c90/f/2016/109/b/0/auxpistol_by_rooki1-d9zgm6a.png)
- Aux pistol added. A crude, mass produced version of more delicate Negotiator pistol.
- Balance fix

Feral:
(http://orig00.deviantart.net/345f/f/2016/109/0/e/boomstick_by_rooki1-d9zgm3g.png)
- Rat stick added. A javelin tied with explosive boomrat tumor.
- Balance fix
- Feral projectile texture added

Security pack:
(http://orig06.deviantart.net/2005/f/2016/109/b/f/bc_by_rooki1-d9zgm2w.png)
- Barrage cannon added. Designed for long range fire support, the barrage cannon shoots destructive rocket salvo.

Storyteller pack:
- Balance fix


(http://orig13.deviantart.net/163b/f/2016/109/e/9/mule_by_rooki1-d9zgnhm.png)

Well, then, I want you to guess what it is.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Cewelowic on April 18, 2016, 06:35:27 AM
Wow that was pretty fast. I'm gonna install these and check them out!

Also, I just noticed (mostly because I just got them) that exoskeleton suits when the pawn is facing up have a transparent center square. It shows whatever is behind the pawn.

I dont think Ive seen a mod updated so fast tbh. You really keep this mod fresh!

Im guessing that is some kind of tank, maybe an APC given I dont see any obvious weapons. Maybe its a trader pack tank. The sides look like vents rather than rocket pods, since in the front view they are eclipsed. Or maybe they are side storage pods.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: sproutprinceps on April 18, 2016, 06:51:17 AM
Quote from: rooki1 on April 18, 2016, 06:06:54 AM

(http://orig13.deviantart.net/163b/f/2016/109/e/9/mule_by_rooki1-d9zgnhm.png)

Well, then, I want you to guess what it is.

A muffalo?
Perhaps a new mech for Federation Peace Corp?
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Cewelowic on April 18, 2016, 07:47:07 AM
My initial impression of the balance mod is that most changes are good! Forcing materials on the melee weapons is probably smart to prevent getting cheap precious metals, at least until you can change their cost based off materials used. I'm keeping my uranium concussion baton for separating torsos from bodies though ;)

Jottun Interstellar ranged weapons didnt interest me at first, and now they are pretty lackluster across the board. The hrunting rifle now is a weaker survival rifle, and I think thats a tragedy. The pistol which I did use occasionally is now a weak trade-off of damage, speed, and accuracy compared to the starter. I think you can keep the high damage of the Jottun weapons because they are expensive (Plasteel!), slow, inaccurate, and require research.

Seems I'll actually have to diversify from spike rifles, since they are really only going to be good past the 24 square mark. The marksman rifle seems like a good choice but not a perfect one, so I think its in a good spot.

I like to be able to move my forces out of danger quickly, so I dont really use Fed weapons. I cant speak for them, but they still seem like strong weapons in their own right.

I might have to put back my HMG nests ;)
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: rooki1 on April 18, 2016, 07:58:55 AM
Quote from: Cewelowic on April 18, 2016, 07:47:07 AM
Jottun Interstellar ranged weapons didnt interest me at first, and now they are pretty lackluster across the board. The hrunting rifle now is a weaker survival rifle, and I think thats a tragedy. The pistol which I did use occasionally is now a weak trade-off of damage, speed, and accuracy compared to the starter. I think you can keep the high damage of the Jottun weapons because they are expensive (Plasteel!), slow, inaccurate, and require research.

Does you see the damage type of JI? Now they are ignoring armor. I changed them to mechanoid hunting tools.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: A_Soft_Machine_Man on April 18, 2016, 08:07:30 AM
From the sounds of the changes, I might not actually download this version. Don't get me wrong, I appreciate the work you do and your wanting to make this mod balanced with vanilla, but from the looks of things it seems a lot of what I actually liked about this most recent version got changed for the worse (in my opinion at least) especially in regards to the nerf toward JI gear (which I feel had already been nerfed enough) and the Spike Rifle.

Quote from: rooki1 on April 18, 2016, 07:58:55 AM

Does you see the damage type of JI? Now they are ignoring armor. I changed them to mechanoid hunting tools.

The problem I personally have with that is that it basically-overspecializes the entire JI lineup. I know the whole idea behind JI was "big, ugly, inaccurate, but brutally powerful and built to kill mechanoids" but having them really only be effective against mechanoids reduces their ultimate viability over Yunwha or even Greydale gear.

Quote from: Cewelowic on April 18, 2016, 07:47:07 AM

The marksman rifle seems like a good choice but not a perfect one, so I think its in a good spot.

I might have to put back my HMG nests ;)

Before this newest patch the DMR was a go to for all my colonists, since it's just about as strong as the vanilla sniper rifle with the handling of the vanilla survival rifle (which is to say really good) before swapping over to Spike Rifle for general purpose and Siege Shotgun for my "heavies". Also, HMG nest killboxes all day, every day.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: kexici on April 18, 2016, 11:30:26 AM
hi :)
like allways your mod is awesome :)
i have found some smal missing lines :)
<code>
<defName>Apparel_TacVest</defName>
....
<recipeMaker>
      <unfinishedThingDef>UnfinishedTechArmor</unfinishedThingDef>
    </recipeMaker>
....
</code>

and please add some more describtion in you research def :)
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Nanao-kun on April 18, 2016, 01:24:48 PM
Quote from: rooki1 on April 18, 2016, 07:58:55 AM
Quote from: Cewelowic on April 18, 2016, 07:47:07 AM
Jottun Interstellar ranged weapons didnt interest me at first, and now they are pretty lackluster across the board. The hrunting rifle now is a weaker survival rifle, and I think thats a tragedy. The pistol which I did use occasionally is now a weak trade-off of damage, speed, and accuracy compared to the starter. I think you can keep the high damage of the Jottun weapons because they are expensive (Plasteel!), slow, inaccurate, and require research.

Does you see the damage type of JI? Now they are ignoring armor. I changed them to mechanoid hunting tools.

Does that include armor and clothing worn by people?
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Vaperius on April 18, 2016, 02:06:19 PM

If it does it be much less lackluster as a weapon set.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Wild Card on April 18, 2016, 02:28:06 PM
You are missing an "s" in the last turret`s description.
It should be "destructive rocket salvos" not destructive rocket salvo
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: BlackflagNarwhal on April 18, 2016, 03:17:17 PM
None of the download links work! D:





Edit: Wait, nvm, its working.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Deathking9132 on April 18, 2016, 03:50:08 PM
I tried playing with this mode for quit a while but i never got any infestation event(even when locked up in mountain) while playing with one of the new story teller but when i tried standard story teller infestations become common.
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Madpizzaboy on April 18, 2016, 04:08:52 PM
does v0.53 a savegame compatible?
Title: Re: [A13] Rimsenal v0.53 : Balance fix edition
Post by: Cewelowic on April 18, 2016, 04:23:17 PM
v0.53 is kinda save compatible. He renamed the tactical vest game name from TacVast to TacVest, so you have to manually replace these in your save. I ended up just deleting all tac vests.

What storyteller death? I've been using sereniz almost exclusively and I've had at least 8 infestations, mostly in my kitchen and bedrooms.

Speaking of sereniz, the recent update to her has her flinging traders at me like no tomorrow. I get at least 1 orbital trader a day, often more. I also get tons of trader caravans, so much so my courtyard is a festival for vistors lol.

Also your tweak to the melee weapons makes it so I cant make special material melees, but they still appear in shops and raids.

(http://puu.sh/on4pg/bca311be1c.jpg)
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: rooki1 on April 18, 2016, 08:57:35 PM
Quick fix for core mod.

- Damage stats of Jotun weapon were increased.
- Special material melee weapons are no more.
- Misc bug fix.
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: Lumaan on April 18, 2016, 10:20:39 PM
@rooki1
I've installed the CCL A13 but it gives me an error if I don't use the "-nohelp" when starting the game.
QuoteException from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: collection

  at System.Collections.Generic.List`1[Verse.ThingDef].CheckCollection (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.ThingDef].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions.GetRecipesUnlocked (Verse.ResearchProjectDef researchProjectDef, System.Collections.Generic.List`1& thingDefs) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForResearch (Verse.ResearchProjectDef researchProjectDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForDef[ResearchProjectDef] (Verse.ResearchProjectDef def, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveDefList[ResearchProjectDef] (System.Collections.Generic.List`1 defs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveResearch () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveImpliedDefs () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.HelpSubController.Initialize () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.MainMonoBehaviour.Initialize () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

Have done some testing and I don't get the error if I remove the "Apparel_RS.xml", do get errors that this file is missing for some of the other mods of your. *Don't know any coding so been unable to see what's in this file that don't play nice with CCL's automatic generating help-file*
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: BiBiS on April 19, 2016, 07:10:45 AM
Hello

Is it possible to select which weapons/factions to use in core mode? For example i'm only like Greydale Defence for vanilla look, how can i turn off other weapons/factions?
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: branch? on April 19, 2016, 07:53:13 PM
Rooky1, Can you add the hair-art in the resource dump to your hair mod? The hair they uploaded is quite nice.

https://ludeon.com/forums/index.php?topic=2390.240
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: Adamiks on April 20, 2016, 01:35:01 AM
Why you removed so many armors from this mod (Reflex armor, marksman gear and you added some other armor, with some ODD tech or something like that, i dont see that armor too...)? I checked changelog and few last pages of this topic and there is nothing about it, so im not sure when those armors were removed but still, i dont really see a reason to do that.

Am i missing something or you really removed like 3 sets of armor?
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: Lumaan on April 20, 2016, 02:34:37 AM
Quote from: Lumaan on April 18, 2016, 10:20:39 PM
@rooki1
I've installed the CCL A13 but it gives me an error if I don't use the "-nohelp" when starting the game.
QuoteException from asynchronous event: System.ArgumentNullException: Argument cannot be null.

Parameter name: collection

  at System.Collections.Generic.List`1[Verse.ThingDef].CheckCollection (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at System.Collections.Generic.List`1[Verse.ThingDef].AddRange (IEnumerable`1 collection) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.ResearchProjectDef_Extensions.GetRecipesUnlocked (Verse.ResearchProjectDef researchProjectDef, System.Collections.Generic.List`1& thingDefs) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForResearch (Verse.ResearchProjectDef researchProjectDef, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.HelpForDef[ResearchProjectDef] (Verse.ResearchProjectDef def, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveDefList[ResearchProjectDef] (System.Collections.Generic.List`1 defs, CommunityCoreLibrary.HelpCategoryDef category) [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveResearch () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.HelpBuilder.ResolveImpliedDefs () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.HelpSubController.Initialize () [0x00000] in <filename unknown>:0

  at CommunityCoreLibrary.Controller.MainMonoBehaviour.Initialize () [0x00000] in <filename unknown>:0

  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0

Have done some testing and I don't get the error if I remove the "Apparel_RS.xml", do get errors that this file is missing for some of the other mods of your. *Don't know any coding so been unable to see what's in this file that don't play nice with CCL's automatic generating help-file*
@rooki1 - Found out of why CCL's auto gen help file made this error.
In "Apparel_RS.xml" there is this:
<ThingDef ParentName="ApparelBase">
<defName>Apparel_Exoframe</defName>
<label>Exoframe</label>

All I did was:
<ThingDef ParentName="ApparelMakeableBase">
<defName>Apparel_Exoframe</defName>
<label>Exoframe</label>
;)
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: rooki1 on April 20, 2016, 04:29:21 AM
Quote from: Lumaan on April 20, 2016, 02:34:37 AM
@rooki1 - Found out of why CCL's auto gen help file made this error.
In "Apparel_RS.xml" there is this:
<ThingDef ParentName="ApparelBase">
<defName>Apparel_Exoframe</defName>
<label>Exoframe</label>

All I did was:
<ThingDef ParentName="ApparelMakeableBase">
<defName>Apparel_Exoframe</defName>
<label>Exoframe</label>
;)
[/quote]
Thank you very much! I'll fix it.

Quote from: Adamiks on April 20, 2016, 01:35:01 AM
Why you removed so many armors from this mod (Reflex armor, marksman gear and you added some other armor, with some ODD tech or something like that, i dont see that armor too...)? I checked changelog and few last pages of this topic and there is nothing about it, so im not sure when those armors were removed but still, i dont really see a reason to do that.

Am i missing something or you really removed like 3 sets of armor?
I removed them for some reasons like balance, code stability, etc. I'll add other armors later.
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: rooki1 on April 20, 2016, 04:38:13 AM
v0.532 Update


Core:
- Misc fix

Feral:
- Warg herder hunting pack added
- Ogrenaut added

(http://orig00.deviantart.net/68b6/f/2016/111/6/4/ogrenaut_by_rooki1-d9zon3s.png)

Ogrenaut: Originally designed for construction and heavy industry, the Ogron™ is a large, tough, thickheaded xenohuman. In rimworld condition, Many feral clans use them as brutal war beasts.
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: Mavhaa on April 20, 2016, 05:54:56 AM
Oh man , this is awesome , thanks for the great work  :)
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: A_Soft_Machine_Man on April 20, 2016, 09:26:48 AM
Ah yes, looks appropriately brutal. Can't wait to start fighting these things!
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: A Friend on April 20, 2016, 10:11:34 AM
That's one scary looking meatball.

<3
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: MarcTheMerc on April 20, 2016, 10:22:39 AM
Rooki your mod adds so much to Rimworld and deserves to be vanilla and I consider it a must have mod!
Title: Re: [A13] Rimsenal v0.531 : Balance fix edition
Post by: Adamiks on April 20, 2016, 11:29:53 AM
Quote from: rooki1 on April 20, 2016, 04:29:21 AM

Quote from: Adamiks on April 20, 2016, 01:35:01 AM
Why you removed so many armors from this mod (Reflex armor, marksman gear and you added some other armor, with some ODD tech or something like that, i dont see that armor too...)? I checked changelog and few last pages of this topic and there is nothing about it, so im not sure when those armors were removed but still, i dont really see a reason to do that.

Am i missing something or you really removed like 3 sets of armor?

I removed them for some reasons like balance, code stability, etc. I'll add other armors later.

So is there any way to download older version of your mod?
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: RadaRadaRada on April 20, 2016, 03:23:54 PM
Is the inability to smelt the Auxiliary pistol intentional?
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: igz33 on April 20, 2016, 05:21:43 PM
When I run the rimferal mods, its seem that the only faction that raid me is the feral... Is there any way to change that?
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: A Friend on April 20, 2016, 07:51:56 PM
Quote from: igz33 on April 20, 2016, 05:21:43 PM
When I run the rimferal mods, its seem that the only faction that raid me is the feral... Is there any way to change that?

I get a healthy dose of other raids. I think it's just a bit of bad luck on your part.
Title: Re: [A13] Rimsenal v0.532 : Ogrenaut
Post by: wekenshion on April 21, 2016, 02:32:57 AM
I love this mod, it gives me a real borderlands meets Rimworld feel in terms of the weapon manufactures strengths and weaknesses and the story tellers (Nice art by the way!). I'd really like to know more about the Federations story if there is more to share. Keep up the good work! :)
Title: Re: [A13] Rimsenal v0.533 : Stalker
Post by: rooki1 on April 21, 2016, 06:33:21 AM
v0.533 Updated

Core:
- Misc fix

Federation:
- New enemy: Peacebringer added
- New enemy: Monitor added


(http://orig10.deviantart.net/c028/f/2016/112/b/6/peacebringer_by_rooki1-d9zsw9n.png)
Federation Peacebringer: Assassins of the Federation, the peacebringer corps deploys stalker model bions to eliminate enemy. The 'stalker' models are specially designed for infiltration and spying. Nimble and silent, they are not easy prey.

(http://orig08.deviantart.net/6f27/f/2016/112/7/6/monitor_by_rooki1-d9zsw9v.png)
Monitor: Small, agile unarmed scout mechanoid that deployed by the Federation. Weak but really annoying.
Title: Re: [A13] Rimsenal v0.533 : Stalker
Post by: Astasia on April 21, 2016, 08:15:36 AM
Really awesome stuff.

I think the market values on your melee weapons are super low now, perhaps due to the stuff changes you made to them. Like the assault hammer is worth 650 silver, but is made with 180 plasteel worth like 4000 silver alone. Their low value also means raiders are spawning with them a lot more often, seeing day 50 raider groups with all rimsenal melee weapons at normal-good+ quality, just destroying my guys instantly.
Title: Re: [A13] Rimsenal v0.533 : Stalker
Post by: Geroj on April 21, 2016, 08:26:13 AM
Quote from: Astasia on April 21, 2016, 08:15:36 AM
Really awesome stuff.

I think the market values on your melee weapons are super low now, perhaps due to the stuff changes you made to them. Like the assault hammer is worth 650 silver, but is made with 180 plasteel worth like 4000 silver alone. Their low value also means raiders are spawning with them a lot more often, seeing day 50 raider groups with all rimsenal melee weapons at normal-good+ quality, just destroying my guys instantly.

I can comfirm this and wanted to write same thing, weapons have low value
Title: Re: [A13] Rimsenal v0.533 : Stalker
Post by: Madpizzaboy on April 21, 2016, 08:32:45 AM
Quote from: Astasia on April 21, 2016, 08:15:36 AM
Really awesome stuff.

I think the market values on your melee weapons are super low now, perhaps due to the stuff changes you made to them. Like the assault hammer is worth 650 silver, but is made with 180 plasteel worth like 4000 silver alone. Their low value also means raiders are spawning with them a lot more often, seeing day 50 raider groups with all rimsenal melee weapons at normal-good+ quality, just destroying my guys instantly.

lol just a second ago i watch my whole colony that i have been playing for 7 hour got destroy by 6 raiders spawn with assault hammer with a shield, after 2 minute watching my colony got their head bash by those assault hammer I decided to open up this website and just to find out that a new patch has been release, awesome ! time to start over spend another 7 hour of awesomenes and epicness.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: rooki1 on April 21, 2016, 08:37:34 AM
Quick fix complete.


Sorry for inconvenience.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Lumaan on April 21, 2016, 09:03:11 AM
Quote from: rooki1 on April 21, 2016, 08:37:34 AM
Quick fix complete.


Sorry for inconvenience.
Don't be, and be the way "Thank you" for adding the version number on the zip file 8)
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Astasia on April 21, 2016, 09:53:57 AM
Wow, thanks for changing that so fast. I'll play around with it a bit and see what kind of difference it makes. I think the hammer might still be a bit on the low side though, just glancing at the numbers. I think a vanilla plasteel longsword is worth like 3k base market value.

Edit: My next raid after updating was still pretty nasty. 1 hammer, 3 combat blades, 3 concussion batons, a shiv and a guy with an axe from RTFJ. They were lower quality though, so it wasn't nearly impossible like before. I might increase the values a bit more on my end.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Madpizzaboy on April 21, 2016, 04:41:41 PM
something weird just happen , my colony got raid by three warg , and it didnt said manhunter pack or mad animal but its said "Raid" by a group of Feral from namedfaction
i pick Hildegarde Epic as my storyteller because i like more raiding so more action

here a pic  http://prnt.sc/av6ldx
and one of the warg start to mining for a sec http://prnt.sc/av6m7x
oh and here's after i kill two of em http://prnt.sc/av6p2v
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: rooki1 on April 21, 2016, 05:15:42 PM
Quote from: Madpizzaboy on April 21, 2016, 04:41:41 PM
something weird just happen , my colony got raid by three warg , and it didnt said manhunter pack or mad animal but its said "Raid" by a group of Feral from namedfaction
i pick Hildegarde Epic as my storyteller because i like more raiding so more action

here a pic  http://prnt.sc/av6ldx
and one of the warg start to mining for a sec http://prnt.sc/av6m7x
oh and here's after i kill two of em http://prnt.sc/av6p2v

That's what I intended. You will see that it's not just warg raid later.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Madpizzaboy on April 21, 2016, 05:33:13 PM
Quote from: rooki1 on April 21, 2016, 05:15:42 PM
Quote from: Madpizzaboy on April 21, 2016, 04:41:41 PM
something weird just happen , my colony got raid by three warg , and it didnt said manhunter pack or mad animal but its said "Raid" by a group of Feral from namedfaction
i pick Hildegarde Epic as my storyteller because i like more raiding so more action

here a pic  http://prnt.sc/av6ldx
and one of the warg start to mining for a sec http://prnt.sc/av6m7x
oh and here's after i kill two of em http://prnt.sc/av6p2v

That's what I intended. You will see that it's not just warg raid later.

by later you meant later in the game or later in your upcoming update?
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: rooki1 on April 21, 2016, 06:27:27 PM
Quote from: Madpizzaboy on April 21, 2016, 05:33:13 PM
Quote from: rooki1 on April 21, 2016, 05:15:42 PM
Quote from: Madpizzaboy on April 21, 2016, 04:41:41 PM
something weird just happen , my colony got raid by three warg , and it didnt said manhunter pack or mad animal but its said "Raid" by a group of Feral from namedfaction
i pick Hildegarde Epic as my storyteller because i like more raiding so more action

here a pic  http://prnt.sc/av6ldx
and one of the warg start to mining for a sec http://prnt.sc/av6m7x
oh and here's after i kill two of em http://prnt.sc/av6p2v

That's what I intended. You will see that it's not just warg raid later.

by later you meant later in the game or later in your upcoming update?

Later in game.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Nanao-kun on April 22, 2016, 06:53:44 PM
I'm using Skullywags' Reclaim Fabrics and breaking down armor like the riot gear leaves the debug material Plastic.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Cewelowic on April 23, 2016, 01:28:28 PM
Hey I wanted to chime in and say theres no real reason to make the Graydale Support machinegun right now. Compared to the vanilla LMG, it costs more materials, deals one less damage per shot, has the same burst, is slightly less accurate, but does have 6 squares of range on it. Compared to the tactical carbine it has 2 more burst count, but much greater windup and cooldown such that the carbine puts out more bullets per 10 seconds than the support machinegun, its less accurate, costs more, but has 4 range on it. For the paultry increase in range I could have a marksman rifle or a vanilla assault rifle (31 range compared to 32, much better accuracy) to do the same job.
Title: Re: [A13] Rimsenal v0.534 : Stalker
Post by: Iwillbenicetou on April 23, 2016, 01:41:07 PM
Hey, sorry if this was said before (really don't want to go through 30 pages of comments), but is there a possibility to make the Yunhwa Drop suit invincible to the nuclear gas attack. Would help to go outside and scavenge for food using the suit. Just a suggestion.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: rooki1 on April 24, 2016, 03:40:51 AM
v0.54 Updated

Core:
- YP: "JinCheon" Nerve suit added
- JI: "Muspell" Suppressor cannon added
- AD: "Condemner" Marksman gear added
- GD "Caracal" HV SMG added
- WAV sound files were converted to smaller OGG files.


(http://orig13.deviantart.net/98fb/f/2016/115/0/7/muspell_by_rooki1-da05g64.png)
"Muspell" Suppressor cannon: The "Muspell" suppressor cannon is a Jotun Interstellar's answer to small "crawler" type mechanoid swarm. The Muspell ceaselessly fires super heated metal fragments.
(http://orig14.deviantart.net/7df6/f/2016/115/3/3/caracal_by_rooki1-da05g6t.png)
"Caracal" HV SMG: The "Caracal" is a SMG that manufactured by Graydale Defence. It was designed for close assault and fires special small calibre high velocity cartridges that can penetrate armour.
(http://orig15.deviantart.net/321c/f/2016/112/4/a/jincheon_by_rooki1-d9zwa9c.png)
"JinCheon" Nerve suit: Yunhwa precision "JinCheon" nerve suit. It makes the wearer faster via direct neural links with artificial nerve system. However, the word "faster" doesn't means "more accurate." This rapid reaction function costs accurate manipulation capability.
(http://orig10.deviantart.net/c028/f/2016/112/b/6/peacebringer_by_rooki1-d9zsw9n.png)
"Condemner" Marksman gear: Arms Dynamics "Condemner" Marksman gear. With joint stabilizer unit, this outfit assure steady aim. Standard issue gear of the Federation Peacebringer assassin corps. Integrated target spotter guarantees high accuracy and fast reaction.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Madpizzaboy on April 24, 2016, 03:51:54 AM
thats awesome thanks rooki
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: A_Soft_Machine_Man on April 24, 2016, 10:14:11 AM
You know, I've been wanting a machine gun for JI for a long time. Thanks a ton, Rooki, this update looks awesome!

Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: SNKcell on April 24, 2016, 01:05:00 PM
I have said before and I will say it now, this mod is awesome and my favorite, thanks a lot for the work, works great and should be vanilla

Thanks rooki
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Adamiks on April 24, 2016, 01:11:42 PM
Marksman gear looks dope!

I think i would order my favorite colonist wear it even if stats would be sucky compared to other armors :D
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: A_Soft_Machine_Man on April 24, 2016, 04:52:38 PM
Quote from: Adamiks on April 24, 2016, 01:11:42 PM
Marksman gear looks dope!

I think i would order my favorite colonist wear it even if stats would be sucky compared to other armors :D

Yeah it does, I might save it for my snipers though. I found a combo that's pretty good stats-wise and looks pretty good (in my opinion of course) is Dropsuit Helmet  -> Duster (preferably hyperweave, synththread, or boomalope leather) -> Tactical Vest -> Carbon suit
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Avtomatik on April 25, 2016, 07:23:08 PM
Is rimsenal combat realism compatible?

Edit: guess not as CR is still in pre-release. But will it be? :D
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Korn.Mil on April 27, 2016, 10:54:34 AM
(http://www.part.lt/img/21c548b27da667ae9c06b91852f988a8895.jpg) (http://www.part.lt/perziura/21c548b27da667ae9c06b91852f988a8895.jpg)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Dragoon on April 27, 2016, 02:33:34 PM
If you do add the celestial faction, what would their weapons and armor style be? I mean the Yunhwa focuses on quantity over quality, the Jotun focus on damage, the Graydale are balance, and the Federation focus on range (I think) so what makes the Celestials special? You know their own.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Goldenpotatoes on April 27, 2016, 07:29:56 PM
Is there any hope of a potential Combat Realism patch once an official A13 version of it is released? It currently conflicts with the pre-release in terms of breaking the pick-up system or weapon gizmos depending on load order.

I love the variety of guns with the addition factions but I also love CR's combat changes.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: duduluu on April 28, 2016, 02:10:31 AM
hello, rooki1!
My friend make a mod. There are a helmet and an armor in the mod. Could we use some of your textures in our mod?

Such like this:

[attachment deleted by admin - too old]
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: rooki1 on April 28, 2016, 07:30:21 AM
Quote from: duduluu on April 28, 2016, 02:10:31 AM
hello, rooki1!
My friend make a mod. There are a helmet and an armor in the mod. Could we use some of your textures in our mod?

Such like this:

Yes.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: duduluu on April 28, 2016, 09:50:36 AM
Quote from: rooki1 on April 28, 2016, 07:30:21 AM
Quote from: duduluu on April 28, 2016, 02:10:31 AM
hello, rooki1!
My friend make a mod. There are a helmet and an armor in the mod. Could we use some of your textures in our mod?

Such like this:

Yes.

Thank you very much! :)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: JerryL on April 29, 2016, 09:05:39 PM
I was wondering if there were any plans on adding ammo and such for your weapons once Combat Realism comes to a full release.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: mdonovan on April 30, 2016, 10:33:15 AM
Just posting to say that this mod is a fantastic piece of work--the art and equipment style is very good. Would you incorporate mobs that spawn with Jotun, Greydale and Yun equipment, to incorporate them as enemy factions, like the Ferals and Arms Dynamics? Is there any way, short of bribery, that one of these factions could start as allies, instead of the mundane trade town? Maybe packs of them could spawn on map as 'hirable' mercenaries that use domesticated animal behavior, and require large amounts of food (higher hunger rate) as payment? Maybe their mood modifier is set to drive them into a frenzy if their food 'payments' are not made.

I notice that, 2 years game-time into my current run, mostly low tier Feral and AD packs spawn. There are many of them, but I have yet to see any high tier units. Is this based on colony wealth or is more time needed?  Overall, excellent work.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: cesarjunior233 on April 30, 2016, 02:13:40 PM
When the now update will launch ???????
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: kuchiki19 on May 01, 2016, 03:03:24 PM
hey rooki, thanks for making this great mod, for me its simply makes rimworld more sci-fi and more interesting.
i started using your mod since ver alpha 13, back then i remember facing raiders using rimsenal guns, armor, helmet even in early stage of the game. but now its seems that i never find raid(except federation raid) or visitor with rimsenal guns,armors,helmets,etc at all. i only see meele weapons like vibrosword, assault hammer and grenades.i never seen raid with such like drop suit, nerve suit, yun guns, jotun guns, or any others rimsenal cores.
ive played couple of games sereniz sadistic challenge with length 3-4 years.
is this intended? or is this a bug? i really want to know whats the cause of this.
i hope you can help me. thanks in advance.
sorry for my english
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Astasia on May 01, 2016, 03:54:48 PM
You will see tactical helmets/vests fairly early on, and pioneer helmets not long after. You don't see the other stuff for a while because I believe it's based on price and they are a lot more valuable. They are comparable in value to power armor, so probably show up around the same time you start running into raiders in full power armor.

Same with weapons, you will see the scavenger weapons and crucible pistols on normal raiders, but all of the other guns have a lot higher value and take a very long time to show up I think. The melee weapons on the other hand still have very low values which is why almost every melee raider is using them.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: panggul_mas on May 01, 2016, 07:10:25 PM
Rooki1, could you please post this to the A13 mod announcement release thread? Its very convenient to be able to scroll through there and I'd like to see your mods in the list since they're all ready :)


https://ludeon.com/forums/index.php?topic=18353.0

Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: kuchiki19 on May 01, 2016, 10:32:14 PM
Quote from: Astasia on May 01, 2016, 03:54:48 PM
You will see tactical helmets/vests fairly early on, and pioneer helmets not long after. You don't see the other stuff for a while because I believe it's based on price and they are a lot more valuable. They are comparable in value to power armor, so probably show up around the same time you start running into raiders in full power armor.

Same with weapons, you will see the scavenger weapons and crucible pistols on normal raiders, but all of the other guns have a lot higher value and take a very long time to show up I think. The melee weapons on the other hand still have very low values which is why almost every melee raider is using them.

thanks for your answer.
i did find tactical helmets/vests then pioneer like you describe. but i have yet to see the guns.ive never encounter a normal raiders using rimsenal guns at all, not even crucible pistols even in the year 5. all mercenary elites are only using charge rifle.
basically im comparing my old runs to my recent runs. my old runs like about couple of weeks ago, i remember quite well i seen normal raiders using rimsenal weapons and armors even its still in year 1, however couple of my recent runs didnt find that which is why i decided to ask here.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Commander Blackwatch on May 02, 2016, 12:17:58 PM
Great Storyteller characters and the event , Guns , Armor , Security , hair , and faction
Best Mod :D

Rate

100/100

-The Blackwatch
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: crazyjoery on May 03, 2016, 01:04:59 PM
Errors were fixed by removing uscm mod that was causing all kinds of weird issues.

Loving the mod btw :)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Nanao-kun on May 04, 2016, 01:32:20 AM
Is it intentional that the HMG nest and the AGS nest have lower cover than sandbags? Same for the Harvester.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Dragoon on May 04, 2016, 12:11:49 PM
I have been using Hildegarde and so far I have gotten 1 raid (2 if you count the whole being chased thing) so far and in return of "small threats" I have gotten 2 people with muscle parasites 1, with the plague (dead) and 1 with some sensory thing. Is this natural? I ask because i've gotten so flares and my crops die with only those 1(2) combat instances.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: dareddevil7 on May 04, 2016, 12:29:01 PM
How about for the ferals they make armor out of welded steel plates and high ranking members of their faction get improvised power armor made from scraps of mechanoids.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Justas love on May 04, 2016, 01:58:39 PM
Can u please tell me what this mod is incapable with?
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: knainoa on May 06, 2016, 09:15:37 PM
is there going to be either an official or fan made Combat Realism patch? Currently the guns don't work with CR, which is unfortunate because it has some really cool features and a lot of modpacks use CR. Anyway just a fan who wishes to see the two mods come together.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: branch? on May 07, 2016, 05:02:15 PM
Is there a way I can disable raids from specific faction types? I'd love to keep weapons and apparel of your mods and the Glittertech mod but without having to deal with extremely high-tech raids.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: knainoa on May 09, 2016, 11:18:10 PM
Ive looked at making the CR compatible patch and while I am utter shite at modding the creator of Combat Realism recently decided to leave (good luck to them) and left us the source values for CR modding. Anybody want to help on this patch?
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Korn.Mil on May 10, 2016, 04:34:24 AM
Is there will be CR compatible patch?
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: jal21 on May 12, 2016, 04:06:26 AM
it would be cool to see a all in one pack that add all your mods together so people like me that go "rooke1 just updated there mods yonk" can just get then all at one and dont have to have a big mod oder but if that is more truble then i think it would be then dont just asking
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: A_Soft_Machine_Man on May 13, 2016, 02:37:04 PM
Hey Rooki, in the downtime between releases may I ask what program you use for your textures? I always really liked the aesthetics of your mod and am curious on how you did them since I really want to actually start making mods for myself rather than just altering the defs of other people's mods to suit my tastes.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: knainoa on May 19, 2016, 03:25:23 PM
is anyone working on the CR patch? or has this died for now?
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Thunda on May 30, 2016, 02:46:58 AM
Is there any plans of separating the different sets of weapons into different benches so it doesnt have a huge wall of stuff at the machining table? Just curious :D
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Zorathex on May 30, 2016, 04:07:25 AM
Quote from: Thunda on May 30, 2016, 02:46:58 AM
Is there any plans of separating the different sets of weapons into different benches so it doesnt have a huge wall of stuff at the machining table? Just curious :D

I actually have so much stuff at the machining table, that I can't read the stuff on the left, I have way to many weapon mods.

EDIT: ehh, now that I think about it, you really can't have enough weapons. :D
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: vteam on May 30, 2016, 06:34:05 AM
I think a separate bench for the new weapons and armor is a good idea. Just one will be enough, don't need one for each.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LeBrenStack on June 06, 2016, 12:39:11 AM
Any chance of adding compatibility with Combat Realism as it has gone through it's final release, and I was severely bummed out to realize these two mods are incompatible.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: BlueWinds on June 06, 2016, 02:21:18 AM
Quote from: Glitterworld Plant-Boy on May 07, 2016, 05:02:15 PM
Is there a way I can disable raids from specific faction types? I'd love to keep weapons and apparel of your mods and the Glittertech mod but without having to deal with extremely high-tech raids.

Amusing to see this, because I was literally coming here to request the opposite! Any way I can get just the factions without a dependency on the core  (or get a reduced subset of Rimsenal that's enough for the factions, but nothing more)?

I mean, presumably the Federation weaponry is required for Federation raids to make sense, and similarly for improvised weapons / Ferals, but stuff from all the other corporations just clutters things up for me, and I'm having trouble sorting through all the <defs> to figure out what is and isn't needed for the feds.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: knainoa on June 06, 2016, 12:18:11 PM
please make a combat realism patch nobody else will
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Lady Chaomii on June 23, 2016, 10:15:41 PM
Plays with Jotunheim Challange with a fully random start and ends up in a open area swamp. Eaten by rabbits by the 11th day.

Well that was "Fun." I get the feeling that storyteller wasn't designed with all random starts (Or new players, for that matter) in mind XD
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Ashiver on July 06, 2016, 03:52:02 PM
BlueWinds, the simple solution to your problem is to simply not research the "Defense Tech" research.  Unless it really bothers you to have research available you can avoid most of the weapons you don't want at your machining table.  You will still have some melee weapons available at the smithy but only a few, and the feral weapons available.  But if you avoid defense tech research and the research it leads to you will avoid all Greydale weapons and armor, all federation weapons and armor, all shard weapons and armor, and all Jotunheim weapons and armor.

EDIT:  Please don't bother with CR compatibility.  The weapons wouldn't be balanced with it anyway, and I'd much rather see new features or this mod compatible with the July alpha faster which CR will not be compatible with anyway. 
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: BlueWinds on July 09, 2016, 11:43:29 PM
Ashiver: I can indeed just avoid researching / making things (or remove the recipes/research items from the xml, which is what I actually did), but the trouble there is that they still clutter up traders.

Is there a property I can set (or unset) to make an item not show up in all the various trade caravans/ships? I looked around a bit, but wasn't able to figure one out.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: kaptain_kavern on July 10, 2016, 08:30:42 AM
Have you look the files in "\Defs\TraderKindDefs" ?

i'm not sure there is those files in this mod (in fact i haven't use this mod in a while). Sorry
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LustrousWolf on July 17, 2016, 07:54:42 AM
Will this mod be updated to A14 or has it been abandoned? :o

EDIT: Seen Rimsenal on the workshop. Although would love for you to update it here? So that when I am playing rimworld with Rimsenal, and I load up the save the next morning and your mod has an update and auto updated and then crashes my save.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Ashiver on July 17, 2016, 09:44:37 AM
Quote from: BlueWinds on July 09, 2016, 11:43:29 PM
Ashiver: I can indeed just avoid researching / making things (or remove the recipes/research items from the xml, which is what I actually did), but the trouble there is that they still clutter up traders.

Is there a property I can set (or unset) to make an item not show up in all the various trade caravans/ships? I looked around a bit, but wasn't able to figure one out.

  If you haven't yet found a way to fix your problem I believe I have a solution.  I believe if you add an invalid trader tag to the base parent items that the traders that show up will never make a call for that tag when populating their list.  They might still as I haven't tested it myself but, I have another mod that adds amulets and rings and they never show up on any kind of trader that doesn't call for them.  What you are looking for is the base item in the weapons definitions for each faction, the parent item all the other weapons make a call to.  A trade tag looks like this.

      <tradeTags>
         <li>AMU_Amulet</li>
      </tradeTags>

If you open up Weapons_AD for example in your folder Mods\Rimsenal\Defs\ThingDefs the very first entry is the parent entry, the base gun for federation guns.  You can probably add that tag anywhere in between other complete tags, however my other mod places the entry right after a complete thingcategories tag.  You will need to do this for all of the factions of course.  I imagine you can make any sort of unused tradetag entry you like...

      <tradeTags>
         <li>IHateCoolGuns</li>
      </tradeTags>

      <tradeTags>
         <li>TougherRaidsONLY</li>
      </tradeTags>

      <tradeTags>
         <li>VanillaIsMyFavoriteFlavor</li>
      </tradeTags>

..or whatever you want.

Personally I love the weapon variety the mod adds, although I can understand thematic or balance concerns.  After Tynan introduced personal shields I thought the theme felt pretty different, and then he put in mega spiders.  After that I lost a lot of attachment to the vanilla theme since his own stuff doesn't even feel consistent. 
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Screech on July 20, 2016, 12:30:23 AM
Please update all those mods for A14. Thanks!
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LuciusAnneas on July 20, 2016, 07:39:20 AM
someone has uploaded a version of this and the hair mod to steam - I assume it wasn t the original author, and thought I ld let you know just in case
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LustrousWolf on July 20, 2016, 08:03:30 AM
Quote from: LuciusAnneas on July 20, 2016, 07:39:20 AM
someone has uploaded a version of this and the hair mod to steam - I assume it wasn t the original author, and thought I ld let you know just in case

Neither the forum or steam release have been updated so no one can play it all together anyway :P Also, there is a way to fix RimSenal, look in the comments for the mod on the steam workshop :)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LuciusAnneas on July 20, 2016, 08:16:00 AM
Quote from: OmG_PotatoeZ on July 20, 2016, 07:53:27 AM
Does that mean everyone's worst nightmare has rose?...

it means someone has basically taken the mod author's work and posted it under their name - not world shattering but certainly a dick move

additionally it makes the mod look bad because it is a version not totally compatible with the current alpha (all though it seems there is a workaround)


anyway if you cannot see the issue with that I don t think I can help you
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Zim777 on July 20, 2016, 10:03:36 AM
Rimsenal - Hair pack
work properly on a14 tested
https://www.dropbox.com/s/umbnk9aoney1wuw/Rimsenal_hair_a14.zip?dl=0

Rimsenal - Core
must work properly on a14(fully not tested)
https://www.dropbox.com/s/bub37k64riuwo1q/Rimsenal_a14.zip?dl=0

Rimsenal - Security
must work properly on a14(fully not tested)
https://www.dropbox.com/s/pi4svhcg8s7h5ai/Rimsenal_Security_a14.zip?dl=0

I`ll check other Rimsenal mods and try to change nessesery code to make them work properly on a14.

PS. mods on steam has no connection with me =)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Zim777 on July 21, 2016, 05:55:14 AM
Rimsenal - Feral
must work properly on a14(fully not tested)
https://www.dropbox.com/s/bh1shnw1fyxj3nc/Rimsenal_Feral_a14.zip?dl=0
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Zim777 on July 22, 2016, 08:07:27 AM
Rimsenal - Federation
must work properly on a14(fully not tested)
https://www.dropbox.com/s/e0ox4d0ecmqih54/Rimsenal_Federation_a14.zip?dl=0

So, only storytellers left =)
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: 123nick on July 22, 2016, 08:31:36 AM
ok then so it sorta works for A14 according too zim? where did the mod author go?
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: LustrousWolf on July 23, 2016, 10:06:28 AM
@Zim777
The federation / feral are not spawning in properly
https://gyazo.com/80d605fbe508548932c41ef9f2a26e87

Also, the core mod does not spawn in any ranged weapons from the mod, only melee weapons for some reason.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: 123nick on July 26, 2016, 10:47:46 AM
Quote from: Zim777 on July 20, 2016, 10:03:36 AM
Rimsenal - Hair pack
work properly on a14 tested
https://www.dropbox.com/s/umbnk9aoney1wuw/Rimsenal_hair_a14.zip?dl=0

Rimsenal - Core
must work properly on a14(fully not tested)
https://www.dropbox.com/s/bub37k64riuwo1q/Rimsenal_a14.zip?dl=0

Rimsenal - Security
must work properly on a14(fully not tested)
https://www.dropbox.com/s/pi4svhcg8s7h5ai/Rimsenal_Security_a14.zip?dl=0

I`ll check other Rimsenal mods and try to change nessesery code to make them work properly on a14.

PS. mods on steam has no connection with me =)

im also getting a bug with the security pack, the orion corporation from the glitter tech mod is trying too siege, but they have a barrage cannon designated too be built, and its causing some errors:
(http://i.imgur.com/hAK68gI.png)
as you can see, the siegers arent building anything, and after clicking on the barrage cannon, that error came up.
Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Sarelth on July 29, 2016, 09:14:59 AM
Not getting an option to interact with a Thumper dropped by a Feral raider. It has no right click menu for me at all, I have had no problems with any other weapons or items.

Title: Re: [A13] Rimsenal v0.54 : Two guns, Two armors.
Post by: Reviire on August 02, 2016, 03:15:28 AM
I'm trying to get this to work with combat realism, i'm not sure if you can make weapons or the singular turret yet, but you can spawn them. I haven't played with Rimsenal in a long time, so tell me if anything should be changed. Alpha 13 obviously. On a side note, I have never touched XML in my life don't hate me.

http://puu.sh/qmV1r.rar

EDIT: Oh hey the mod owner is back. RIP all the work i did on Rimsenal for CR ;-;
EDIT 2: Not that i have any idea what I was doing.
Title: Re: [A13] Rimsenal v0.6 : Steamroller Edition
Post by: rooki1 on August 02, 2016, 08:06:04 AM
v0.6 Updated

- Alpha 14 compatibility patch.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: StormySunrise on August 02, 2016, 08:09:06 AM
Im so very happy to see this advanced mod back :)


On another note im getting a techlevel error, it seems that I am missing the "midworld" tech level in my game.

edit: was just missing a line in the code, fresh install fixed

Edit2: getting a error for storytellers in console
(http://puu.sh/qnb1w/22ac30701b.png)
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Stormdrake on August 02, 2016, 10:23:45 AM
Heya, i'm not sure if i'm doing this right but when i extract the .zip files i get the same 5 folders in the extracted location (about, Defs, Languages, Sounds and Textures) and i get the same 5 folders from all 4 parts of this mod that i want, am i doing something wrong? or is there an easy way to fix it?
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: StormySunrise on August 02, 2016, 10:33:26 AM
Quote from: Stormdrake on August 02, 2016, 10:23:45 AM
Heya, i'm not sure if i'm doing this right but when i extract the .zip files i get the same 5 folders in the extracted location (about, Defs, Languages, Sounds and Textures) and i get the same 5 folders from all 4 parts of this mod that i want, am i doing something wrong? or is there an easy way to fix it?

Take the zip files, extract them each individually into the mods folder so they get an individual folder for each of them.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Stormdrake on August 02, 2016, 10:35:09 AM
Quote from: StormySunrise on August 02, 2016, 10:33:26 AM
Quote from: Stormdrake on August 02, 2016, 10:23:45 AM
Heya, i'm not sure if i'm doing this right but when i extract the .zip files i get the same 5 folders in the extracted location (about, Defs, Languages, Sounds and Textures) and i get the same 5 folders from all 4 parts of this mod that i want, am i doing something wrong? or is there an easy way to fix it?

Take the zip files, extract them each individually into the mods folder so they get an individual folder for each of them.

Thank you :)
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Lem Wright on August 02, 2016, 12:17:52 PM
It looks like someone stole this and uploaded it to the Steam Workshop, man. Might want to get that fixed.
Title: Re: [A13] Rimsenal v0.6 : Steamroller Edition
Post by: 123nick on August 02, 2016, 01:57:15 PM
Quote from: rooki1 on August 02, 2016, 08:06:04 AM
v0.6 Updated

- Alpha 14 compatibility patch.

THANKS Rook1 :D :D :D
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: 123nick on August 02, 2016, 01:59:34 PM
also, a suggestion- is it possible too make the armored suits cover more body parts? like the hands, fingers, shoulders?
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Isit989 on August 02, 2016, 03:36:22 PM
Thanks for updating this mod. It was one of my favorites in Alpha 13 and I'm really glad to see it working in Alpha 14. I have been playing with Hildegarde all morning and while everything seems to be working correctly, she has been very tame so far.

In Alpha 13 with extreme Hildegarde I would expect a raid or siege every 1-2 days. So far in the Alpha 14 version its been more like once every 5-6 days. I don't know if you tweaked anything when you updated it, but I would love to see Hildegarde spawn raids a bit more frequently to bring her into line with what she used to be. 


Edit: After playing a bit longer I actually think the raid timing is about the same. My first game just had a run of bad luck I guess.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: LustrousWolf on August 02, 2016, 04:10:07 PM
Are Outlander Towns pawns supposed to be wearing the Feral Hoods? o.o

EDIT: Even tribal pawns are spawning with the Feral Hoods :o
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: rooki1 on August 02, 2016, 04:58:47 PM
Quote from: Lem Wright on August 02, 2016, 12:17:52 PM
It looks like someone stole this and uploaded it to the Steam Workshop, man. Might want to get that fixed.

Well, that someone is me.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Reviire on August 02, 2016, 07:13:52 PM
Are you going to work on getting Rimsenal working with A13 CR, and in A14 whenever CR gets updated?
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: rooki1 on August 02, 2016, 08:16:33 PM
I have no plan to make CR compatibility mod yet.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Reviire on August 02, 2016, 08:40:37 PM
Quote from: rooki1 on August 02, 2016, 08:16:33 PM
I have no plan to make CR compatibility mod yet.
Oh well in that case, i'll just keep working on the one I was doing. Fun mod, but I can't play without CR. You don't mind if i post it here, while I work on it?
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: kaptain_kavern on August 02, 2016, 09:38:58 PM
Hi rooki1

Glad to see you back and thx for the update
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: lance789 on August 02, 2016, 09:59:21 PM
thanks for the A14 update, hope it works
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: ChaoticTabris on August 03, 2016, 10:47:09 AM
So... Since skyarkhangel updated Combat Realism to a14 would a compatibility patch be possible?
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Screech on August 03, 2016, 04:30:12 PM
Thank you Rooki1 for updating Rimsenal! Keep up the good work! <3
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Reviire on August 03, 2016, 08:00:59 PM
Quote from: ChaoticTabris on August 03, 2016, 10:47:09 AM
So... Since skyarkhangel updated Combat Realism to a14 would a compatibility patch be possible?
I'm working on it (More or less), although Combat Realism is a bit broken right now and explosions don't work.
Title: Re: [A14] Rimsenal v0.6 : Steamroller Edition
Post by: Prometheous- on August 04, 2016, 09:57:14 PM
its seem that only some of the new weapons from Rimsenal have options to be stored in a stockpile.

am i unique in getting this problem? in which case i guess its an issue of mod incompatibility but im just wondering?
Title: Re: [A14] Rimsenal v0.61 : New enemies
Post by: rooki1 on August 05, 2016, 04:10:34 AM
v0.61 updated.

Core:
- Minor balance tweak.

Federation:
- WAV sound files were converted to smaller OGG files.
- New enemy: Peacemonger added.

Feral:
- WAV sound files were converted to smaller OGG files.
- New enemy: Razortooth added.

Storyteller pack:
- Balance fix

(http://orig09.deviantart.net/1eb4/f/2016/218/6/8/peacemonger_by_rooki1-dacsk3l.png)
Federation Peacemonger: If you think peacekeepers are the worst kind of xenohuman abuse, you are wrong. Terribly wrong. Specially designed by the Federation's best gene engineers, the "vindicator" model bions form the peacemonger corps, the elite detachment of the FPC. Armed with best weapons that Arms Dynamics can offer, these brutes are walking disaster to the enemies of the Federation.

(http://orig03.deviantart.net/b4d2/f/2016/218/4/a/razortooth_by_rooki1-dacsk3d.png)
Razortooth: Chomper, dust leaper, skull ripper, this creature has been living in many other planets, so it has many different names. As you can imagine from the name, razortooth are extremely dangerous creatures. Well developed dual-jawed mouth, exceptional intelligence and ferocious behavior makes them alpha predator in any environment. Many feral warlords use them as some kind of warhound.
Title: Re: [A14] Rimsenal v0.61 : New enemies
Post by: RozalinZenon on August 05, 2016, 05:03:01 AM
The Core mod link is the same as the Federation link.
Title: Re: [A14] Rimsenal v0.61 : New enemies
Post by: rooki1 on August 05, 2016, 05:09:33 AM
Quote from: RozalinZenon on August 05, 2016, 05:03:01 AM
The Core mod link is the same as the Federation link.
Fixed.
Title: Re: [A14] Rimsenal v0.61 : New enemies
Post by: Warforyou on August 05, 2016, 05:10:30 AM
How does it come you hair pack has been updated tomorrow?  :D
Title: Re: [A14] Rimsenal v0.61 : New enemies
Post by: bazalisk on August 05, 2016, 04:29:50 PM
Rooki, Go do Rimbeast things already!

i need me some big-arsed turtles action and only you can deliver :p 
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: rooki1 on August 06, 2016, 05:23:41 AM
(http://orig04.deviantart.net/bd73/f/2016/219/5/c/a_by_rooki1-dacxm1s.png)
v0.611 updated.

Hair pack:
(http://orig07.deviantart.net/42bb/f/2016/219/0/e/21_by_rooki1-dacxm15.png)(http://orig15.deviantart.net/2231/f/2016/219/f/f/22_by_rooki1-dacxm1a.png)
- Two more hairstyles, the messy(for male) and the straight short(for female) added.
(http://orig03.deviantart.net/d4e8/f/2016/219/e/5/9_by_rooki1-dacxm6n.png)
- Already exist straight short hairstyle was changed to the layered short.
- Slightly fixed other hairstyles.
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: biship on August 06, 2016, 06:24:35 AM
Nice, thanks for the mods rooki1.
Is Ogronâ (a-circumflex) intended? (in \736207111\Defs\ThingDefs\Races_Mutant.xml)
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: Dragoon on August 06, 2016, 06:31:35 AM
Love the new hairstyles Rooki  ;D
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: john pretzel on August 06, 2016, 07:02:56 AM
Hi,

The security pack has its link broken. Can you upload it again? Thanks!
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: rooki1 on August 06, 2016, 07:23:24 AM
Quote from: john pretzel on August 06, 2016, 07:02:56 AM
Hi,

The security pack has its link broken. Can you upload it again? Thanks!
Fixed! Thank you for notice.
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: bazalisk on August 06, 2016, 07:39:03 AM
i take it these are also the same on the steam workshop or will i have to DL from here and replace the steam versions?
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: rooki1 on August 06, 2016, 08:22:10 AM
Quote from: bazalisk on August 06, 2016, 07:39:03 AM
i take it these are also the same on the steam workshop or will i have to DL from here and replace the steam versions?

In most cases, steam version is newer than dropbox version.
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: anakismail on August 06, 2016, 10:39:57 AM
hi. I have a little problem, the feral clan in my game is doing a siege but they just stay at the location and do nothing. What should i do? Here is the picture.

[attachment deleted by admin - too old]
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: MarcTheMerc on August 07, 2016, 01:13:52 PM
Quote from: anakismail on August 06, 2016, 10:39:57 AM
hi. I have a little problem, the feral clan in my game is doing a siege but they just stay at the location and do nothing. What should i do? Here is the picture.

Someone had a simillar problem with my mod (another faction) its seems to be hit and miss weather it happens if any one can figure what it is i would love to know.
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: rooki1 on August 07, 2016, 10:47:43 PM
v0.62 Updated

Security pack:
- MMG, Plasma bombard, Wave emitter added.

Feral:
- Siege bug fixed.


(http://orig10.deviantart.net/faca/f/2016/220/a/8/mmg_by_rooki1-dad5ppc.png)
MMG
Deployable simple base defence.

(http://orig03.deviantart.net/1c75/f/2016/220/9/1/me_by_rooki1-dad5pq7.png)
Wave emitter
Ultimate crowd control weapon.

(http://orig15.deviantart.net/ba6a/f/2016/220/c/f/pb_by_rooki1-dad5pp2.png)
Plasma bombard
Slow firing, destructive plasma artillery.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 07, 2016, 10:49:48 PM
Just to let people know, I'm still working on getting Rimsenal working with CR. Had a big bump though, which in hind-sight was incredibly simple, but Skyarkangel is a legend.

If anyone wants a super early version to test that'd be cool, I don't really know what numbers to put weapon accuracy at.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Esterior on August 07, 2016, 11:56:48 PM
hello! I want you guys to know that I really appreciate all the modders out here! I think Rimworld have some of the most dedicated modders who sacrifice much of their time to improve this game. Kudos to you all!
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: 123nick on August 08, 2016, 01:11:17 AM
Quote from: anakismail on August 06, 2016, 10:39:57 AM
hi. I have a little problem, the feral clan in my game is doing a siege but they just stay at the location and do nothing. What should i do? Here is the picture.

i had a VERY similar problem. i think it has to do with the barrage cannon- whenever the siegers place a blueprint to build a barrage cannon, it just doesn't work.
Title: Re: [A14] Rimsenal v0.611 : The messy and the straight
Post by: Reviire on August 08, 2016, 01:34:52 AM
Quote from: 123nick on August 08, 2016, 01:11:17 AM
Quote from: anakismail on August 06, 2016, 10:39:57 AM
hi. I have a little problem, the feral clan in my game is doing a siege but they just stay at the location and do nothing. What should i do? Here is the picture.

i had a VERY similar problem. i think it has to do with the barrage cannon- whenever the siegers place a blueprint to build a barrage cannon, it just doesn't work.

Quote from: rooki1 on August 07, 2016, 10:47:43 PM
v0.62 Updated
Feral:
- Siege bug fixed.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: str82azz on August 08, 2016, 06:41:24 AM
hmm..the files uploaded arent updated or am i wrong?
thx for the awesome mod anyways.. :)
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: fidelfc on August 09, 2016, 02:18:06 AM
Quote from: Reviire on August 07, 2016, 10:49:48 PM
Just to let people know, I'm still working on getting Rimsenal working with CR. Had a big bump though, which in hind-sight was incredibly simple, but Skyarkangel is a legend.

If anyone wants a super early version to test that'd be cool, I don't really know what numbers to put weapon accuracy at.

I'm in for it, i want to try Combat Realism but i've been holding off until this mod is updated.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 09, 2016, 07:24:49 AM
Quote from: fidelfc on August 09, 2016, 02:18:06 AM
Quote from: Reviire on August 07, 2016, 10:49:48 PM
Just to let people know, I'm still working on getting Rimsenal working with CR. Had a big bump though, which in hind-sight was incredibly simple, but Skyarkangel is a legend.

If anyone wants a super early version to test that'd be cool, I don't really know what numbers to put weapon accuracy at.

I'm in for it, i want to try Combat Realism but i've been holding off until this mod is updated.
I'll upload it soon, although i'm pretty sure Combat Realism is pretty broken right now so don't expect much from it.

http://puu.sh/qv5t5.rar Explosions are broke and so are some other things, I can't fix that. Otherwise, there'll be a few errors but you can ignore most of them. Most of the guns are there, all of them have identical accuracy for now. idk what numbers to give them. Going to bed now, tomorrow I'll be adding/fixing the Fed pawns, and adding the rest of their guns, and turrets.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Vek17 on August 09, 2016, 09:39:55 AM
Are you working against CR 1.6.7.3? A lot of the really bad bugs have been fixed and explosions are functional now (though cause some slight lag)
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 09, 2016, 08:49:18 PM
Quote from: Vek17 on August 09, 2016, 09:39:55 AM
Are you working against CR 1.6.7.3? A lot of the really bad bugs have been fixed and explosions are functional now (though cause some slight lag)
I hadn't realized it got updated again, thanks. Skyarkangel really needs to make his own thread for it. Question, if two xml files have the same name in two different mods, will one overwrite the other or will both be used?
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Szara on August 10, 2016, 12:51:14 AM
Quote from: Reviire on August 09, 2016, 07:24:49 AM
I'll upload it soon, although i'm pretty sure Combat Realism is pretty broken right now so don't expect much from it.

http://puu.sh/qv5t5.rar Explosions are broke and so are some other things, I can't fix that. Otherwise, there'll be a few errors but you can ignore most of them. Most of the guns are there, all of them have identical accuracy for now. idk what numbers to give them. Going to bed now, tomorrow I'll be adding/fixing the Fed pawns, and adding the rest of their guns, and turrets.

Loading up this test version, Storyteller pack, and the CR Defense mod from here, https://ludeon.com/forums/index.php?topic=9759.msg247012#msg247012 , and a bunch of mods that should have nothing to do with turrets and so be irrelevant throws this error into the debug 'CR ammo injector found no recipe named MakeSentinel_Standard'.


Not sure what to make of it.

Loading up the above and the the Foundation/Tribal/Security packs, gives a bunch of critical texture errors about things in Things/A13/(name), then an infinite number of object reference errors... Based on the A13 there.. Well, that should be obvious that it won't be working. Guess I'll pull those three and see how the rest works.

Edit: Well that crashed on world generation. Also I'm a Muffalo I guess.
Edit the second: Removing Storyteller pack didn't help.
The third Editing, revenge of the editee: That file up there is the Rimsenal mod and CR together, right? Disabling CR Defense didn't work. Time to just nuke everything again..
Editin 4.0: CCL, the Rimsenal CR, and CCL tweaks give the same injection error and two others

Failed to find Verse.ThingDef named TableMedical. There are 1134 defs loaded.


Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object
  at CommunityCoreLibrary.MHD_ThingComps.Inject (CommunityCoreLibrary.ModHelperDef def) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.ModHelperDef.Inject (IInjector injector) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Controller.InjectionSubController.Inject (IInjector injector) [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Controller.InjectionSubController.Initialize () [0x00000] in <filename unknown>:0
  at CommunityCoreLibrary.Controller.MainMonoBehaviour.Initialize () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action action) [0x00000] in <filename unknown>:0


And this is the point where it's beyond me... Unless.. Ok, no, I got it wrong what that file was, that's not Rimsenal Core and CR, it's just a Rimsenal friendly CR? Anyway once I got Rimsenal Core the injector error died, but those other two up there persist, that's with Rimsenal core and all the packs except hair, Rimsenal CR, and the CR Def linked above... Loading Rimsenal core before Rimsenal CR also gets the infinite number of exceptions. Oi vey.

Alright, it doesn't seem to want to work in any configuration for me, either I get the injector error or the infinite exceptions or when I restart it clears the mods because the game was freaking out.

Core, CCL, Rim-C, Rim-CR gets the injector error.
Core, CCL, Rim-CR, Rim-C gets the infinite exceptions error.

Alright, looks like there won't be an Edit, 5th edition, because I'm done trying to troubleshoot that now.


Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 10, 2016, 01:30:38 AM
Nevermind, but I think i've fixed the issues. I uploaded the file earlier in the middle of a bunch of stuff being done, since I was tired and went to bed.
Also I probably should've cleared up, the file from earlier is Rimsenal and Combat Realism, all together. It's a mess right now since I'm just getting it to work. You were probably getting the exceptions because of this.
I need help with something though, whenever the Federation faction arrives by drop pod I get a "Valid region out of bounds error", i have no idea how to fix it, or how to disable them arriving by drop pod. I think this might be an issue with CR, I might've just broken something.

This is literally the first time I've ever done xml stuff, so I'm just learning as I go.

Here, this is less broken and should be playable, tell me if anything breaks. Otherwise, weapons are still unbalanced and most have identical accuracy. Other than telling me about things that break, balancing changes would be nice to hear. Especially from Rooki.

Your mod order should look like this http://puu.sh/qw3iO.jpg
I disabled drop pods because I have no fucking idea why they break things.

All the errors that happen on launch, I know about them just don't have time to fix them. Balancing still doesn't exist, identical accuracy etc.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Szara on August 10, 2016, 09:19:14 AM
Actually I think something was wrong with my CCL somehow because I ended up getting those two errors about the table and the whatever with only CCL and the tweaks loaded, which was probably my bad because I tweaked.. Actually yes, damnit I forgot I tweaked the CCL tweaks so that the medical table from expanded medicine (I think) was included in the tables that used no power when not in use. WHOOPS.

Will test with these new files! The out of bounds almost sounds like the pods are trying to land off the map to me.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 10, 2016, 10:42:26 AM
You would think, but happens when they're clearly landing in the middle of the map. I'm on my phone right now so responses might be delayed
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Szara on August 10, 2016, 12:35:54 PM
Hmm, with the current version and a few other mods when a trader/trade caravan comes around I get an error about hyperweave, medicine, gliter medicine and a few things not being stockable. Last time I saw that it was also with silver and a few other items which made all of them untradeable, and that was fixed by putting CR at the top of the load list just below CCL, but that isn't working this time.

After a fair bit of reloading with different mod sets I've isolated the problem to the Medical Complication mod pack by Aristocat which combines and tweaks DESurgeries, A Dog Said, and EPOE and Emergency Treatment.

Edit: Ah ha! Well, sort of. Loading the Medical Complication mods before the CR Rimsenal seems to fix that. Alrighty, back to testing Rimsenal instead of compatibility!
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 11, 2016, 08:29:39 AM
It has turrets and stuff, tell me if anything breaks severely. http://puu.sh/qxsCd.rar Everything should be working more or less though. Federation bions are currently extremely squishy, waiting for Rooki to say something about that though. Same with balance.

Your mod order should look like this. https://puu.sh/qw3iO.jpg

I have no idea what I'm doing, I have literally never touched xml before this, but it works so yay?
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Szara on August 11, 2016, 09:39:56 AM
I'm getting hit with insane amounts of lag, partial hangs, when events are firing, would you say that the storyteller pack wouldn't be A14 compatible yet? I'm not getting anything in the ingame debug log for for it though. On the other hand it could also be one of the other mods I have running being a conflict with something Rimsenal, since I'm not running anything else that I haven't used before. Whatever though, these other mods are becoming a liability, I'll just test the release alone for now... And maybe the storyteller pack.
Title: Rimsenal Combat Realism
Post by: Dragontamer on August 14, 2016, 12:45:41 AM
Hey I'd love to see a fully fledged and functional version of Rimsenal that works with Combat Realism.

I grabbed that mod Reviire posted and I've been playing it. It's very enjoyable but the accuracy on some of the weapons is just... it needs work. I have a character with 15 shooting using a Crucible Precision Rifle and she can not hit the broad side of a poison ship from 5 tiles away - she literally shot herself after about 59 attempts. As a matter of fact, I've never seen her or the federation pawns that use that rifle hit ANYTHING. It's laughable at the moment, it makes a nice explosion and sounds awesome but it is just so... inaccurate. Some of the shard based weapons have the same problem but the fire rate is much faster so, eventually, one of those shots hits something. I know you mentioned that you didn't know how to balance accuracy properly, but it seems that accuracy needs serious work right now. Still love it though.

I like that you're working on making rimsenal work with combat realism though, please do keep that up. I'll post more issues I find as I find them.
Title: Re: Rimsenal
Post by: Reviire on August 14, 2016, 01:30:49 AM
Quote from: Dragontamer on August 14, 2016, 12:45:41 AM
Hey I'd love to see a fully fledged and functional version of Rimsenal that works with Combat Realism.

I grabbed that mod Reviire posted and I've been playing it. It's very enjoyable but the accuracy on some of the weapons is just... it needs work. I have a character with 15 shooting using a Crucible Precision Rifle and she can not hit the broad side of a poison ship from 5 tiles away - she literally shot herself after about 59 attempts. As a matter of fact, I've never seen her or the federation pawns that use that rifle hit ANYTHING. It's laughable at the moment, it makes a nice explosion and sounds awesome but it is just so... inaccurate. Some of the shard based weapons have the same problem but the fire rate is much faster so, eventually, one of those shots hits something. I know you mentioned that you didn't know how to balance accuracy properly, but it seems that accuracy needs serious work right now. Still love it though.

I like that you're working on making rimsenal work with combat realism though, please do keep that up. I'll post more issues I find as I find them.
Well, I haven't actually touched weapon accuracy yet. All weapons currently have identical accuracy. But input from people helps. Although for future reference, I'd like input on both their automatic fire accuracy, and their single fire accuracy. Automatic fire is subject to recoil, which has it's own value. So, I can both increase their general accuracy, and I can also decrease their recoil.

Thanks for your input anyhow! I'll probably re-upload the mod later tonight. EDIT: I said that, but I didn't do much. Ferals are partly done though.

Another edit: Are you sure it was the precision rifle? I just looked, the intercessor has better stats than the standard sniper rifle. Bions have the same aim stats as Mechanoids. More feedback would be appreciated.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Prowler on August 14, 2016, 01:50:59 PM
Quick question did you set ferals and federation (excluding conscript) to un-recruitible? Would make sense.
Title: Rimsenal Combat Realism Feedback
Post by: Dragontamer on August 14, 2016, 06:45:36 PM
Ya I'm seeing the same issue that the Crucible Precision Rifle has with another weapon now. The Tactical Machinegun has the same issue. Every shot that seems like it should be hitting is landing 1 tile in front of the target. I set my pawn to shoot another pawn, and she's full auto firing the tactical machinegun and all 24 (give or take 1 or 2 "misses") are landing in the same exact tile next to the target pawn. She's got 17 shooting currently but she literally can not hit him unless she "misses" and one of those rounds happens to hit the target pawn. The tactical carbine, tactical rifle, tactical pistol, tactical smg, all seem to be fine. She's fired over 240 rounds and the target pawn has yet to be hit. I see the same results with single and burst fire as well.

I've noticed the crucible precision rifle and tactical machinegun have the same explosion visual when the rounds hit something, maybe that's part of the issue? I'll keep checking weapons to see what I can find.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 14, 2016, 07:29:20 PM
Quote from: Prowler on August 14, 2016, 01:50:59 PM
Quick question did you set ferals and federation (excluding conscript) to un-recruitible? Would make sense.
If I remember correctly, yes.  (EDIT: That may have been aimed towards Rooki, idk.)

To Dragon, thank you. I'll see if I can reproduce and fix the issue. As for the Tactical machinegun, it has the wrong projectile. Having a look, I think I know what the issue is, although I'm just guessing. Because the projectiles are classed as explosives, they can't actually hit the target. I probably can't fix this until Combat Realism gets fixed. I'll quickly upload the mod with Tactical machineguns fixed, though.

http://puu.sh/qBwiM.rar

Mod order: https://puu.sh/qw3iO.jpg

EDIT: Ok so I'll probably re-upload it later tonight. I'll most likely be able to fix the whole thing where Federation weapons can't hit their target, I think I know why they're doing it. But maybe not, because apparently it won't start because I left the ferals half done. I guess I'll finish up on their ammo stuff, and upload it tomorrow.

What do you guys think of this idea? Give all weapons long range, say 150 tiles. So all weapons will be able to fire at the same range, but some will be completely and utterly ineffective. A few exceptions, such as shotguns.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: JT on August 17, 2016, 03:45:24 AM
I seem to recall that in an older A12 version of CR, all of the weapons had very long ranges with vanilla-like accuracy (i.e., very low), and it generally played out very poorly; there was too much exchanging of fire for absolutely no use, especially when hunting -- where pawns deliberately try to fire at maximum range.  So, count this as a vote against! =)

Since the tech is spacer level in general, I'd say just give everything a modifier to the base CR stats, e.g., "pistol" + 20, "rifle" + 20, etc. for each of the different weapon types.  So, for instance, the Lynx would have a range of 30, the GRM rifle would have a range of 87, etc.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 17, 2016, 04:12:47 AM
Quote from: JT on August 17, 2016, 03:45:24 AM
I seem to recall that in an older A12 version of CR, all of the weapons had very long ranges with vanilla-like accuracy (i.e., very low), and it generally played out very poorly; there was too much exchanging of fire for absolutely no use, especially when hunting -- where pawns deliberately try to fire at maximum range.  So, count this as a vote against! =)

Since the tech is spacer level in general, I'd say just give everything a modifier to the base CR stats, e.g., "pistol" + 20, "rifle" + 20, etc. for each of the different weapon types.  So, for instance, the Lynx would have a range of 30, the GRM rifle would have a range of 87, etc.
I've just been giving everything double range. It seems to be alright for the most part.

On a related note, something is breaking and I don't know how to fix it. So this is fun.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Deimos Rast on August 23, 2016, 02:37:51 PM
Just popping in to say that I too would love to see a CR compat patch for Rimsenal (Feral especially).
I just started using CR and having successfully fought off some Ferals (a definite favorite!), I now have weapons with infinite ammo, at a time when I was rationing every bullet and converting my people over to bow and arrows because of it.
I looked at the files to try to see about doing it myself and...yeah, that's a lot of work so I know what you've committed to. Compounding the fact is the issue that I don't know what the CR fields correspond to (besides generally) and whether higher numbers are better or worse.
Good luck and no rush.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: grepet on August 25, 2016, 06:19:03 AM
I too am waiting for Federation and Feral to be updated to Combat Realism.. Wish you the best as you work on this!
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Rafe009 on August 25, 2016, 02:29:00 PM
Can anybody describe what exactly the feral are like and how much they differ from normal raids/raiders? I'm interested this particular mod for more aesthetic options but do not want to deviate that much from vanilla and potentially make the game easier or uncompromisingly harder.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: A Friend on August 26, 2016, 11:45:49 PM
Quote from: Rafe009 on August 25, 2016, 02:29:00 PM
Can anybody describe what exactly the feral are like and how much they differ from normal raids/raiders?

Discount Raiders. They're sort of like tribals given crappy guns and a unique ogre-like unit.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: 123nick on August 27, 2016, 01:16:25 AM
Quote from: Rafe009 on August 25, 2016, 02:29:00 PM
Can anybody describe what exactly the feral are like and how much they differ from normal raids/raiders? I'm interested this particular mod for more aesthetic options but do not want to deviate that much from vanilla and potentially make the game easier or uncompromisingly harder.

ferals are a nice balance. inbetween pirates and tribals. they might be a bit harder, but u should be able to handle it. id recommend it.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on August 31, 2016, 04:48:01 AM
Quote from: grepet on August 25, 2016, 06:19:03 AM
I too am waiting for Federation and Feral to be updated to Combat Realism.. Wish you the best as you work on this!
I've sorta been putting it off because I got pissed off with something not working. I'll finish it at some point, just dunno when.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Maviaux on August 31, 2016, 04:32:26 PM
Quote from: Reviire on August 31, 2016, 04:48:01 AM
Quote from: grepet on August 25, 2016, 06:19:03 AM
I too am waiting for Federation and Feral to be updated to Combat Realism.. Wish you the best as you work on this!
I've sorta been putting it off because I got pissed off with something not working. I'll finish it at some point, just dunno when.

Honestly, the fact you even tried is astonishing. So instead of pushing you to work on it more I'll just say thank you for taking the time to even look into it. With NoImageAvaliable gone I imagine working on CR at all is a pain in the ass, let alone making it work with something as complex as Rimsenal.

So again; thank you, Reviire.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Deimos Rast on August 31, 2016, 10:41:10 PM
Quote from: Reviire on August 31, 2016, 04:48:01 AM
I've sorta been putting it off because I got pissed off with something not working. I'll finish it at some point, just dunno when.
Do you have anything like github or a place other people could look at your work (for the intent of helping). It's cool if you don't or aren't interested (too many cooks in the kitchen and such). It's also not entirely fair to put it all on you, while we sit here staring at you intently, waiting for news. :P
What specifically isn't working? Not promising wonders (I can't code a damn), but I wouldn't be opposed to looking at it and giving it a sharp poke or two. ;D
Naturally, with CR being in limbo with CCL's pending update, might be best to wait for the A15 version.
Title: Re: [A14] Rimsenal v0.62 : Home defense edition
Post by: Reviire on September 04, 2016, 09:29:00 PM
Quote from: Maviaux on August 31, 2016, 04:32:26 PM
Quote from: Reviire on August 31, 2016, 04:48:01 AM
Quote from: grepet on August 25, 2016, 06:19:03 AM
I too am waiting for Federation and Feral to be updated to Combat Realism.. Wish you the best as you work on this!
I've sorta been putting it off because I got pissed off with something not working. I'll finish it at some point, just dunno when.

Honestly, the fact you even tried is astonishing. So instead of pushing you to work on it more I'll just say thank you for taking the time to even look into it. With NoImageAvaliable gone I imagine working on CR at all is a pain in the ass, let alone making it work with something as complex as Rimsenal.

So again; thank you, Reviire.
I'm not working on CR, just with it. Skyarkangel is the one who's maintaining CR now. Issues i've been having is CR being a fucking mess to deal with, and when something doesn't work the game doesn't like telling you what has stopped working.

I guess I'll start doing some more stuff again, I can't leave it half finished. Just been playing so much Overwatch lately, but that got annoying too so whatever.

EDIT: Oh Rimworld is Alpha 15, that's going to be a pain.
EDIT 2: So I'm still going to work on the one i've been doing, for some reason or another the faction def for the ferals is erroring while loading, even though it's pretty much a copy paste of the other ones. Also the Thrasher stopped working for what I can see, literally no reason at all. All the defs are identical to the other weapons (renamed of course), but no it just doesn't wanna work.
EDIT 3: Inspirational music https://www.youtube.com/watch?v=cvEC00eLkns
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: rooki1 on September 05, 2016, 09:28:51 AM
v0.7 Updated!
- Alpha 14 compatibility patch

Core:
- Arms Dynamics was moved to the Federation
- Tisiphone Enterprise added

Security:
- Harvester and Plasma Bombard were moved to the Federation

Federation:
- Changed to standalone package

(http://orig01.deviantart.net/43ee/f/2015/269/5/6/te_by_rooki1-d9axrmj.png)

Tisiphone Enterprise.
"The hunter and the avenger"

The seeker, the enterpriser, the bane of the Federation.

After the Federation civil war finally ended, the former Federation planets agreed to make a special unit that dedicated themselves to the hunting down of all Federation Peacekeeper Corps remnants. And this is why they built a fleet of self-sufficing star ships with autonomous armory. The crews of this fleet of starships were given the task of tracking down the remnants of the Federation Peacekeeper Corps while trading their weapons for suppliers on visiting worlds. Since then, strong single minded hunter-entrepreneurs of the Tisiphone Enterprise have continued to chase the tainted vestige of the Federation.

Designed for effective destruction of Arms Dynamics armor, their kinetic weapon fires charged kinetic energy shell. When it contacts its target, the shell release directional kinetic energy burst like a full swing of a sledgehammer.

Pros:
-Fast target acquiring
-Deal blunt damage
-Splash damage weapons affect a wider range.
Cons:
-Low damage
-Inferior range and accuracy


(http://orig02.deviantart.net/fa5a/f/2016/249/b/8/tyrant_by_rooki1-dagoezq.png)"Tyrant" Kinetic rifle: The "Tyrant" is a service rifle of the Tisiphone Hunter Contingent. Created for close quarters combat, one of the great advantages of the Tyrant is its cutting edge targeting systems for rapid target acquiring and tracking.

(http://orig00.deviantart.net/4727/f/2016/249/7/9/tormentor_by_rooki1-dagoezw.png)"Tormentor" Kinetic Pistol: Standard issue sidearm of the Tisiphone Hunter Contingent, the "Tormentor" is a fast firing personal defense weapon.

(http://orig07.deviantart.net/ca48/f/2016/249/2/0/oppressor_by_rooki1-dagof0k.png)"Oppressor" Thudd gun: Unlike other ordinary close quarter combat weapon, the "Oppressor" canister rifle fires charged kinetic energy canister. It can be dangerous, even from afar.

(http://orig01.deviantart.net/0bc1/f/2016/249/0/5/wailer_by_rooki1-dagof05.png)"Wailer" Kinetic long rifle: Built for rapid counter snipe against the Federation snipers, the greatest strength of the "Wailer" is surprisingly fast target acquisition capability for the sniper rifle.

(http://orig12.deviantart.net/1b55/f/2016/249/3/0/atrocity_by_rooki1-dagof11.png)"Atrocity" Storm cannon: The "Atrocity" area suppression system was designed for suppressing multiple target from afar. The Atrocity's great maneuverability made its reputation as a fearsome support weapon.

(http://orig13.deviantart.net/c01a/f/2016/249/f/3/eris_by_rooki1-dagof0e.png)"Eris" Survival knife: Survival knife of the Tisiphone Hunter Contingent. It can be used in a variety of tasks.

(http://orig10.deviantart.net/c2ba/f/2016/249/b/5/grief_by_rooki1-dagof0a.png)"Grief" Impact grenade: When it exploded, the "Grief" impact grenade releases some sort of shock wave. Although it's low damage, the Grief affects a wider range than conventional grenades.

(http://orig13.deviantart.net/2249/f/2016/249/2/3/nemesis_by_rooki1-dago5it.png)

"Nemesis" Reflector carapace: The "Nemesis" is a powered armor that created to hunt the Federation remnants. Almost immune to the heat energy, the Tisiphone Hunter Contingent provides this armor to their elite hunters.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: kaptain_kavern on September 05, 2016, 11:29:09 AM
Well implemented gorgeous textures & arts as always.

8) Rooki1 (https://ludeon.com/forums/index.php?action=profile;u=19705), You're a chief 8)

Thx a lot
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Deimos Rast on September 05, 2016, 12:34:59 PM
a wild rooki1 appears, with presents!
thank you!
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: rdz1122 on September 05, 2016, 01:32:00 PM
Your mod is probably one of the most impressive I have seen, in any game.  The detail, the backstory, the graphics, the integration; just great.

Thanks for updating to 15.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Rafe009 on September 05, 2016, 05:49:44 PM
Tried to load the Feral mod with high caliber, neither mods have been tampered with and they are totally fresh installs. When i fire the highcaliber weapons they work fine. When i fire the Feral weapons i get a strange shotgun effect and i get this message

http://images.akamai.steamusercontent.com/ugc/257091431060126562/60C2A23A7DFCCC53D3CB24E6595DFCA2A5D3B36F/ (http://images.akamai.steamusercontent.com/ugc/257091431060126562/60C2A23A7DFCCC53D3CB24E6595DFCA2A5D3B36F/)

Anybody have a clue how to resolve this so these mods might hold hands?
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Deimos Rast on September 05, 2016, 07:08:59 PM
Quote from: Rafe009 on September 05, 2016, 05:49:44 PM
snip
Which versions are you using?
I did a diff compare of the A14 & A15 versions of Feral Faction and literally the only change is a version increase. I personally run a modified High Caliber and a modified Feral Faction in A15 with no issue, but those were built from the A14 versions. My guess is the culprit is the newly released A15 High Caliber. I know it overrides a lot of stock sounds (which your error seems to indicate is the issue), but Feral uses custom sounds, with the sole exception being the Thumper (which uses the Inferno cannon).
Also, in the future when you upload a screenshot, click on the error first, as it displays more info on the bottom. If the info goes off the screen, select "Big" at the top of the log window.
Cheers.

Edit:
Compared A14 & A15 of High Caliber and I don't think that's it either.
I'm stumped.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Reviire on September 05, 2016, 08:13:15 PM
Quote from: Rafe009 on September 05, 2016, 05:49:44 PM
Tried to load the Feral mod with high caliber, neither mods have been tampered with and they are totally fresh installs. When i fire the highcaliber weapons they work fine. When i fire the Feral weapons i get a strange shotgun effect and i get this message

http://images.akamai.steamusercontent.com/ugc/257091431060126562/60C2A23A7DFCCC53D3CB24E6595DFCA2A5D3B36F/ (http://images.akamai.steamusercontent.com/ugc/257091431060126562/60C2A23A7DFCCC53D3CB24E6595DFCA2A5D3B36F/)

Anybody have a clue how to resolve this so these mods might hold hands?
Load high caliber after core, not after Rimsenal.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Rafe009 on September 05, 2016, 08:17:57 PM
Quote from: Deimos Rast on September 05, 2016, 07:08:59 PM

-snip-

Thanks man for all the help, i still have to reply to that rimfire thread but i have a bit more to say on that than i do for this. My main mistake here, i figured this out a bit ago, was that i did not close the rimworld application and start it back up. It resolved itself immediately and i've managed to get all 3 mods working in tandem, HC and feral for A15, and a rimfire for A14 without the AMRs.

Actually my main issue now is i have all these guns but the pirates and friendly colonists factions are spawning in during raids with feral weapons, this sorta negates HC and Rimfire because now i have excessive density of Feral weapons when i thought they would be compartmentalized to one faction just as tribals tend to only have bows and pila.

I scanned though the data files of rimfire and noticed this entry for the atlatl.
      <weaponTags>
         <li>NeolithicRanged</li>
      </weaponTags>

My guess is that it's saying "restrict this item to this type pawn"

Feral uses something similar for a gun like the deathdealer you have
    <weaponTags>
      <li>FeralGun</li>
      <li>FeralRifle</li>
    </weaponTags>

Despite this restriction i've seen feral class weapons on non-feral pirate faction pawns. Not sure why the restriction is being countermanded. I think the Mutant class weapons, the one's for ogres/xenohuman's are still respected though.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Reviire on September 05, 2016, 08:23:58 PM
All weapons are also tagged as "Weapon", and some pawns don't have specific weapon tags, they just get to spawn with "Weapon". Maybe, I'm just guessing. I could probably check.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Treason5240 on September 05, 2016, 09:25:30 PM
So..this is interesting.

After loading the mod, quitting the game, bringing it back up and starting a new map, whenever I attempt to build something it will permanently list all future building materials for any new construction as the first material type selected (but still build with the type you specified) and only cost the initial amount needed for the first structure/object.
Example: I started on an ice sheet.  I deconstructed a wall and used the limestone gained from it to construct a new wall.  From now on, all furniture I make defaults to 5 limestone blocks.  Deconstructing ANYTHING now only yields..limestone blocks.

I removed the mod and fired up a new game..and everything is back to normal.  Reloaded the mod, quit the game, fired it back up, changed the order of some mods to load Rimsenal first, started a new game, deconstructed a wall..and the bug is still there.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: kaptain_kavern on September 05, 2016, 09:58:19 PM
I had the exact same problem but without this mod, it was from Miscellaneous by Happlo and bugs are gone since removing the mod. That's weird
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: okiri on September 05, 2016, 10:52:33 PM
I'm getting an error: No String files for Name Banks/Fedbase  (code,noun and color too) for the federation mod. Started the game but the federation faction is called: Could not resolve any root name.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: okiri on September 05, 2016, 11:20:50 PM
Just found why. Languages folder was missing the "s", it's named Language.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Treason5240 on September 06, 2016, 12:13:38 AM
Found out what was causing the conflict.

I had "Spoons Hair Mod" active and for some weird reason, it was causing the bug.  As soon as I stopped using it, there was no longer a conflict.

Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Helpful Bot on September 06, 2016, 12:14:59 AM
I'm having the same error as you okiri, trying your fix thank you.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: BaconBits on September 06, 2016, 01:36:43 AM
NICE....I was waiting for this! Thanks rooki1
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Deimos Rast on September 06, 2016, 02:37:09 AM
Quote from: Rafe009 on September 05, 2016, 08:17:57 PM
snip
Yeah, you're pretty much right. And building off of what Reviire was saying, in the PawnKinds_Feral and PawnKinds_Mutant defs it lists what weapons the Pawn is allowed to carry (such as "Orge" for Mutant or "FeralGrenade" or "FeralGunHeavy" for Ferals).
Based on what you're saying, the Feral weapons however seem to be inheriting the stock WeaponTags from their Parent classes. I would have thought they get overwritten, but I guess not. Unfortunately, it doesn't look like rooki1 imported the bases, which would have made this a lot easier, especially if you're newer. I'm tempted to just give you my version which has the bases imported (I also reworked this mod too, haha), but I don't see a license anywhere.
If you're committed to it, I can walk you through it via PM - it's not too bad, just a copy paste and find and fetch type deal.
Anyway, to land the plane, once you have the discrete bases the Feral weapons are inheriting from, you would then delete the stock WeaponsTags from them, and it should keep non-Ferals from using Feral weapons.
That's my theory anyway, no idea if it's accurate. Sounds good though. ;D
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: rooki1 on September 06, 2016, 05:02:09 AM
Language's' folder mistake fixed. Thank you for notice.
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Shinzy on September 06, 2016, 01:27:39 PM
Quote from: Treason5240 on September 06, 2016, 12:13:38 AM
Found out what was causing the conflict.

I had "Spoons Hair Mod" active and for some weird reason, it was causing the bug.  As soon as I stopped using it, there was no longer a conflict.

Hey ho! could you post (or pm) your entire modlist
I really really really can't believe a hair mod would cause this issue :p it could be something else causing it that gets 'fixed' when you reload the game
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: deliveryservice on September 06, 2016, 01:47:53 PM
(Gasps!) Lovely new addition! I fucking love it!
Title: Re: [A15] Rimsenal v0.7 : Season of the hunter
Post by: Rafe009 on September 06, 2016, 03:40:02 PM
Quote from: Deimos Rast on September 06, 2016, 02:37:09 AM
-snip-

I think, after a bit of copy pasting from Weapons_Mutant, I have restricted all ranged and all melee feral weapons to feral faction infantry.

Prior to all data for guns and blades the ogre had some sort of indexing entry that must proceed the weapons,  i just copy pasted the ogre entry and changed a few words to create a new Base tag "BaseFeralgun"  then you have to change the <weapons> tag from ogre to Feral. I believe this points to the faction in question.

Then you go to individual entries for a particular gun/bladed feral weapons and you'll see somethign like "BaseHumanMakableGun" or "BaseHumanMelee_sharp". I just changed it to to "BaseFeralWeapon or BaseFeralMelee." This, as you said, was basically inviting any pawn that isn't designated tribal to wield feral weapons be they projectile or melee. Note: This limits you from building the feral guns in your machining shop but for my purposes that's fine.



Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: Deimos Rast on September 06, 2016, 07:51:03 PM
Quote from: Rafe009 on September 06, 2016, 03:40:02 PM
stuff and things
That sounds about right, did it work? If so, it might be something rooki1 could look into implementing, since it makes sense.
You can add back in the recipeMaker/recipeUser if you want to make them craftable again. In mine I made the feral guns craftable at the smithy and removed the ability for them to get art embellishment, for thematic reasons. That's probably a little op, and could probably be balanced a bit better, but meh.
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: Rafe009 on September 07, 2016, 12:46:14 AM
Quote from: Deimos Rast on September 06, 2016, 07:51:03 PM
-snip-

It seems to have worked and I've finally started playing A15 after long last with Feral, a heavily butchered HC, Rimfire, 2 hair mods and the PetStay mod - mostly for a bit of aesthetic variety though one could consider rimfire  a bit cheaty with the rocket systems that Verb_Shoot rather than Verb_ShootOneUse shoot.

I did notice the recipe tags but have not really delved into that. Consider the volume of guns that HC and rimfire give i'm happy making those craftable. Your crafting of feral weapons moved to the smith does make a bit of sense and unclutters the interface. I'de consider that a good ease of use improvement but i'm fine with just melting them down into steel rather than creating a post apocalyptic gun museum in my colony.

I just go hit by tribals though and everyone of them was wearing feral hoods!  :o. For the life of me i don't recall ever screwing around with apparel tags or how feral hoods behave at all but they seem totally out of place on tribals. Maybe it's just me and I cross referenced the wrong tag somewhere but could somebody tell me if Tribals are intended to wear Feral headgear/hoods?

Edit: no i spoke too soon, now pirates are wearing hoods too though there was a time, long long ago when they weren't.

Edit: i'm confounded at this point. I went back into development mode and spammed raids from tribals and pirates of different sizes. Not a single hood in my modified version or the original unblemished rimarsenal. Whatever is causing the hoods to manifest is impervious to the development mode's methods for spawning pawns so i can't seem to test unless i'm playing the game proper.

Edit: Had a moment of thinking about it last night and i realized the main difference between my actual game and my tests was that i was venturing into winter. Just loaded up a new game, set the season to Winter upon landing in the advanced tab on the world map, spawned in, executed a tribal raid with developmental mode... Hoods everywhere. Hoods are basically being employed as parkas for cold weather conditions.
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: ngcq1811 on September 08, 2016, 02:25:31 AM
Ive always liked weaponry diversity, but how balanced is Rimsenal's weapons compared to other popular mods such as High Caliber?
I want to have both futuristic weapons and realistic ones in my game, but if one overpowers the other it would be concerning.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: rooki1 on September 08, 2016, 08:29:20 AM
(http://orig14.deviantart.net/0d22/f/2016/252/7/6/preview4_by_rooki1-dah0i36.png)

v0.71 mini update.

- Feral faction name maker added.
- Misc balance tweaks



I'm still working to stop that "damn feral hoods everywhere" situation. Any suggestion?
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 08, 2016, 09:55:49 AM
@rooki1
Ah, so you see the hoods and weapons on pirates and such too? I've torn apart the Feral mod and best I can tell, everything is in order. My theory was it was an inheritance issue and the parent tags weren't getting overridden, so I locally removed those just in case. However, preliminary results are....not so good. I'm seeing slaves in caravans from the Medieval Times mod wearing Skulker hoods. Unless they were "captured" Ferals...but I doubt the game is that clever (no way to check in game).
Maybe 15c changed something. *shrug*
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: Deimos Rast on September 08, 2016, 10:06:18 AM
Quote from: ngcq1811 on September 08, 2016, 02:25:31 AM
Ive always liked weaponry diversity, but how balanced is Rimsenal's weapons compared to other popular mods such as High Caliber?
I want to have both futuristic weapons and realistic ones in my game, but if one overpowers the other it would be concerning.
I've created customized versions of pretty much every weapon mod out there, and honestly, speaking of the Feral mod at least (haven't looked at the others yet), it falls in the middle of the pack. The feral weapons by and large are all 20th/21st century guns. Plus a dirty nuke. ;D
(but I had to specifically create a pawn that used the nuke, as none do by default).
The Federation one adds more futuristic mechanoid/bion units, but I didn't get a chance to look at the number on guns.
TLDR: Try the Feral pack, they have some cool toys and a couple of other surprises. By large, I would say feral guns stay close to stock.
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: ngcq1811 on September 08, 2016, 11:11:42 AM
Quote from: Deimos Rast on September 08, 2016, 10:06:18 AM
Quote from: ngcq1811 on September 08, 2016, 02:25:31 AM
Ive always liked weaponry diversity, but how balanced is Rimsenal's weapons compared to other popular mods such as High Caliber?
I want to have both futuristic weapons and realistic ones in my game, but if one overpowers the other it would be concerning.
I've created customized versions of pretty much every weapon mod out there, and honestly, speaking of the Feral mod at least (haven't looked at the others yet), it falls in the middle of the pack. The feral weapons by and large are all 20th/21st century guns. Plus a dirty nuke. ;D
(but I had to specifically create a pawn that used the nuke, as none do by default).
The Federation one adds more futuristic mechanoid/bion units, but I didn't get a chance to look at the number on guns.
TLDR: Try the Feral pack, they have some cool toys and a couple of other surprises. By large, I would say feral guns stay close to stock.

The feral weapons' astounding lack of accuracy puts me off, I must say. I'm still researching until I can try out the 5 Rimsenal weapon categories, but so far the High Caliber weapons have yielded greater accuracy and damage  than the Tactical and Feral weapons (tested through a few raids and target practice on Berserk prisoners, I ended up prioritizing sending my HC-wiedling colonists) as well as value, but Rimsenal weapons have a fairly small Work requirement and thus can be mass produced pretty efficiently. Maybe that's where the balance comes in?

Then again, it would be awesome if a weapon statistics standard were followed and weapon mods could be used uninamously.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 08, 2016, 11:50:54 AM
I am a person who likes vanilla balance when it comes to weapons/armor in this game and this does a pretty damn good job of it. Nothing I've come across in this mod blows everything out of the water and I still find myself using vanilla guns a reasonably large amount of the time. One thing is use disproportionately is the assault hammer because nothing is more satisfying than getting that 1-hit smackdown even if it comes at such a heavy cooldown.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: NekoEternal on September 08, 2016, 12:36:38 PM
Quote from: rooki1 on September 08, 2016, 08:29:20 AM
I'm still working to stop that "damn feral hoods everywhere" situation. Any suggestion?

Unsure if related to this issue but if you use prepare carefully you can see the game things Feral gas mask and both Feral hoods are worth 0 cost.

(http://image.prntscr.com/image/690674669fe747e3b5fb66450709d53b.png)

Now my thoughts is npc's are probably assembled with a budget target when they are spawned in, and those hoods being free probably makes it real easy for the algorythm to stuff them on just about everyone.

I edited the file to make them about in line with other cheap helmets for cost.

(http://image.prntscr.com/image/8663656cbe0c463f8246f25893a64ad9.png)

using dev commands to spam raids on me seemed to produce signifigantly less hoods this way.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: kaptain_kavern on September 08, 2016, 01:08:58 PM
This make perfect sense to me.

Regarding this conversation/thread : https://ludeon.com/forums/index.php?topic=25793.0
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Shinzy on September 08, 2016, 01:24:51 PM
Oh yeah, free price coupled with how well it protects from cold (pawns can use any clothing regardless of which appareltags it has if the weather is cold and it would help them survive it) Atleast that was the case few alphas ago when I had parkas spawn on my vikings during winter without my say so :p



Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 08, 2016, 05:50:44 PM
I know your poll is closed but please add 20 more votes for the Xeno beasts. Why 20? I shouted out my window at a group of about 20 people passing by my house asking them whether they wanted Xeno beasts and i'm pretty sure their replies were yes so its totally legit. Please kick our asses with some Vibro-raptors with vorpal claws of death and destruction. Amen.
Title: Re: [A15] Rimsenal v0.701 : Season of the hunter
Post by: Deimos Rast on September 08, 2016, 08:44:15 PM
Quote from: ngcq1811 on September 08, 2016, 11:11:42 AM
The feral weapons' astounding lack of accuracy puts me off, I must say. I'm still researching until I can try out the 5 Rimsenal weapon categories, but so far the High Caliber weapons have yielded greater accuracy and damage  than the Tactical and Feral weapons (tested through a few raids and target practice on Berserk prisoners, I ended up prioritizing sending my HC-wiedling colonists) as well as value, but Rimsenal weapons have a fairly small Work requirement and thus can be mass produced pretty efficiently. Maybe that's where the balance comes in?

Then again, it would be awesome if a weapon statistics standard were followed and weapon mods could be used uninamously.
If you follow me around these forums, I've been hitting up every weapons mod leaving feedback on balance. I decided to start making a spreadsheet.
Also, Feral weapons aren't supposed to be the most accurate, no. They're made by people living in the ruins of civilization.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 08, 2016, 08:50:06 PM
Technically speaking, aren't all Rimworlders kind of living in the ruins of civilization? The only gun the ferals have that I use consistently and that feels more sophisticated/powerful than the rest of their lineup is the Crucifier. Overall though, I think he nailed down the immersion aesthetic of the ferals really well.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: okiri on September 08, 2016, 09:01:07 PM
Dont underestimate their scorcher. Fire is a great crowd control weapon.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 08, 2016, 09:06:18 PM
That 12? range though. And with other weapons if I manage to shoot my own guys...meh. With fire, for whatever reason my colonists prefer to sprint off into the horizon for 5 minutes with their asses on fire till they eventually die.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: okiri on September 08, 2016, 10:19:39 PM
Good positioning and flooring prevents fire spreading to your pawns. Sometimes battles are random and yes it sucks, but look, Kamikaze pawns are great with this especially in sieges. Equip them a shield take some go juice, run towards the siege, unequip the shield when near and scorch the place apart while your other pawns snipe. A+ grade fun.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Rafe009 on September 09, 2016, 12:09:05 AM
@rooki1

So i did a bit of editing <MarketValue>150</MarketValue>
      <ArmorRating_Blunt>0.03</ArmorRating_Blunt>
      <ArmorRating_Sharp>0.03</ArmorRating_Sharp>
      <Insulation_Cold>-2</Insulation_Cold>


added the market value line removed heat insulation. This probably isn't what you intended but it works for the most part to limit hoods in winter. Nerfed armor sharp by about 67% too.

Clearly what was happening was well beyond your control as this seems to be something that is countermanding normal restrictions specifically for winter survival issues.

My additions could imbalance the game after stripping of feral corpses, i don't think i should be able to turn massive profit by selling feral hoods but i'll deal with that later when i have to or just impose a rule for myself in the game to burn them.

Anyway thanks for the great visuals and mod
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 09, 2016, 11:35:19 AM
lol feral hood flipping new meta.
still doesn't explain the lack of respect for apparel tags, but meh.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Shinzy on September 09, 2016, 12:03:22 PM
Quote from: Deimos Rast on September 09, 2016, 11:35:19 AM
lol feral hood flipping new meta.
still doesn't explain the lack of respect for apparel tags, but meh.

By my experience pawns are allowed to pick any available clothing items that would let them survive certain winter conditions citation needed
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Rafe009 on September 09, 2016, 01:09:14 PM
Quote from: Deimos Rast on September 09, 2016, 11:35:19 AM

Yeah, without a doubt Tynaan's code is countermanding them for the purposes of pawn survival i'm thinking. Tynaan stated in a video or in a blog post that pawns would not longer spawn on icesheets and start loosing toes and fingers but would instead come with parkas and cold weather gear.

The ubiquitous nature of the hoods now makes sense in that they are probably the most desirable headgear in all of rimworld. They are free for one and offer almost as much cold insulation as a tuque. In addition they have tremendous armor for sharp attack resistance and even offer heat considerable insulation.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: AtomicRavioli on September 10, 2016, 06:13:30 AM
Love the mod, but if I had one single complaint... it would be that some of the weapon sounds are way too loud compared to vanilla.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: ngcq1811 on September 10, 2016, 12:21:37 PM
A few feedback regarding Federation weapons:

The Federation rifles and sniper rifles are ungodly inaccurate at long range for me. The sniper rifle, equipped on a careful shooter and has a 90% chance of hitting a centipede from 40 tiles away, misses 7 out of 10 bursts, and that's entire bursts. The bullets never seem to land, even when I test fire on rocks or go hunting at any distance, on my best hunters, without any obstructions.

In terms of average shot hit they are easily outdone by the standard Greydale weapons at mid range (Greydale rifle is now the standard issue rifle for my colony), and at close range the Stormer with its 100% accuracy kinda put Federation's motto for accuracy to shame. I sent 3 snipers with Fed rifle + fed sniper rifle + Mk 14 to take out a poison ship and the Mk 14 killed three Scythers and inflicted the most damage on the Centipedes. The Fed rifle shone at taking out Monitors at mid-close range though.

But all other weapon brands have been excellent except for Federation high tier weapons, to a point where I'd prefer to use a Fed pistol over the rifles for hunting. Or maybe I haven't done any thorough calculation and comparison and the way the Fed sniper rifle misses 70% of its shots is confusing me...
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 10, 2016, 07:56:55 PM
I found the exact same issue with Fed sniper rifles. Something is amiss with them because landing a shot is bizarrely difficult.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 11, 2016, 02:47:54 AM
So I compared the accuracy of the Fed Sniper Rifle (Intercessor) and the Stock Sniper Rifle. The accuracy curve for the stock sniper rifle, after touch range is effectively flat (0.86 > 0.86 > 0.88). The Intercessor, however, curves up at the end rather sharply (0.7 > 0.9 > 0.95). In short, you really need to pick far away targets.
There is no forced missed radius or anything, so that explanation is out.
The only other explanation (which I find unlikely) is the projectile being fired: the Intercessor fires an explosive round, whereas the Sniper Rifle fires a regular bullet. I'm not suggesting the game is modeling different ballistics or anything; rather that (if anything) thingClass 'Projectile_Explosive' is different than thingClass 'Bullet' (might have a built-in forced miss/inaccuracy that needs to be overridden). It's a bit of a stretch, but that's the only other difference I can think of.

========================================
@rooki1
I just finished putting all the weapons of Rimsenal (regular) into a spreadsheet with stock weapons and High Caliber weapons, and there are a few discrepancies you might be interested in.
- Most importantly, almost all of your weapons WorkToMake values are off by a wide margin (usually by x10). Obviously, this is dependent on taste, but compare the stock Assault Rifle (Work 120,000 Value 650) and the GRC Carbine (Work 12,000 Value 700) or the stock Pistol (Work 32,000 Value 200) to the Lynx Tactical Pistol (Work 8,000 Value 300) and you get the idea. Every single gun (and melee weapon) comes in under the stock WorkToMake values.
- Jaguar & Grendel Grenade Launchers have "flyOverhead = true" which is usually (almost always) reserved for mortars.
- Grenades: I don't think this actually causes an issue, but it's something that's an error in the stock game: the space between 'Radius' and the '>'. Your grenades have it. <explosionRadius >4</explosionRadius >
- Graydale DefenceTech is currently set to tech level Industrial (not Spacer), has not requirement of a MultiAnalyzer, and has no prerequisites, making it completely different than ever other tech. If intentional, disregard comment.

That's it for now. I'll post the spreadsheet when I add some more to it, if you're curious.
I'm really enjoying the level of attention and detail you put into this mod. I specifically like all the names you gave the weapons. Really makes the whole thing come alive. Very well done. Top tier. :)

Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: ngcq1811 on September 11, 2016, 03:43:16 AM
I think Greydale is supposed to be one of the first weapon tier available to a developing colony, so it is likely that Greydale is intentionally set to be industrial and easy to access for use in lieu of stock weapons, whereas Feral is for the advancing Tribal colony.

Without diving too deep into details, I'd like to know if the Fed sniper rifle's stats and usefulness is worth its value in resources. Eventhough it requires a devastatingly long cooldown inbetween bursts, it's got a 3-round burst mechanism which is reasonable if you were to relate to the cooldown of a 1 shot rifle, its damage is also decent, possible burning effect, exceedingly long range and high statistical accuracy. But if 80% of the bullets have an amourous affair with the ground 3 tiles away from the actual target, the gun becomes a lavish potato that should better off being sold.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 11, 2016, 04:57:56 AM
Try switching the ProjectileDef to 'Bullet' and see if it makes a difference. I doubt it, in fact you could even say it's a...long shot...but on paper, assuming I looked at the right sniper rifle, it looked fine.
We are talking about the same gun, yes?
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: rooki1 on September 11, 2016, 06:37:46 AM
Thank you for all of your attention. I've read allnr comments and I'll consider your opinions carefully. I'll reflect these on next update.

- The Grendel and jaguar's speculative fire ability was intentioned skill. These weapons were designed for indirect fire support.

- The Greydale's weapons are not sophisticated weapons like charge rifle. So I decided to put them on lower tier.

- I'll check out the accuracy of the Intercessor. However, this is a season of the Korean national holiday (some sort of thanksgiving day) and I have to trip to suburb region for a while. So I can't give you my assurance.

- Next big update will be interesting one. I have some experiments with "summon filth" function and realize this function is not limited to just summon some "filth". Actually, It can summon more interesting things, like automated hunter-killer drones.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: kaptain_kavern on September 11, 2016, 08:16:11 AM
Quote from: rooki1 on September 11, 2016, 06:37:46 AM
- Next big update will be interesting one. I have some experiments with "summon filth" function and realize this function is not limited to just summon some "filth". Actually, It can summon more interesting things, like automated hunter-killer drones.
Like in Hive code ? I'm looking forward for that one ;)

Have a good trip/holiday
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 11, 2016, 10:44:59 PM
Really? You're just going to leave that teaser there? Ugh!
I'm pretty sure I know 'what' you'll summon them from, the 'why' and 'when' but not the 'how'. Not entirely anyway. I am very interested in seeing what you do. Now then, back to my lab to see if I can get a Yorky to spawn from a molotov...
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: ngcq1811 on September 12, 2016, 02:59:45 AM
@rooki1
Here's feedback on certain turrets.
- All turrets aside from Yungwa's require someone to mount them. This is neat somewhat, but I recommend the MMG to be automated as a high tier replacement of the stock turret.
- Wave emitter is a neat crowd control weapon indeed, it sends raiders panicking with flames on their butt, but there are huge cons that made me deconstruct it from my defensive line:
>It tracks enemies by proximity to itself and not the crowdedness of an area, which for a crowd control weapon is a huge drawback.
>If I position my hunters anywhere near that thing just to defend it, I'm in for some sick burn. It really doesn't give a crap and shoots itself when Raiders rush to attack it.
>I also have to position it far away from my main defense line as well, otherwise when raiders rush to attack my manned turrets, it burns the entire area around the turret along with my gunner and render my turret useless for a very dangerous duration until I can place another gunner there.
- Molten cannon seems like a heavier edition of the AGS, since it can only be operated within a clear-of-obstruction site. Haven't tested the Barrage cannon but it seems like the heavier edition of the mortar.
- Harvester is freaking awesome.

Also feedback on a few weapons:
- AMR is accurate, powerful and quick to fire for a heavy sniper rifle. It certainly is made to deal with Mechanoids.
- Is the Suppressor Cannon meant to be single shot, single projectile? Although it works excellently as a weapon overall, it certainly doesn't "suppress". It is too accurate, short ranged and slow firing for a suppressor weapon, more like a CQB rifle that goes for the kill in every shot. It excels at defending turrets from meleeing raiders as well as keeping everyone away from the gunner's firing radius.
- Greydale rifle is quite powerful, if not too powerful. I let a doctor with 5 Shooting equip it and ambush the Ferals' escape route and she killed all 4 healthy stragglers from one place.
- Swarmer is perfect. I don't know what else to comment on this baby. Insanely accurate, adequate range, and with enough power to be deadly but not too OP. I love it.
- Tyrant kinetic rifle has been a lackluster for me. The cons are clear: short range, low accuracy, low damage... but the speed it is rumored to have is insufficient to compensate for all those downsides.

Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Dragoon on September 13, 2016, 04:30:39 AM
I thing you might have forgot to set the cost of the federation jumpsuit, it costs the same as the carbon one.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: EldVarg on September 13, 2016, 04:45:10 AM
The Crucible precision rifle have some aim problem. Looks like it almost never hit where you aim - you can fire at a big building a long time and it always miss its target - only when the target moves you can accidentally hit it.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: kunyomi on September 13, 2016, 04:57:48 AM
How well does this blend with Glittertech?

I really love the design of the mod, it's really quite amazing. But I also love the concept behind Glittertech, the whole "hard to get but really powerful lategame" goal to work towards. It would be a shame if this made that trivial.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: ngcq1811 on September 13, 2016, 06:23:15 AM
Quote from: EldVarg on September 13, 2016, 04:45:10 AM
The Crucible precision rifle have some aim problem. Looks like it almost never hit where you aim - you can fire at a big building a long time and it always miss its target - only when the target moves you can accidentally hit it.
This is the case for me as well.
Federation rifles (both Precision and standard) have a fearsome accuracy ONLY when the enemy is on the move and are large targets (I've seen the sniper landing every shot on a moving Centipede), but it will never hit a stationary target.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Rafe009 on September 13, 2016, 09:53:19 PM
So i'm on my 3rd year and finally got assaulted by ferals that had an accompanying ogre or xenohuman. I was suprised to find out the game treats him like an animal and he went right in the fridge with the razorbacks. A little science later and it seems that Ogres yield tremendous volumes of leather :

http://images.akamai.steamusercontent.com/ugc/257092357827402341/95990F915162ABF0D52CF884DA1544AEBBF0A1D5/

To give an idea:
A butchered Megatherium yields about 306 meat and 68 leather
A butchered Ogre/xenohuman give about 319 meat and  318 leather. Clearly this thing is huge and probably dragging tons of layers of skin around.

Quite the ratio of skin to muscle. It doesn't seem balanced.
Also i'm not sure how I feel about humans chowing down on some mutated hulk of a humanoid that was just firing a rivet gun at them. For cannibals it makes sense though.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Helpful Bot on September 13, 2016, 10:22:59 PM
I am going to edit the precision rifle to no longer shoot explosive rounds and see if the accuracy improves because so far thats one of the only things I can think might be causing the missing behavior.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: A_Soft_Machine_Man on September 13, 2016, 10:52:30 PM
Quote from: Rafe009 on September 13, 2016, 09:53:19 PM
Also i'm not sure how I feel about humans chowing down on some mutated hulk of a humanoid that was just firing a rivet gun at them. For cannibals it makes sense though.

Rimsenal Federation Bions actually work the same way. Even better, they actually produce 15 plasteel along with their meat when butchered (to represent their mass-produced, cyborg natures).
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: ngcq1811 on September 14, 2016, 12:32:47 AM
Quote from: Helpful Bot on September 13, 2016, 10:22:59 PM
I am going to edit the precision rifle to no longer shoot explosive rounds and see if the accuracy improves because so far thats one of the only things I can think might be causing the missing behavior.
After I changed it to "bullet" I noticed that its accuracy for moving enemies has improved greatly (almost 100% accurate), however, you will never hit a stationary target or a wall or a poison ship.
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: Deimos Rast on September 14, 2016, 02:06:35 AM
Well what more can be done? There's the art asset which has no affect on anything (as I've shot guns backwards just fine), the projectile, which we know apparently affects things, and the accuracy curve, which isn't that unusual. There is no forced missed value to account for, and I don't remember if it's inheriting anything unusual.
I think we should turn our energy on this hunter killer spawning business. That sounds like something fun to wildly speculate about. ;D
I tried some experiments (I wasn't joking when I said I was trying to get a molotov to spawn a yorkie) and I have no idea how rooki1 plans on doing it. I'm hoping it's without a plugin, so I can...borrow...it for personal usages. ;D
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: rooki1 on September 14, 2016, 06:51:38 AM
(http://img12.deviantart.net/87fd/i/2016/258/4/e/preview_by_rooki1-dahpd28.png)

v0.72 mini update.

- Major balance adjustment.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: picollo on September 14, 2016, 06:57:00 AM
Can't use any of dropbox links, they don't work.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: rooki1 on September 14, 2016, 07:32:46 AM
Fixed.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: kunyomi on September 15, 2016, 06:54:22 AM
Are the balance changes documented anywhere?
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Dragoon on September 15, 2016, 03:59:15 PM
Is the girl in the picture wearing, the nerve suit or the drop suit?
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Deimos Rast on September 15, 2016, 06:17:30 PM
Quote from: kunyomi on September 15, 2016, 06:54:22 AM
Are the balance changes documented anywhere?
Does not appear so. Changelog in op is outdated. I suppose I could do a diff compare and report back. Might be a bit though...
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: rooki1 on September 15, 2016, 06:22:35 PM
Quote from: Dragoon on September 15, 2016, 03:59:15 PM
Is the girl in the picture wearing, the nerve suit or the drop suit?

Nerve suit.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Deimos Rast on September 15, 2016, 09:02:19 PM
I'm back from Mordor with the r...erm, patch notes. Didn't check Hair mod or Storyteller mod.
TLDR Version:
Everything got a big boost to WorkToMake (probably because of my post so you can blame me for this one :P)
Greydale stuff nerfed
Kinetic stuff buffed
Suppressor thinger suppresses now
Might have fixed feral hoods problem
Changed all preview pictures

@rooki1 your grenade fix was incomplete - you missed the opening bracket typo "<explosionRadius >". Also, did you mean to remove WorkToMake entirely from the Fed Jumpsuit?
I think it's really encouraging how you listen to feedback, by the way. Thank you. :)

The exhaustive patch notes, from 0.71 to 0.72.

====================== v0.72 ======================
Rimsenal: Core
- Changed preview picture
- Carbon Suit WorkToMake increased from 14,200 to 64,200
- TacVest WorkToMake increased from 15,000 to 75,000
- TacHelmet WorkToMake increased from 12,000 to 32,000
- Exoframe WorkToMake increased from 18,000 to 98,000
- Laconian Pioneer Armor WorkToMake increased from 35,000 to 105,000
- Laconian Pioneer Helmet WorkToMake increased from 18,000 to 30,000
- Drop Suit WorkToMake increased from 42,000 to 172,000
- Drop Suit Helmet WorkToMake increased from 19,000 to 49,000
- Nerve Suit WorkToMake increased from 40,000 to 110,000
- Nerve Suit Helmet WorkToMake increased from 18,000 to 39,000
- Bjorn Armor WorkToMake increased from 44,000 to 174,000
- Bjorn Helmet WorkToMake increased from 21,000 to 41,000
- Nemesis Armor WorkToMake increased from 41,000 to 161,000
- Nemesis Helmet WorkToMake increased from 18,900 to 38,900
- Lynx Pistol WorkToMake increased from 8,000 to 42,000
- GRC Carbine WorkToMake increased from 12,000 to 110,000
- GRC Carbine CoolDown increased from 0.6 to 0.65
- GRC Carbine WarmUp increased from 85 to 95
- GRC Carbine range increased from 28 50 29
- GRC Carbine BetweenBursts increased from 5 to 8
- GRM Marksman Rifle WorkToMake increased from 15,000 to 130,000
- GRS Support Machine Gun WorkToMake increased from 15,000 to 130,000
- GRS Support Machine Gun CoolDown decreased from 2.1 to 1.95
- GRS Support Machine Gun BurstCount decreased from 12 to 8
- GRS Support Machine Gun BetweenBursts increased from 5 to 12
- Jaguar Grenade Launcher WorkToMake increased from 19,000 to 120,000
- Caracal HV SMG WorkToMake increased from 14,000 to 59,000
- Hrunting Molten Rifle WorkToMake increased from 20,500 to 120,500
- Trollsverd Molten Pistol WorkToMake increased from 10,500 to 50,500
- Fafnir Siege Shotgun WorkToMake increased from 20,500 to 120,500
- Gramr AMR WorkToMake increased from 30,500 to 130,500
- Grendel Siege Gun WorkToMake increased from 60,500 to 160,500
- Muspell Suppressor Cannon WorkToMake increased from 22,500 to 122,500
- Muspell Suppressor Cannon Cooldown increased from 0.2 to 0.6
- Muspell Suppressor Cannon WarmUp increased from 18 to 36
- Muspell Suppressor Cannon BurstCount of 4 added
- Muspell Suppressor Cannon BetweenBursts of 12 added
- Muspell Suppressor Cannon ForcedMiss of 1.5 added
- All Grenades: partially fixed typo in "<explosionRadius >".
- Kinetic Rifle WorkToMake increased from 20,800 to 120,800
- Kinetic Rifle WarmupTicks decreased from 61 to 59
- Kinetic Rifle Range increased from 27 to 28
- Kinetic Rifle BurstCount increased from 1 to 2
- Kinetic Rifle BetweenBursts of 10 added
- Kinetic Pistol damage increased from 6 to 8
- Kinetic Pistol Warmup decreased from 70 to 59
- Kinetic Pistol WorkToMake increased from 17,800 to 47,800
- Thudd Gun damage increased from 5 to 10
- Thudd Gun WorkToMake increased from 26,800 to 126,800
- Kinetic Long Rifle damage increased from 22 to 28.
- Kinetic Long Rifle WorkToMake increased from 26,800 to 126,800
- Storm Cannon damage increased from 5 to 10.
- Storm Cannon WorkToMake increased from 35,800 to 155,800
- Shard Rifle WorkToMake increased from  20,500 to 120,500
- Swarmer WorkToMake increased from  25,500 to 125,500
- Spike Rifle WorkToMake increased from 35,500 to 135,500
- Shard Pistols WorkToMake increased from  20,500 to 120,500
- Microwave Emitter WorkToMake increased from 25,000 to 125,000

Rimsenal: Federation
- Changed preview picture
- Fed Jumpsuit marketvalue reduced (800 > 100) and WorkToMake value removed entirely
- Riot Gear WorkToMake increased from 39,000 to 159,000.
- Riot Gear Helmet WorkToMake increased from 18,000 to 32,000.
- Marksman Gear WorkToMake increased from 39,000 to 119,000.
- Marksman Gear Helmet WorkToMake increased from 18,000 to 38,000.
- Crucible Rifle WorkToMake increased from 20,500 to 120,500.
- Crucible Pistol WorkToMake increased from 10,500 to 50,500.
- Heat Cannon WorkToMake increased from 50,500 to 150,500.
- Crucible Precision Rifle WorkToMake increased from 40,500 to 140,500.
- Plasma Caster projectile speed reduced (5 > 4) and damage reduced (25 > 15)
- Plasma Caster WorkToMake increased from 50,500 to 150,500.
- Plasma Caster Range decreased from 25 to 20.
- Plasma Caster burst count reduced from 3 to 2.

Rimsenal: Feral
- Changed preview picture
- added "menuHidden = true" to all Feral hoods
- decreased meat and leather amount of Ogre (by ~half)

Rimsenal: Security
- Changed preview picture
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: SyClap on September 15, 2016, 09:45:38 PM
 Awesome mods and very cool art!  ;D OP's so multi talented.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: kunyomi on September 16, 2016, 04:20:50 AM
Cheers Deimos Rast, much appreciated. And Thanks rooki1 of course, for the wonderful mod ^^
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: ngcq1811 on September 16, 2016, 04:37:53 AM
But the balance game is always on, here are some more feedback:
@rooki1
@Deimos Rast
FEEDBACK #1 MELEE WEAPONS
>Concussion baton is meant to be a speed-for-damage version of the hammer (31% less cooldown, 37% less damage) but its not worth it in the long run because time-to-kill of the assault hammer is significantly shorter. Well, because the hammer boinks everyone in one hit while the baton takes 2-3 hits to do so, and the offsets are made meaningless. Though I haven't seen what secondary effects the baton has, I haven't seen it stunning anyone (given its "concussion" prefix). Does this thing really stuns people?

>Survival knife is not a weapon, it's a neat toolbelt to equip on non-combat characters. If you try to use this thing on a hunt or during a raid, it'll be like fighting with toothpicks.

>Vibrosword seems balance in theory, but is vastly inferior in combat compared to assault hammer and concussion baton. When used on unarmed colonist, my brawler suffered 4 punches to the face before managing to down the target, whereas a single blow from the hammer blew away the target's leg and consciousness in one fell swoop.

FEEDBACK #2 NERVE SUIT HELMET
> Nerve suit is intended for melee user, but Nerve suit helmet is a happy trigger item (-20% acc -20% aim time). Meaning that the pieces aren't intended to be worn together since they greedily and unnecessarily try to take on two categories of combat that can't be used together. I suggest the Nerve suit to boost melee accuracy instead. And here is why the Nerve suit helmet shouldn't even try to compete in the firearms race:

> The Nerve suit helmet is vastly inferior to the Dropsuit helmet and extremely inferior to the Marksman helmet. The armor stats are intentional so I won't bring that up, but the bonus stats make the Nerve suit helmet a very sophisticated item.
Nerve suit helmet: -20% accuracy -20% aim time -10% work speed
Dropsuit helmet: +10% accuracy +5% aim time -5% work speed
Marskman helmet : +40% accuracy -10% aim time -50% social chat impact

>Its ironic how the best item to go with the Nerve suit helmet is a Marksman gear on a Careful shooter character, totalling a +60% accuracy and +5% aim time. But even so, the Nerve suit helmet is a spoiled potato compared to the Marksman helmet anyway. Honestly the social chat impact penalty isn't even worth mentioning because I only equip these items on a lonewolf masksman who stand far away from other hunters.

=> The best way to get rid of this problem is, you guess it, make the Nerve suit and helmet completely devoted to melee combat.

Well, I crafted a Nerve suit helmet that is infused with +12% trade price improvement so now it's on my trader/doctor's head. Bummer.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Coercion on September 18, 2016, 03:13:34 PM
These are awesome and the varying strengths and weaknesses are a great idea.

Also, if you want any help, I am willing to provide graphics or help with code :)
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: SNKcell on September 18, 2016, 10:30:24 PM
Thanks a lot for the mod rooki, any plans on adding a new trade group?
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: ngcq1811 on September 19, 2016, 01:42:53 AM
@rooki1
I can't seem to craft the Exoframe and Pioneer armor, looked at every workbench and the option is not there. Are they meant to be bought from traders and not crafted?

Also, I've tested every weapon aside from Greydale. I'll be doing a detailed analysis on their balance and functions soon, I hope you have time to evaluate and modify them in upcoming patches.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Rafe009 on September 22, 2016, 05:22:53 AM
So i'm into my 5th year now and the feral have attacked a few times. One aspect of the attack is the ranged crucifiers  accompanied by the sand leapers/razorteeth. It's a rather common assault tactic the feral use but as a raid it feels like a food delivery service. I'm in a boreal forest and my freezer is essentially stocked with these things.

The notion that a raid gives you tons of food has made my game rather easy and i've largely not even hunted other than to cull wild herbivores from eating my livestock's grazing area. Normally getting meat from raiders required cannibalism which itself not only created a debuff from eating human flesh but also ensured recruiting a psychopath to carve up dead bodies mitigated, only partially, the colony mood penalty of butchering dead raiders.

Now raids generate guilt free food. Maybe razortooth meat should have a taste debuff like insect meat - i'm not sure if this could be easily done with the Defs so what i'm asking might be impossible.

Regardless this situation potential obviates the potential a colony will have to resort to cannibalism which was a cool game mechanic

http://images.akamai.steamusercontent.com/ugc/257092990908725393/7CB48C582C84F22B7D0F1451B3DAEA03F2319B22/ (http://images.akamai.steamusercontent.com/ugc/257092990908725393/7CB48C582C84F22B7D0F1451B3DAEA03F2319B22/)
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Ritsuka on September 22, 2016, 09:30:23 PM
I've used this mod for a long time and I think it's fantastic work. It's become one of those essential mods that I hate to play without, so I'm happy it updated so fast for A15. That being said, since I enjoy it so much, I figure I should offer a couple pieces of feedback.

The first point is that I agree with ngcq1811 on the Nerve Suit Helmet; given that characters in this game can't use melee and ranged at the same time (like a ranged primary/melee secondary, or vice versa), it's very odd how it conflicts with the melee-centric armor. Not to mention, even if it didn't, and the armor was shooting-based, the marksman helmet and dropsuit helmet blow it out of the water.

The second point is that I love the way the Nemesis armor looks, but I feel like it's missing something compared to the other brands. I get the extreme heat resistance gimmick, but it could really use something more interesting like the other armor sets have (Marksman Gear's amazing shooting and social impact hit, Dropsuit's multitude of bonuses, the Nerve Suit's trade offs, et cetera.)

On a much, much, extraordinarily smaller note, it's named "Reflactor" in-game instead of "Reflector." Usually I wouldn't bother pointing out typos and whatnot, but it's much more obvious when its in the name of armor pieces.

Keep it up!  :)
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Kolljak on September 28, 2016, 09:24:23 AM
Small issue with one of your new guns. Kinetic Rifle has some sort of audio warping when firing rapidily that causes audio to crackle on my speakers. i have aluminum Logitech speakers playing at. 24bit 48k Hz. it fires the first time with issue 2nd time it crackles 3 shot it cuts out and causes speakers to pop.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: asquirrel on October 05, 2016, 01:08:19 PM
Is EXO-19 from your Rimsenal mod?  If yes, is there any way short of disabling your mod to get rid of it.  The sucker is way over powered, IMHO.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: MarcTheMerc on October 08, 2016, 04:12:34 PM
Quote from: asquirrel on October 05, 2016, 01:08:19 PM
Is EXO-19 from your Rimsenal mod?  If yes, is there any way short of disabling your mod to get rid of it.  The sucker is way over powered, IMHO.

Nope its mine and it been changed so it shouldn't spawn anymore but i can't get rid of any in play so try using the kill command on it.
It was an oversite and im sorry.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Iasus on October 11, 2016, 04:58:00 PM
Has anyone else experienced trade ships not arriving with Hildegard Epic?   
Title: Re: [A15] Rimsenal v0.71 : Season of the hunters
Post by: panacuba on October 13, 2016, 03:20:47 PM
Quote from: Deimos Rast on September 11, 2016, 02:47:54 AM
I just finished putting all the weapons of Rimsenal (regular) into a spreadsheet with stock weapons and High Caliber weapons, and there are a few discrepancies you might be interested in.

Im greatly interested in this information good sir. Might you have it at hand and be kind to share it with me?

Thanks in advanced.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: duduluu on October 31, 2016, 12:22:14 PM
Hello, rooki

We completed the Chinese translation for Rimsenal
Could you add the files to your mods?

https://github.com/RimWorld-zh/rooki1-Mods-zh
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Moo on November 13, 2016, 02:43:38 PM
AGS nest doesn't shoot. It's manned, hold fire is off, a red line appears from the gun to the target, but nothing is fired.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Kolljak on November 16, 2016, 11:48:32 AM
Do we still have a working rimarsenal Combat realism patch? if so can i has links. been trying to find it for a bit now.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: mazacik on November 18, 2016, 11:52:12 AM
I've just noticed that raiders/visitors never appear with most of the content from this mod. Only Pioneer Helmet/Armor and melee weapons (vibrosword, combat blade,..). Nothing else ever spawns with a raider. My colony is 12 years old and super wealthy. Is this intended or a bug?
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: mazacik on November 20, 2016, 02:21:43 PM
I tried snooping through the xml files, it looks like the outfits/guns use different tags, that's why they don't spawn with raiders. Again, is this intended?
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Rhamphoryncus on November 26, 2016, 09:57:56 AM
The JI Siege Gun is broken for hunting.  If an animal is downed and you tell the colonist to hunt them the game will hang for a while, then pop up with an error about a stack overflow.  The colonist is left as "Standing." until I intervene.

Some other errors seem to happen for non-downed animals, but I'm not sure what particular behaviour provoked them.

Only Rimsenal is loaded and on a new map.  The dev tool was used to down an animal prior to hunting.

Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: CruelBanana on November 29, 2016, 02:13:05 PM
Are there a compability patch with combat realism? In that mod every gun needs ammo, which makes firing them a bit impossible.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Kolljak on December 01, 2016, 11:31:40 AM
Good luck banana i asked that a while ago and was ignored.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: A_Soft_Machine_Man on December 01, 2016, 04:17:35 PM
Quote from: Kolljak on December 01, 2016, 11:31:40 AM
Good luck banana i asked that a while ago and was ignored.

We basically ignored it because at that time the Combat Realism mod had stopped being supported by the author at the A14 patch. So you asking if there was a patch for an A14 mod in an A15 mod seemed somewhat nonsensical. Now that the community has made an A15 patch for CR, there may be an update in the future (if A16 is not released before then).

So no, there isn't. Rook1 may work on it in the future, or he may not.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: deliveryservice on December 02, 2016, 02:57:40 AM
I think Rook1 is doing what he can best atm you wouldn't possibly ignore that it would be time-energy consuming to produce a high quality like this. With both art and idea and code are exceptional I think it could even worth a penny or some but its totally volunteered (especially since it seems to be made solo).

Although I say this might trigger the idea even further, but I'm a fan of free mod to be frank.

So I won't being pushy about my free mod. Neither I wanted to look like a good person or smth, but I think it wouldn't be bad if you show the modder at least a support. not only being superbly-dependent consumer that "knows their right", even though we know it was freebies.

TL;DR: "Are you serious people, give it a break!"
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Admirer on December 09, 2016, 03:35:27 PM
The Federation seems to not work as intended. So far, I haven't come across them yet i can utilize the armor and weapons. When i tried to spawn in the Federation units non came up unless they were the ones that weren't a human race.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: deliveryservice on December 11, 2016, 07:39:18 AM
Quote from: Admirer on December 09, 2016, 03:35:27 PM
The Federation seems to not work as intended. So far, I haven't come across them yet i can utilize the armor and weapons. When i tried to spawn in the Federation units non came up unless they were the ones that weren't a human race.

If I can share my experience it might be because the fortress were too valuable. When I was playing in basebuilder-casual mode and at the beginning, they spawn human army, mostly utilize mere jumpsuit and pistol. So I'm guessing it's poin based.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Admirer on December 11, 2016, 09:15:36 AM

If I can share my experience it might be because the fortress were too valuable. When I was playing in basebuilder-casual mode and at the beginning, they spawn human army, mostly utilize mere jumpsuit and pistol. So I'm guessing it's poin based.
[/quote]
Seems to be right, they spawned in my new colony. Oh well, guess i can't harvest anymore federation lungs in my main game.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: rooki1 on December 13, 2016, 03:18:46 AM
(https://orig10.deviantart.net/bce5/f/2016/348/8/b/fpcpb_by_rooki1-darkxdt.png)
(https://orig02.deviantart.net/e7eb/f/2016/348/7/1/fpcpk_by_rooki1-darkxdq.png)
(https://orig05.deviantart.net/a697/f/2016/348/e/6/fpcpm_by_rooki1-darkxe2.png)
(https://orig13.deviantart.net/0807/f/2016/348/0/0/twisted_by_rooki1-darkxdw.png)
(http://orig06.deviantart.net/85ea/f/2016/348/2/2/852106060_74711_14295492414903855154_by_rooki1-darkxjn.jpg)

Working on next update.
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Smexy_Vampire on December 13, 2016, 04:31:28 AM
THAY LOOK AWSOME :D
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: Dragoon on December 13, 2016, 01:54:09 PM
Are those creatures or armor? ( I ask because they seem to fit the body types)
Title: Re: [A15] Rimsenal v0.72 : Season of the hunters
Post by: A_Soft_Machine_Man on December 13, 2016, 06:27:24 PM
Quote from: rooki1 on December 13, 2016, 03:18:46 AM

-snip-

Working on next update.

Oh hell yes
Title: Re: [A15][A16] Rimsenal v0.8 : Season of the hunters
Post by: rooki1 on December 14, 2016, 08:38:04 PM
(https://img12.deviantart.net/a4db/i/2016/349/2/2/preview_by_rooki1-darr49l.png)

Alpha 16 Updated.

https://www.dropbox.com/sh/zwlu3ekwchud523/AADqPYCX-SM_eSyqZrDuXhkla?dl=0

Federation:
- Art update
- The monitor has been changed to seeker. Self-destruct feature has been added.

Feral:
- New enemy, Twisted added.
- You can get human flesh by butchering mutants.


Can be unstable.
Title: Re: [A15][A16] Rimsenal v0.8 : Season of the hunters
Post by: Grishnerf on December 15, 2016, 02:36:24 AM
all hail rooki1
Title: Re: [A15][A16] Rimsenal v0.8 : Season of the hunters
Post by: mazacik on December 15, 2016, 03:05:21 AM
Will raiders (pirates) use the weapons and armor added by this mod? I want to make raids harder somehow.
Title: Re: [A15][A16] Rimsenal v0.8 : Season of the hunters
Post by: rooki1 on December 15, 2016, 03:25:16 AM
Quote from: mazacik on December 15, 2016, 03:05:21 AM
Will raiders (pirates) use the weapons and armor added by this mod? I want to make raids harder somehow.

Yep.
Title: Re: [A15][A16] Rimsenal v0.8 : Season of the hunters
Post by: Prismaa on December 16, 2016, 08:14:48 AM
Getting this in A16 (https://a.uguu.se/PAHLzW1hLRLD_RimWorldWin_2016-12-16_15-13-07.png)
Title: Re: [A15][A16] Rimsenal v0.81 : Season of the hunters
Post by: rooki1 on December 16, 2016, 09:04:31 PM
v0.81 Updated


Core:
- Kinetic lance added.

(https://orig05.deviantart.net/b010/f/2016/351/7/d/harrower_by_rooki1-daryjh4.png)
"Harrower" Kinetic lance: Tisiphone's answer to the Federation's mechsuits, the "Harrower" kinetic lance fires continuous focused kinetic energy field. This weapon literally carves the target.

Federation
- Misc balance tweak.

Feral
(https://orig02.deviantart.net/4ed1/f/2016/350/0/f/scraparmor_by_rooki1-darvq9k.png)
(https://orig00.deviantart.net/9a84/f/2016/350/e/9/feralmail_by_rooki1-darvq9w.png)

- Feral mail and Scrap armor added.

Security
- Portable reactor added.
- Impact mine added.

(https://orig01.deviantart.net/41f2/f/2016/351/8/9/reactor_by_rooki1-daryji7.png)
Portable reactor: Small, portable field reactor that produce power by consuming uranium. It is useful when you need a power source that can be deployed quickly. Explodes when destroyed.

(https://orig00.deviantart.net/4ebe/f/2016/351/2/9/adhmine_by_rooki1-daryji2.png)
Impact mine: Advanced mine with motion tracker. This mine explodes immediately when an enemy is detected.
Title: Re: [A15][A16] Rimsenal v0.81 : Season of the hunters
Post by: FridayBiology on December 17, 2016, 05:23:19 AM
Awesome sprites for the ferals, yet to test it but, looks nice.
Title: Re: [A15][A16] Rimsenal v0.81 : Season of the hunters
Post by: rooki1 on December 18, 2016, 10:29:00 PM
v0.82 updated.

Core:
-Misc balance tweak.
Federation
-Misc balance tweak.
Feral
-Feral exosuit and skullbuster added.
Security
-Misc balance tweak.

(http://orig10.deviantart.net/c10b/f/2016/353/0/e/clanker_by_rooki1-das7ap9.png)

Skullbuster: An automatic heavy weapon with crank powered fire mechanism. Crude, but devastating weapon.

(http://orig11.deviantart.net/21fe/f/2016/353/9/6/feralexo_by_rooki1-das7aob.png)

Feral exosuit: Feral's salvaged power armor. The wet dream of every feral warrior.
Title: Re: [A15][A16] Rimsenal v0.82 : Season of the hunters
Post by: FridayBiology on December 19, 2016, 09:28:26 AM
are the ferals a playable faction?
Title: Re: [A15][A16] Rimsenal v0.82 : Season of the hunters
Post by: rooki1 on December 19, 2016, 06:33:32 PM
Quote from: FridayBiology on December 19, 2016, 09:28:26 AM
are the ferals a playable faction?

You can make their gear if you want.
Title: Re: [A15][A16] Rimsenal v0.82 : Season of the hunters
Post by: Ninjakitty66 on December 20, 2016, 04:20:25 PM
Just wanted to say good work on the mod, it's pretty fun! Those Federation outposts aren't to be taken lightly I found out!

Also thinking of creating some story scenarios relating to the lore and mod itself, if you don't mind. I don't want to upload anything without permission.
Title: Re: [A15][A16] Rimsenal v0.82 : Season of the hunters
Post by: rooki1 on December 20, 2016, 05:39:13 PM
Quote from: Ninjakitty66 on December 20, 2016, 04:20:25 PM
Just wanted to say good work on the mod, it's pretty fun! Those Federation outposts aren't to be taken lightly I found out!

Also thinking of creating some story scenarios relating to the lore and mod itself, if you don't mind. I don't want to upload anything without permission.

Of course I will give you my permission. It's always happy to see such things happens.
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: A Friend on December 20, 2016, 11:13:38 PM
God, look at those gorgeous textures.
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: Etherdreamer on December 21, 2016, 02:23:20 AM
It´s this compatible with Combat realism?
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: Love on December 21, 2016, 02:23:40 AM
Quote from: Etherdreamer on December 21, 2016, 02:23:20 AM
It´s this compatible with Combat realism?
Yes
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: «Temple» on December 21, 2016, 05:23:44 AM
I made a small mod from this, personal use for the new update.  Adds the Portable Reactor and only that and requires the charged shot research.  If a moderator or Rooki wants this attachment removed I will do so immediately.  I posted this because I think other people might beable to use it for raiding or settling and getting a easy power source until they are stabilized.

[attachment deleted by admin due to age]
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: Nanao-kun on December 21, 2016, 10:10:42 PM
I always seem to forget about asking this, but could you lower the volume of the weapons? They're much louder compared to the vanilla weapons, overpowering pretty much all the other sounds in the game.
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: Etherdreamer on December 21, 2016, 10:46:47 PM
Quote from: Nanao-kun on December 21, 2016, 10:10:42 PM
I always seem to forget about asking this, but could you lower the volume of the weapons? They're much louder compared to the vanilla weapons, overpowering pretty much all the other sounds in the game.

If you know how to down the volume for any building / weapons via dev mode or notepad++ let me know. It´s really annoying :/
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: DepOpt on December 22, 2016, 12:05:59 AM
Small issue: With the new way the research is laid out your research topics are scattered everywhere on the research tree. Doesn't really affect gameplay, but is a little annoying.
Title: Re: [A16] Rimsenal v0.82 : Season of the hunters
Post by: Kumai0214 on December 22, 2016, 03:16:25 PM
This might be a mod conflicting bug but auxiliary pistols don't have a firing animation nor do they actually fire. Raiders stood there with that specific weapon (I didn't get far enough to encounter larger weapons) and didn't shoot at my people, I equipped it and nothing happened either. Reason why I say mod conflicting bug is because I am using Combat Realism.

Edit: Just tested it. It is a conflict with combat realism. Time to remove CR.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: rooki1 on December 23, 2016, 01:14:49 AM
v0.83 updated.

Core:
-Misc balance tweak.
Federation
-Misc balance tweak.
Feral
-Misc balance tweak.
Security pack
-Misc balance tweak.
Hair pack
(http://orig14.deviantart.net/d294/f/2016/357/a/2/1_by_rooki1-daso4tm.png)
-6 new hairstyles added.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: Love on December 23, 2016, 01:34:37 AM
I'm curious about the misc balance tweaks, can you clarify? Does it make the new weapons less OP?
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: rooki1 on December 23, 2016, 01:47:37 AM
Quote from: Love on December 23, 2016, 01:34:37 AM
I'm curious about the misc balance tweaks, can you clarify? Does it make the new weapons less OP?

Some bug hunting, firerate adjustment, making time change, etc, etc.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: «Temple» on December 23, 2016, 05:58:09 AM
Lol, young god...
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: hejz on December 23, 2016, 02:18:31 PM
Hi every1 !

A16 problems :

- Ferals have no HP bar
- Ferals have no weapons, armor etc - eq
- Ferals have no relations
- When they spawn, they just rush
- When unconscious i can't inprison them

Maybe i need some additional mod to make it work properly ? I just use pathfinder mod.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: Treason5240 on December 23, 2016, 04:24:04 PM
Quote from: hejz on December 23, 2016, 02:18:31 PM
Hi every1 !

A16 problems :

- Ferals have no HP bar
- Ferals have no weapons, armor etc - eq
- Ferals have no relations
- When they spawn, they just rush
- When unconscious i can't inprison them

Maybe i need some additional mod to make it work properly ? I just use pathfinder mod.

Do you have the correct version?
Do you have the Core mod loading first before the other Rimsenal mods?
What other mods are you playing with?
Have you tried loading mods one at a time to test if there are any conflicts?

I ask because I'm using the latest version and I'm not experiencing any trouble with the Feral faction.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: hejz on December 23, 2016, 06:41:56 PM
Quote from: Treason5240 on December 23, 2016, 06:41:56 PM
Do you have the correct version?
Do you have the Core mod loading first before the other Rimsenal mods?
What other mods are you playing with?
Have you tried loading mods one at a time to test if there are any conflicts?

I ask because I'm using the latest version and I'm not experiencing any trouble with the Feral faction.

Sorry folks, my bad!

i just realized, that "Twisted" attacked - it's not a "person" thats why it does not have any eq o.O

I'm very sorry for trouble ;-)
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: rooki1 on December 24, 2016, 04:01:30 AM
(http://orig10.deviantart.net/5e52/f/2016/359/b/3/chargepistol_by_rooki1-dassyiu.png)(http://orig11.deviantart.net/5681/f/2016/359/1/b/chargeshotgun_by_rooki1-dassyiy.png)(http://orig04.deviantart.net/0fe8/f/2016/359/d/8/chargesniper_by_rooki1-dassyj1.png)

Working on next update.
It's time to light up vanilla charge shot technology.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: f0xh0und696 on December 24, 2016, 05:15:37 AM
can i request a comp patch for this mod & combat realism if possible
i'll post this on the other mod too.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: Ninjakitty66 on December 24, 2016, 06:11:58 AM
Would love a CR patch agreeing with the post above, but you know, priorities! Don't want modders to work themselves to death, also nice work on the new set of weapons. They scream Haloish to me :P
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: StormySunrise on December 24, 2016, 03:16:35 PM
Quote from: f0xh0und696 on December 24, 2016, 05:15:37 AM
can i request a comp patch for this mod & combat realism if possible
i'll post this on the other mod too.

Im fairly sure CR patches are time consuming (creating ammo, designating ammo, adjusting weapon variables) so it might be a while before someone posts one.
Title: Re: [A16] Rimsenal v0.83 : Season of the hunters
Post by: Grishnerf on December 24, 2016, 03:49:03 PM
hoy great work like always, i have just a strange/small Problem, i cant smelt any weapons.  ???
only the feral weapon set is smeltable.
rimsenal and federation weapon sets are not in the smelter list.
dont know what could cause this. i just realized this as i saw my entire warehouse having only
crucible and aux weapons left.

playing a16 , latest Version
using mods:

                    <li>Core</li>
         <li>EdB Prepare Carefully</li>
           <li>Miscellaneous 'CORE'</li>
           <li>Misc. MapGenerator</li>
           <li>Misc. MapGen FactionBase</li>
         <li>AC-Enhanced Crafting [A16]</li>
         <li>AC-Smart Speed [A16]</li>
           <li>[FSF] Buildable Terrain A16</li>
           <li>Facial Stuff A16</li>
           <li>JTReplaceWalls</li>
           <li>Trading Spot</li>
           <li>Shutdown All</li>
           <li>Core Driller</li>
           <li>Recolor Stockpile</li>
           <li>Rimsenal - Rimhair</li>
           <li>Nackblad Inc Rimhair</li>
           <li>Spoons Hair Mod</li>
         <li>Rimsenal</li>
         <li>Rimsenal - Federation</li>
         <li>Rimsenal - Feral</li>
           <li>Prisoner Harvesting</li>
           <li>Increased Stack</li>
         <li>Medical Tab</li>
           <li>Tilled Soil</li>
         <li>Numbers</li>
           <li>Easy Kibble</li>
         <li>Expanded Prosthetics and Organ Engineering</li>
           <li>[T] MoreFloors</li>
         <li>Outfitter A16</li>


anyways great work!
(i just sell the weapons for now.)
Title: Re: [A16] Rimsenal v0.84 : Vanilla strikes back edition
Post by: rooki1 on December 25, 2016, 10:01:04 PM
v0.84 updated.

Core:
-Item making cost lowered.
-Weapon stats adjusted
-Charge weapons added
Federation
-Item making cost lowered.
-Weapon stats adjusted
-Smelt problem fixed.
Security pack
-Building cost lowered.
-Weapon stats adjusted

Hello everyone. After some tests and feedback, I concluded that it's time to adjust weapons major stats. Most of Rimsenal weapons are too expensive to build and break balance of vanilla weapon stats. To resolve this problem, I added some sort of "reference point" in mod. The charged-shot weapon series based on vanilla charge rifle.

As a reference point, these weapons have balanced stats compared with other rimsenal weapons. If you hard to choose which company specific tech to unlock, the vanilla charged-shot technology still can be a good choice.

(http://orig10.deviantart.net/5e52/f/2016/359/b/3/chargepistol_by_rooki1-dassyiu.png)
Charge pistol: Charged-shot weapon designed to carry and fire with one hand.
(http://orig11.deviantart.net/5681/f/2016/359/1/b/chargeshotgun_by_rooki1-dassyiy.png)
Scatter charger: Charged-shot weapon that designed for use in close range gunfight.
(http://orig04.deviantart.net/0fe8/f/2016/359/d/8/chargesniper_by_rooki1-dassyj1.png)
Charge driver: Charged-shot technology based long range precision weapon.
(http://orig02.deviantart.net/5a69/f/2016/360/6/4/chargecannon_by_rooki1-daszzvp.png)
Charge cannon: Charged-shot technology based heavy assault weapon.
(http://orig09.deviantart.net/e084/f/2016/360/8/2/emprifle_by_rooki1-daszzw2.png)
EMP rifle: Directed electromagnetic pulse discharger. Used for neutralize advanced electronics.
Title: Re: [A16] Rimsenal v0.84 : Vanilla strikes back edition
Post by: Smexy_Vampire on December 25, 2016, 11:21:30 PM
i love your work. ty :D
Title: Re: [A16] Rimsenal v0.84 : Vanilla strikes back edition
Post by: Napple on December 25, 2016, 11:44:47 PM
Are there any plans to vat grow your own xenohumans.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: rooki1 on December 27, 2016, 05:07:49 AM
v0.841 updated.

Core:
Federation:
Feral:
- Sound volume adjusted. At last.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Grishnerf on December 27, 2016, 11:43:19 PM
smelting Problem still in. only feral weapons in list.
is it just me with the problem and maybe 1 mod Messing up or do you accidentally switched the smelt- and destroy-weapon Bill Options?


smelting weapons (only feral)


(http://images.akamai.steamusercontent.com/ugc/200806427141072260/1EC13B46595BEEC0F107008E1B1220F1C9810113/)



destroying weapons (all fine)

(http://images.akamai.steamusercontent.com/ugc/200806427141072064/6A63A7A618CAE12807D2B346007B8692F0E48BD5/)


Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: rooki1 on December 28, 2016, 01:22:50 AM
Quote from: Grishnerf on December 27, 2016, 11:43:19 PM
smelting Problem still in. only feral weapons in list.
is it just me with the problem and maybe 1 mod Messing up or do you accidentally switched the smelt- and destroy-weapon Bill Options?

Fixed. Thank you for notice.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Grishnerf on December 28, 2016, 03:32:23 AM
np dude, i have to thank
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Smexy_Vampire on December 28, 2016, 04:49:50 PM
looks like you did something with the rimarshinal it wont let me gen a world with your mods on
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: knainoa on December 29, 2016, 04:32:52 PM
Hey! Seems like something went wrong, I am unable to generate worlds with the rimsenal gang installed. anybody have advice? there doesn't seem to be any outright mod conflicts.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Nanao-kun on December 29, 2016, 04:58:53 PM
I'm also unable to generate a world.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: rooki1 on December 29, 2016, 05:22:56 PM
May be that can be a some kind of cross mod conflict.
Well, I'll check that anyway.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: asquirrel on December 29, 2016, 09:03:12 PM
I tested my mod load order (it's massive).  It looks like the culprit is Rimarsenal - Federation mod.
I load -
Rimarsenal (core)
Rimarsenal security pack
Rimarsenal Feral

As soon as I add Rimarsenal Federation I can't get to the map generation screen.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Nialkier on December 29, 2016, 10:18:17 PM
I
Quote from: asquirrel on December 29, 2016, 09:03:12 PM
I tested my mod load order (it's massive).  It looks like the culprit is Rimarsenal - Federation mod.
I load -
Rimarsenal (core)
Rimarsenal security pack
Rimarsenal Feral

As soon as I add Rimarsenal Federation I can't get to the map generation screen.

I just have the same problem. Found that it conflicts with Remote Explosive mod.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: asquirrel on December 30, 2016, 02:59:19 AM
I just got a notice from the Remote Explosives UnlimitedHugs thread as well.  But thanks for mentioning it because others might not know about it. I just updated the Remote Explosives mod with the latest revision (dragged and dropped into the existing folder) and now it's working again with the Federation faction. :) 
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: entity on December 30, 2016, 08:13:23 AM
There seems to be a problem with assigning Rimsenal armours as the only one available. I.e. setting Assault Armour, and carbon nanosuit only will results in pawns not picking up anything at all. Will test by removing mods that inteferes with pawns ability to chooses clothing.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Nanao-kun on December 30, 2016, 08:24:07 PM
Oh, the problem was Remote Explosives? Weird.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: rooki1 on January 02, 2017, 03:30:17 AM
(http://orig14.deviantart.net/7855/f/2017/002/e/a/rsweapons_by_rooki1-datwzn7.png)

Working on weapon texture update.
Focusing on fit into vanilla art style.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Zxypher on January 02, 2017, 04:59:52 AM
Quote from: rooki1 on January 02, 2017, 03:30:17 AM
Working on weapon texture update.
Focusing on fit into vanilla art style.

I love your weapon textures they always look so good. I do miss the really old Jotun Heavy Rifle and Heavy Pistol textures. Would you happen to still have them so that maybe we could pick and choose which we prefer?
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: rooki1 on January 02, 2017, 05:20:25 AM
Quote from: Zxypher on January 02, 2017, 04:59:52 AM
I love your weapon textures they always look so good. I do miss the really old Jotun Heavy Rifle and Heavy Pistol textures. Would you happen to still have them so that maybe we could pick and choose which we prefer?
https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0


Here you are. It does not contain recently added weapons' texture.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Zxypher on January 02, 2017, 05:35:31 AM
Quote from: rooki1 on January 02, 2017, 05:20:25 AM
Quote from: Zxypher on January 02, 2017, 04:59:52 AM
I love your weapon textures they always look so good. I do miss the really old Jotun Heavy Rifle and Heavy Pistol textures. Would you happen to still have them so that maybe we could pick and choose which we prefer?
https://www.dropbox.com/s/2q53rfxs8yjgap1/Rimsenal_12.zip?dl=0


Here you are. It does not contain recently added weapons' texture.

Thank you, either my memory is bad or you've been doing this longer than I thought because I have a copy of Rimsenal from 8/15/2015 and that still is not the texture I remember.

(http://i.imgur.com/iC1LcWm.png)(http://i.imgur.com/k2t7PTi.png)

Those are the oldest ones I have on my backup drive and it was before those (I think). My mind tells me they were slightly more round and...bubbly looking they didn't really even have shading. It's not that important I'm just an old man with nostalgia. Like I said before the quality of your textures is really amazing.
Title: Re: [A16] Rimsenal v0.841 : Vanilla strikes back edition
Post by: Canute on January 02, 2017, 05:33:41 PM
The portable reactor still consume fuel when it is turned off.
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: rooki1 on January 04, 2017, 04:16:12 AM
(http://img06.deviantart.net/c1f6/i/2017/004/8/a/rimsenalw_by_rooki1-dau68fs.png)

v0.85 updated.


Core:
-Artwork update
-Modular carbine added
-Greydale Tactical carbine, marksman rifle, support machine gun were replaced by Greydale Modular Rifle System(MRS). If you want to assemble modular rifle, DMR or LMG, you need to make modular carbine and matched conversion kit first. In order to reconfigure an already-configured panther Modular Rifle System, you'll need to disassemble it to the carbine, then assemble with the parts you prefer.

(http://orig07.deviantart.net/1add/f/2017/004/7/e/mrs_c_by_rooki1-dau68d8.png)
"Panther-C" Modular carbine: Greydale Defense "panther" modular rifle system. This carbine model's light and compact design makes it suitable for security mission. It is a base platform of other MRS.
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: WereCat88 on January 04, 2017, 04:49:27 AM
Are there any plans for Combat Realism compatibility patch?
Because your weapon mods are awesome but so is Combat Realism.
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: Wazowski on January 04, 2017, 12:05:44 PM
Is there any way to remove the Rimsenal_Feral mod ...? I want to be able to load my games without that mod.

Cheers!
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: Nanao-kun on January 04, 2017, 02:23:41 PM
Awesome. I see you updated the main image on the first post too, some really nice art there. What are those two things in the middle of the back of her armor in the image though? Exhaust ports?
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: A_Soft_Machine_Man on January 06, 2017, 11:08:46 AM
Cool update, really digging the modular concept on the Greydale weapons. Although, I  must say I rather preferred the more recent ultra-detailed art over the more vanilla-friendly designs. I think I'll just port over the old art into the new mod.

That being said, the new cover splash is lovely ;)
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: AzharNoordin on January 06, 2017, 12:52:29 PM
Quote from: A_Soft_Machine_Man on January 06, 2017, 11:08:46 AM
Cool update, really digging the modular concept on the Greydale weapons. Although, I  must say I rather preferred the more recent ultra-detailed art over the more vanilla-friendly designs. I think I'll just port over the old art into the new mod.

That being said, the new cover splash is lovely ;)

Cool can you share the mod file to me after you do that please? i also like the previous art style
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: A_Soft_Machine_Man on January 06, 2017, 12:59:07 PM
Quote from: AzharNoordin on January 06, 2017, 12:52:29 PM
Cool can you share the mod file to me after you do that please? i also like the previous art style

edit: Rooki actually included the old textures with the new release, so what you do is you go to defs and everywhere you see <texPath>Things/A16/[weapon name]</texPath> just replace "A16" with "A13"
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: Lucifer on January 06, 2017, 01:59:15 PM
What's the difference between this and the "vanilla strikes back" edition?
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: rooki1 on January 07, 2017, 04:18:09 AM
Quote from: Lucifer on January 06, 2017, 01:59:15 PM
What's the difference between this and the "vanilla strikes back" edition?

Well, actually nothing. It was nothing but a pun.

(http://orig07.deviantart.net/12c5/f/2017/007/9/4/ogron_by_rooki1-dauixi5.png)

Anyway, next update will be "The meatballs of death" edition.
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: Nomsayinbrah on January 07, 2017, 09:38:16 AM
EEEEEEEEEEEEEHHHHHHHHHHHHHH
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: FridayBiology on January 07, 2017, 09:48:58 AM
hello sexy.
Title: Re: [A16] Rimsenal v0.85 : Module madness edition
Post by: A_Soft_Machine_Man on January 07, 2017, 12:08:40 PM
Quote from: rooki1 on January 07, 2017, 04:18:09 AM
Anyway, next update will be "The meatballs of death" edition.

Can we eat them? Do they drop plasteel like the tasty, tasty bions do?
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: rooki1 on January 07, 2017, 06:55:30 PM
v0.86 updated.

Federation
-Artwork update.
Feral
-Artwork update.
-Ogron gutcher added.
-Ogron hellmaker added.


(https://orig07.deviantart.net/12c5/f/2017/007/9/4/ogron_by_rooki1-dauixi5.png)
Ogron:
Originally designed for construction and heavy industry, the Ogron™ is a large, tough, thickheaded xenohuman. In rimworld condition, Many feral clans use them as brutal war beasts.

(https://img09.deviantart.net/a706/i/2017/007/a/b/ogernaut_by_rooki1-dauj4du.png)
Ogron Ogrenaut:
Humongous savages with big guns. Yes. They are literally meatballs of death.

(https://img09.deviantart.net/1496/i/2017/007/e/f/gutcher_by_rooki1-dauj4do.png)
Ogron gutcher:
The line breakers of feral clans, gutchers' job is really simple; Chopping down everything that not running fast enough.

(http://img15.deviantart.net/9c69/i/2017/007/6/6/hellmaker_by_rooki1-daulpjy.png)
Ogron hellmaker:
Clothe ogron with heaviest armor we have they said.
Give him our best gun they said.
What could go wrong they said.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Smexy_Vampire on January 07, 2017, 07:07:02 PM
ughhh ohhh looks like i need more fire power for thease guys
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Zxypher on January 07, 2017, 07:07:38 PM
So it might just be me (I run a lot of mods) but your GD weapons don't seem to have quality anymore. Is this intended?
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: rooki1 on January 07, 2017, 07:12:02 PM
Quote from: Zxypher on January 07, 2017, 07:07:38 PM
So it might just be me (I run a lot of mods) but your GD weapons don't seem to have quality anymore. Is this intended?

Quality stat were removed for balance. To prevent assemble-disassemble scumming.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: asquirrel on January 07, 2017, 07:28:09 PM
rooki1, are you a professional graphics artist and a programmer?  Your work is really amazing.  Nice job with those latest models dude!
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Umbrador on January 07, 2017, 08:08:17 PM
Holy potato, it is awesome! This mod is getting better and better.  :)
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Grishnerf on January 07, 2017, 08:17:35 PM
<3
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: A Friend on January 07, 2017, 10:09:02 PM
Looks more like jellybeans to me. Lethal, angry jellybeans
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: asquirrel on January 07, 2017, 11:27:42 PM
Quote from: A Friend on January 07, 2017, 10:09:02 PM
Looks more like jellybeans to me. Lethal, angry jellybeans

Hey man, I just ran into three of those angry jellybeans during a raid on my base.  They fire freaking mortars with a three tile blast radius and they are pretty freaking accurate.  Plus, they take more hits than a college kid on spring break in Amsterdam.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: leestriter on January 08, 2017, 12:10:29 AM
The rimsenal core seems to stop mineitall and the allow tool mod from working on my game for some reason. I run other mods also so that could play a role though I don't have a problem when rimsenal is disabled.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: JABBA2000 on January 08, 2017, 01:28:55 PM
Do i need to start a new game for this to work?
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Grishnerf on January 08, 2017, 01:34:18 PM
Quote from: JABBA2000 on January 08, 2017, 01:28:55 PM
Do i need to start a new game for this to work?
no new game needed for the core stuff.

for the extra factions to spawn on your worldmap you Need Faction Discovery (mod) by Orion.
it will detect any new factions on your current save and add them onto the worldmap.

everything else should work.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: JABBA2000 on January 08, 2017, 02:27:00 PM
Ok i got that installed now and i hope it works. Thanks!
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: MarcTheMerc on January 08, 2017, 02:46:15 PM
Wow the ogron looks awesome and at the same time makes my giants look woefully inadequate +1
must say it gives me fallout super mutant vibes.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: rooki1 on January 09, 2017, 01:52:14 AM
(https://orig06.deviantart.net/9759/f/2017/008/b/1/excelsior1_by_rooki1-daus05m.png)
(https://orig13.deviantart.net/2cc1/f/2017/008/a/d/excelsior_by_rooki1-daus05o.png)

Next update preview.
The "Excelsior" close combat armor.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Ames on January 09, 2017, 01:55:45 AM
I thought the next update was the Xeno Beast Pack. :|
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Smexy_Vampire on January 09, 2017, 03:17:50 AM
i still wish i could build my own bion XD
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Jakub k. on January 09, 2017, 10:47:23 AM
hey,adding the security pack seems to replace all undamaged marble with grenade launchers...i dunno why...Do you know of a way to fix this
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Bodog999 on January 09, 2017, 11:31:56 AM
A quick FYI, Sereniz Sadistic combined with an extremely cold biome is kinda cheaty since she executes a lot of minor bad events like animal insanity and alphabeavers. But because its so cold in certain biomes animals cant live there and trees dont grow so mostly you just get spammed with battery discharges, solar flares, eclipses and cargo pods.

You might not be able to do anything/a lot about it but I figgured I'd inform ya.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: rooki1 on January 09, 2017, 06:49:54 PM
v0.861 updated.

Core
-Close combat armor added.
-Torch sword added.

(https://orig02.deviantart.net/095d/f/2017/009/8/3/excelsior_by_rooki1-dauulyl.png)

"Excelsior" Close combat armor:
Power armor with built-in shield, "Excelsior" is a close combat gear with maneuverability, durability and lethality. It assist wearer with neural close combat enhancement system.

(https://orig01.deviantart.net/daad/f/2017/009/9/c/torchsword_by_rooki1-dauum1q.png)
"Purifier" Torch sword:
The "Purifier" torch sword is a high capacity plasma torch with grip and blade. Set a fire on target.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: asquirrel on January 09, 2017, 07:12:49 PM
Quote from: rooki1 on January 09, 2017, 06:49:54 PM
v0.86 updated.

Core
-Close combat armor added.
-Torch sword added.

(https://orig02.deviantart.net/095d/f/2017/009/8/3/excelsior_by_rooki1-dauulyl.png)

"Excelsior" Close combat armor:
Power armor with built-in shield, "Excelsior" is a close combat gear with maneuverability, durability and lethality. It assist wearer with neural close combat enhancement system.

(https://orig01.deviantart.net/daad/f/2017/009/9/c/torchsword_by_rooki1-dauum1q.png)
"Purifier" Torch sword:
The "Purifier" torch sword is a high capacity plasma torch with grip and blade. Set a fire on target.

Sweet goodness!  Which module do I need to download?  Is it just the base Rimarsenal module?  Will it work with existing saves?
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: rooki1 on January 09, 2017, 07:18:54 PM
Quote from: asquirrel on January 09, 2017, 07:12:49 PM
Sweet goodness!  Which module do I need to download?  Is it just the base Rimarsenal module?  Will it work with existing saves?
Just download core pack. It will not harm your existing save files.
Title: Re: [A16] Rimsenal v0.85 : Meatballs of death edition
Post by: Lennbolt7 on January 09, 2017, 08:39:21 PM
Quote from: Smexy_Vampire on January 09, 2017, 03:17:50 AM
i still wish i could build my own bion XD
Same
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: TerrorThomasCao on January 11, 2017, 01:41:25 AM
Sorry if I shouldn't have posted this but I'm new and just need some quick help. The HMG Nest is currently shooting missing texture red X's. Going to assume that's a bug on my end, and I just want to know if  restarting the game would fix it or not. Currently in the middle of a tense part and don't want to close the game just yet.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Canute on January 11, 2017, 03:14:12 AM
1. did you just add the mod or other mods and didn't restart Rimworld ? Then it can happen that some textures/buttons don't work. But should be fixed at the next start at Rimworld.

2. did you just update this mod Rimsenal ? Did you just overcopy/unzip in the mod folder ? Try to delete the mod and copy/unzip it again.

Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: AzharNoordin on January 11, 2017, 10:59:52 AM
I have tiny request here....can you please make the carbon jumpsuit in more colours or at least choose what colour you want? Thanks for your consideration.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: faltonico on January 11, 2017, 04:38:09 PM
You have got to be kidding me:
(https://www.mediafire.com/convkey/d9b9/5trdtu91y0rs4sw4g.jpg) (http://www.mediafire.com/view/5trdtu91y0rs4sw/vbncvb.jpg)

Great mod ^^
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: kardofaces on January 12, 2017, 07:15:58 AM
Quote from: faltonico on January 11, 2017, 04:38:09 PM
You have got to be kidding me:

He has an unlimited supply of blood!
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: faltonico on January 12, 2017, 10:33:30 AM
Quote from: kardofaces on January 12, 2017, 07:15:58 AM
He has an unlimited supply of blood!
Looks like it, all of the downed humanoids died, but they stayed downed for a couple of days more (they even got infected!), till i sent a squad to take them out. And by squad i mean my rich explorer and her pawn xD
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: hejz on January 13, 2017, 01:35:33 PM
I use only Rimensal mods. I'm struggling with random crashes after creating a new caravan and colony. No problems when mod is off :(
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Azzarrel on January 13, 2017, 07:38:35 PM
Just curious how this works with CR (guess this is asked quite regularly, but i didn't find anything the last three pages).

I use the hardcore SK modpack and I really miss the Rimsenal Weapons there.
Does anyone know if they are compartible (and balanced)?
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Reviire on January 14, 2017, 03:35:23 AM
Quote from: Azzarrel on January 13, 2017, 07:38:35 PM
Just curious how this works with CR (guess this is asked quite regularly, but i didn't find anything the last three pages).

I use the hardcore SK modpack and I really miss the Rimsenal Weapons there.
Does anyone know if they are compartible (and balanced)?
It doesn't. At some point I was working on that, but at the time I had no idea how to use XML or how CR worked, and I sorta got busy with other things. Guess no one else has picked it up yet.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Dragoon on January 14, 2017, 11:42:36 AM
Love  ;) the new armor it looks badass and sexy!
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Madman666 on January 14, 2017, 12:02:57 PM
Thats a cool looking armor there!) Too bad we won't see on anyone till we craft it and equip someone with it. No matter how high my wealth gets - I never seem to get properly armored raiders - they always come with their crappy armor vests and old style helmets at best... They do bring new rimsenal weapons from time to time, but close to no armor. I'd really like to see late game raids having more armored guys (pirates), not just power helmets on 1 or 2 of 20+ fools with peeshooters. Compared to federation nightmarish creations and mutated feral freaks pirates just may as well come naked. Its sad really. Is there a way to make pirates much more well equipped in terms of armor late game?
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: StormySunrise on January 14, 2017, 12:06:51 PM
Quote from: Madman666 on January 14, 2017, 12:02:57 PM
Thats a cool looking armor there!) Too bad we won't see on anyone till we craft it and equip someone with it. No matter how high my wealth gets - I never seem to get properly armored raiders - they always come with their crappy armor vests and old style helmets at best... I'd really like to see late game raids having more armored guys (pirates) not just power helmets on 1 or 2 of 20+ fools with peeshooters. Compared to federation nightmarish creations and mutated feral freaks pirates just may as well come naked. Its sad really. Is there a way to make pirates much more well equipped in terms of armor late game?

Dont quote me on this but i think you can go into Core and make a seperate pirate entity spawn with the spacer tech level (ass almsot all Fed and other Rimsenal Factions are space-tech besides Ferals) its in Factiondefs
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Madman666 on January 14, 2017, 12:11:52 PM
Quote from: StormySunrise on January 14, 2017, 12:06:51 PM
Dont quote me on this but i think you can go into Core and make a seperate pirate entity spawn with the spacer tech level (ass almsot all Fed and other Rimsenal Factions are space-tech besides Ferals) its in Factiondefs

So pirates not having full power armor late game is actually tech-level restricted in faction def? I mean they still can rarely bring a guy (about 1 of 20) that has like a power armor helmet, or power suit without a helmet. They also bring spacer-level weapons like charge rifles a lot... So each type of pirate has restricted tech level, like heavy mercenary can have power armor and pirate marksman can't? Or did I get it wrong?

Its just I really like what federation mod's done with it raids - first you get increasing groups of people with small arms, next stage - you start to get either bigger groups of those weaker people with better weapons, or smaller groups, but with peacekeepers, better arms and armor... With pirates you just get more and more meat with usual weapons and utter crap for armor. If only I could remedy that.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Xentor on January 15, 2017, 04:34:21 AM
Hello, very good nice work with the Mod and artwork and all.
but I have a question:
Is it intended that you can not improve / worsen the relations to the factions? (the Parameter is nailed and reacts not to "Diplomacy". (Not even in Dev Mode)
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: Canute on January 15, 2017, 04:47:45 AM
Some factions are flaged for perma-hostile.
I think federation and ferals are some of them.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: ORC_Gaming on January 15, 2017, 06:05:10 PM
I can't help but wonder when the Xeno beasts pack is going to be updated, I miss my pet feather raptor :(... Still though, Good mod. I love the vibro-sword, nice and stabby. Also slashy.
Title: Re: [A16] Rimsenal v0.861 : Meatballs of death edition
Post by: OskarPotocki on January 17, 2017, 11:38:22 AM
Cannot register Verse.ThingWithComps AD_Intercessor1755171, (id=Thing_AD_Intercessor1755171 in loaded object directory. Id already used by Verse.ThingWithComps AD_Intercessor1755171.
Verse.Log:Error(String)
Verse.LoadedObjectDirectory:RegisterLoaded(ILoadReferenceable)
Verse.CrossRefResolver:ResolveAllCrossReferences()
Verse.Game:LoadGame()
Verse.SavedGameLoader:LoadGameFromSaveFile(String)
Verse.Root_Play:<Start>m__736()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Something corrupted my game, and I believe it might be caused by this mod. It just crashed and doesn't let me load the game anymore. Any idea how to fix this? I've tried disabling and enabling the mod, tried loading much earlier saves, nothing worked so far.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: rooki1 on January 19, 2017, 01:54:45 AM
-
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: Akabu on January 19, 2017, 08:59:20 AM
1st, thank you for this mod, i love it.
2nd, close combat helmet have melee cooldown offset, but i noticed, that it isn't working.
Description "Melee cooldown: How long it takes to recover after striking with this as a melee weapon." So, maybe it work with weapons only?
Sorry for my english.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: just-a-bird on January 19, 2017, 02:42:43 PM
I love your modpack, and great artwork!

One minor annoyance is that your storytellers don't offer the Permadeath option. I was comparing the Defs to those of this mod (https://ludeon.com/forums/index.php?topic=10623.msg294475#msg294475) (which does offer Permadeath), but I couldn't find any difference that should cause that...
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: KEBW1144 on January 19, 2017, 11:16:28 PM
Will we ever see rim beasts come back? Love the art work.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: Madman666 on January 20, 2017, 02:04:00 PM
New weapons look rather tasty) Thanks for your hard work!)
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: Trigon on January 20, 2017, 02:40:55 PM
Ooohhh. I want that compound bow.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: 123nick on January 20, 2017, 03:09:56 PM
Quote from: rooki1 on January 19, 2017, 01:54:45 AM
v0.87 updated.

- Updated the Chinese translation by duduluu.


Core
- Revolver added.
- Carbine added.
- Battle rifle added.
- Compound bow added.
- Charge caster added.


(https://orig10.deviantart.net/33d4/f/2017/018/0/2/compoundbow_by_rooki1-davxyer.png)
Compound bow: A modern compound bow. Fires a high velocity arrow fast.
(http://orig11.deviantart.net/0b07/f/2017/018/c/1/revolver_by_rooki1-davxyej.png)
Revolver: Ancient pattern repeating handgun. It's large caliber ammunition guarantees a great deal of stopping power.
(https://orig04.deviantart.net/3156/f/2017/018/8/7/carbine_by_rooki1-davxyea.png)
Carbine: Shortened versions of conventional assault rifles. The smaller size and lighter weight of carbines make them easier to handle, ideal for close quarter combat.
(https://orig10.deviantart.net/c7e3/f/2017/018/3/8/battlerifle_by_rooki1-davxye3.png)
Battle rifle: Big cousin of assault rifles, the battle rifles higher-caliber rounds provide greater power and range, though they have have greater weight and produce stronger recoil, making them less than ideal for fully automatic fire.
(https://orig14.deviantart.net/1228/f/2017/018/c/9/chargebr_by_rooki1-davxyeg.png)
Charge caster: Usually referred as "GEN 2" or "Charge battle rifle", the charge caster is a heavier variant of the charge rifle. It earned lengthened range and higher punch in exchange for slow fire rate and increased weight.

thanks, but maybe make the extra default, and core stuff, like charge weapons and the exo frame and etc, into its own mod, so other mods that already add in charge weapons and such, dont have duplicate like items.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: AzharNoordin on January 21, 2017, 10:09:17 AM
Nice, it would be nicer if you add a charge MINIGUN ;)
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: rooki1 on January 23, 2017, 03:58:35 AM
(http://orig12.deviantart.net/7b14/f/2017/023/2/7/evp_by_rooki1-dawfq2b.png)

Soon.
Title: Re: [A16] Rimsenal v0.87 : Vanilla strikes back again edition.
Post by: ChaosOverlord on January 23, 2017, 01:54:35 PM
This mod looks really good and I love how it adds to the end-game, but I also love Combat Realism and its ammo system so I gotta wait and see if there'll be a compatibility release.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: rooki1 on January 24, 2017, 06:30:42 AM
v0.88 updated.

(http://img04.deviantart.net/5130/i/2017/024/f/0/evp_by_rooki1-dawjxcm.png)
- Enhanced Vanilla Pack added

-Core:
Charge weapons, conventional firearms, some apparels were removed for EVP.
-EVP:
Protective Gear added.
Vanilla Ice cream added.


(http://orig15.deviantart.net/4618/f/2017/024/2/e/protective_gear_by_rooki1-dawjybx.png)
Protective Gear: A heavy, non-power assisted protective gear. While it doesn't have defensive strength of power armor, this armor covers your whole body.
(http://orig08.deviantart.net/22e5/f/2017/024/1/7/vanillaicecream_by_rooki1-dawjyc8.png)
Vanilla Ice Cream: Delicious vanilla ice cream, packed in insulated box. Unfortunately, there is a no chocolate ice cream around here.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: ChaosChronicler on January 24, 2017, 11:39:03 AM
Do you know if the vanilla ice cream would mess with vegetable garden? 
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Dragmire on January 24, 2017, 03:19:55 PM
Quote from: rooki1 on January 24, 2017, 06:30:42 AM
Vanilla Ice Cream: Delicious vanilla ice cream, packed in insulated box. Unfortunately, there is a no chocolate ice cream around here.

DOH
(https://i.imgur.com/mAp8P6e.jpg)

Excellent mods, I'm loving the variety it adds to the game.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Grishnerf on January 24, 2017, 03:25:53 PM
the little finger in the Screen triggers me.
she is eating icecream not drinking a tea.  :P
Title: Re: [MOD] (Alpha 9) Rimsenal v0.1 (04-03-2015)
Post by: rekasa on January 25, 2017, 02:53:46 AM
What do I have to research to get the turrets?
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Canute on January 25, 2017, 03:23:19 AM
Gun complex
Gun turrets
Military grade turrets.

but why you can't look self at your "greyed" research to look for the nessesary research.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: LordMunchkin on January 25, 2017, 05:10:00 AM
I really look forward to your updates... :-[
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Umbrador on January 25, 2017, 07:07:17 AM
I really love this mod. It is always nice to see what's new here! I would really like to see some kind of tribal faction from Rooki1 one day.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: OskarPotocki on January 25, 2017, 09:11:45 AM
How do you craft a federation jumpsuit? Is it even possible? I am trying to roleplay as the federation rebels but I can't seem to get the outfit right.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Canute on January 25, 2017, 10:35:37 AM
not possible !
And when you recylce these jumpsuit you don't even get mats.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: OskarPotocki on January 25, 2017, 10:43:42 AM
Well, then here's my suggestion to the author - please make them craftable at tailoring bench. Thank you.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Canute on January 25, 2017, 12:11:15 PM
When you play as rebell's, use Prepare carefully to start with the jumpsuits.
Since they are federation soldier, they shouldn't know all crafting secrets of their faction.

But i like jumpsuits/overalls too and would see a simple jumpsuit at the tailoring bench.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Dragoon on January 25, 2017, 12:33:40 PM
oo What do you have planned for the combat vest? (I was looking at the cool close combat armor and I spotted it.)
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Umbrador on January 25, 2017, 12:47:57 PM
Quote from: OskarPotocki on January 25, 2017, 09:11:45 AM
How do you craft a federation jumpsuit? Is it even possible? I am trying to roleplay as the federation rebels but I can't seem to get the outfit right.

There is a mod "Miscellaneous w MAI+Robots" made by Haplo. You can use nanoprinter from that mod to duplicate any apparel or gun u have for fair cost of resources.

It is also not really hard to make those jumpsuits/overalls craftable through simple edit of few strings. I can explain if you need.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: OskarPotocki on January 25, 2017, 01:23:43 PM
@umbrador
I have never done any modding whatsoever, if anything I am an artist and I had pleasure to work with multiple modders in multiple games, but when it comes to coding I know absolutely nothing about it. Additionally, the author might not want me to edit the mod code, even if it's for my very own personal use. It's his work after all.
If you're however still willing to explain it to me in the details, please do not hesitate to send me an email on [email protected], but keep in mind that it needs to be as detailed as possible, because I am indeed quite dumb.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Umbrador on January 25, 2017, 02:02:18 PM
@OskarPotocki
Well, i tried to explain it as detailed as possible. Check the mail.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: OskarPotocki on January 25, 2017, 02:27:57 PM
@Umbrador
Done, thank you. You are the best. Now I am ready to lead the rebellion against the federation occupants! yay!
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: Umbrador on January 25, 2017, 02:37:17 PM
Quote from: OskarPotocki on January 25, 2017, 02:27:57 PM
@Umbrador
Done, thank you. You are the best. Now I am ready to lead the rebellion against the federation occupants! yay!

No problem! I forgot to mention, you can craft it on tailoring workbench, but it requires Crucible Tech to be researched before.
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: hejz on January 25, 2017, 02:45:14 PM
v0.88 no english ?
Title: Re: [A16] Rimsenal v0.88 : Enhanced Vanilla Pack Updated.
Post by: rekasa on January 25, 2017, 03:48:58 PM
Quote from: Canute on January 25, 2017, 03:23:19 AM
Gun complex
Gun turrets
Military grade turrets.

but why you can't look self at your "greyed" research to look for the nessesary research.
Thanks. I have a /lot/ of mods running so my research tree is pretty messy right now. :c
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: rooki1 on January 26, 2017, 03:09:24 AM
v0.89 updated.

(https://orig04.deviantart.net/8f85/f/2017/025/1/5/gdtable_back_by_rooki1-dawrfs8.png)(https://orig07.deviantart.net/7f6e/f/2017/025/1/3/yptable_back_by_rooki1-dawrfsn.png)
(https://orig01.deviantart.net/e2fc/f/2017/025/9/d/jitable_back_by_rooki1-dawrfsf.png)(https://orig04.deviantart.net/45e5/f/2017/025/0/8/tetable_back_by_rooki1-dawrfsh.png)

Core
- Now you need to build dedicated tables of each companies to build Rimsenal equipments.
- Crystalline structure foundry added.
- Magnetic forge added.
- Kinetic field manipulator added.
- Equipment assembly facility added.


(https://orig11.deviantart.net/e047/f/2017/025/b/a/fedtable_back_by_rooki1-dawrg8z.png)

Federation
-Now you need to build energy crucible to build the federation equipments.
-Energy crucible added.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Madman666 on January 26, 2017, 03:24:15 AM
God, even more tables)) And five of them, no less) They do look awesome, but it would be best to compact them into one for advanced weaponry. A couple more mods like EPOE and all your base filled with are tables... Kinda incovenient.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Canute on January 26, 2017, 03:39:21 AM
Yeah tables tables tables and we can't even eat at them !
Go away tables !!
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Madman666 on January 26, 2017, 03:41:30 AM
Quote from: Canute on January 26, 2017, 03:39:21 AM
Yeah tables tables tables and we can't even eat at them !
Go away tables !!

Yeah! You can't even eat at them! Thats the main problem!)) Tables be gone!)
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: kroclebo on January 26, 2017, 05:58:44 AM
I love the table idea (someone sur as hell should do a mod when you can order/filter by weapon type, or weapon cost... like storage search, but for table...) because with my mods, finding a weapon to craft at the machining table is a nightmare.

But five... a little overkill no ?
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: zmadz on January 26, 2017, 06:25:11 AM
wow rook1 you are on fire with moding lately gj man
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Cassiopea on January 26, 2017, 06:35:17 AM
Quote from: Madman666 on January 26, 2017, 03:24:15 AM
God, even more tables)) And five of them, no less) They do look awesome, but it would be best to compact them into one for advanced weaponry. A couple more mods like EPOE and all your base filled with are tables... Kinda incovenient.

I disagree. I'd take more tables over a cluttered crafting list anytime of the day. In high resolution and small screens (surface pro 4, xps13) the text is incredibly tiny and really uncomfortable to read. So thank you rook1 for your hard work and sparing my eyesight!  :)
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Kaldreth on January 26, 2017, 07:28:54 AM
Was the Dropbox version of Rimsenal - Federation updated to match the steam version? It's currently giving me errors when starting up my save file.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Smexy_Vampire on January 26, 2017, 08:44:38 AM
woot this frees up the meshining tabble alot :D
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Dragoon on January 26, 2017, 10:12:47 AM
Quote from: Cassiopea on January 26, 2017, 06:35:17 AM
Quote from: Madman666 on January 26, 2017, 03:24:15 AM
God, even more tables)) And five of them, no less) They do look awesome, but it would be best to compact them into one for advanced weaponry. A couple more mods like EPOE and all your base filled with are tables... Kinda incovenient.

I disagree. I'd take more tables over a cluttered crafting list anytime of the day. In high resolution and small screens (surface pro 4, xps13) the text is incredibly tiny and really uncomfortable to read. So thank you rook1 for your hard work and sparing my eyesight!  :)

I second this
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Flimflamshabam on January 26, 2017, 12:26:12 PM
I like the equipment from the feral pack, just not the faction/monsters.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: dantebelmondo on January 26, 2017, 12:52:13 PM
I'd say add another "advanced machinery table" which contains all the Rimsenal weapon & armor receipts. You could build that table after research for those who prefer less working station.

For myself, I'd prefer separate tables. Around 10-20 items per table is reasonable. Over 50 bills just for machinery table is just overkill. What you can do is just make the table smaller, say 1 tile each. Then 4 tiles separate tables vs. 3-tile one table, I'd pick separate one.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Madman666 on January 26, 2017, 03:01:05 PM
To those, who said that they prefer more tables instead of one very overloaded one - yes, overloading one table is bad and since I have bad eyesight myself, I know HOW bad it is at high resolution. But have you tried playing several content heavy mods at once? Like Medieval Times, EPOE and Vegetable Garden? Each of them contains heaps of those tables! Where the hell are you supposed to fit all of that? At one point getting 13-16 colonists will actually require you to use large or ludeonicrous map, otherwise your base will be right next to map borders, that how much stuff you need to fit in it! And half of your bas will be a huge workshop. My PC is not nearly strong enough to comfortably play on very big maps. Too much stuff for one table? Ok, got it, make it two! Not five. Not four. The mod is not nearly big enough to overload two tables with stuff.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Maviaux on January 26, 2017, 03:13:11 PM
As someone who picks a Rimsenal company on a per-colony basis, I love the idea of having company specific tables. It's not hard managing space for tables unless you're playing on the smallest map size and building right against the border anyway.

Planning, planning, planning~

Thank you, rook1!
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: LordMunchkin on January 26, 2017, 05:56:48 PM
Ugh, this just means I'm probably never going to build more than one of those tables. Like someone already mentioned, most bases just don't have room for 25+ production tables (your mod isn't the only one that adds lots of tables).

Personally, I would shrink down the number of tables. We only really need one for the core stuff. The other stuff can have their own tables but maybe make them smaller? Like 2x1 or even 1x1 if you're going to do a Feral table?  :)

Quote from: Cassiopea on January 26, 2017, 06:35:17 AM
Quote from: Madman666 on January 26, 2017, 03:24:15 AM
God, even more tables)) And five of them, no less) They do look awesome, but it would be best to compact them into one for advanced weaponry. A couple more mods like EPOE and all your base filled with are tables... Kinda incovenient.

I disagree. I'd take more tables over a cluttered crafting list anytime of the day. In high resolution and small screens (surface pro 4, xps13) the text is incredibly tiny and really uncomfortable to read. So thank you rook1 for your hard work and sparing my eyesight!  :)

I do agree with this however. I sometimes play on a small laptop and just reading the massive list of plants from the vegetable garden mod in growing zones gives me migraines.  :(
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Madman666 on January 26, 2017, 06:08:17 PM
Quote from: LordMunchkin on January 26, 2017, 05:56:48 PM
I do agree with this however. I sometimes play on a small laptop and just reading the massive list of plants from the vegetable garden mod in growing zones gives me migraines.  :(

There used to be a very nice mod edb Interface that solved that problem, making bills and plants into scrollable checkboxes in the info window all the same nice font size... Too bad it was discontinued. Vegetable garden could really benefit from updated interface... Choosing plants are always awful because of how many there is.
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: kowlown on January 27, 2017, 01:44:36 PM
(https://i.imgflip.com/1ih203.jpg)
Title: Re: [A16] Rimsenal v0.89 : Table menace edition
Post by: Dragoon on January 31, 2017, 01:39:34 PM
Oh rook1 When I was using the close combat helmet (looks amazing btw) I noticed it did not actually affect how fast you can attack but did increase work speed.
Title: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: rooki1 on January 31, 2017, 09:39:16 PM
v0.9 updated.

Core
- Graphic adjustment.

(http://orig04.deviantart.net/279b/f/2017/031/d/b/foerum_by_rooki1-daxfzzk.png)(https://orig07.deviantart.net/537d/f/2017/031/4/c/cruciblecore_by_rooki1-daxg001.png)(https://orig02.deviantart.net/8081/f/2017/031/e/3/mcruciblerifle_by_rooki1-daxfzzu.png)
Federation
-After some costly mission failures caused by armed local militia with salvaged federation weapons, FPC decided to adopt weapon self destruction system. For now, dead federation bions do not drop complete federation weapons but crucible core. To use crucible weapons, you need new materials via federation bions. By killing them, you can acquire crucible core. By butchering them, you can acquire foerum (and synthetic meat).

-Makeshift crucible rifle added.

(http://orig15.deviantart.net/ad45/f/2017/031/0/4/moltenshell_by_rooki1-daxg03q.png)
(https://orig14.deviantart.net/8aef/f/2017/031/f/4/salvopack_by_rooki1-daxg03e.png)
Security
- Barrage cannon and molten cannon use exclusive ammo instead of mortar shells. You can make them from magnetic forge.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: LordMunchkin on February 01, 2017, 01:03:35 AM
I like!  ;D
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Madman666 on February 01, 2017, 04:25:36 AM
Thats really nice update! I always thought it was kinda too rich to get all those weapons intact from those walking federation horrors)
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Mehni on February 01, 2017, 12:06:13 PM
The long description for the storytellers pushes the Permadeath button out of view. Also, it's "fewer incidents" and not "less incidents". See linked screenshots.

https://imgur.com/a/OBKBr
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Lt.Havoc on February 01, 2017, 05:48:27 PM
I have been using the RimAresenal Vanilla Add on thing and for some reason, the Battle Rifle uses the Survival Rifle firing sound, complete with the bolt action clicking and all, its pretty odd. Has that to do with me using Prepare Carefully/Scenario editor to give it to my colonists early or is it a load order issue? I mean its not a big problem, its just odd.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Smexy_Vampire on February 01, 2017, 05:49:53 PM
D: thay going to kaboom in my base and nuke my walls agin like there suiside button
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: FreyaMaluk on February 02, 2017, 11:50:57 AM
are there any well known compatibility issues with other mods besides the obvious (CR)?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Daimonin on February 03, 2017, 05:51:15 PM
Love the mod, though my current game the Federation is spamming Plasma Bomb suicide guys... I'm not even that far in. :(

Just how fast are Auxiliary pistols supposed to be? They have a burst count of 2, but 80 rpm? My last game they seemed to shoot twice in quick succession, my current game they fire a storm of dozens of shots. I think something's glitched?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Umbrador on February 05, 2017, 08:26:59 PM
There is a little bug in Rimsenal Security part. Instant building. There is old "WorkToMake", while it must be "WorkToBuild" in Rimsenal_Security\Defs\ThingDefs\Buildings_Security.xml for every building.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Iasus on February 12, 2017, 10:18:18 AM
Is anyone else having a problem with the Barrage cannon not working? I can build, load and man one but it won't fire.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Trigon on February 12, 2017, 11:39:08 AM
Hey I just wanted to make sure this is working as intend. I got bum rushed by some federation suiciders and auxiliaries. I thought in the new update their weapons were supposed to self destruct but I scavenged up pretty much all the auxiliary pistols. Is the self destructing weapons only for the higher level mooks?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: ChromeMax on February 13, 2017, 09:12:05 AM
I would say this mod is pretty complete, except that you should consider adding a certain faction that comes in post Federation split and is an enemy against all factions. Maybe you could argue that this enemy is already implemented in the game as Mechanoids, but I feel the vanilla mechanoids are way to soft and easy to overcome, even in large numbers. Maybe you could create a whole entire new faction that includes specialized mechs, like medic mechs, long range scythers, even more heavily armored centipedes, and possibly even a "mother" mechanoid that can fire multiple weapons at once and if taken out, will destroy all surrounding mechanoids linked to it. Just suggestions. Great mod so far!
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: bdole92 on February 15, 2017, 07:33:20 PM
Hey, don't know if i'm misunderstanding this or if its a bug, but i'm not seeing any crucible cores drop. Do i need a tech for them to drop? In particular, i downed a soldier equipped with a precision rifle and the rifle disappeared, but no core was left behind. Is this a bug, or do i misunderstand the mechanic?


Edit: A core just dropped off a peacekeepr, so i'm guessing they only drop off of "non-human" federation. That makes sense, but its sad that i don't get any tangible benefit from the precision rifle. I understand not getting to have the rifle, it's a lot better than the auxiliary pistols you can get, but it feels like added lethality to the raid without any upside
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: thorpey949 on February 22, 2017, 11:07:51 PM
Has anyone ran into an issue before where the mountains are replaced with grenade launchers???
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: akallas on February 25, 2017, 07:41:35 PM
I'd like to thank you rooki for this mod. It's given me a lot more fun to Rimworld. I hope you continue to do excellent work, matey.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Riddlewrong on March 06, 2017, 03:21:10 AM
The suicide bombers are far too effective. I've had several games where they raid with an instant pod drop... they're right on top of everyone.. no way to avoid it. The bomb is pretty much guaranteed to kill anyone it hits, and the radius is enormous. If you're starting tribal, you can't easily build your base underground in the early game, so there's no easy way to defend against pod drop bombers. Either scale back the damage, the radius, or take them out entirely. It's ridiculous to just lose an entire colony in 1 second.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Trigon on March 06, 2017, 07:10:27 PM
I've actually had a suicider who tossed his bomb and then walked away without a scratch. Blew both a colonists legs off and dropped the torso down to about 5-10 health.

Counterintuitively the best defense I've found against them is to hide a guy around the corner, then rush in and engage in melee before they can throw the bomb. Instead of blowing shit up they'll decide to punch the guy who came over to beat them to death with a bit of wood.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 16, 2017, 10:01:54 PM
Does vanilla submod replace existing guns with the added gears and extensions or are they separate and will still see vanilla weapons untouched? Id prefer to replace them entirely
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: AngleWyrm on March 17, 2017, 12:26:32 AM
I've seen Short bow, Long bow and Compound bow in the game, and can still construct short bows from wood at the Crafting spot.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 17, 2017, 12:38:30 AM
Quote from: AngleWyrm on March 17, 2017, 12:26:32 AM
I've seen Short bow, Long bow and Compound bow in the game, and can still construct short bows from wood at the Crafting spot.
I wasnt aware compound bow was available in vanilla. How about weapons like Assault rifle? They are replaced by something else and renamed? Im hoping so, rimfire already adds so many weapons
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Tanelorn on March 17, 2017, 05:02:54 PM
I installed the federation and the feral. I am 1 year in and have an auxillary pistol. It doesn't fire. I have combat realism and high caliber mods if that helps. Is this compatible? Do I need the rimsenal core before the factions will work?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Trigon on March 17, 2017, 06:42:41 PM
Rimsenal is incompatible with combat realism.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: mazacik on March 18, 2017, 05:52:23 PM
Raiders never appear with any of the armor/weapons from this mod, is that intentional? I'm not using feral or federation, or any other mods except very basic ones.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 19, 2017, 06:05:34 AM
Quote from: Trigon on March 17, 2017, 06:42:41 PM
Rimsenal is incompatible with combat realism.
You dont need rimsenal core to run factions tho right?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: daman2501 on March 19, 2017, 10:59:50 AM
Quote from: Ruisuki on March 19, 2017, 06:05:34 AM
Quote from: Trigon on March 17, 2017, 06:42:41 PM
Rimsenal is incompatible with combat realism.
You dont need rimsenal core to run factions tho right?
as far as i know, they have never done (been using this mod since A12) only the MOD factions use them
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Tgr on March 23, 2017, 07:23:14 PM
I am continually getting this bug on Federation spawns even when I have deactivated all mods that add equipment.

Somehow, this bug is also screwing other random pawn generation... Looks like you screwed something up.

Exception filling window for Verse.Dialog_DebugOptionListLister: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.ApparelUtility.CanWearTogether (Verse.ThingDef A, Verse.ThingDef B) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+PossibleApparelSet.PairOverlapsAnything (ThingStuffPair pair) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+<GenerateWorkingPossibleApparelSetFor>c__AnonStorey2CF.<>m__251 (ThingStuffPair pa) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator+<GenerateWorkingPossibleApparelSetFor>c__AnonStorey2CF.<>m__252 (ThingStuffPair pa) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable+<CreateWhereIterator>c__Iterator1D`1[RimWorld.ThingStuffPair].MoveNext () [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.Any[ThingStuffPair] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator.GenerateWorkingPossibleApparelSetFor (Verse.Pawn pawn, Single money, Boolean headwearAllowed) [0x00000] in <filename unknown>:0
  at RimWorld.PawnApparelGenerator.GenerateStartingApparelFor (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GenerateGearFor (Verse.Pawn pawn, PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at Verse.PawnGenerator.GeneratePawn (PawnGenerationRequest request) [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupKindWorker_Normal+<GeneratePawns>c__IteratorBF.MoveNext () [0x00000] in <filename unknown>:0
  at RimWorld.PawnGroupMakerUtility+<GeneratePawns>c__IteratorC4.MoveNext () [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn].AddEnumerable (IEnumerable`1 enumerable) [0x00000] in <filename unknown>:0
  at System.Collections.Generic.List`1[Verse.Pawn]..ctor (IEnumerable`1 collection) [0x00000] in <filename unknown>:0
  at System.Linq.Enumerable.ToList[Pawn] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_Raid.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at RimWorld.IncidentWorker_RaidEnemy.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at CaveBiome.IncidentWorker_RaidEnemyCave.TryExecute (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu.DoRaid (RimWorld.IncidentParms parms) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugActionsMenu+<DoListingItems_MapActions>c__AnonStorey4EA+<DoListingItems_MapActions>c__AnonStorey4E6+<DoListingItems_MapActions>c__AnonStorey4E8+<DoListingItems_MapActions>c__AnonStorey4E9.<>m__97D () [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionLister.DebugAction (System.String label, System.Action action) [0x00000] in <filename unknown>:0
  at Verse.Dialog_DebugOptionListLister.DoListingItems () [0x00000] in <filename unknown>:0
  at Verse.Dialog_OptionLister.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Mufflamingo on March 24, 2017, 09:45:45 AM
Quote from: Tanelorn on March 17, 2017, 05:02:54 PM
I installed the federation and the feral. I am 1 year in and have an auxillary pistol. It doesn't fire. I have combat realism and high caliber mods if that helps. Is this compatible? Do I need the rimsenal core before the factions will work?

Put Rimsenal and the Rimsenal Factions ABOVE Combat Realism. They will fire but no bullets/ammo tho because there's no Rimfire CR Patch.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Mufflamingo on March 24, 2017, 09:46:27 AM
I meant Rimsenal CR patch not Rimfire CR patch. My bad.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 27, 2017, 12:57:28 PM
are all the hairs included in the hairpack blonde or can they be of any color? not integrated into killface's facial stuff is it?

Quote from: daman2590 on March 19, 2017, 10:59:50 AM
Quote from: Ruisuki on March 19, 2017, 06:05:34 AM
Quote from: Trigon on March 17, 2017, 06:42:41 PM
Rimsenal is incompatible with combat realism.
You dont need rimsenal core to run factions tho right?
as far as i know, they have never done (been using this mod since A12) only the MOD factions use them
theyll still use them if i dont have the core installed then
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Foreck on March 28, 2017, 06:44:47 PM
Say I only want the hairs and new enemies, how should I proceed?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Tgr on March 29, 2017, 02:38:16 AM
Quote from: Foreck on March 28, 2017, 06:44:47 PM
Say I only want the hairs and new enemies, how should I proceed?

Don't install the security pack or storytellers. The remaining content is core, which other users report is a dependency for the other part of the remaining content, the factions (new enemies). You can't "just" get the enemies, since they've been designed and implemented in concert with the other content added by this mod.

If you mean you just want the new enemies like the ogres or Federation mechs added to random raids that would presumably require the author to make a completely different version which doesn't make much sense IMO. It would also dilute the point of the mod, which is that each of these factions presumably brings a unique challenge to the table when you get a raid.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 29, 2017, 04:04:09 AM
Quote from: TREH on March 29, 2017, 02:38:16 AM
Quote from: Foreck on March 28, 2017, 06:44:47 PM
Say I only want the hairs and new enemies, how should I proceed?

Don't install the security pack or storytellers. The remaining content is core, which other users report is a dependency for the other part of the remaining content, the factions (new enemies). You can't "just" get the enemies, since they've been designed and implemented in concert with the other content added by this mod.

If you mean you just want the new enemies like the ogres or Federation mechs added to random raids that would presumably require the author to make a completely different version which doesn't make much sense IMO. It would also dilute the point of the mod, which is that each of these factions presumably brings a unique challenge to the table when you get a raid.
So I cant just add the vanilla weapon replacements, ferals and the hairpack? Even the hair is dependent on the core file? 

I assumed the actual core file is the 'rimsenal.zip' that adds the futuristic weapons, is this right? Do I need to install that in order to get the hair,feral faction and replaced vanilla weapons? Not sure I want high tech additions other than the rimsenal vanilla.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Dragoon on March 29, 2017, 05:52:30 AM
Quote from: Ruisuki on March 29, 2017, 04:04:09 AM
So I cant just add the vanilla weapon replacements, ferals and the hairpack? Even the hair is dependent on the core file? 

They aren't replacements.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on March 29, 2017, 06:30:21 AM
Quote from: Dragoon on March 29, 2017, 05:52:30 AM
Quote from: Ruisuki on March 29, 2017, 04:04:09 AM
So I cant just add the vanilla weapon replacements, ferals and the hairpack? Even the hair is dependent on the core file? 

They aren't replacements.
Ah darn. Ill be looking to skip that download then, already overflowing with weapons.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: AngleWyrm on March 29, 2017, 08:45:02 AM

(https://s6.postimg.org/9o6dxacpd/rimworld_pinup_by_drakefenwick-dateofs.png)Faction Choices
Without this mod there can be multiple industrial, tribal and pirate factions. With this mod and it's two new and awesome factions there seems to be exactly one of each type in every game.

Is there a setting in the xml's or somewhere else that will allow me to change the default of only one of every available faction?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: GraySloth on April 04, 2017, 01:22:14 AM
I would love it if Ogron were recruitable/tameable/purchasable, I want to roam the wasteland raiding other colonies with my own Shrek army.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on April 04, 2017, 12:09:09 PM
Is the rimsenal season of the hunters zip necessary to add factions to the game?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Birdy on April 04, 2017, 12:54:08 PM
Is anyone able to find the crafting tables?

Nevermind, I'm dumb.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Ruisuki on April 12, 2017, 09:21:45 PM
Quote from: Birdy on April 04, 2017, 12:54:08 PM
Is anyone able to find the crafting tables?

Nevermind, I'm dumb.
Do you know the dimensions of the workbench manufacturers? Are they all 3x1 like vanilla production are?
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: SheiFoxy on May 01, 2017, 03:34:53 AM
Questions.

1. Do the Feral and Federation factions appear on the world map?
2. If so, what are their icons? (Is the circle with the > in it Federation?)
3. How can I confirm that these two are working without just waiting to get raided by them? (Two games and never got them in either, rearranged mod order, so still hoping to get them working.)
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Canute on May 01, 2017, 06:04:03 AM
Don't you have a Relations/faction menu and can check what factions are on the world ?
When you see these faction there, they can raid you even without having an planetary outpost like the mechanoids.
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: Elodie on May 03, 2017, 09:23:53 AM
Quote from: SheiFoxy on May 01, 2017, 03:34:53 AM
Questions.

1. Do the Feral and Federation factions appear on the world map?
2. If so, what are their icons? (Is the circle with the > in it Federation?)
3. How can I confirm that these two are working without just waiting to get raided by them? (Two games and never got them in either, rearranged mod order, so still hoping to get them working.)

The Federation has a circular red icon with an arrow in it, yes.

Ferals have an icon that looks like a leafy fist (?).

If you can't seem to find them in your game, try using the Faction Discovery Mod (https://ludeon.com/forums/index.php?action=mlist)
Title: Re: [A16] Rimsenal v0.9 : No more free federation weapons edition
Post by: faltonico on May 03, 2017, 12:16:35 PM
Quote from: AngleWyrm on March 29, 2017, 08:45:02 AM

(https://s6.postimg.org/9o6dxacpd/rimworld_pinup_by_drakefenwick-dateofs.png)Faction Choices
Without this mod there can be multiple industrial, tribal and pirate factions. With this mod and it's two new and awesome factions there seems to be exactly one of each type in every game.

Is there a setting in the xml's or somewhere else that will allow me to change the default of only one of every available faction?
The mod "more vanilla factions" messes with a file called "factions_misc.xml" to do its thing, it might be what you are looking for. You could also try to use that mod outright to see what happens, i don't think you can see any changes in a running save though, at least not without using another mod.
Also, when i installed the "faction discovery" mod after i made the mistake of installing glitertech to have its factions, i noticed that it also discovered another set of factions that i already had, e.g another asari, tribal, mercenary, outlander and orassan but it kept one feral and one federation. You can try to install that to see how it goes for you (save a savefile, pun intended).
Title: Re: [A17] Rimsenal v1.0 : Gathering Storm
Post by: rooki1 on May 04, 2017, 03:12:21 AM
v1.0: A17 Update

Core:
-Armor piercing damage type removed. (It can be returned somehow)

Vanilla:
-Sound adjusted
-Charge weapons were slightly nerfed.

Security:
-AGS were changed to direct, burst firing anti crowd weapon.

Feral:
-Patched shirt added.
Title: Re: [A17] Rimsenal v1.0 : Gathering Storm
Post by: SURU on May 04, 2017, 07:53:40 AM
Steam link not work?
Title: Re: [A17] Rimsenal v1.0 : Gathering Storm
Post by: rooki1 on May 04, 2017, 08:11:23 AM
Quote from: SURU on May 04, 2017, 07:53:40 AM
Steam link not work?

Steam version will not be updated until official A17 release.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: rooki1 on May 09, 2017, 09:20:07 AM
v1.01: Catch-Up Update

(http://img08.deviantart.net/19ee/i/2017/128/7/0/unityguard_by_rooki1-db8ipzm.png)
(http://orig12.deviantart.net/fea7/f/2017/129/7/5/cruciblecarbine_by_rooki1-db8mtje.png)

Federation:
- New enemy, unity guard added.
- Crucible carbine and unity guard armor set added.

(http://orig11.deviantart.net/8c6f/f/2017/127/8/a/protective_gear_by_rooki1-db8hrxo.png)

Vanilla:
-Protective gear's art update.

(http://orig01.deviantart.net/ab68/f/2017/129/b/4/reactor_by_rooki1-db8mtpa.png)(http://orig07.deviantart.net/a207/f/2017/129/7/d/adhmine_by_rooki1-db8mtpi.png)

Security:
-Impact mine and portable reactor's art update.

(http://orig09.deviantart.net/a6e6/f/2017/129/0/7/feraltable_back_by_rooki1-db8mx54.png)

Feral:
-Scav bench added.
-Now feral items need scav bench to produce.

(http://orig06.deviantart.net/6569/f/2017/129/f/3/1_by_rooki1-db8msoz.png)

Hair:
-Veil and Half-shaved hairstyle added.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: A_Soft_Machine_Man on May 10, 2017, 05:07:00 PM
The tally marks on the rear plate of the Prot. Armor are fantastic. Can't wait for the full A17 update!
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: Kolljak on May 11, 2017, 08:27:35 AM
Been getting an error since i installed the 17 build of this you have onto the game. had to remove it. i dont have the error but it essentially was saying that the UI couldnt be brought up on items.

ill try to get that error agian.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: whitebunny on May 12, 2017, 08:12:36 PM
Just want to thank you for all your efforts in making this game richer than it already is.
The weapons and enemies are very balanced, the hairs are amazing and the textures are at the least on par with what'd you'd expect from vanilla content.
Keeping this up to date even with unstable dev builds must be hard work too, props.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: jorge5499 on May 14, 2017, 03:23:23 PM
Hi, iam making a mod, for my use only, but maybe i could post it in the future, i would like to use some of your textures, i wont use them exactly as they are, and i would like to edit them, i think you could say iam basing my textures on the textures of this mod, i will give credits if you let me, well hope for an anwser, thanks and great mod
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: rooki1 on May 14, 2017, 06:45:20 PM
Quote from: jorge5499 on May 14, 2017, 03:23:23 PM
Hi, iam making a mod, for my use only, but maybe i could post it in the future, i would like to use some of your textures, i wont use them exactly as they are, and i would like to edit them, i think you could say iam basing my textures on the textures of this mod, i will give credits if you let me, well hope for an anwser, thanks and great mod
You have my permission.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: Joedox on May 15, 2017, 04:41:19 AM
Hello Rooki1,

I love your Mod!

I have a Bug with the new "SCAV bench", I can not make weapons and armor in this table. It is fed with wood.

I have a query, I translated your Mod in French. Would it be possible to add it in the official link?

@ +
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: rooki1 on May 15, 2017, 06:33:46 AM
Quote from: Joedox on May 15, 2017, 04:41:19 AM
Hello Rooki1,

I love your Mod!

I have a Bug with the new "SCAV bench", I can not make weapons and armor in this table. It is fed with wood.

I have a query, I translated your Mod in French. Would it be possible to add it in the official link?

@ +

Thank you for notice me. And for translation, I can add your link.
Title: Re: [A17] Rimsenal v1.01 : Catch-Up Update Edition
Post by: Joedox on May 15, 2017, 07:05:26 AM
Here is the link for the French version [A17]:
https://www.dropbox.com/sh/26v1apq120ollaj/AAC4y6yaZKK6FdHaKDhfVOtma?dl=0
Title: Re: [A17] Rimsenal v1.02 : Update Avalanche Edition
Post by: rooki1 on May 16, 2017, 10:29:21 PM
v1.02: Update Avalanche Edition

Core:
- Yunwha Precision's new weapon, vector shot added.
- Yunwha Precision's damage type was changed to new Shredder type. Shredder type deals more pain and bleeding damage.
- Weapons movement penalty stats were adjusted.
- Greydale Jaguar grenade launcher was changed to multi launcher. This weapon can deal with various situations by changing its setting.
- Jotun Interstellar's new armor, "Varg" fire support armor added.
- Tisiphone Enterprise's new armor, "Alecto" hazard carapace added.

Vanilla:
- Anti-material rifle, repeating rifle, automatic rifle added.
- Scatter charger range was shortened to 12.

Security:
- Shard sentry's damage type was changed to Shredder type.

Feral:
- Ogron hellmaker's cluster cannon was removed.
- Dual machine gun, the new weapon for hellmaker added.
- Rivet cannon and scatter cannon art update.
- Feral exosuit art update.
- New enemy, Shriker added.
- Feral table temporarily removed(for technical problem)

Federation:
- Pawn's combat power stats were adjusted.

(http://orig03.deviantart.net/170f/f/2017/136/9/b/vectorshot_by_rooki1-db9dt5t.png)

"Nuri" Vector shot:
"NuRi(Hail)" vector shot is a weapon for urban warfare, shots guided system integrated smart bolts. With an aid of multi-spectral scanners, NuRi can aim at targets hidden in cover. While ignoring wall is a really strong feature, however, because of extremely short range, NuRi's function is limited to an assault specialist weapon.

(http://orig07.deviantart.net/b4b4/f/2017/129/b/8/jaguar_by_rooki1-db8pvze.png)(http://orig06.deviantart.net/8293/f/2017/129/d/f/jaguarhe_by_rooki1-db8pvyy.png)(http://orig13.deviantart.net/2e9d/f/2017/129/f/2/jaguarin_by_rooki1-db8pvyv.png)(http://orig13.deviantart.net/5426/f/2017/129/d/9/jaguarsk_by_rooki1-db8pvzf.png)

"Jaguar" Multi launcher:
One of the most versatile fire support weapons, the "Jaguar" multi launcher is a reliable and effective fire support weapon. With a simple manipulation, if you have appropriate tools, you can change its setting.
 
Frag: Basic setting of the multi launcher. Low damage, affects large area.
Buckshot: Cloce quater combat setting. Fires multiple bucks at once.
Incendiary: Deals flame damage and sets target on fire.
Smoke: Deals no damage. Provide smoke screen on target area.

(http://img00.deviantart.net/46ca/i/2017/135/6/9/varg_by_rooki1-db9dqr1.png)

"Varg" Fire support armor:
If you need a walking turret, call the "Varg" fire support armor. Rapid reloading system, additional ammo container, built in fire control system, everything of the Varg focused on fire support. In return, the Varg is very vulnerable to close combat.

(http://img13.deviantart.net/a76e/i/2017/135/0/0/alecto_by_rooki1-db9dqwi.png)

"Alecto" Hazard carapace:
The "Alecto" hazard carapace is designed to carry out mission even in the worst environment. In extreme cold area, in a heat wave, and even in radioactive wasteland, Tisiphone hunters can continue their endless hunting.

(http://orig10.deviantart.net/d533/f/2017/136/5/d/amrifle_by_rooki1-db9dube.png)

Anti-material rifle:
Usually referred to as a "can opener" in the rimworlds, the anti-material rifle is a large-caliber, heavy sniper rifle designed for use against heavily armored target.


(http://orig01.deviantart.net/82e6/f/2017/136/f/0/repeater_by_rooki1-db9gpkg.png)

Repeating rifle:
Archaic design even in the rimworld standard, the repeating rifle is popular among muffalo herders. Medium range, quick firing weapon.

(http://orig02.deviantart.net/11b0/f/2017/136/7/6/automaticrifle_by_rooki1-db9gpkp.png)

Automatic rifle:
Heavy, automatic support weapon. While it has a slower fire rate than LMG, its large calibre bullet guarantees impressive firepower.

Title: Re: [A17] Rimsenal v1.02 : Update Avalanche Edition
Post by: Omnicide on May 17, 2017, 10:26:38 AM
How would one make this newest update A16 compatible? Primarily how to add the new weapons and armor.

(Also, I just wanted to use my first post to say, this is most definitely my favorite Rimworld mod. Everything about it is amazing, the art style, the attention to balance, the purely unique universe and lore. Top notch on all fronts.)
Title: Re: [A17] Rimsenal v1.02 : Update Avalanche Edition
Post by: Joedox on May 17, 2017, 04:52:11 PM
Hello,

For the object "JinCheon" Nerve suit: it lacks a 0 to make it (30 steel and not 3 steel).
For the object "JanYeong" Drop suit: it lacks a 0 to make it (50 steel and not 5 steel).

@ +
Title: Re: [A17] Rimsenal v1.02 : Update Avalanche Edition
Post by: rooki1 on May 18, 2017, 01:15:09 AM
Quote from: Joedox on May 17, 2017, 04:52:11 PM
Hello,

For the object "JinCheon" Nerve suit: it lacks a 0 to make it (30 steel and not 3 steel).
For the object "JanYeong" Drop suit: it lacks a 0 to make it (50 steel and not 5 steel).

@ +

Fixed. Really thank you for notice it.

Quote from: Omnicide on May 17, 2017, 10:26:38 AM
How would one make this newest update A16 compatible? Primarily how to add the new weapons and armor.

(Also, I just wanted to use my first post to say, this is most definitely my favorite Rimworld mod. Everything about it is amazing, the art style, the attention to balance, the purely unique universe and lore. Top notch on all fronts.)

Sorry but there is no plan to implant new stuff to old version.
Title: Re: [A17] Rimsenal v1.02 : Update Avalanche Edition
Post by: Joedox on May 21, 2017, 03:07:16 AM
Hello,

Is it possible to add the following lines so that recycling clothes gives resources.

For Feral (ThingDefs\Apparel_Feral.xml):
Apparel_PatchedShirt; Apparel_HuskerHood; Apparel_SkulkerHood; Apparel_ThumperHood; Apparel_GrinderHelmet; Apparel_ScorcherHelmet
     <CostList>
       <Steel>40</Steel>
     </ CostList>
This will give 10 steel when recycled.

For the Federation (ThingDefs\Apparel_AD.xml):
FedSuit
     <CostList>
       <Foerum>20</ Foerum>
     </CostList>
This will give 5 foerum when recycled.

@ +
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: rooki1 on May 21, 2017, 11:01:40 PM
(http://orig03.deviantart.net/f2b2/f/2017/141/a/9/title2_by_rooki1-dba0q3p.png)
v1.03: Stabby Ferals Edition

Misc:
- Federation jumpsuit and feral hoods are recyclable(Thank you Joedox).

Feral:
- Weapon art update
- Melee damage has been added to the feral firearms.
- Feral weapons stats has been readjusted.
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: Love on May 22, 2017, 01:01:19 AM
Could you please place your research stuff in its own tab similar to cuproPanda's mods?

(https://i.imgur.com/NKfDeFI.png)
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: kaptain_kavern on May 22, 2017, 05:59:22 AM
YaY! An update again  8)
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: Dropskiler on May 23, 2017, 07:03:11 AM
Oh.....simply marvelous. Will security pack get the same treatment?
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: doctercorgi on May 23, 2017, 02:20:47 PM
When is the federation gonna get a hot sexy lady on the cover?
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: Joedox on May 23, 2017, 03:11:30 PM
Hello,

It will be the kind:

(http://i.imgur.com/b8gtL9i.jpg)

But in red!   ;)
Title: Re: [A17] Rimsenal v1.03: Stabby Ferals Edition
Post by: Justas love on May 23, 2017, 05:29:06 PM
Quote from: Dropskiler on May 23, 2017, 07:03:11 AM
Oh.....simply marvelous. Will security pack get the same treatment?
Im guessing that the apparel of the ferals will get redone first, but it would be awesome
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: rooki1 on May 24, 2017, 02:35:55 AM
(http://orig08.deviantart.net/4e22/f/2017/143/0/8/preview_by_rooki1-dba9266.png)
v1.04: Security Matters Edition

Core and Federation:
- Rimsenal research tab added(Thank you Love)

Security:
- Turrets art update.
- Turrets stat adjusted
- New research added.
- Dummy added.
- Fuel barrel added.

Check the manual(Google Docs) (https://docs.google.com/document/d/1gnJ2yfqvj-jE5J641YlsnG4owr0t4PWp-113ZKC__F0/edit?usp=sharing)

(http://orig08.deviantart.net/5afd/f/2017/143/e/0/8_by_rooki1-dba90fa.png)
Dummy: A dummy with a fake rifle. At least, it can draw attention of your enemy.

(http://orig12.deviantart.net/9dca/f/2017/143/8/8/barrel_by_rooki1-dba9287.png)
Fuel barrel: The big red barrel that contains chemical fuel. As you can expect, explode when destroyed.
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: Joedox on May 24, 2017, 02:55:32 AM
Hello,

I love the look of this mod !!!  ;D

I congratulate you Rooki1 and all those who have helped. Continue your wonderful work on this mod.

@ +
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: AzharNoordin on May 24, 2017, 04:03:45 AM
Uhmm...why doesn't Tisiphone get a turret? is it because of the lore?
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: Joedox on May 24, 2017, 05:03:45 AM
Would it be possible to put the same functions of the "Jaguar" Multi launcher (Frag, Buckshot, Incendiary, Smoke) on the "Automatic Grenade Launcher Nest"? (Except maybe the Smoke)

Tisiphone have the "Impact Mine" it seems to me.
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: Austintrollinski on May 24, 2017, 01:14:24 PM
will there be a feral storyteller
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: Joedox on May 25, 2017, 02:31:14 AM
Hello,

Would it be possible to also put the search for the Federation and the EMP rifle.


Edited:

If it doesn't bother you I slightly modified the x and y searches.

(http://i.imgur.com/aLFrAN8.jpg)

@ +
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: Dropskiler on May 25, 2017, 07:55:23 AM
Well....that only leaves rework of Feral pawn art and second armor for GD ...plus some turrets for TE if our artist will find inspiration.... realy great work rooki1.
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: gaultesian on May 25, 2017, 07:58:26 AM
I seem to be getting a lot of errors when adding the Rimsenal Security mod to my game.  I have all of the other Rimsenal mods, and they work fine (I added them one at a time, to test for any errors), but I am wondering, is there a certain order they need to be in on the mod list in Rimworld?  If so, please let me know, as I am getting a ton of errors (I have tried both the new A17 steam version and the github A17 version).

Cheers,
Gaultesian.
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: rooki1 on May 25, 2017, 08:18:30 AM
Quote from: gaultesian on May 25, 2017, 07:58:26 AM
I seem to be getting a lot of errors when adding the Rimsenal Security mod to my game.  I have all of the other Rimsenal mods, and they work fine (I added them one at a time, to test for any errors), but I am wondering, is there a certain order they need to be in on the mod list in Rimworld?  If so, please let me know, as I am getting a ton of errors (I have tried both the new A17 steam version and the github A17 version).

Cheers,
Gaultesian.

Did you load the core mod first? It can be matter.
Title: Re: [A17] Rimsenal v1.04: Security Matters Edition
Post by: gaultesian on May 25, 2017, 08:34:25 AM
I will check when I get home today, but I am sure because of the errors, when I selected each one individually, I kept the security package to the bottom of the list.  I cannot be 100% certain, but I hope that's the silly  problem I have been having.

If I had to order them in my mod list, what would you suggest (besides Rimsenal being first)?

Thanks again,
Gaultesian
Title: Re: [A17] Rimsenal v1.05: Federative Violation Edition
Post by: rooki1 on May 26, 2017, 04:58:01 AM
(http://orig07.deviantart.net/7943/f/2017/146/7/2/preview_by_rooki1-dbah2be.png)
v1.05: Federative Violation Edition

Storyteller:
- Bug fixed.

Security:
- Trying on fix notorious "Grenade launcherized marbles" bug.
- And fixed some other bugs too.

Federation:
- Weapons art update.
- Federation Peacemaker added.

(http://orig03.deviantart.net/1d22/f/2017/146/7/6/fpcpmk_by_rooki1-dbah2ol.png)
Peacemaker: The federation peacemaker is a close combat variant of the notorious peacekeeper. They will quickly break through your defense line and smash colonists. How lovely they are.
Title: Re: [A17] Rimsenal v1.05: Federative Violation Edition
Post by: Joedox on May 26, 2017, 05:43:13 AM
(http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png) (http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png) (http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png) (http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png) (http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png) (http://fr.seaicons.com/wp-content/uploads/2016/04/In-love-icon.png)
Title: Re: [A17] Rimsenal v1.05: Federative Violation Edition
Post by: Cibrel on May 26, 2017, 08:36:56 AM
I can't get enough of your mod and how well it feels like an intimate part of the game.
In particular, I love how your mod blends in with the vanilla game to reinforce the feeling that you have crash-landed on a planet where everyone is desperate to survive and are at the mercy of twisted factions hell bent on making your life as miserable as humanly possible.

The speed at which you keep adding new updates for this mode since A17 is pretty freaking impressive too.

While playing, I recently came across a weapon called the 'Automatic grenade launcher' stored in the building of an item stash event. It has no selling price, a long 60s Warm-up and a 144 rpm fire rate.
Is this weapon supposed to be acquirable in game?
Title: Re: [A17] Rimsenal v1.05: Federative Violation Edition
Post by: Dragoon on May 26, 2017, 10:22:59 AM
I love the new weapon art!
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: rooki1 on May 29, 2017, 11:42:53 PM
(http://img13.deviantart.net/cecb/i/2017/149/1/3/preview_by_rooki1-dbat4ev.png)
v1.06: Finishing Touch Edition

Core
- Weapon stats adjusted.

Vanilla:
- Weapon stats adjusted.
- Throwing axe, throwing club, blowgun, smart rifle, the rifle added.

Federation:
- Weapon stats adjusted.
- Pawn art update.
- Building art update
- Seeker attack speed corrected.

Feral:
- Weapon stats adjusted.
- Scav bench (re)added.
- Now feral items need scav bench to produce (again).

Security:
- Surveillance turret added.

(http://orig06.deviantart.net/0c8d/f/2017/149/f/9/throwingaxes_by_rooki1-dbawq7a.png)
Throwing axes: Metal forged throwing axes. In the trained hands, these can be a devastating tool both in melee and ranged combat.

(http://orig06.deviantart.net/d1bb/f/2017/149/f/8/blowgun_by_rooki1-dbawq7z.png)
Blowgun: A simple weapon consisting of a narrow, long tube for firing light projectiles or darts. While dart itself is not so lethal, it has poison on the tip.

(http://orig07.deviantart.net/c118/f/2017/149/a/0/throwingclubs_by_rooki1-dbawq7h.png)
Throwing clubs: The one of the first ranged weapons used by early humans, throwing club can be used in both melee and ranged attack.

(http://orig07.deviantart.net/64e4/f/2017/149/9/0/militiarifle_by_rooki1-dbawq83.png)
Rifle: This, has spilled someone's blood over 3000 years, is a real weapon of mass destruction. Rugged, easy to use and cheap, it is an every militia's favorite weapon. It has a slightly better firepower than the assault rifle, while inferior everything else.

(http://orig01.deviantart.net/4831/f/2017/149/b/5/smartrifle_by_rooki1-dbawq8g.png)
Smart rifle: The development of firearms is not made solely by firepower. Developments have been made in other areas, such as improved aiming optics, ergonomic and convenient design, and integrated fire control system. And this rifle performs exceptionally well in these "other areas".

(http://orig11.deviantart.net/fe65/f/2017/149/3/2/9_by_rooki1-dbawqqk.png)
Surveillance turret: Long range sniper turret.
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: rooki1 on May 29, 2017, 11:43:24 PM
Major A17 updates finished here. Thank you everyone.
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: kaptain_kavern on May 30, 2017, 12:04:26 AM
Quote from: rooki1 on May 29, 2017, 11:43:24 PM
Major A17 updates finished here. Thank you everyone.
Thank you! Rooki1
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: Khargoth on May 30, 2017, 08:15:05 AM
The entries for Gun_NestAGS and Bullet_NestAGS are missing in Weapons_Security.xml from Rimsenal Security in the newest update, which breaks savegame compatibility.

Still have to say, awesome mod rooki1! The only mod I'm always using.

edit:
I attached a fixed Weapons_Security.xml, copy it to \Mods\Rimsenal_Security\Defs\ThingDefs if one of you has the same issue. I copied the missing entries out of a quite old version of the file so the values in the entries are most likely outdated, but at least it fixes savegame compatibility this way.

[attachment deleted by admin due to age]
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: SURU on May 30, 2017, 08:45:33 AM
Thanks Rooki1
Great job!
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: A_Soft_Machine_Man on May 30, 2017, 11:30:02 AM
Hell yeah, Rooki1 !
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: Joedox on May 30, 2017, 01:21:06 PM
Hello Rokki1,

Good work for this update A17!

Would it be possible to modify the "x" and "y" for the "DefenceLocationTech" search in the Rimsenal_Security \ Defs \ ResearchProjectDefs \ folder to align it with the other searches.

<ResearchViewX>2.5</researchViewX>
<ResearchViewY>4.5</researchViewY>

This will give as the image below:

(http://i.imgur.com/UqrT0nj.jpg)



Edited:

Is it possible to remove the 2 armor and 2 helmet Feral from Machining Table.

And I just saw a small bug, remove the Feral weapons in the stockpile "Ranged weapons" at the root to display them only in "Feral weapons" (I have not yet figured out how the group works).

Bye
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: rooki1 on May 31, 2017, 09:31:17 AM
v1.061: Finishing Touch Edition

Vanilla
- Smart weapons added.

Feral:
- No more feral hoods spawning madness, at last.

Smart weapons

Firearms with a highly sophisticated fire control system. Despite the firepower it is not much different from other conventional firearms, the shooting interface is excellent enough to make the first gunner to great marksman.


(http://orig11.deviantart.net/5d12/f/2017/151/2/7/smartpistol_by_rooki1-dbb18zc.png)
Smart pistol: A smart system integrated pistol. The performance of the pistol itself is not much different from a conventional pistol, but the improved target acquisition system makes aiming much faster.

(http://orig12.deviantart.net/d33b/f/2017/151/6/0/smartrifle_by_rooki1-dbb18zb.png)
Smart rifle: The development of firearms is not made solely by firepower. Developments have been made in other areas, such as improved aiming optics, ergonomic and convenient design, and integrated fire control system. And this rifle performs exceptionally well in these "other areas".

(http://orig07.deviantart.net/2bdb/f/2017/151/3/5/smartsmg_by_rooki1-dbb18z8.png)
Smart SMG: A rapid firing anti personnel firearm with an integrated smart system. It excels in close quarter combat due to its compact size and high fire rate.

(http://orig13.deviantart.net/4d4a/f/2017/151/9/7/smartmg_by_rooki1-dbb18zh.png)
Smart machine gun: A man portable machine gun with automatic targeting system. This is a best tool when you need to sweep away acidic blooded creatures.

(http://orig12.deviantart.net/469a/f/2017/151/b/0/smartsniperrifle_by_rooki1-dbb18z5.png)
Smart sniper rifle: An advanced precision rifle. Integrated ballistic computer guarantees high accuracy at long-range.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: daman2501 on May 31, 2017, 11:31:52 AM
I would like to say thank you for giving us such a GREAT, COMPLEX and CONTENT RICH MOD to play with, Keep up the TREMENDOUS work and those updates coming :3
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Dropskiler on June 03, 2017, 05:03:20 AM
Great work as always rooki1. Ehhh waiting time before next alpha and next rimsenal update will be painfull.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: idiot101300 on June 14, 2017, 03:43:26 AM
Rimsenal federation A17 appears to be broken. When i loaded a new game and got raided by a lone peacekeeper, their armour and pistol showed as the pink texture missing symbol. If i can replicate the issue, I'll take screenshots.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Fregrant on June 14, 2017, 04:11:51 AM
Delete the mod, redownload and reinstall it. Maybe files got corrupted as many have no issues.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: idiot101300 on June 14, 2017, 04:23:45 AM
Quote from: Fregrant on June 14, 2017, 04:11:51 AM
Delete the mod, redownload and reinstall it. Maybe files got corrupted as many have no issues.

ahh right thanks
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Zeth22 on June 14, 2017, 03:59:25 PM
Soo any chance for a Combat Extended Patch?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Pink Omega on June 15, 2017, 03:28:12 PM
Will we ever be able to craft feral weapons? I mean, it would be cool if when we start a game with the tribal scenario selected, we could (with a research?) be able to build these makeshift firearms, till we can't get more advanced weapons etc etc.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 15, 2017, 03:58:45 PM
If you could craft feral weapon from just steel, you could craft regular weapons too.
Feral weapons arn't crafted from resources, they are makeshift weapons, made from weapon parts they are around. Like when you take the barrel from an SMG, the reciever from assault rifle and the grip from a pistol, use file to scrap here and there some edges, use alot glue and ducttape and voila, you got a pistol.

So i don't think your tribes should stay at bow and pila until they can do it better.
Title: Re: [A17] Rimsenal v1.06: Finishing Touch Edition
Post by: SpaceDorf on June 16, 2017, 04:55:44 PM
Quote from: Guido (Pink Omega) on June 15, 2017, 03:28:12 PM
Will we ever be able to craft feral weapons? I mean, it would be cool if when we start a game with the tribal scenario selected, we could (with a research?) be able to build these makeshift firearms, till we can't get more advanced weapons etc etc.

YES WE CAN !!!

Quote from: rooki1 on May 29, 2017, 11:42:53 PM

Feral:
- Weapon stats adjusted.
- Scav bench (re)added.
- Now feral items need scav bench to produce (again).

Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Love on June 16, 2017, 05:40:01 PM
RimWorld started crashing for me today. Looking through the output log I'm seeing a lot of strange errors being caused by Rimsenal Core. No idea if they're related to the crashing or not.


Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(0.410, 0.227, 0.166, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Tried to get a resource "Things/Pawn/Humanlike/Bodies/Naked_Thin_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/Bodies/Naked_Thin, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Tried to get a resource "Things/Pawn/Humanlike/HumanoidDessicated_back" from a different thread. All resources must be loaded in the main thread.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Failed to find any texture while constructing Multi(initPath=Things/Pawn/Humanlike/HumanoidDessicated, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Chrome on June 16, 2017, 09:43:37 PM
Hey! I normally browse around on steam but today I decided to look around on the forums. Just like to say thank you for all the work that you have done. Rimsenal has been a very cool mod to play around with in my world and the support and feedback that you take on the forums is amazing.

Thank you for all that you're doing!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Merv on June 17, 2017, 04:55:28 PM
First of all - this is a great work. Thanks.

I don't mean to sound impolite, I just try to limit myself to QOL or aesthetics mods. So my question is: is there a way to get ONLY hair mod, without all the new guns and turrets?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Cabdono on June 17, 2017, 05:09:23 PM
Quote from: Merv on June 17, 2017, 04:55:28 PM
First of all - this is a great work. Thanks.

I don't mean to sound impolite, I just try to limit myself to QOL or aesthetics mods. So my question is: is there a way to get ONLY hair mod, without all the new guns and turrets?

Your question can be answered simply by clicking the download link.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: doctercorgi on June 17, 2017, 08:46:56 PM
Thank you for making such an amazing mod! And also you are very talented at making da arts.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Merv on June 18, 2017, 10:04:22 AM
Quote from: Cabdono on June 17, 2017, 05:09:23 PM
Your question can be answered simply by clicking the download link.
Clicking the download link opens a box with several archives, with no indication of dependencies.

@ All
Can I get a NOT smart-ass answer, please?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: doctercorgi on June 18, 2017, 10:15:42 AM
Quote from: Merv on June 18, 2017, 10:04:22 AM
Quote from: Cabdono on June 17, 2017, 05:09:23 PM
Your question can be answered simply by clicking the download link.
Clicking the download link opens a box with several archives, with no indication of dependencies.

@ All
Can I get a NOT smart-ass answer, please?

You can download hair separately I think? You can download it separately on the steam workshop.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: argko on June 18, 2017, 11:11:06 AM
Quote from: Merv on June 18, 2017, 10:04:22 AM
Quote from: Cabdono on June 17, 2017, 05:09:23 PM
Your question can be answered simply by clicking the download link.
Clicking the download link opens a box with several archives, with no indication of dependencies.

@ All
Can I get a NOT smart-ass answer, please?

I have been using exclusively just the hair mod and it hasn't caused any issues. You don't need to have the rimsenal core mod loaded for the hair pack or the vanilla friendly pack.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 18, 2017, 11:15:04 AM
Quote from: Merv on June 18, 2017, 10:04:22 AM
Quote from: Cabdono on June 17, 2017, 05:09:23 PM
Your question can be answered simply by clicking the download link.
Clicking the download link opens a box with several archives, with no indication of dependencies.

@ All
Can I get a NOT smart-ass answer, please?
There is only 1 file to download.
This archive contains all the submode and one of these submods are "Rimsenal_Hair.zip" the one you are looking for.

Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Merv on June 18, 2017, 04:31:27 PM
@ doctercorgi, @argko, @Canute
Thank you!

This is the outcome I hoped for.  :)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 20, 2017, 10:13:30 AM
QuoteFeral:
- Weapon stats adjusted.
- Scav bench (re)added.
Could you set a requirement for the scav bench to research electricty ? You can't use it anyway until you got power.
Hmm maybe a trader sells a full charged battery or capsule reactor ! :-)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on June 20, 2017, 10:59:31 AM
Quote from: Canute on June 20, 2017, 10:13:30 AM
QuoteFeral:
- Weapon stats adjusted.
- Scav bench (re)added.
Could you set a requirement for the scav bench to research electricty ? You can't use it anyway until you got power.
Hmm maybe a trader sells a full charged battery or capsule reactor ! :-)


I would prefer it the other way around.
Lets have a fueled Scav Bench that requires Smithing, because the Ferals are somewhere between Industrial and Tribal.
And their description sounds more like a post-apocalyptic collapse while still having access to barely working tech than a rising technological culture.

In Fallout Terms ( history repeating itself ) Vaults and Brotherhood would be Industrial, Ferals would be Raiders and other Badlanders with some leftover access to tech and Tribals are the Rural Folk who never had much Tech around to begin with and lost this pretty quickly .. falling back on older methods.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 20, 2017, 11:33:57 AM
Do you know the Posleen from John Ringo novells ? Thats my opinion of the ferals ! :-)

I don't care about a fueled/unpowered scav bench, but when it is powered it should have be the requirement.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: hoaxdream on June 20, 2017, 04:38:31 PM
i got error when clicking or when i got raided in plasma bombard

Not enough squares to get to radius 504. Max is 56.40036
Verse.Log:Error(String)
Verse.GenRadial:NumCellsInRadius(Single)
Verse.AI.AvoidGridMaker:PrintAvoidGridAroundTurret(Building_TurretGun, ByteGrid)
Verse.AI.AvoidGridMaker:GenerateAvoidGridInternal(ByteGrid, Faction, Map, AvoidGridMode)
Verse.AI.AvoidGridMaker:RegenerateAvoidGridsFor(Faction, Map)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9B(Int32)
Verse.<DoListingItems_MapActions>c__AnonStorey596:<>m__A9C()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: MightyGooga on June 20, 2017, 05:30:10 PM
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Devon_v on June 20, 2017, 05:53:58 PM
Quote from: gustavoghe on June 20, 2017, 05:30:10 PM
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?
Someone would have to sit down and tweak gun stats for every last weapon along with defining the varied ammunition they use. If the guns all have good balance with vanilla it might be as simple as switching them over to CE's shoot verbs and accounting for any special cases like shotgun-style weapons, but there'd still potentially be a ton of ammo to add. (Which would also need art)

NoImageAvailable has been working on some stuff. There's a formula which will convert a gun's real world stats to CE-Rimworld stats, and he just added some sort of feature that seems related to compatibility patches, but I'm not sure how that works yet.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: IHateRegistering on June 20, 2017, 09:03:56 PM
Quote from: Devon_v on June 20, 2017, 05:53:58 PM
Quote from: gustavoghe on June 20, 2017, 05:30:10 PM
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?
Someone would have to sit down and tweak gun stats for every last weapon along with defining the varied ammunition they use. If the guns all have good balance with vanilla it might be as simple as switching them over to CE's shoot verbs and accounting for any special cases like shotgun-style weapons, but there'd still potentially be a ton of ammo to add. (Which would also need art)

NoImageAvailable has been working on some stuff. There's a formula which will convert a gun's real world stats to CE-Rimworld stats, and he just added some sort of feature that seems related to compatibility patches, but I'm not sure how that works yet.

Nah, making a patch is actually kinda easy albeit time consuming to do, especially if a mod adds factions. Armors don't need converting and damage is calculated by ammo type so the only thing you'd need to do is modify the bulk/mass of weapons, assign them an ammo type and also specify how accurate these weapons are. Stuff like the vanilla pack is very easy to do, but new factions require you to patch the loadout of the different types of pawns a faction uses.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on June 21, 2017, 05:15:50 AM
Quote from: Canute on June 20, 2017, 11:33:57 AM
Do you know the Posleen from John Ringo novells ? Thats my opinion of the ferals ! :-)

I don't care about a fueled/unpowered scav bench, but when it is powered it should have be the requirement.

I do, that is a fitting interpretation as well ..
And your logic is flawless :)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: weewee on June 21, 2017, 06:25:25 AM
Wow! this looks freaking great  8)
Thank you for making this mod
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: doctercorgi on June 21, 2017, 09:43:37 AM
Having a problem with the moltan cannon. a pawn fires it but can't reload. It tells me that there are no unreserved shells but there are shells laying in pile behind them.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 21, 2017, 12:03:44 PM
mortar shells or molten shells ?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: doctercorgi on June 21, 2017, 12:23:20 PM
Moltan shells.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: ajaviide on June 25, 2017, 05:02:55 AM
I really like your vanilla pack and ferals , also the haircuts are awesome!
Just wanted to say thank you!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Warforyou on June 25, 2017, 07:15:57 AM
Has the problem with Security pack been fixed? I saw some turrets and weapons (IE medium machine gun) have warmup times of 20 seconds or more.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: ovan23 on June 25, 2017, 07:11:44 PM
hi, i really love the game, and im starting get into the mods, i have an error message when i try to run the mods, i think that i have the wrong version o rimworld, i have rimworld v:0.17.1526 rev838, What version i need to have to play with this mode? can someone give me a link o a version or something. i will really appreciated.

by the way, wonderful job isnt just a great graphical job, its also a wonderful job in mechanics and lore, beautifull
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on June 26, 2017, 03:01:21 AM
Quote from: ovan23 on June 25, 2017, 07:11:44 PM
i have rimworld v:0.17.1526 rev838, What version i need to have to play with this mode? can someone give me a link o a version or something.
Yep, you have indeed the old A17 version, A17b should have a rev over 1000 at last.
Just use the link from the last email from sendowl, the link never change for you.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: JustALittleCrazyTalk on June 26, 2017, 04:43:29 PM
A minor suggestion: for neolithic weapons change compound bow to a recurve bow. A compound bow is (as the description says) a product of moderately advanced technology, you really need metals or strong plastics for the gears. A recurve bow is no less powerful (though a bit more difficult to use) and originates in societies with no metalworking of their own (though 'neolithic is entirely inappropriate, 3000 or so years old).
Quote from: ovan23 on June 25, 2017, 07:11:44 PM
hi, i really love the game, and im starting get into the mods, i have an error message when i try to run the mods, i think that i have the wrong version o rimworld, i have rimworld v:0.17.1526 rev838, What version i need to have to play with this mode? can someone give me a link o a version or something. i will really appreciated.

by the way, wonderful job isnt just a great graphical job, its also a wonderful job in mechanics and lore, beautifull

Download link for the latest version should be in the email you bought the game with if you bought it on Ludeon. (Otherwise its on your Gog or steam account or whatever).
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: JustALittleCrazyTalk on July 02, 2017, 02:07:56 AM
I don't get the niche that most of the charge weapons in the vanilla flavored pack are supposed to fill. Burst charger and sidearm (for whatever that's worth) are good. But the other stuff seems to be worse than its non charge counterparts with no advantage. Charge driver has lower DPS and range than a sniper (and if you really need more damager per hit the anti materiel does it from a safe distance), the scatter charger is just straight up bad compared to a burst shotgun, and the charge cannon is so awful I wonder if its a bug.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: OldManSteve on July 02, 2017, 07:43:14 AM
Do you have a Docs file on the Smart weapons? I'm writing a Rimworld story and an upcoming chapter involves the Federation attacking pirates. I'll need the stats to better write the story.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Igams on July 09, 2017, 05:17:30 PM
Anyone else have this issue? Bion and Ogre corpses appear 3 times each as an option in corpse storage settings. I'm not sure if this is a glitch or there's different entries for each of the different versions of Bions and Ogres?

[attachment deleted by admin due to age]
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Dexios_Divine on July 10, 2017, 05:56:07 PM
So the turrets from this mod shoot x's in pink boxes, I did nothing special but install the mod. Whats the fix?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Canute on July 11, 2017, 03:48:46 AM
I would suggest:
Delete all rimsenal modfolders, and unzip them again.
And don't forget you need to core mod too, even when you just want the turrets.

Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Dexios_Divine on July 12, 2017, 10:27:07 AM
didn't know I needed the first mod on the list, that fixed the problem. My bad lol
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Omnicast on July 16, 2017, 03:28:41 AM
Pioneer armor doesn't cover the neck? A warg just ripped my melee guy's neck off. =/

*Returns armor as defective* "I'm not satisfied with this purchase"

Also could we get Rimsenal gloves and shoes? Walking barefooted on a frontier planet isn't very smart. Handling raiders and bar fights without gloves to protect the fleshy bits isn't very smart either. Thanks for the great mod!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: thorpey949 on July 16, 2017, 04:42:00 PM
Does anyone know how to change the multi-launcher weapon settings?
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on July 16, 2017, 05:00:14 PM
It is a recipe on the GD Bench ( equipment assembly facility )
Works the same way as the MRS Conversion Kits, but without the Kit.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: thorpey949 on July 17, 2017, 12:43:28 PM
Quote from: SpaceDorf on July 16, 2017, 05:00:14 PM
It is a recipe on the GD Bench ( equipment assembly facility )
Works the same way as the MRS Conversion Kits, but without the Kit.

Thank you.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on July 25, 2017, 02:07:45 PM
To bump this a bit.

@rooki1 .. for me this is the most fitting weapons mod of all of rimworld from mad max to evil empire everything is here,
without being "that one(hundred) weapon(s) from that movie/game I like"
so I would like to know are you still with us and will the mutated animals from a15 ever return ?
And If you are, what do you think about the Idea of creating OhU Dropships for your factions ?
( Or sprites and description .. I would volunteer for the rest .. it's really easy peasy. )
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Austintrollinski on July 26, 2017, 03:30:05 PM
will this mod have a combat Extended patch
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: LiteEmUp on July 28, 2017, 02:25:01 AM
what are the population size for the storytellers??
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on July 28, 2017, 06:49:08 AM
Quote from: LiteEmUp on July 28, 2017, 02:25:01 AM
what are the population size for the storytellers??

18, same as cassandra and phoebe.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: ChJees on July 28, 2017, 09:54:10 AM
For the Scavenger Bench let us be able to make steel slag on it. (Eventually you will run out of slag :P )
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: LiteEmUp on July 28, 2017, 01:24:26 PM
Quote from: SpaceDorf on July 28, 2017, 06:49:08 AM
Quote from: LiteEmUp on July 28, 2017, 02:25:01 AM
what are the population size for the storytellers??

18, same as cassandra and phoebe.

is there a double population patch for the rimsenal storytellers?? or which part of the mod i can just manually edit to double size
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on July 28, 2017, 02:32:02 PM
There are some patches, but it is easier to just modify it yourself with an text editor.

The file you are looking for is :
..\RimWorld_Alpha17b\Mods\Rimsenal_Storyteller\Defs\StorytellerDefs\StorytellersRimsenal.xml

and the xml-tag is :    <populationIntentFromPopCurve>

This is what phoebe and rimsenal looks like :

<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
</points>
</populationIntentFromPopCurve>


This is Randy for comparison

<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>50, -1</li>
</points>
</populationIntentFromPopCurve>
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: AngleWyrm on July 28, 2017, 02:57:21 PM

(https://s6.postimg.org/5ks9esma9/storyteller_Population_Influence.png)
Quote from: LiteEmUp on July 28, 2017, 02:25:01 AM
what are the population size for the storytellers??

It's the same for all storytellers, except for Randy who has a modification to the last point on his list. He's got a -1 influence to population 50 instead of like everyone else who has their -1 influence at population 18.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: LiteEmUp on July 28, 2017, 04:42:53 PM
Quote from: SpaceDorf on July 28, 2017, 02:32:02 PM
There are some patches, but it is easier to just modify it yourself with an text editor.

The file you are looking for is :
..\RimWorld_Alpha17b\Mods\Rimsenal_Storyteller\Defs\StorytellerDefs\StorytellersRimsenal.xml

and the xml-tag is :    <populationIntentFromPopCurve>

This is what phoebe and rimsenal looks like :

<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>18, -1</li>
</points>
</populationIntentFromPopCurve>


This is Randy for comparison

<populationIntentFromPopCurve>
<points>
<li>0, 8</li>
<li>1, 4</li>
<li>5, 1</li>
<li>9, 0.5</li>
<li>13, 0</li>
<li>50, -1</li>
</points>
</populationIntentFromPopCurve>

thnx for the reply...



so i was looking at the comments section of the workshop page and what is concerning me though is that some are saying that the new storytellers(and other storyteller or double pop mods too) are glitching your current campaign with no raids/traders/or events..
is this likely a big concern or just small isolated incident from some people???
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on July 28, 2017, 05:32:22 PM
I can't really tell,
I always play randy extreme. He does not care ..

But for others It sounds sensible in some way, that most storytellers decide on events based on the welfare and power of your colony. And a colony with 20+ well fed, equipped and healthy pawns doesn't need traders or other positive events ..

But no events at all sound more like the game is stuck on an event that can't finish for some reasons and prevents other events from happening. If this is the case you should be able to end the incident by using dev mode ..

Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: moonra on July 31, 2017, 07:45:50 PM
Does anyone knows if someone is working on a Combat Extended patch? I MIGHT look into doing it or helping whoever is doing it, although I'd have to learn how to do it from scratch.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Kyogon on August 05, 2017, 10:01:22 PM
I'm not sure if this has already been offered, because I mentioned it on steam quite a while ago. If you need help with editing the english text in the mod, I'd be glad to help. I'm a huge fan of the mod and use it in every playthrough, but I'm also a bit critical about how things read, and I'd be glad to help if you would like me to.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Heni on August 06, 2017, 07:08:18 AM
Can you please do a patch to the CE (Combat extended mod)? This mod will be epic!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: rooki1 on August 10, 2017, 06:42:43 PM
Quote from: Kyogon on August 05, 2017, 10:01:22 PM
I'm not sure if this has already been offered, because I mentioned it on steam quite a while ago. If you need help with editing the english text in the mod, I'd be glad to help. I'm a huge fan of the mod and use it in every playthrough, but I'm also a bit critical about how things read, and I'd be glad to help if you would like me to.

Help is always welcome, thank you!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Luckspeare on August 10, 2017, 10:05:29 PM
Looks fantastic.  I play with CE too, so would love to see a CE patch.  Wish I could patch it myself, but I was trying and it looks very daunting (I have no programming or Rimworld modding knowledge).
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: ChJees on August 10, 2017, 10:09:59 PM
Some vanity decoration like posters or billboards for each arms manufacturer could be nice to unlock :P. Have Hildegard motivate your pawns as you blast the raiders into tiny little bits with the missile barrage mortars.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Nameless on August 12, 2017, 09:58:41 PM
This mod is so much fun.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: sirgzu on August 18, 2017, 09:36:21 AM
CE patch? nah just kidding..  ;D

Quote from: SpaceDorf on July 28, 2017, 05:32:22 PM
I can't really tell,
I always play randy extreme. He does not care ..

But for others It sounds sensible in some way, that most storytellers decide on events based on the welfare and power of your colony. And a colony with 20+ well fed, equipped and healthy pawns doesn't need traders or other positive events ..

But no events at all sound more like the game is stuck on an event that can't finish for some reasons and prevents other events from happening. If this is the case you should be able to end the incident by using dev mode ..

I kind of have the same problem. After nearly a year I still haven't got a wanderer, escape pod, runaway or surviving raider so my lone starter is feeling forever alone.. I still have the odd raid or friendlies showing up but no trader and events seem very spaced out (using sadistic storyteller, forgot her name). Not sure that's working as intended.

I'm not a devmode ninja.. where do you see active events? I'm thinking it could be something to do with Tiberium or Zombie mod
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: themaster6869 on September 06, 2017, 09:13:58 PM
Is it possible for me to adapt some of your textures with major adjustments for use in a mod i am making.

edit: found that permission was given earlier in thread
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Flimflamshabam on September 07, 2017, 12:01:56 AM
Is there a reason we cant craft the patched shirt & feral headgear or is it hidden in a workbench im not using? Also could it be possible to disable the feral factions added by the feral pack, I like the guns and such but the faction can be somewhat annoying, I'm also thinking of doing a trial planet run soon and the patched shirt would be a nice alternative to just tribal wear.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on September 07, 2017, 02:59:43 AM
When you research smithing you gain the scav-bench where you can built the feral stuff.

The patched shirt can be made either on the crafting spot, or the tailoring benches,
at least as far as I remember.
And If I remember truly correct the patched leather stuff also belongs to the Tribal Essentials Mod not the Ferals.

Deactivating the Faction is also quite easy.
You just open the file for the faction defs
..\Rimsenal_Feral\Defs\FactionDefs\Factions_Feral.xml

and set this line to zero
<requiredCountAtGameStart>1</requiredCountAtGameStart>

no more ferals on your planet :)
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Flimflamshabam on September 07, 2017, 02:35:43 PM
The patched shirt, not patchwork leather, is added by rimsenal feral, I checked. And neither it nor the feral hoods/helmet show up on either the smithys or the tailoring benches, or scav bench. Not in my game anyway, mods are always iffy in rimworld. I sometimes have vanilla things have their recipes oddly swapped out for no clear reason, like the multianalyzer sometimes says it costs 3 jade as opposed to the usual resources.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on September 07, 2017, 03:03:31 PM
Yeah, the multi analyzer is a known issue of vanilla rimworld :)   

Strange .. though
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: TheAvatar3055 on September 09, 2017, 10:01:37 PM
Quote from: SpaceDorf on July 28, 2017, 05:32:22 PM
I can't really tell,
I always play randy extreme. He does not care ..

But for others It sounds sensible in some way, that most storytellers decide on events based on the welfare and power of your colony. And a colony with 20+ well fed, equipped and healthy pawns doesn't need traders or other positive events ..

But no events at all sound more like the game is stuck on an event that can't finish for some reasons and prevents other events from happening. If this is the case you should be able to end the incident by using dev mode ..

I had a similar problem. I opened up an ancient danger and had to fight off 5 mechanoids with a bow and arrow... But afterwards it seemed to work like normal... A flood of new people fell almost instantly from the sky once they were dead.
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: SpaceDorf on September 10, 2017, 05:51:12 AM
Quote from: TheAvatar3055 on September 09, 2017, 10:01:37 PM

I had a similar problem. I opened up an ancient danger and had to fight off 5 mechanoids with a bow and arrow... But afterwards it seemed to work like normal... A flood of new people fell almost instantly from the sky once they were dead.

That is a known bug in A17. Where Mechanoids in an Ancient Danger block the Naming event for a colony and any further development .. funny enough I once had a colony with 15 members before I was able to name it :)
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: rooki1 on September 21, 2017, 09:24:27 PM
v1.07: Unfinished Business Edition

- Neck protection to each armors added
- Stats change of smart weapons(Nuff)
- Stats change of manned turrets(Nuff)
- Stats change of the revolver(Nuff)
- Stats change of the scatter charger(Nuff)
- Stats change of the surveillance turret(Buff)
- Blow guns will be more dangerous.
- Jotun siege gun's roll change. It will be a short ranged, direct fire demolition gun.
- Charge cannon was changed to storm charger. Burst firing heavy charge weapon.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Sayshal on September 21, 2017, 10:31:57 PM
Quote from: rooki1 on September 21, 2017, 09:24:27 PM
v1.07: Unfinished Business Edition

- Neck protection to each armors added
- Stats change of smart weapons(Nuff)
- Stats change of manned turrets(Nuff)
- Stats change of the revolver(Nuff)
- Stats change of the scatter charger(Nuff)
- Stats change of the surveillance turret(Buff)
- Blow guns will be more dangerous.
- Jotun siege gun's roll change. It will be a short ranged, direct fire demolition gun.
- Charge cannon was changed to storm charger. Burst firing heavy charge weapon.

There seems to be an issue with the update posted to Steam. Texture issue or something & when I remove all Rimsenal mods the error goes away (obviously can't play my save because your mods' items are still in the save.) Please patch! :)

Error: https://pastebin.com/M9Bzbczv
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: sirgzu on September 22, 2017, 03:50:54 AM
if the charge cannon was renamed you can try editing your savefile manually to update all references to charge cannon to the new item def name. It's a long shot but it might work based on the changelog.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Anttac221 on September 23, 2017, 07:55:57 PM
I just want to say that..Since theres so many teenagers in the federation, there has been an EXTREMELY awkward situation. apparently i had a raid with a relative in it, who was the father of one of my characters, and was only 16 years old.
His daughter was 33. And was married to someone who was 38, and that person was said relative's son-in-law..
Could you fix this?
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: SpaceDorf on September 23, 2017, 09:21:02 PM
Quote from: Anttac221 on September 23, 2017, 07:55:57 PM
I just want to say that..Since theres so many teenagers in the federation, there has been an EXTREMELY awkward situation. apparently i had a raid with a relative in it, who was the father of one of my characters, and was only 16 years old.
His daughter was 33. And was married to someone who was 38, and that person was said relative's son-in-law..
Could you fix this?

thats a vanilla problem and I think it is adressed in A18.

Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Canute on September 24, 2017, 02:59:19 AM
An explanation could be, the federation use a mindtransfer/backup system. And the age just reflect the biological age of the body not the awareness of the mind.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: sirgzu on September 24, 2017, 08:39:31 AM
Is it save safe to upgrade to 1.07 in the middle of a game?
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Nanao-kun on September 24, 2017, 04:11:49 PM
Quote from: Canute on September 24, 2017, 02:59:19 AM
An explanation could be, the federation use a mindtransfer/backup system. And the age just reflect the biological age of the body not the awareness of the mind.
Either that or cryogenics. Or has no one noticed that characters typically have both a biological and chronological age?
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: MemeTurtle on September 26, 2017, 02:12:46 AM
Found a problem with mod factions: https://ludeon.com/forums/index.php?topic=35765.msg367857#new

Sapper raids with these factions can cause an exception. So far I fixed this problem by adding:
<disallowedStrategies>
  <li>Siege</li>
  <li>ImmediateAttackSappers</li>
</disallowedStrategies>

to every group definition in <pawnGroupMakers> in faction definition file. Also I have added <humanlikeFaction>false</humanlikeFaction> to faction definition.

I am curios if there is a better fix to this problem. In any case I would to see these mods updated to solve this problem.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: SpaceDorf on October 02, 2017, 02:55:40 PM
Quote from: sirgzu on September 24, 2017, 08:39:31 AM
Is it save safe to upgrade to 1.07 in the middle of a game?

Only if you have none of the changed weapons lying around, else you have to remove them from the savegame.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: wedekit on October 06, 2017, 11:24:55 PM
Erm.. current Rimsenal -- Federation A17 download has a FactionDefs file ("FedFaction") with only one line... "FPC Federation Peacekeeper Corps". For obvious reasons, they don't even spawn in game.

I'm gonna copy over the A16 version code and assume that'll fix it, but just thought I'd point out the problem.

Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: SpaceDorf on October 07, 2017, 09:53:50 AM
Has to be an unzip failure, I have the current version myself and my Faction file works.
Try redownloading the Zip and delete your current folder, maybe more is missing.

If this does not work, try the attachment.

[attachment deleted by admin: too old]
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: wedekit on October 07, 2017, 11:01:18 PM
Quote from: SpaceDorf on October 07, 2017, 09:53:50 AM
Has to be an unzip failure, I have the current version myself and my Faction file works.
Try redownloading the Zip and delete your current folder, maybe more is missing.

If this does not work, try the attachment.

Actually it turned out to be some kind of weird internet explorer issue. I've never gotten around to changing the default program to notepad++ so I typically view XMLs in it. So that's my fault for being lazy... and I'm now officially notepad++ defaulted. Sorry for that!

I did the research and have all the Rimsenal worktables made (including that for Federation) but was trying to figure out where I got cores from to actually craft Federation items. I hadn't heard or seen anything about a federation in my global relations (I have the faction mod that spawns them without making a new game... can't remember name) so I got curious and started poking around the mod folder. When poking around the DEFs it popped up and I figured that's why they haven't attacked me yet. Ferals have been at me a couple of times but no federation.

Anyways, since then I've used the debug menu to spawn a couple of waves and everything is in working order for Federation. Still no cores but I'll figure that out.

Let me just say how fantastic the textures are for this mod. My current resolution makes it so I don't get to see much of the detail of the smaller items (guns and armor) but I can admire the documentation and texture folder anytime I want, lol. Federation raids look very, very polished when grouped together.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: SpaceDorf on October 08, 2017, 07:35:33 AM
You can either produce crucible cores at the federation table, when you researched the right tech, or you gather them and foerum by smelting federation equipment.
Smelting Equiment and Buying is also the only way to get your hands on foerum.  ( btw. foerum is awesome when used for doors ) 
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Beathrus on October 08, 2017, 11:12:53 AM
Looking good since I've been gone for a while. I look forward to playing with this mod again!
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: wedekit on October 08, 2017, 03:52:07 PM
Quote from: SpaceDorf on October 08, 2017, 07:35:33 AM
You can either produce crucible cores at the federation table, when you researched the right tech, or you gather them and foerum by smelting federation equipment.
Smelting Equiment and Buying is also the only way to get your hands on foerum.  ( btw. foerum is awesome when used for doors )

Thank you! I'm at the point where I'm probably just gonna force federation raids with the debug menu. My wealth and colony size has steadily increased and I hardly get any raids on Cass rough. I got them all the time at the beginning. It's like she fell asleep.

I've had foerum sold in a few shops and quite a bit drop from pods (thanks to Cthulu). I'll def give foerum doors a shot!
Title: Re: [A17] Rimsenal v1.061: Finishing Touch Edition
Post by: Vane on October 12, 2017, 01:55:00 PM
Quote from: MightyGooga on June 20, 2017, 05:30:10 PM
Ok, new to this thread.

So where are we standing on a compatibility with Combat Extended mod? I know currently it isnt compatible. So it didnt make the SK HARCORE mod. This mod is so awsome that I think it should be in there dont you all?

Sorry to bump an old question but seriously? These 2 mods would be awesome together!
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Canute on October 21, 2017, 04:14:28 AM
I need to the say the Feral Nailgun is the perfect weapon to hurt prisoners, so your doctors can patch them up !
Yeah i am a psychopath :-)


Edit:
I just was wondering why i got so many ogreskin laying around my stockpile. Until i notice there are 3 different ogreskin with all the same stats.
Could you please made it possible that all Ogre drop the same skin ?
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: TelekineticSloth on October 27, 2017, 08:00:35 AM
There should be a way with the ferals pack to make and utilize the twisted
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: SpaceDorf on October 27, 2017, 08:46:11 AM
and all the other evil little critters
(https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR6asz7rplmwU9ghOYSTwVZY_2iFJwXvtBsq-DtFHhLQwmX-0ey)
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Muffalo Wool on October 27, 2017, 02:07:03 PM
Some issues on this mod:
1. The new races don't seem to bleed out.
2. Seekers and Razortooths can ignite stuff? Seekers are already hard enough since they're hard to hit and they explode on death and set stuff on fire. It's like fighting speedy boomrats with pretty decent melee damage.
3. Unfinished carbon jumpsuit is weird. Sometimes it says it's "cloth carbon jumpsuit" and sometimes plasteel which doubles the amount of work.
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: rooki1 on October 29, 2017, 09:03:24 AM
I need some help.

Recently, I tried to convert rimsenals to A18. And this attempt is... not so successful.
Well, actually, I don't know what to do. Is any list to check for A18 converting?
Title: Re: [A17] Rimsenal v1.07: Unfinished Business Edition
Post by: Rokador on November 01, 2017, 04:19:10 PM
Great mods so far, but there's one thing that bothers me - raiders using those end game weapons. I was recently raided, and one of them (hulk sized ogre) had federation grenades. This guy not only wrecked all of my colonists with just 2 grenades, but also he destroyed most of my colony.
Is there's a way to disable rimsenal weapons for raiders?
Title: Re: [A18] Rimsenal v1.1: Secretive adjustment edition
Post by: rooki1 on November 05, 2017, 06:26:22 AM
Rimsenal v1.1: Early adapter edition

General:
-A18 Update

Security:
-Barrage cannon were changed to rocket turret. Automated, medium ranged heavy anti-mechanoid turret.
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: ChJees on November 05, 2017, 02:01:12 PM
Will more ammunition types be a thing now for the cannon and mortar?
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: Ser Kitteh on November 05, 2017, 10:14:18 PM
Wouldn't the new revolver from A18 conflict with the one from Rimsenal? Perhaps rename it to Magnum?
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: rooki1 on November 06, 2017, 12:47:04 AM
Quote from: Ser Kitteh on November 05, 2017, 10:14:18 PM
Wouldn't the new revolver from A18 conflict with the one from Rimsenal? Perhaps rename it to Magnum?

I renamed it "heavy revolver". I will give it new texture.
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on November 06, 2017, 12:39:17 PM
Thank you, Sereniz  ;D

Finally worthy equipment for my stranded troops
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: Heni on November 14, 2017, 07:53:31 AM
I love that mod, and thanks for the CE patch, but i dont know why, the weapons of rimsenal are not... shooting, when a rimsenal faction attack me they go melee because that, If you can do a compatibility list of this mod i will be gladly, because i dont know what of the mods i have are doing this. Thanks for the attention
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on November 16, 2017, 08:51:01 AM
Quote from: rooki1 on November 05, 2017, 06:26:22 AM
Rimsenal v1.1: Early adapter edition

Security:
-Barrage cannon were changed to rocket turret. Automated, medium ranged heavy anti-mechanoid turret.

May I ask why ?
Title: Re: [A18] Rimsenal v1.1: Early adapter edition
Post by: MrStabz on November 17, 2017, 04:47:55 PM
2 words: my god
amazing work my bud
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Aszrayel on November 22, 2017, 08:02:21 AM
I'm getting these errors in my output log (A18 version):

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Bullet_MC to match Bullet_MC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Bullet_BC to match Bullet_BC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Call me Arty on November 26, 2017, 08:41:00 PM
I'm sorry if it's been posted before, I looked but there's just been so much discussion about your awesome mods.
Are there any plans to expand the factions and companies from Season of the Hunters into their own factions, similar to Ferals or The Federation? I know it would take a lot of work, especially with what's already mentioned in the polls, I wondered what made them unique from the two standalone factions in the way that they're lumped into the same mod.

Love your work, and looking forward to more!
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SainnQ on November 27, 2017, 09:50:06 AM
Out of curiosity would Rimsenal conflict with the TiberiumRim and it's own Faction mod addition?
This is for A18 btw.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on November 27, 2017, 10:54:18 AM
No, you can have many more faction and they don't conflic each other.
Maybe they will be hostile to each other, but beside at your map you don't notice any difference.
If you want add faction during gameplay you should use Faction discovery mod.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: akinata on November 27, 2017, 04:00:37 PM
bug:
when a siege occur with one of your faction they do not build the mortar.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: sauron666 on November 27, 2017, 08:32:39 PM
Quote from: Aszrayel on November 22, 2017, 08:02:21 AM
I'm getting these errors in my output log (A18 version):

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Bullet_MC to match Bullet_MC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Bullet_BC to match Bullet_BC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.label

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.description

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)


I have the same issue! :(

no problems with the Federation subpack deactivated

Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Elixiar on November 28, 2017, 08:47:00 PM
Can you please add a storyteller that is basically wave based raids?

A time to set up, then every set amount of days another raid starts.
There used to be a mod like it but I think it's dead now.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on November 29, 2017, 03:37:41 AM
Try the scenario editor,
Create incident "Enemy raid" Intervall day x, repeating.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: RantingRavager on November 30, 2017, 01:47:17 AM
Hi, I have a non-steam version of rimworld and have enjoyed this mod immensely, but I seem to have a problem regarding melee weapons.  It doesn't seem like any of the melee weapons from this mod are capable of gaining a quality.  For example, none of the Hammers, Vibroblades, or Torch Swords have any qualities while longswords can either be shoddy or Legendary.  Is there any way to fix this? 
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Rexstriker on December 03, 2017, 10:50:25 PM
I appear to have a bug
Whenever I use the Equipment assembly facility, to make the GD tactical pistol when my pawn finishes building it, it disappears, and they try to start again. The same thing happens with the carbine (I haven't tried anything else, but I assume as much)
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: ShiroeHikari on December 07, 2017, 05:27:22 AM
Im experiencing Texture Problems on Suicide Bomber with the BombVest along side with the ZombieLand Mod.
Anyone know the fix for this
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: tomolio on December 08, 2017, 01:07:14 PM
I had the same problem, i think ive fixed it by deleting the bomb vest entry from Zombieland mod by deleting the zombie_things file and reducing the chances of suicide zombies spawning to zero.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Zephyrinius on December 11, 2017, 02:18:34 AM
Thanks for this mod -- after many hours of more vanilla play, I am trying it and finding that it adds something fresh.

One suggestion: with all the new armor and helmets, setting up stockpiles for clothing vs. armor has become quite tedious.  It would be nice if the stockpile checklist had a separate section for "armor" and "protective headgear", so one could enable those categories (and only those categories) when setting up an armory.

Also, in the description of the "Seeker" it says it is an "unarmed drone".  This made me expect that the Seeker would not be able to deal damage, which I think is reasonable.  Perhaps the description should instead say "drone with no ranged weapon" or even specifically indicate that it can melee attack.  I know it has a DPS listed, but the description text is very misleading.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on December 11, 2017, 03:07:09 AM
A stone is unarmed too, but can do damage when it bump against you.
Same for unarmed humans, they still can punch/pick you, or charge into you.
The for the drone, if they got manipulator, these can hurt you or it charge into you.

It is you, when you read "unarmed" you think no damage, and thats wrong.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on December 11, 2017, 05:31:57 AM
Unarmed and Dangerous ..

(http://www.actionfiguren-shop.com/out/pictures/master/product/1/blackknight_p1.jpg)


==== EDIT ====

What I noticed afterwards is .. this can actually happen in Rimworld  ;D
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: whitebunny on December 11, 2017, 06:48:35 AM
Quote from: Zephyrinius on December 11, 2017, 02:18:34 AM
Thanks for this mod -- after many hours of more vanilla play, I am trying it and finding that it adds something fresh.

One suggestion: with all the new armor and helmets, setting up stockpiles for clothing vs. armor has become quite tedious.  It would be nice if the stockpile checklist had a separate section for "armor" and "protective headgear", so one could enable those categories (and only those categories) when setting up an armory.

Also, in the description of the "Seeker" it says it is an "unarmed drone".  This made me expect that the Seeker would not be able to deal damage, which I think is reasonable.  Perhaps the description should instead say "drone with no ranged weapon" or even specifically indicate that it can melee attack.  I know it has a DPS listed, but the description text is very misleading.

20 year old Mike Tyson could unarguably kill the average Joe in seconds with his bear hands.
Unarmed doesn't mean harmless.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: frenchiveruti on December 12, 2017, 03:10:14 PM
I have found this textures misses on Rimsenal Vainilla:
https://i.imgur.com/9TM4uHP.png
Seems like legacy stuff??

Forget about it, you should put in the main post that Rimsenal Core IS NEEDED for the rest  of the mods.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Mst on December 15, 2017, 01:29:11 PM
Got this error popping up

System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.RaidStrategyWorker_ImmediateAttackSappers.CanUsePawnGenOption (RimWorld.PawnGenOption,System.Collections.Generic.List`1<RimWorld.PawnGenOption>) <0x0001d>
at RimWorld.PawnGroupMakerUtility.ChoosePawnGenOptionsByPoints (single,System.Collections.Generic.List`1<RimWorld.PawnGenOption>,RimWorld.PawnGroupMakerParms) <0x00143>
at RimWorld.PawnGroupKindWorker_Normal.CanGenerateFrom (RimWorld.PawnGroupMakerParms,RimWorld.PawnGroupMaker) <0x00028>
at RimWorld.PawnGroupMaker.CanGenerateFrom (RimWorld.PawnGroupMakerParms) <0x00051>
at RimWorld.PawnGroupMakerUtility/<GeneratePawns>c__Iterator0/<GeneratePawns>c__AnonStorey1.<>m__0 (RimWorld.PawnGroupMaker) <0x00026>
at System.Linq.Enumerable/<CreateWhereIterator>c__Iterator1D`1<RimWorld.PawnGroupMaker>.MoveNext () <0x00100>
at Verse.GenCollection.TryRandomElementByWeight<RimWorld.PawnGroupMaker> (System.Collections.Generic.IEnumerable`1<RimWorld.PawnGroupMaker>,System.Func`2<RimWorld.PawnGroupMaker, single>,RimWorld.PawnGroupMaker&) <0x004ce>
at RimWorld.PawnGroupMakerUtility/<GeneratePawns>c__Iterator0.MoveNext () <0x00282>
at System.Collections.Generic.List`1<Verse.Pawn>.AddEnumerable (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00095>
at System.Collections.Generic.List`1<Verse.Pawn>..ctor (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00089>
at System.Linq.Enumerable.ToList<Verse.Pawn> (System.Collections.Generic.IEnumerable`1<Verse.Pawn>) <0x00040>
at (wrapper dynamic-method) RimWorld.IncidentWorker_Raid.TryExecuteWorker_Patch0 (object,RimWorld.IncidentParms) <0x001d5>
at RimWorld.IncidentWorker_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms) <0x00013>
at RimWorld.IncidentWorker.TryExecute (RimWorld.IncidentParms) <0x0001b>
at RimWorld.Storyteller.TryFire (RimWorld.FiringIncident) <0x00062>
at RimWorld.Storyteller.StorytellerTick () <0x0009a>
at TickMultiThread.SpecialInjector_TickMultiThreadDetour3._DoSingleTick (Verse.TickManager) <0x005d4>

Verse.Log:Error(String)
TickMultiThread.SpecialInjector_TickMultiThreadDetour3:_DoSingleTick(TickManager)
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


https://gist.github.com/HugsLibRecordKeeper/d6256c8632897d30a28c7505486c729e (https://gist.github.com/HugsLibRecordKeeper/d6256c8632897d30a28c7505486c729e)

I am not completely sure it's Rimsenal's problem but I heard this error means that game tries to generate raid with sappers or a siege but there is no way to do those with Federation or feral factions and thats what causes the problem.
Can somebody please give an advice on this? I am playing on Randy Extreme, maybe Rimsenal storytellers won't throw this error? There are barely any raids now. Don't want to miss any more due to this errors.

@MemeTurtle also mentioned in the bug thread that there is a way to add explicit lists of dissalowed strategies(siege and sappers) to all pawnGroupMakers and it solves this problem.
I have no idea how to do it or wether it really helps and would much appreciate any help.

Upd.
Found his original post:
QuoteSapper raids with these factions can cause an exception. So far I fixed this problem by adding:
<disallowedStrategies>
  <li>Siege</li>
  <li>ImmediateAttackSappers</li>
</disallowedStrategies>

to every group definition in <pawnGroupMakers> in faction definition file. Also I have added <humanlikeFaction>false</humanlikeFaction> to faction definition.

I am curios if there is a better fix to this problem. In any case I would to see these mods updated to solve this problem.

Can someone please help me find those faction definition files and right place to paste the lines?
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on December 15, 2017, 05:04:19 PM
I think its the
Mods/Rimsenal_Feral/Defs/FactionDefs/Factions_Feral.xml
Mods/Rimsenal_Federation/Defs/FactionDefs/FedFaction.xml

i found
<canSiege>true</canSiege>
at the Factions_Feral.xml, this you can set to false.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Mst on December 15, 2017, 07:33:53 PM
Quote from: Canute on December 15, 2017, 05:04:19 PM
I think its the
Mods/Rimsenal_Feral/Defs/FactionDefs/Factions_Feral.xml
Mods/Rimsenal_Federation/Defs/FactionDefs/FedFaction.xml

i found
<canSiege>true</canSiege>
at the Factions_Feral.xml, this you can set to false.

Thanks. I added those lines to every group definition of both factions too just in case.
So far no errors but no raids either so still yet to confirm.

By the way what does <humanlikeFaction> mean?
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: frenchiveruti on December 15, 2017, 09:59:20 PM
Quote from: Mst on December 15, 2017, 07:33:53 PM
Quote from: Canute on December 15, 2017, 05:04:19 PM
I think its the
Mods/Rimsenal_Feral/Defs/FactionDefs/Factions_Feral.xml
Mods/Rimsenal_Federation/Defs/FactionDefs/FedFaction.xml

i found
<canSiege>true</canSiege>
at the Factions_Feral.xml, this you can set to false.

Thanks. I added those lines to every group definition of both factions too just in case.
So far no errors but no raids either so still yet to confirm.

By the way what does <humanlikeFaction> mean?
Humanlike Faction are factions that are... well, humans.
You can have animallike factions. Mechanoid Factions, etc.
Or new species added by other mods
You can force a Siege with the dev mode in options, that will accelerate the issue findings.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Johnny_Bandit on December 16, 2017, 08:58:20 AM
Is the Hildegard Storyteller suppose to have no trade ships? In both A17 and B18, I never got even 1 with her as storyteller
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Mst on December 16, 2017, 06:31:03 PM
Quote from: frenchiveruti on December 15, 2017, 09:59:20 PM
Humanlike Faction are factions that are... well, humans.
You can have animallike factions. Mechanoid Factions, etc.
Or new species added by other mods

I mean what does it actually determine? What are the consequences of flagging it as false and is it the right thing to do?

Already forced several raids with dev mode (I suppose it chooses randomly which kind of strategy to pick?) - I got all standard raids with no errors.
But if I force a siege with a faction with a disallowed strategy wouldn't it give me the same error as before? In other words, what result in this case will confirm that everything is working correctly: error, some kind of other message, game picking normal raid instead of a siege or maybe no reaction at all?
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: VeeCee on December 16, 2017, 10:19:48 PM
Quote from: RantingRavager on November 30, 2017, 01:47:17 AM
Hi, I have a non-steam version of rimworld and have enjoyed this mod immensely, but I seem to have a problem regarding melee weapons.  It doesn't seem like any of the melee weapons from this mod are capable of gaining a quality.  For example, none of the Hammers, Vibroblades, or Torch Swords have any qualities while longswords can either be shoddy or Legendary.  Is there any way to fix this?

Go into Mods\Rimsenal\Defs\ThingDefs and open WeaponsRSMelee.xml. Change each
<ThingDef ParentName="BaseMeleeWeapon_Sharp"> to <ThingDef ParentName="BaseMeleeWeapon_Sharp_Quality">.
Do the same for the hammer, add the _Quality to the end of Blunt.

Hope this helps!
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: sevrun on December 17, 2017, 03:03:49 PM
Quick question...  Is this compatible with Combat Extended?
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on December 17, 2017, 04:11:11 PM
No CE patch was made so far, or at last not at the forum, no clue about steam.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on December 17, 2017, 04:57:31 PM
Quote from: sevrun on December 17, 2017, 03:03:49 PM
Quick question...  Is this compatible with Combat Extended?

I have to admit I started to miss these questions
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: sevrun on December 17, 2017, 06:04:48 PM
Quote from: Canute on December 17, 2017, 04:11:11 PM
No CE patch was made so far, or at last not at the forum, no clue about steam.

Bummer...  It's a nice stack of mods, adds some interesting tweaks to the game.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: WereCat88 on December 23, 2017, 03:49:33 PM
Are some weapons supposed to not have quality? (Federation and some other ones)
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: gurrenlemfox on December 25, 2017, 09:54:00 AM
some melee weapon like vibrosword doesn't show up in simplesidearm UI ? but the guns and the grenade show up just fine , is it intentional ?
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Muffalo Wool on December 25, 2017, 10:59:31 AM
Nobody's yet mentioned that ferals can now be reasoned with. This means they'll initiate peace talks, quests etc. They don't have caravans though and the visitors are bugged as they don't spawn anyone. Also, "travelers passing by" event will only spawn twisted.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on December 25, 2017, 12:25:50 PM
Quote from: gurrenlemfox on December 25, 2017, 09:54:00 AM
some melee weapon like vibrosword doesn't show up in simplesidearm UI ? but the guns and the grenade show up just fine , is it intentional ?

This has to do with the melee weapon quality tag mentioned on one of the last pages.

I think the firearms may have the same issue.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: balabubabuba on December 30, 2017, 12:59:45 AM
Quote from: SpaceDorf on December 25, 2017, 12:25:50 PM
Quote from: gurrenlemfox on December 25, 2017, 09:54:00 AM
some melee weapon like vibrosword doesn't show up in simplesidearm UI ? but the guns and the grenade show up just fine , is it intentional ?

This has to do with the melee weapon quality tag mentioned on one of the last pages.

I think the firearms may have the same issue.

You're right about the firearms from Federation, they don't have any quality attached.
Can you guide me how to edit the xml to add those quality?

Thanks, sorry for bad english not my mother language :P
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on December 30, 2017, 07:29:31 AM
Quote from: VeeCee on December 16, 2017, 10:19:48 PM
Quote from: RantingRavager on November 30, 2017, 01:47:17 AM
Hi, I have a non-steam version of rimworld and have enjoyed this mod immensely, but I seem to have a problem regarding melee weapons.  It doesn't seem like any of the melee weapons from this mod are capable of gaining a quality.  For example, none of the Hammers, Vibroblades, or Torch Swords have any qualities while longswords can either be shoddy or Legendary.  Is there any way to fix this?

Go into Mods\Rimsenal\Defs\ThingDefs and open WeaponsRSMelee.xml. Change each
<ThingDef ParentName="BaseMeleeWeapon_Sharp"> to <ThingDef ParentName="BaseMeleeWeapon_Sharp_Quality">.
Do the same for the hammer, add the _Quality to the end of Blunt.

Hope this helps!

This for ranged weapins
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: Canute on December 30, 2017, 08:13:11 AM
Ohh thanks,
this works wonder on the vanilla clubs too.
I don't know if that was a bug or wanted feature, but it annoy me that clubs didn't got quality. I don't know why they add these thingdef without quality.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on December 30, 2017, 08:58:22 AM
Maybe an oversight and Ludeon did forget to asd this.

I have not updated all rimsenal weapons yet.. it might be a good idea to check every weapons mod for the addition.
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: CrimsonPhalanx on January 05, 2018, 12:58:11 PM
Is it just me or are injuries caused by yunhwa weapons untendable?

EDIT: I compared the file with the injuries from the core and found that it was missing the <tendable>true</tendable> tag
Title: Re: [B18] Rimsenal v1.1: Early adapter edition
Post by: SpaceDorf on January 08, 2018, 04:05:18 AM
Thanks for sharing.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: rooki1 on January 19, 2018, 09:58:55 PM
Rimsenal v1.11: Secretive adjustment edition

General:
- A myriad of stat change and bug fix.

Core:
- Three type of GD modular sidearm added.
- GD tactical pistol and HV SMG is now classified as a shakeout weapon. They are no longer manufacturable but can be obtained from merchants and enemies.

Vanilla:
- Frontier rifle added.
- Smart weapons were changed to need advanced components to build.

Feral:
- No more human meat from mutants.


(https://orig00.deviantart.net/d982/f/2018/019/d/f/fr_by_rooki1-dc0joc5.png)

Frontier rifle: This semi-automatic rifle has been carefully designed to equip frontier inhabitants. The internal mechanism is so simple that it can be maintained sufficiently at the level of the frontier settlers. Large caliber provides substantial stopping power. And as a last resort, you can thrust a shining bayonet into the stomach of the enemy.

(https://orig00.deviantart.net/e9b8/f/2018/019/0/0/msst_by_rooki1-dc0joew.png)

"Ocelot" Modular Sidearm - Triple-shot: A Graydale Defense "Ocelot" series Modular Sidearm System, standard triple-shot pistol version. Unlike more conventional firearms like its precursor, the lynx pistol, this weapon utilizes electrically primed ammunition and tube type magazine-chamber. It can deliver three pistol bullets at almost the same time.

(https://orig00.deviantart.net/dc07/f/2018/019/a/f/msss_by_rooki1-dc0jof6.png)

"Ocelot" Modular Sidearm - Spitfire: A Graydale Defense "Ocelot" series Modular Sidearm System, burst pistol version. This tube magazine pistol fires a burst of armor piercing darts at an incredible fire rate.

(https://orig00.deviantart.net/d084/f/2018/019/9/f/mssf_by_rooki1-dc0jofi.png)

"Ocelot" Modular Sidearm - Flakker: A Graydale Defense "Ocelot" series Modular Sidearm System, grenade pistol version. Originally designed to flare gun, this weapon quickly adopted more lethal, explosive ammo.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: asquirrel on January 19, 2018, 10:06:34 PM
With the new weapons, what module do I need to download to update my game? All of them?  Just the base rimarsenal + another mod?  Thanks for your help!
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: rooki1 on January 19, 2018, 10:20:52 PM
Quote from: asquirrel on January 19, 2018, 10:06:34 PM
With the new weapons, what module do I need to download to update my game? All of them?  Just the base rimarsenal + another mod?  Thanks for your help!

I recommend you to update every module.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on January 20, 2018, 01:09:32 AM
 Real quick, I think there are some minor mod conflicts. I'll let the authors know, but I thought I'd include you too, on the off-chance you remember misplacing a 1 or 0 somewhere.
Simple Sidearms: I've had some tribals come and attack me with some GD HV SMGs and Tactical Pistols. These are the only weapons that seem to show-up. I double-checked to make sure I didn't misclick in the SS mod settings, and it looks like I'm clear on my end, so it may have something to do with the new "shakeout" classification. I've spawned a bunch of tribals, and it looks like 1/5 TribalArcher and 1/3-1/4 TribalHeavyArchers spawn with them (but that could just be RNG). Interestingly, however, no Pirates spawn with them, so only tribals seem to get them as sidearms. So far, none of them have it as a primary though, so there's that.
As a sidenote, I spawned those pawns in sets of about 25 for testing, holy hell was it fun unpausing that.

Cactaceae: (Cactus people. It's pretty simple, but adds some nice variety) This one probably isn't your mistake, but it's here in the case that it is. It's a small race mod, and the only one I'm having issues with of it's kind (race mods). I've had a couple of them attack, and they're wearing some apparel way past their tech level (tribals, who also have the GD sidearms), such as the Federation jumpsuits, Unity Guard Cloaks, and Feral Hoods. At the same time, though, they've got a lot of non-tribal-cactus-people clothes on (such as sunglasses and jeans from Apparello and some cultist stuff from Cults), so I don't think it needs too much review.

Love your mods, btw. They've given me bare minimum over a hundred more hours of "drive" to keep playing.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: rooki1 on January 20, 2018, 02:09:15 AM
Quote from: Call me Arty on January 20, 2018, 01:09:32 AM
Real quick, I think there are some minor mod conflicts. I'll let the authors know, but I thought I'd include you too, on the off-chance you remember misplacing a 1 or 0 somewhere.
Simple Sidearms: I've had some tribals come and attack me with some GD HV SMGs and Tactical Pistols. These are the only weapons that seem to show-up. I double-checked to make sure I didn't misclick in the SS mod settings, and it looks like I'm clear on my end, so it may have something to do with the new "shakeout" classification. I've spawned a bunch of tribals, and it looks like 1/5 TribalArcher and 1/3-1/4 TribalHeavyArchers spawn with them (but that could just be RNG). Interestingly, however, no Pirates spawn with them, so only tribals seem to get them as sidearms. So far, none of them have it as a primary though, so there's that.
As a sidenote, I spawned those pawns in sets of about 25 for testing, holy hell was it fun unpausing that.

Fixed. It's a technology level issue.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: DepOpt on January 20, 2018, 05:53:53 PM
Am I the only one who thinks the barrel on the Ocelot Spitfire looks backwards?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ser Kitteh on January 20, 2018, 09:29:34 PM
So how does the frontier rifle compare to the bolt-action and assault rifle from vanilla?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Mufflamingo on January 20, 2018, 10:50:49 PM
Quote from: DepOpt on January 20, 2018, 05:53:53 PM
Am I the only one who thinks the barrel on the Ocelot Spitfire looks backwards?

I thing that's the rifle stock/ magazine.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Mst on January 22, 2018, 10:46:25 PM
I still got these errors quite often even after manually disabling strategies for group makers in FactionDef

Faction Raiders of def Feral has no usable PawnGroupMakers for parms tile=377607, inhabitants=False, points=2400, faction=Raiders, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttackSappers, forceOneIncap=False. groupKind=Normal
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__Iterator0:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStoreyA:<>m__1(Int32)
Verse.<DoListingItems_MapActions>c__AnonStoreyA:<>m__7()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugActionsMenu:DoListingItems_MapActions()
Verse.Dialog_DebugActionsMenu:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)

Got no pawns spawning raid from parms (target=(Map-0-PlayerHome) points=2400 raidStrategy=ImmediateAttackSappers )
Verse.Log:Error(String)
RimWorld.IncidentWorker_Raid:TryExecuteWorker_Patch0(Object, IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecuteWorker(IncidentParms)
RimWorld.IncidentWorker:TryExecute(IncidentParms)
Verse.Dialog_DebugActionsMenu:DoRaid(IncidentParms)
Verse.<DoListingItems_MapActions>c__AnonStorey9:<>m__0()
Verse.Dialog_DebugOptionLister:DebugAction(String, Action)
Verse.Dialog_DebugOptionListLister:DoListingItems()
Verse.Dialog_OptionLister:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey0:<>m__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, Int32, GUISkin, Int32, Single, Single, GUIStyle)


I did it like this. Have no experience so good chanc I did it wrong, would appreciate some advice.

<li>
        <kindDef>Normal</kindDef>
        <commonality>25</commonality>
        <options>
          <FeralGrinder>100</FeralGrinder>
          <FeralRazortooth>50</FeralRazortooth>
          <FeralTwisted>50</FeralTwisted>
          <FeralShriker>50</FeralShriker>
          <FeralGutcher>50</FeralGutcher>
        </options>
<disallowedStrategies>
<li>Siege</li>
<li>ImmediateAttackSappers</li>
</disallowedStrategies>
      </li>


When I tested spawning different raids in Federation menu there were big NOs on all these strategies, however with Ferals only siege is disallowed. I compared both FactionDefs and could not find the lines responsible for forbidding sappers.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Harry_Dicks on January 28, 2018, 10:12:36 PM
Is there a way we can get the Federation's Condemer (Marksman Gear) to look how it does from the Google Docs? In game it doesn't have the black pants, and the way the cloak and mask look from the picture look a lot worse in game. When I saw the artwork for that I was honestly blown away. I thought that the whole "sci-fi cloaked sniper" look was absolutely perfect with this outfit. But then seeing it ingame I was a bit disappointed  :-\ The quality is still superb all around, I was just curious why we would have the downgraded version ingame when the artwork is so beautiful. Oh well, I suppose it might have been something like it wasn't that easy to port over that "look" into all the different textures.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Flimflamshabam on January 29, 2018, 02:14:16 AM
Quote from: rooki1 on January 19, 2018, 09:58:55 PM
Feral:
- No more human meat from mutants.
Then what are they made of?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Mufflamingo on January 29, 2018, 10:23:58 AM
Quote from: Flimflamshabam on January 29, 2018, 02:14:16 AM
Quote from: rooki1 on January 19, 2018, 09:58:55 PM
Feral:
- No more human meat from mutants.
Then what are they made of?

Idk. MUTATED human meat?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Drglord on January 29, 2018, 05:24:17 PM
Good work but i am wondering is it intentional that all the weapons still have no quality? I hoped the latest version would have that fixed... Just wondering.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: tresflores on January 30, 2018, 02:01:45 AM
reading through all the current features for your mod i was wondering if you've ever thought about making your bions playable or usable by the players, i know it wasnt an option when you first came out with them but now that we have modding tools for alien races and "xenohumans" i was curious if it ever crossed your mind or if it was one of your goals for the future?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Harry_Dicks on January 30, 2018, 04:37:25 AM
Quote from: tresflores on January 30, 2018, 02:01:45 AM
reading through all the current features for your mod i was wondering if you've ever thought about making your bions

Bions?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: SpaceDorf on January 30, 2018, 12:50:51 PM
The Combat Androids of the Federation are called Bions because of their Bionic Production.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: zaikman on January 31, 2018, 02:10:25 PM
Still getting human meat from twisted
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on February 17, 2018, 05:49:27 PM
 Warmer Clothes and Dress Codes for the Federation?

I'm aware that it's not your fault, but it looks like some Federation Auxiliaries are showing up in what I can assume isn't Federation-approved apparel (https://i.imgur.com/aNmmjWh.png). This mostly happens when I'm attacked on cold maps, which also made me realize that they don't really have any form of cold-weather gear. Is there any way that you could do a quick-fix for them, with some sort of insulated jumpsuit, and a stricter dress code? I know you've got a life and a lot of other mods to deal with, I just thought it was a minor enough of an issue to address.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Harry_Dicks on February 17, 2018, 06:49:35 PM
I'm thinking you can go into their defs and add in some warmer clothes that are available for them to wear. Or, what I would do myself, find over if their armour pieces that you think would be most appropriate, and adjust the cold insulation. -50 means the pawn wearing it will be able to tolerate another 50 degrees CELSIUS! Don't forget the insulation value is further modified by the apparels quality, if it has it.

You can find me on Discord if you need further help.

Playing with Cold Dessert Nights on B18 means I've definitely had to implement more apparel, flora, and fauna that can handle more extreme temps.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ruisuki on March 03, 2018, 11:47:53 PM
anyone know the dimension of the new tables added by the mod? Is it the standard 1x3? Or are some in dif sizes?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on March 04, 2018, 02:10:17 AM
Quote from: Ruisuki on March 03, 2018, 11:47:53 PM
anyone know the dimension of the new tables added by the mod? Is it the standard 1x3? Or are some in dif sizes?

Everything's a 1x3.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ruisuki on March 04, 2018, 02:43:13 AM
Quote from: Call me Arty on March 04, 2018, 02:10:17 AM
Quote from: Ruisuki on March 03, 2018, 11:47:53 PM
anyone know the dimension of the new tables added by the mod? Is it the standard 1x3? Or are some in dif sizes?

Everything's a 1x3.
I appreciate you
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on March 05, 2018, 02:09:38 AM
Quote from: Ruisuki on March 04, 2018, 02:43:13 AM
I appreciate you

That's probably the first time literally anyone's ever told me that. I might print it out and put it on my wall.
Also, no problem.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Harry_Dicks on March 05, 2018, 03:22:56 AM
Quote from: Call me Arty on March 05, 2018, 02:09:38 AM
Quote from: Ruisuki on March 04, 2018, 02:43:13 AM
I appreciate you

That's probably the first time literally anyone's ever told me that. I might print it out and put it on my wall.
Also, no problem.
I appreciate you
I cherish you
I long for you
I love you

Could I keep going and fill up said wall?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: leafzxg on March 05, 2018, 08:50:29 PM
Hello,rooki1, I'd like to know if you have a plan for a faction MOD about the four companies in Rimsenal ? It seems very interesting! :P
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on March 05, 2018, 10:53:05 PM
Quote from: Harry_Dicks on March 05, 2018, 03:22:56 AM
Quote from: Call me Arty on March 05, 2018, 02:09:38 AM
Quote from: Ruisuki on March 04, 2018, 02:43:13 AM
I appreciate you

That's probably the first time literally anyone's ever told me that. I might print it out and put it on my wall.
Also, no problem.
I appreciate you
I cherish you
I long for you
I love you

Could I keep going and fill up said wall?

Nah fam. I appreciate it, but I've got a girlfriend who's got most of that covered. I just never got "appreciated" before.
"I long for you" was a nice touch, though. You live anywhere in the armpit-area of Washington state bb?

Oh crap, we're off-topic. Uhm, all three of the polled expansions/updates sound super cool, and I know I've commented it before, but I really like how the Ferals and Federation have their own focused expansions. I think that there may be enough room and character to the other four factions (Yunwha, Jotun, Tisiphone, Greydale) to justify their own standalone mods. I'm not kidding, if you got the right people on the project, the Rimsenal series could match Rim of Madness (I'd say "rival", but I have to wait and see how cool those Cyber Raptors are before I put them on the same level as Vampire Werewolf Cultists with tentacles and were brought back from the dead).
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ruisuki on March 06, 2018, 12:33:35 AM
Its crazy how much Rimsenal has progressed from when it started. I will echo the comments for a Faction mod starring the 4 weapon manufacturer groups. You've really created quite an ecosystem here rooki, it feels like you could flesh out lore with how much you added.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: A_Soft_Machine_Man on March 08, 2018, 11:14:55 AM
Hey ya'll, been a spell. I noticed that only the Rimsenal Vanilla weapons have <tools> for built-in melee. Edit: Tried monkeying around in the raws and yeah, it caused some hinky bizniss. My best guess is that Rook1 designated the base 4-pack guns' parent def as "BaseWeapon" rather than "BaseHumanMakeableGun" back prior to the Beta Release and never modded them back, at least not for the dropbox files. I'll monkey around some more and let you know my findings.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Drglord on March 08, 2018, 12:12:16 PM
Also most of the weapons in the dropbox files have no quality and i have added them on my own if anyone is interested. Hope he updates the dropbox files.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: sawert42 on March 13, 2018, 06:20:16 AM
I have problem with mod "Rimsenal Storyteller pack", if i'm good understand that this yellow one should make less incident and, make more attacks and other stuf like this, and its not doing this in my game, and more i get even more incident, if it helps i have like 40 mods
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Don231 on March 13, 2018, 01:20:00 PM
There are so many different weapons and armors. Are there ones that are just objectively better than others?
Which ones do you guys recommend in each class? (e.g. sniper, lmg...)
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Canute on March 13, 2018, 02:59:04 PM
You can't say there is that super-power armor.
Each got it own strenght's and weakness.
Nervesuit's give hugh movespeed bonus, but not much armor at all.
Some other give hugh protection but slow down the wielder.

I suggest to spawn some with the dev's tools and compare it.
You just can destroy them afterwards.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Tubal on March 17, 2018, 10:41:39 AM
Love the mod, ect etc  8)

Question though, can I not build the Greydale Pioneer armour? I got the research and the bench, but I can only build weapons and kits, not the armour.

The other brands mention armour so presumably I can build those later.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: A_Soft_Machine_Man on March 17, 2018, 10:44:34 AM
Quote from: Tubal on March 17, 2018, 10:41:39 AM
Love the mod, ect etc  8)

Question though, can I not build the Greydale Pioneer armour? I got the research and the bench, but I can only build weapons and kits, not the armour.

The other brands mention armour so presumably I can build those later.

You need to also research the vanilla power armor tech before you can build it at the bench.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Canute on March 17, 2018, 12:12:46 PM
It would be a wise choise to add HelpTab mod.
With HelpTab you can search for the item, check the possible recipes and see what researches/workbenches you need.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Tubal on March 17, 2018, 04:56:31 PM
Thanks to both of you 🖖
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ruisuki on March 18, 2018, 04:15:20 PM
Quote from: Drglord on March 08, 2018, 12:12:16 PM
Also most of the weapons in the dropbox files have no quality and i have added them on my own if anyone is interested. Hope he updates the dropbox files.
One of the factions background is that they mass produce weapons and their lore/quirk is they dont come with quality assigned. Greydale was it? It was one of them. Did it affect more than one manufacturer faction?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Crow_T on March 19, 2018, 10:47:27 AM
I'd like to play using the feral pack but am considering pruning the mutants out, is there a recommended way to do this? Can I simply delete PawnKinds_Mutant.xml?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Lanilor on March 20, 2018, 04:01:20 PM
Hello fellow mod-users.
First of all this mod looks awesome. I started a new game with it yesterday and played for a few hours and so far it was going well. I was just wondering that the 4 cooperations aren't actual factions in the game and that somehow bothered me so much, that I made a mod for that today.  ;D

It's just playable and probably needs some improvements, but if anybody is interested (especially rookie), I can upload the current version.

Things done:
- 4 factions with their own weapons / combat armor
- factions differentiate according to the Rimsenal story (e.g. JI uses more heavy armored soldiers) (could need more improvement)
- 6 kinds of soldiers (villager, grenadier, slasher, gunner, heavy, elite) (need more?)
- basic apparel (like the federal jump suit)
- simple traders (not really tested until now)
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: leafzxg on March 20, 2018, 09:05:55 PM
Quote from: Lanilor on March 20, 2018, 04:01:20 PM
Hello fellow mod-users.
First of all this mod looks awesome. I started a new game with it yesterday and played for a few hours and so far it was going well. I was just wondering that the 4 cooperations aren't actual factions in the game and that somehow bothered me so much, that I made a mod for that today.  ;D

It's just playable and probably needs some improvements, but if anybody is interested (especially rookie), I can upload the current version.

Things done:
- 4 factions with their own weapons / combat armor
- factions differentiate according to the Rimsenal story (e.g. JI uses more heavy armored soldiers) (could need more improvement)
- 6 kinds of soldiers (villager, grenadier, slasher, gunner, heavy, elite) (need more?)
- basic apparel (like the federal jump suit)
- simple traders (not really tested until now)

I'm looking forward to this too. Can I take part in your mod test? I have some ideas based in Rimsenal's story.  ;D
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: CrazyMalk on March 21, 2018, 02:21:04 PM
I'm getting some console errors here, and i believe they are related to this mod. Can somebody help me?

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named MoltenCannon to match MoltenCannon.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named BarrageCannon to match BarrageCannon.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Bullet_MC to match Bullet_MC.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Gun_MC to match Gun_MC.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Bullet_BC to match Bullet_BC.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.label
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()

Def-linked translation error: Found no Verse.ThingDef named Gun_BC to match Gun_BC.description
Verse.Log:Warning(String)
Verse.DefInjectionPackage:InjectIntoDefs()
Verse.LoadedLanguage:InjectIntoData_Patch1(Object)
Verse.PlayDataLoader:<DoPlayLoad>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Lanilor on March 21, 2018, 07:27:06 PM
That's a translation error. I got these errors/warnings too, when I was looking for another bug. I think they are normally ignored and only get displayed when other errors are thrown. Do you get other errors too? Maybe a conflict with another mod? If so, you can try to find out which mods are causing the conflict by only activation a few of them and then adding more until you get the errors again.

----

Quote from: leafzxg on March 20, 2018, 09:05:55 PM
I'm looking forward to this too. Can I take part in your mod test? I have some ideas based in Rimsenal's story.  ;D

Sure. I attached it.
The trade caravans are still somewhat buggy. Some caravans are guarded and some are just the trader. I don't know the reason for this yet. Also they are still selling outlander stuff including weapons from all 4 faction. I would like to have them trade only their eqipment and some basic stuff,  but I couldn't find enough motivation to create custom trade stocks until now.

[attachment deleted due to age]
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Gizborn on March 22, 2018, 03:14:03 PM
Wow. Thanks to peace negotiations, I unlocked option to bribe ferals and actually befriend them! Now I can even request their military support. Too bad there's no available caravan for sending. Would've buy an ogre of two. (https://i.imgur.com/MUftYTL.png)
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Prince Kasta on April 06, 2018, 09:38:46 AM
Quote from: Lanilor on March 21, 2018, 07:27:06 PM
That's a translation error. I got these errors/warnings too, when I was looking for another bug. I think they are normally ignored and only get displayed when other errors are thrown. Do you get other errors too? Maybe a conflict with another mod? If so, you can try to find out which mods are causing the conflict by only activation a few of them and then adding more until you get the errors again.

Those warnings pop up for me even if Rimsenal and the security pack are the only active mods.

It's the Security Pack itself that does that.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: KozmoD on April 12, 2018, 12:58:31 PM
Im in love with the art of this mod. Every single thing looks so cool and pretty. Specially the Ogron, the texture just looks amazing. Could they be obtainable ? Like buy from traders or even transform colonists/prisoners into them? They can be a weaker version of the original ones and really expensive to buy/create, I just want some of them running in my base cause they look awesome.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: kis12134 on April 12, 2018, 03:10:36 PM
I'm using the workshop version and I can't find the benches anywhere, apart from the scav one. I'm also using the turret mod and they're not showing up
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on April 12, 2018, 03:30:40 PM
Quote from: kis12134 on April 12, 2018, 03:10:36 PM
I'm using the workshop version and I can't find the benches anywhere, apart from the scav one. I'm also using the turret mod and they're not showing up

Pretty sure the scav bench is just given to you. The other benches require their own research project to be completed. Additionally, you still won't get all of the items (such as armors) without additional research into things like Power Armor. If you don't see the projects, I recommend finding a research mod to your liking, as the default research tab can be too small, and force some researches into hard-to-find places.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: kis12134 on April 12, 2018, 03:35:51 PM
I'm using ResearchPal but thanks for the help. I noticed I can research the Federation's weapons but can't find the others
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Burnt Toast on April 23, 2018, 07:24:43 PM
Was wondering if anyone knows how raids work with the Ferals and Federation? And raids in general, really.

I'm using Cassandra on rough, at the end of my second year and I've only gotten raids consisting of large groups of Federation Auxiliaries/suicide bombers or tribals. I got one raid from the Ferals in the beginning, but they only sent 3 twisteds and I haven't seen them since.
Is this normal? Can anyone give me an idea of when I'll start seeing some new enemies? Auxiliaries are almost harmless and tribals are kind of boring.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Umbrador on April 23, 2018, 09:00:32 PM
Quote from: Burnt Toast on April 23, 2018, 07:24:43 PM
Was wondering if anyone knows how raids work with the Ferals and Federation? And raids in general, really.

I'm using Cassandra on rough, at the end of my second year and I've only gotten raids consisting of large groups of Federation Auxiliaries/suicide bombers or tribals. I got one raid from the Ferals in the beginning, but they only sent 3 twisteds and I haven't seen them since.
Is this normal? Can anyone give me an idea of when I'll start seeing some new enemies? Auxiliaries are almost harmless and tribals are kind of boring.

I'm used to use this mod since alpha 14, i guess. Raids work fine.

It depends on your colony wealth. Just keep playing, hire more colonists, craft power armor and weapons, build more structures, get some shines in your stock. And prepare your defences. They will come. Plenty of them.

You can also make a peace with tribals to increase chances of feral raid spawn.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Segamata on April 25, 2018, 11:49:31 AM
One question

Was the celestials discontinued? Because I saw the Xeno beasts were being revived in an unreleased mod. I was hoping for a release...

Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: asquirrel on May 12, 2018, 07:33:23 PM
Linked Def molten cannon yellow error.  Looks like problem is the rimsenal security pack module.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Saebbi on May 13, 2018, 11:47:18 AM
Quote from: Segamata on April 25, 2018, 11:49:31 AM
One question

Was the celestials discontinued? Because I saw the Xeno beasts were being revived in an unreleased mod. I was hoping for a release...

I sadly don't know about the Celestials, but where did you see these Xeno Beasts? Can you give a link please?
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: LunaticModo6 on May 19, 2018, 09:31:41 AM
Hey guys! Not sure if something is wrong with the mod itself or an oversight but when looking over the Rimsenal Federation's Repose Grenades. it shows the name of throw molotov. Tried checking the files but not editing to see if there's something wrong but I can't find it. Granted that it's only a visual thing and does not break the game at all.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Call me Arty on May 19, 2018, 04:56:07 PM
Quote from: LunaticModo6 on May 19, 2018, 09:31:41 AM
Hey guys! Not sure if something is wrong with the mod itself or an oversight but when looking over the Rimsenal Federation's Repose Grenades. it shows the name of throw molotov. Tried checking the files but not editing to see if there's something wrong but I can't find it. Granted that it's only a visual thing and does not break the game at all.

Same issue here, had it for a while.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: zizard on May 20, 2018, 06:16:38 AM
Since it looks like this mod is almost abandoned or at least will never care about balance, here's some OP non-aoe stuff.

Trigger happy + nerve suit helmet + spike rifle. Since spike rifle has most of the time in the warmup, the DPS is about tripled. On-paper base DPS is low but the damage spreads as 4x4 with high chance of brain damage. One guy with this combo behind a wall can solo raids.

Shard rifle, modular carbine and HV SMG, are the best short range weapons. They do about twice the dps of vanilla short range weapons at 15 range.

Modular rifle is better than assault rifle. Modular DMR is not much better than bolt rifle.

Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: LunaticModo6 on May 27, 2018, 05:45:31 AM
Hey guys, a little help here. How can I add the quality modifier to the GD Weapons? Decided to try my hand at modding and might as well start by tweaking the values of the mod itself and seeing how it works. Adding the CompQuality to Weapons_GD, specifically BaseGDGun doesn't seem to work but I can remove the quality modifiers from the other three companies.
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: gentou on June 06, 2018, 09:50:03 AM
Is Hildegard Epic storyteller broken? I set with here on EXtreme difficulty for almost half a year and nothing happened.
Title: Re: [1.0] Rimsenal v1.2: Not so stable edition
Post by: rooki1 on June 18, 2018, 10:40:46 PM
Rimsenal v1.12: Not so stable edition


(https://orig00.deviantart.net/9e02/f/2018/169/5/5/c1_by_rooki1-dceshrf.png)
Core:
- 1.0 Update
- GD MRS texture update

(https://orig00.deviantart.net/eab9/f/2018/169/0/b/c2_by_rooki1-dcesi43.png)
Vanilla:
- 1.0 Update
- Battle rifle, carbine, Anti-materiel rifle texture update

Hair:
- 1.0 Update
Title: Re: [1.0] Rimsenal v1.2: Not so stable edition
Post by: Mufflamingo on June 19, 2018, 12:40:21 AM
Wow it looks better with the black outline.
Title: Re: [1.0] Rimsenal v1.2: Not so stable edition
Post by: CrowSR on June 19, 2018, 10:45:13 AM
https://imgur.com/a/urVaudE
Hey, I've tested the v1.0 version along with a bunch of other mods on RW 64bit and I got some errors related to launchers.
My mods are(in this order):
Core, Humanoid Alien Races 2.0, Rimsenal, Rimsenal - Rimhair, Rimsenal - Enhanced Vanilla Pack, Numbers, A Dog Said, Blueprints, Mechanite Forge, Mountain Miner, Noku Mushrooms, Prisoner Ransoms, [Ling] Cooler 1.0, Project RimFactory, Quality Builder, Industrial Rollers, Simple Plastic, Turret Extensions, TE Turret Expansions, Xeo's Genetically Engineered Plants, Incident Person Stat, No Bionic Uneasiness.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutant edition
Post by: rooki1 on June 22, 2018, 06:26:25 AM
Rimsenal v1.21: No mutant edition

Core:
Vanilla:
Hair:
- Bug fix

Security:
Federation:
- 1.0 update

Feral:
- 1.0 update (Except mutants)
- New enemy type, the Maniac added. Drug dosed melee attackers.

Currently I'm working on the how to add non mechanoid tool users. This may take a time.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Call me Arty on June 22, 2018, 03:44:48 PM
Looking forward to what else to bring! What's with this lack of mutants I'm hearing about, though?
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: rooki1 on June 22, 2018, 05:02:06 PM
Quote from: Call me Arty on June 22, 2018, 03:44:48 PM
Looking forward to what else to bring! What's with this lack of mutants I'm hearing about, though?

It's about flesh type definition problem. If a tool user is not mechanoid flesh type, it makes a crash.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Call me Arty on June 22, 2018, 05:59:36 PM
Quote from: rooki1 on June 22, 2018, 05:02:06 PM
It's about flesh type definition problem. If a tool user is not mechanoid flesh type, it makes a crash.

Oh, got it.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: macbuk on June 23, 2018, 08:29:39 AM
Not sure if it's a bug with all ranged weapons, but TE storm cannon is not considered a ranged weapon by the game and disallows hunting.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: ozzymandias on June 27, 2018, 11:33:11 AM
Am I the only one getting errors when loading this up on unstable version. I have downloaded the files from the 1.0 link
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: ozzymandias on June 27, 2018, 11:40:51 AM
nevermind they was an extra forlder layer after extracting them derp  :P
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Rayiito on June 28, 2018, 04:43:12 PM
https://imgur.com/a/1PzRJ75
Can someone help me with this,
It was a siege from the ferals and it seems that they cannot build sandbags and turrets and they just wander forever unless i shoot them
tried arranging the mods, didnt work
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Canute on June 28, 2018, 05:26:43 PM
Feral's shouldn't be able to Siege, just wait until rooki release a fix.
You should use Dev-tools and destroy the feral's on your map.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Rayiito on June 29, 2018, 04:58:47 AM
Quote from: Canute on June 28, 2018, 05:26:43 PM
Feral's shouldn't be able to Siege, just wait until rooki release a fix.
You should use Dev-tools and destroy the feral's on your map.
Ok thanks I thought there was something wrong with my game
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Platonov555 on June 29, 2018, 02:03:00 PM
I get this error, after loading ur mod. Is this normal? Thanks

[attachment deleted due to age]
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: inclement on June 29, 2018, 02:53:34 PM
I noticed this error also starting yesterday just after a Rimworld update. So I think there is a high chance there has been some change in the last Rimworld version.
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Bones on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: Platonov555 on June 29, 2018, 09:04:51 PM
Quote from: tiagocc0 on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

seems to work now, thanks for help
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: rooki1 on July 02, 2018, 05:34:56 AM
Rimsenal v1.22: Not again edition

Core:
Vanilla:
Federation:
Feral:

(https://orig00.deviantart.net/ab25/f/2018/183/9/8/mss_by_rooki1-dcg1kq7.png)

- Definition bugs fixed
- Graydale MSS texture update
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Call me Arty on July 02, 2018, 01:26:03 PM
Those new models look great! Really have to give you credit for being able to put so many different spins on the same couple of base models, really sells the whole modular aspect of Greydale.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: bem809 on July 10, 2018, 09:46:52 AM
In 1.0 I'm getting Bions coming out of Poison and Psychic Ships alongside mechanoids (just the melee scythers so far). When I get a Fed raid, it's just ummies equipped with jump suits and pistols. My last raid happened at the start of my colony's second year. Playing on Cassandra Hard. Is this an intended change?

Thanks!
Title: Re: [B18] Rimsenal v1.11: Secretive adjustment edition
Post by: Ruisuki on July 10, 2018, 01:47:22 PM
Quote from: Lanilor on March 20, 2018, 04:01:20 PM
Hello fellow mod-users.
First of all this mod looks awesome. I started a new game with it yesterday and played for a few hours and so far it was going well. I was just wondering that the 4 cooperations aren't actual factions in the game and that somehow bothered me so much, that I made a mod for that today.  ;D

It's just playable and probably needs some improvements, but if anybody is interested (especially rookie), I can upload the current version.

Things done:
- 4 factions with their own weapons / combat armor
- factions differentiate according to the Rimsenal story (e.g. JI uses more heavy armored soldiers) (could need more improvement)
- 6 kinds of soldiers (villager, grenadier, slasher, gunner, heavy, elite) (need more?)
- basic apparel (like the federal jump suit)
- simple traders (not really tested until now)
this is very cool. how do you feel about it rooki?
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: SilverJay on July 11, 2018, 12:45:43 AM
Is anyone else having a problem with opening up the Apparel Tab in any of the storage? since 7/10/2018 patch on 1.0 unstable? I get a GUI bug

"GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced"

In every game I have Rimsenal loaded.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Imca on July 15, 2018, 05:48:23 PM
I think something is wrong with the seeker, it barely waddles across the map.... yet my entire colony was unloading weapons at it, gatling guns, shotguns, sniper rifles, every thing.... and it crossed the entire map without any one managing to hit.

It was like something out of a horror movie.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: conkikhon on July 23, 2018, 08:22:46 AM
I see carbon jumpsuit has +5% Global work speed on Google Doc, but it don't have that bonus in-game. My top 10 guns:
10. Crucible Rifle
9. Modular LMG
8. Plasma Rifle
7. Shard Rifle
6. Smart MG
5.Crucible Pistol
4. Smart Sniper Rifle
3. Smart Rifle
2. Satchell Charge
1. Kinetic Lance
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Vane on July 26, 2018, 04:50:05 AM
Where did the option to make Tactical Vests in the Machining table go?

I can make Tactical Helmets but not vests for some reason?
Title: Re: [1.0 Unstable] Rimsenal v1.21: No mutants edition
Post by: SpaceDorf on July 26, 2018, 08:00:29 AM
Quote from: Bones on June 29, 2018, 07:50:06 PM
Don't know if this is correct/what the modder would do, but I changed this in the Apparel_*.xml files.

From: <thingDef ParentName="ArmorMakeableBase">
To: <thingDef ParentName="ArmorMachineableBase">

Factions were also giving an error because FactionBase changed name, in Factions_*.xml

From: <kindDef>FactionBase</kindDef>
To: <kindDef>Combat</kindDef>

And From: <homeIconPath>World/WorldObjects/DefaultFactionBase</homeIconPath>
To: <homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath>

Here ..
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Ruisuki on July 29, 2018, 03:23:45 PM
masterwork kinetic pistol has a market value of 1500 but can only sell for 150 less than 10x that? By a pawn with 17 social and talking 100%. Seems not worth it if it scales up raids
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: WizarDoge on July 31, 2018, 10:19:54 AM
I got this error when my colonist finished making anti material rifle (feral). He finished it but there isnt any anti material rifles and he started crafting it again?
JobDriver threw exception in initAction for pawn Cougar driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_784273) A=Thing_FeralTable127136 B=Thing_UnfinishedGun127291 C=(134, 0, 217)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00058] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenRecipe.cs:132
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator0.MoveNext () [0x0027e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenRecipe.cs:81
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00025] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x000a7] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:205
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00214] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:455
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:459)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:363)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:154)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:344)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:541)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Ruisuki on July 31, 2018, 08:20:10 PM
As far as I can tell YP weapons are fast, JI are strong, GD are versatile(?????) and TE are similar to JI...?
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Imca on August 22, 2018, 05:31:40 PM
I hate to ask, but is there any way to get the old federation art from back when they looked like this?

(http://orig04.deviantart.net/e48c/f/2015/243/5/4/peacebuilder_by_rooki1-d97uie1.png)

(http://orig15.deviantart.net/7a80/f/2015/075/a/0/peacemonger_by_rooki1-d8m104d.png)

(http://orig00.deviantart.net/0962/f/2015/075/b/1/peacemaker_by_rooki1-d8m0zvz.png)

I kind of liked them when they were like that, and was going to replace the art with the old ones for my personal use, but the old versions in the first post dont date back that far, they go to v0.7 when from what I can tell that was ~V0.35

Sorry.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: rawrfisher on August 22, 2018, 07:34:41 PM
Any news about upcoming updates?
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Pio on August 24, 2018, 07:40:46 AM
Wow, actually the old Federation Sprites look far better than the present ones.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: Call me Arty on August 25, 2018, 05:11:24 PM
Quote from: Pio on August 24, 2018, 07:40:46 AM
Wow, actually the old Federation Sprites look far better than the present ones.

I'm of two minds about them. The ones we have now definitely look way more unique than a lot of the other sci-fi armor mods, but the bions look too organic and the humans look to robotic. You can still tell where the arms and necks are on the old models. If we don't get the old models or xeno beasts (I wanted celestials, you asshats), then I'd appreciate a retouch of the current models similar to the Greydale sidearms (July 2, 2018: Page 80). Rimsenal's got a good, consistent art style, I just don't think it's too consistent with Rimworld's.
Title: Re: [1.0 Unstable] Rimsenal v1.22: Not again edition
Post by: kurus on August 26, 2018, 10:40:21 AM
Quote from: WizarDoge on July 31, 2018, 10:19:54 AM
I got this error when my colonist finished making anti material rifle (feral). He finished it but there isnt any anti material rifles and he started crafting it again?
JobDriver threw exception in initAction for pawn Cougar driver=JobDriver_DoBill (toilIndex=13) driver.job=(DoBill (Job_784273) A=Thing_FeralTable127136 B=Thing_UnfinishedGun127291 C=(134, 0, 217)) lastJobGiver=RimWorld.JobGiver_Work
System.NullReferenceException: Object reference not set to an instance of an object
  at Verse.GenRecipe.PostProcessProduct (Verse.Thing product, Verse.RecipeDef recipeDef, Verse.Pawn worker) [0x00058] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenRecipe.cs:132
  at Verse.GenRecipe+<MakeRecipeProducts>c__Iterator0.MoveNext () [0x0027e] in C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenRecipe.cs:81
  at System.Collections.Generic.List`1[Verse.Thing].AddEnumerable (IEnumerable`1 enumerable) [0x0001a] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:128
  at System.Collections.Generic.List`1[Verse.Thing]..ctor (IEnumerable`1 collection) [0x00025] in /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Collections.Generic/List.cs:65
  at System.Linq.Enumerable.ToList[Thing] (IEnumerable`1 source) [0x00000] in <filename unknown>:0
  at Verse.AI.Toils_Recipe+<FinishRecipeAndStartStoringProduct>c__AnonStorey2.<>m__0 () [0x000a7] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:205
  at Verse.AI.JobDriver.TryActuallyStartNextToil () [0x00214] in C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:455
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.AI.JobUtility:TryStartErrorRecoverJob(Pawn, String, Exception, JobDriver) (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobUtility.cs:22)
Verse.AI.JobDriver:TryActuallyStartNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:459)
Verse.AI.JobDriver:ReadyForNextToil() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:363)
Verse.AI.<DoRecipeWork>c__AnonStorey1:<>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\DoBill\Toils_Recipe.cs:154)
Verse.AI.JobDriver:DriverTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\JobDrivers\JobDriver.cs:344)
Verse.AI.Pawn_JobTracker:JobTrackerTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\AI\Pawn_JobTracker.cs:131)
Verse.Pawn:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Pawn\Pawn.cs:541)
Verse.TickList:Tick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickList.cs:125)
Verse.TickManager:DoSingleTick() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:297)
Verse.TickManager:TickManagerUpdate() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Ticking\TickManager.cs:261)
Verse.Game:UpdatePlay() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Game\Game.cs:505)
Verse.Root_Play:Update() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root_Play.cs:99)

Same problem here.

Rimworld B19.2006
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: rooki1 on August 28, 2018, 07:50:12 AM
Rimsenal v1.3: Back to the storm edition

Core:
Vanilla:
Hair:
- 0.19 Update

- The accuracy penalty of the nervsuit has been changed to pain threshold penalty.

- Maximize the concept of Jotun and YunHwa.

-Shard pistols nerfed. Suppressor cannon buffed.

-Convert the mechanism of the tisipone storm cannon. The projectile now explodes after a period of time.

-GD pioneer helmets has pain damper instead of targeting system.
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: DukeWillWin on August 28, 2018, 08:50:37 AM
Oh god please update Feral so I can become a real raider faction.
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: Call me Arty on August 29, 2018, 01:06:11 AM
Like the changes. Is there a reason for Core Vanilla Hair at the top of your posts btw? Doesn't seem like you put anything after them.
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: Draike on August 31, 2018, 11:29:20 AM
its just me or the feral pack doesn´t appears in 0.19 version?
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: XeoNovaDan on September 02, 2018, 10:42:42 AM
Melee was pretty extensively rebalanced in B19, so the melee verbs for all weapons should probably be updated. Cooldowns were normalised to 1.5/2/2.6s depending on if the attack is fast/medium/slow, and overall DPS was increased by like 10% for melee weapons and decreased somewhat for ranged weapons.
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: bigheadzach on September 03, 2018, 02:41:16 AM
Getting an error for the Vanilla pack regarding a missing sound file for the AMRifle - in the Dropbox version the file is an mp3 so I'm thinking either it should be an OGG or you've added some code somewhere that allows it to look for mp3's?
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: XeoNovaDan on September 05, 2018, 06:42:47 AM
Another thing I've noticed is that the compound bow in EVP uses the greatbow's projectile instead of its own. Oversight maybe?
Title: Re: [0.19] Rimsenal v1.3: Back to the storm edition
Post by: Kriyppler on September 09, 2018, 07:55:56 PM
I figured out how to convert my multi launcher to shoot buckshot but is there any way I can convert it back? Unless I'm missing something, everything to do with the multi launcher in the work bench requires a GD multi Launcher, not a GD smoke launcher, or a buck shot launcher, so it's correct to assume that once you've converted it, you can't unconvert it?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: rooki1 on September 14, 2018, 08:39:32 AM
Rimsenal v1.31: Murder Diversificated edition

Core:
- Resource and time for making rimsenal equiptment adjusted.
Vanilla:
- Required technology for compound bow changed
Federation:
- 0.19 updated
Feral:
- 0.19 updated
Security:
- 0.19 updated
- missile launcher added



And a lots of small changes.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: itachixhate on September 14, 2018, 11:34:13 AM
im having issues with getting the factions to  spawn on planet or to attack, my log is mush to big to post (over 20000 characters in the log)
but i says for almost every faction and pawn in each faction ,


XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type FactionDef. Context: <FactionDef><defName>Feral</defName><label>feral clan</label><description>So who are the ferals? Think about all the people living in the ruins of collapsed civilization. They've had to sacrifice lots of things to survive: Technology, culture, history, and above all, their humanity.

They are the groups of savages who pillage, plunder, murder, or otherwise ruin the days of anyone unfortunate enough to not be one of them. Although usually not very powerful on their own, ferals are most often encountered in groups. With a random mix of scrap weapons and makeshift firearms, they can prove to be formidable opponents for a lonesome colony.</description><pawnSingular>feral</pawnSingular><pawnsPlural>ferals</pawnsPlural><listOrderPriority>37</listOrderPriority><settlementGenerationWeight>1</settlementGenerationWeight><requiredCountAtGameStart>1</requiredCountAtGameStart><maxCountAtGameStart>1</maxCountAtGameStart><canMakeRandomly>true</canMakeRandomly><canSiege>false</canSiege><canStageAttacks>true</canStageAttacks><leaderTitle>tyrant</leaderTitle><expandingIconTexture>Things/FeralIcon</expandingIconTexture><colorSpectrum><li>(0.35, 0.35, 0.0)</li><li>(0.4, 0.2, 0.0)</li></colorSpectrum><permanentEnemy>true</permanentEnemy><factionNameMaker>NamerFeralBase</factionNameMaker><settlementNameMaker>NamerFeralBase</settlementNameMaker><techLevel>Industrial</techLevel><backstoryCategories><li>Raider</li></backstoryCategories><geneticVariance>0.5</geneticVariance><hairTags><li>Rural</li><li>Punk</li></hairTags><allowedArrivalTemperatureRange><min>-40</min><max>45</max></allowedArrivalTemperatureRange><maxPawnCostPerTotalPointsCurve><points><li>(0,35)</li><li>(70, 50)</li><li>(700, 100)</li><li>(1300, 150)</li><li>(100000, 10000)</li></points></maxPawnCostPerTotalPointsCurve><pawnGroupMakers><li><!-- Normal fights, ranged with melee mix-ins --><kindDef>Combat</kindDef><commonality>100</commonality><options><FeralHusker>15</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>10</FeralGrinder><FeralScorcher>2</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>1</FeralThumper><FeralLeader>1</FeralLeader><FeralSkullBuster>5</FeralSkullBuster><FeralManiac>5</FeralManiac><FeralGutcher>5</FeralGutcher><FeralOgrenaut>5</FeralOgrenaut><FeralHellmaker>1</FeralHellmaker></options></li><li><!-- Normal fights, melee-only --><kindDef>Combat</kindDef><commonality>30</commonality><options><FeralSkulker>5</FeralSkulker><FeralHellmaker>1</FeralHellmaker><FeralRazortooth>1</FeralRazortooth></options></li><li><!-- Normal fights, ranged only --><kindDef>Combat</kindDef><commonality>20</commonality><options><FeralScorcher>2</FeralScorcher><FeralGrinder>10</FeralGrinder><FeralManiac>10</FeralManiac><FeralRazortooth>5</FeralRazortooth><FeralGutcher>5</FeralGutcher></options></li><li><!-- Base defense, mainly ranged with melee mix-ins --><kindDef>Settlement</kindDef><options><Thrasher>3</Thrasher><Pirate>10</Pirate><Grenadier_Destructive>2</Grenadier_Destructive><FeralHusker>20</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>5</FeralGrinder><FeralScorcher>3</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>3</FeralThumper><FeralLeader>1</FeralLeader><FeralManiac>5</FeralManiac><FeralSkulker>2</FeralSkulker><FeralSkullBuster>2</FeralSkullBuster></options></li></pawnGroupMakers><homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath></FactionDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>FeralHusker</defName><label>husker</label><race>Human</race><combatPower>45</combatPower><defaultFactionType>Feral</defaultFactionType><baseRecruitDifficulty>0.80</baseRecruitDifficulty><backstoryCategories><li>Raider</li></backstoryCategories><invNutrition>3</invNutrition><itemQuality>Normal</itemQuality><backstoryCryptosleepCommonality>0.25</backstoryCryptosleepCommonality><maxGenerationAge>58</maxGenerationAge><gearHealthRange><min>0.7</min><max>2.3</max></gearHealthRange><apparelTags><li>IndustrialBasic</li><li>IndustrialAdvanced</li><li>IndustrialMilitaryBasic</li></apparelTags><apparelRequired><li>Apparel_PatchedShirt</li><li>Apparel_HuskerHood</li></apparelRequired><apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance><apparelMoney><min>500</min><max>1200</max></apparelMoney><weaponMoney><min>400</min><max>700</max></weaponMoney><weaponTags><li>FeralPistol</li></weaponTags><techHediffsMoney><min>1000</min><max>1500</max></techHediffsMoney><techHediffsTags><li>Advanced</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><inventoryOptions><skipChance>0.8</skipChance><subOptionsChooseOne><li><thingDef>Silver</thingDef><countRange><min>50</min><max>200</max></countRange></li><li><thingDef>MedicineIndustrial</thingDef><countRange><min>1</min><max>1</max></countRange></li></subOptionsChooseOne></inventoryOptions></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHand

Config error in FeralSkulker: Humanlike needs backstoryCategory.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:233)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


also rimsenal are the only set of mods that add factions that i have installed , i do have a number of Qol mods added but i dont believe they would stop the factions from spawning on world gen

Mods: Science Never Stops, Bulk Stone Cutting, Defensive Positions, Dinosauria, EdB Prepare Carefully, ExpandedProsthetics&OrganEngineering,
Faction Discovery, Feed the Colonists, Glittertech, MadSkills, Quality Builder, Tilled Soil, Rimatomics, AND all the rimsenal mods


Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: bigheadzach on September 14, 2018, 11:43:13 AM
Are these updated on Dropbox as well as via Steam?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: rawrfisher on September 16, 2018, 04:58:23 PM
Quote from: itachixhate on September 14, 2018, 11:34:13 AM
im having issues with getting the factions to  spawn on planet or to attack, my log is mush to big to post (over 20000 characters in the log)
but i says for almost every faction and pawn in each faction ,


XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type FactionDef. Context: <FactionDef><defName>Feral</defName><label>feral clan</label><description>So who are the ferals? Think about all the people living in the ruins of collapsed civilization. They've had to sacrifice lots of things to survive: Technology, culture, history, and above all, their humanity.

They are the groups of savages who pillage, plunder, murder, or otherwise ruin the days of anyone unfortunate enough to not be one of them. Although usually not very powerful on their own, ferals are most often encountered in groups. With a random mix of scrap weapons and makeshift firearms, they can prove to be formidable opponents for a lonesome colony.</description><pawnSingular>feral</pawnSingular><pawnsPlural>ferals</pawnsPlural><listOrderPriority>37</listOrderPriority><settlementGenerationWeight>1</settlementGenerationWeight><requiredCountAtGameStart>1</requiredCountAtGameStart><maxCountAtGameStart>1</maxCountAtGameStart><canMakeRandomly>true</canMakeRandomly><canSiege>false</canSiege><canStageAttacks>true</canStageAttacks><leaderTitle>tyrant</leaderTitle><expandingIconTexture>Things/FeralIcon</expandingIconTexture><colorSpectrum><li>(0.35, 0.35, 0.0)</li><li>(0.4, 0.2, 0.0)</li></colorSpectrum><permanentEnemy>true</permanentEnemy><factionNameMaker>NamerFeralBase</factionNameMaker><settlementNameMaker>NamerFeralBase</settlementNameMaker><techLevel>Industrial</techLevel><backstoryCategories><li>Raider</li></backstoryCategories><geneticVariance>0.5</geneticVariance><hairTags><li>Rural</li><li>Punk</li></hairTags><allowedArrivalTemperatureRange><min>-40</min><max>45</max></allowedArrivalTemperatureRange><maxPawnCostPerTotalPointsCurve><points><li>(0,35)</li><li>(70, 50)</li><li>(700, 100)</li><li>(1300, 150)</li><li>(100000, 10000)</li></points></maxPawnCostPerTotalPointsCurve><pawnGroupMakers><li><!-- Normal fights, ranged with melee mix-ins --><kindDef>Combat</kindDef><commonality>100</commonality><options><FeralHusker>15</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>10</FeralGrinder><FeralScorcher>2</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>1</FeralThumper><FeralLeader>1</FeralLeader><FeralSkullBuster>5</FeralSkullBuster><FeralManiac>5</FeralManiac><FeralGutcher>5</FeralGutcher><FeralOgrenaut>5</FeralOgrenaut><FeralHellmaker>1</FeralHellmaker></options></li><li><!-- Normal fights, melee-only --><kindDef>Combat</kindDef><commonality>30</commonality><options><FeralSkulker>5</FeralSkulker><FeralHellmaker>1</FeralHellmaker><FeralRazortooth>1</FeralRazortooth></options></li><li><!-- Normal fights, ranged only --><kindDef>Combat</kindDef><commonality>20</commonality><options><FeralScorcher>2</FeralScorcher><FeralGrinder>10</FeralGrinder><FeralManiac>10</FeralManiac><FeralRazortooth>5</FeralRazortooth><FeralGutcher>5</FeralGutcher></options></li><li><!-- Base defense, mainly ranged with melee mix-ins --><kindDef>Settlement</kindDef><options><Thrasher>3</Thrasher><Pirate>10</Pirate><Grenadier_Destructive>2</Grenadier_Destructive><FeralHusker>20</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>5</FeralGrinder><FeralScorcher>3</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>3</FeralThumper><FeralLeader>1</FeralLeader><FeralManiac>5</FeralManiac><FeralSkulker>2</FeralSkulker><FeralSkullBuster>2</FeralSkullBuster></options></li></pawnGroupMakers><homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath></FactionDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>FeralHusker</defName><label>husker</label><race>Human</race><combatPower>45</combatPower><defaultFactionType>Feral</defaultFactionType><baseRecruitDifficulty>0.80</baseRecruitDifficulty><backstoryCategories><li>Raider</li></backstoryCategories><invNutrition>3</invNutrition><itemQuality>Normal</itemQuality><backstoryCryptosleepCommonality>0.25</backstoryCryptosleepCommonality><maxGenerationAge>58</maxGenerationAge><gearHealthRange><min>0.7</min><max>2.3</max></gearHealthRange><apparelTags><li>IndustrialBasic</li><li>IndustrialAdvanced</li><li>IndustrialMilitaryBasic</li></apparelTags><apparelRequired><li>Apparel_PatchedShirt</li><li>Apparel_HuskerHood</li></apparelRequired><apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance><apparelMoney><min>500</min><max>1200</max></apparelMoney><weaponMoney><min>400</min><max>700</max></weaponMoney><weaponTags><li>FeralPistol</li></weaponTags><techHediffsMoney><min>1000</min><max>1500</max></techHediffsMoney><techHediffsTags><li>Advanced</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><inventoryOptions><skipChance>0.8</skipChance><subOptionsChooseOne><li><thingDef>Silver</thingDef><countRange><min>50</min><max>200</max></countRange></li><li><thingDef>MedicineIndustrial</thingDef><countRange><min>1</min><max>1</max></countRange></li></subOptionsChooseOne></inventoryOptions></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHand

Config error in FeralSkulker: Humanlike needs backstoryCategory.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:233)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


also rimsenal are the only set of mods that add factions that i have installed , i do have a number of Qol mods added but i dont believe they would stop the factions from spawning on world gen

Mods: Science Never Stops, Bulk Stone Cutting, Defensive Positions, Dinosauria, EdB Prepare Carefully, ExpandedProsthetics&OrganEngineering,
Faction Discovery, Feed the Colonists, Glittertech, MadSkills, Quality Builder, Tilled Soil, Rimatomics, AND all the rimsenal mods

If you can provide an output log it would help.
The backstory thing was due to a change in vanilla backstory catagories.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: itachixhate on September 18, 2018, 12:46:25 AM
Quote from: rawrfisher on September 16, 2018, 04:58:23 PM
Quote from: itachixhate on September 14, 2018, 11:34:13 AM
im having issues with getting the factions to  spawn on planet or to attack, my log is mush to big to post (over 20000 characters in the log)
but i says for almost every faction and pawn in each faction ,


XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type FactionDef. Context: <FactionDef><defName>Feral</defName><label>feral clan</label><description>So who are the ferals? Think about all the people living in the ruins of collapsed civilization. They've had to sacrifice lots of things to survive: Technology, culture, history, and above all, their humanity.

They are the groups of savages who pillage, plunder, murder, or otherwise ruin the days of anyone unfortunate enough to not be one of them. Although usually not very powerful on their own, ferals are most often encountered in groups. With a random mix of scrap weapons and makeshift firearms, they can prove to be formidable opponents for a lonesome colony.</description><pawnSingular>feral</pawnSingular><pawnsPlural>ferals</pawnsPlural><listOrderPriority>37</listOrderPriority><settlementGenerationWeight>1</settlementGenerationWeight><requiredCountAtGameStart>1</requiredCountAtGameStart><maxCountAtGameStart>1</maxCountAtGameStart><canMakeRandomly>true</canMakeRandomly><canSiege>false</canSiege><canStageAttacks>true</canStageAttacks><leaderTitle>tyrant</leaderTitle><expandingIconTexture>Things/FeralIcon</expandingIconTexture><colorSpectrum><li>(0.35, 0.35, 0.0)</li><li>(0.4, 0.2, 0.0)</li></colorSpectrum><permanentEnemy>true</permanentEnemy><factionNameMaker>NamerFeralBase</factionNameMaker><settlementNameMaker>NamerFeralBase</settlementNameMaker><techLevel>Industrial</techLevel><backstoryCategories><li>Raider</li></backstoryCategories><geneticVariance>0.5</geneticVariance><hairTags><li>Rural</li><li>Punk</li></hairTags><allowedArrivalTemperatureRange><min>-40</min><max>45</max></allowedArrivalTemperatureRange><maxPawnCostPerTotalPointsCurve><points><li>(0,35)</li><li>(70, 50)</li><li>(700, 100)</li><li>(1300, 150)</li><li>(100000, 10000)</li></points></maxPawnCostPerTotalPointsCurve><pawnGroupMakers><li><!-- Normal fights, ranged with melee mix-ins --><kindDef>Combat</kindDef><commonality>100</commonality><options><FeralHusker>15</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>10</FeralGrinder><FeralScorcher>2</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>1</FeralThumper><FeralLeader>1</FeralLeader><FeralSkullBuster>5</FeralSkullBuster><FeralManiac>5</FeralManiac><FeralGutcher>5</FeralGutcher><FeralOgrenaut>5</FeralOgrenaut><FeralHellmaker>1</FeralHellmaker></options></li><li><!-- Normal fights, melee-only --><kindDef>Combat</kindDef><commonality>30</commonality><options><FeralSkulker>5</FeralSkulker><FeralHellmaker>1</FeralHellmaker><FeralRazortooth>1</FeralRazortooth></options></li><li><!-- Normal fights, ranged only --><kindDef>Combat</kindDef><commonality>20</commonality><options><FeralScorcher>2</FeralScorcher><FeralGrinder>10</FeralGrinder><FeralManiac>10</FeralManiac><FeralRazortooth>5</FeralRazortooth><FeralGutcher>5</FeralGutcher></options></li><li><!-- Base defense, mainly ranged with melee mix-ins --><kindDef>Settlement</kindDef><options><Thrasher>3</Thrasher><Pirate>10</Pirate><Grenadier_Destructive>2</Grenadier_Destructive><FeralHusker>20</FeralHusker><FeralMangler>20</FeralMangler><FeralGrinder>5</FeralGrinder><FeralScorcher>3</FeralScorcher><FeralBoomer>2</FeralBoomer><FeralThumper>3</FeralThumper><FeralLeader>1</FeralLeader><FeralManiac>5</FeralManiac><FeralSkulker>2</FeralSkulker><FeralSkullBuster>2</FeralSkullBuster></options></li></pawnGroupMakers><homeIconPath>World/WorldObjects/DefaultSettlement</homeIconPath></FactionDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)

XML error: <backstoryCategories><li>Raider</li></backstoryCategories> doesn't correspond to any field in type PawnKindDef. Context: <PawnKindDef><defName>FeralHusker</defName><label>husker</label><race>Human</race><combatPower>45</combatPower><defaultFactionType>Feral</defaultFactionType><baseRecruitDifficulty>0.80</baseRecruitDifficulty><backstoryCategories><li>Raider</li></backstoryCategories><invNutrition>3</invNutrition><itemQuality>Normal</itemQuality><backstoryCryptosleepCommonality>0.25</backstoryCryptosleepCommonality><maxGenerationAge>58</maxGenerationAge><gearHealthRange><min>0.7</min><max>2.3</max></gearHealthRange><apparelTags><li>IndustrialBasic</li><li>IndustrialAdvanced</li><li>IndustrialMilitaryBasic</li></apparelTags><apparelRequired><li>Apparel_PatchedShirt</li><li>Apparel_HuskerHood</li></apparelRequired><apparelAllowHeadgearChance>0.1</apparelAllowHeadgearChance><apparelMoney><min>500</min><max>1200</max></apparelMoney><weaponMoney><min>400</min><max>700</max></weaponMoney><weaponTags><li>FeralPistol</li></weaponTags><techHediffsMoney><min>1000</min><max>1500</max></techHediffsMoney><techHediffsTags><li>Advanced</li></techHediffsTags><techHediffsChance>0.01</techHediffsChance><inventoryOptions><skipChance>0.8</skipChance><subOptionsChooseOne><li><thingDef>Silver</thingDef><countRange><min>50</min><max>200</max></countRange></li><li><thingDef>MedicineIndustrial</thingDef><countRange><min>1</min><max>1</max></countRange></li></subOptionsChooseOne></inventoryOptions></PawnKindDef>
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlToObject.cs:270)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.DirectXmlLoader:DefFromNode(XmlNode, LoadableXmlAsset) (at C:\Dev\RimWorld\Assets\Scripts\Verse\SaveLoad\DirectXml\DirectXmlLoader.cs:123)
Verse.LoadedModManager:ParseAndProcessXML(XmlDocument, Dictionary`2) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:235)
Verse.LoadedModManager:LoadAllActiveMods() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Mods\LoadedModManager.cs:51)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:92)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHand

Config error in FeralSkulker: Humanlike needs backstoryCategory.
Verse.Log:Error(String, Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Debug\Log\Log.cs:78)
Verse.DefDatabase`1:ErrorCheckAllDefs() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\DefDatabase.cs:146)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
System.Reflection.MethodBase:Invoke(Object, Object[]) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Utility\Gen\GenGeneric.cs:39)
Verse.PlayDataLoader:DoPlayLoad() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:233)
Verse.PlayDataLoader:LoadAllPlayData(Boolean) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Defs\Databases\PlayDataLoader.cs:32)
Verse.Root:<Start>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\Root\Root.cs:58)
Verse.LongEventHandler:RunEventFromAnotherThread(Action) (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:455)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1() (at C:\Dev\RimWorld\Assets\Scripts\Verse\Global\LongEventHandler.cs:367)


also rimsenal are the only set of mods that add factions that i have installed , i do have a number of Qol mods added but i dont believe they would stop the factions from spawning on world gen

Mods: Science Never Stops, Bulk Stone Cutting, Defensive Positions, Dinosauria, EdB Prepare Carefully, ExpandedProsthetics&OrganEngineering,
Faction Discovery, Feed the Colonists, Glittertech, MadSkills, Quality Builder, Tilled Soil, Rimatomics, AND all the rimsenal mods

If you can provide an output log it would help.
The backstory thing was due to a change in vanilla backstory catagories.

as i stated the log was to big to post is there another way to post a log of that size for you? / also im updating the mods currently to see if that helps
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: rawrfisher on September 18, 2018, 12:50:54 AM
CTRL + F12 will show everything in a single link you can post
Its a feature from hugslib
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: itachixhate on September 18, 2018, 02:03:45 AM
tried the ctrl f12 thing it gave an upload error about 20 seconds into it wouldnt let me do it
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: rawrfisher on September 18, 2018, 02:06:27 AM
Timed out?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Canute on September 18, 2018, 02:48:01 AM
Quote from: itachixhate on September 18, 2018, 02:03:45 AM
tried the ctrl f12 thing it gave an upload error about 20 seconds into it wouldnt let me do it
Let me guess you are still playing B18 and didn't update you mod's to the latest B18 versions.

There was a timeout issue with hugslib, as github removed all http and only allowed https connections.

Another way is just to attach the error log at your posting, but the option to attach files you only see when you click at Reply and not at the Quickreply.
And i don't think any log is larger then 600kb, and even then you can use a compression tool like zip/rar to shrink it.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Roolo on September 19, 2018, 02:37:54 AM
Hi there rooki1. Great mods.

Question. I noticed that you changed the flesh type of the federator bions so that they're not mechanoids anymore. This has the unfortunate side-effect that bions cannot be hacked by my newly created What the Hack!? mod. Hacking them used to work before the change. Would you consider using the mechanoid flesh type again?

Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: kornpat_2002 on September 22, 2018, 11:07:05 AM
The TE kinetic lance isn't count as ranged weapon, as the game said my hunter lacks of ranged weapon *0*. I don't know either this is a balancing or some bug, please fix or reply  :)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Sam Gray on October 20, 2018, 11:47:24 AM
Non-Steam links for 1.0 please?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: code99xx on October 22, 2018, 01:00:01 AM
Quote from: CyanSam on October 20, 2018, 11:47:24 AM
Non-Steam links for 1.0 please?

+1 for that request
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: NankaDanka on October 22, 2018, 01:55:25 AM
Quote from: CyanSam on October 20, 2018, 11:47:24 AM
Non-Steam links for 1.0 please?

plz plz plz ;3;
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Kapun on October 22, 2018, 05:55:51 AM
Updated Rimsenal - Enhanced Vanilla Pack to work with 1.0. Actually it was Griphaha who did 99% of the work so thanks to him.
https://www.dropbox.com/sh/66cqpu4qbxpi58p/AAChG_z8CZFdbOZzh7h0o9tPa?dl=0
I may try doing the same to other Rimsenal Packs later. Say if you have any bugs or such
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: IZ2bSA80 on October 22, 2018, 11:23:26 AM
Updated on rim-world.com

https://rim-world.com/rimworld-mod-packs/rimsenal-all-packs/
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: code99xx on October 23, 2018, 01:15:12 AM
Quote from: IZ2bSA80 on October 22, 2018, 11:23:26 AM
Updated on rim-world.com

https://rim-world.com/rimworld-mod-packs/rimsenal-all-packs/

That site doesnt seem to work for me. It doesnt want to load and often gives me Error 524
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: code99xx on October 23, 2018, 01:31:20 AM
Quote from: Kapun on October 22, 2018, 05:55:51 AM
Updated Rimsenal - Enhanced Vanilla Pack to work with 1.0. Actually it was Griphaha who did 99% of the work so thanks to him.
https://www.dropbox.com/sh/66cqpu4qbxpi58p/AAChG_z8CZFdbOZzh7h0o9tPa?dl=0
I may try doing the same to other Rimsenal Packs later. Say if you have any bugs or such

Thanks! The other pakcs would be awesome :)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: alexo on October 23, 2018, 09:52:12 PM
v.1 pls
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Morbo513 on October 25, 2018, 01:32:20 PM
Am I the only one who feels many of Rimsenal's weapons and armour are too powerful for their cost? I feel like the Protective Gear would be just as good as Power Armour if not for the movespeed debuffs, without the research requirements or any resource costs beyond Steel and Components. Likewise the weapons in Core (Particularly the Modular ones) seem like they're very effective. That said, the Ferals seem to be balanced very well against vanilla, offering significant tradeoffs for their positive attirbutes
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Kapun on October 25, 2018, 02:14:22 PM
I only use Rimsenal - Enhanced Vanilla Pack and i can confirm that Protective Gear is OP. Armor sharp should be at 80% cause its 65% for plate armor and 108% for marine and Protective Gear should be somewhere in-between but not its 115%. Movespeed penalty could also be slightly bigger. Generally i feel that the is way to few kinds of armor in Rimworld. There is not tribal body-armor and there is just 1 kind of spacer armor, we could have light, medium(marine armor could go as medium) and heavy spacer armor but i don't see much of that in mods.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: conkikhon on October 28, 2018, 01:41:10 PM
Quote from: Kapun on October 25, 2018, 02:14:22 PM
I only use Rimsenal - Enhanced Vanilla Pack and i can confirm that Protective Gear is OP. Armor sharp should be at 80% cause its 65% for plate armor and 108% for marine and Protective Gear should be somewhere in-between but not its 115%. Movespeed penalty could also be slightly bigger. Generally i feel that the is way to few kinds of armor in Rimworld. There is not tribal body-armor and there is just 1 kind of spacer armor, we could have light, medium(marine armor could go as medium) and heavy spacer armor but i don't see much of that in mods.
protective gear is quite strong, but raider can use it too, and speed in combat is very important
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Kapun on October 28, 2018, 02:35:45 PM
Quotebut raider can use it too
This is not a valid argument. You can't just take an OP item and say that AI uses it too so that makes it fine. Items should be balanced for several reasons for example because OP items make other items useless. So in case of protective gear, it make marine armor useless because it need much more research, much more expansive materials like plasteel and its only advantage is a slightly smaller move penalty. Its very illogical that industrial tech-level armor is better than spacer tech-level armor (protective gear has 115% sharp armor and marine has 108%)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Ruisuki on October 28, 2018, 11:59:22 PM
federation troops seem really op. every other shot that hits seem to deflect off them. it makes contact but it shines like it just bounced off
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: conkikhon on October 29, 2018, 10:55:33 AM
Quote from: Ruisuki on October 28, 2018, 11:59:22 PM
federation troops seem really op. every other shot that hits seem to deflect off them. it makes contact but it shines like it just bounced off
Although kinetic weapons will beat them, they are very annoying because they will fight until the last man killed, and they can't be hacked too.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Ruisuki on October 29, 2018, 11:40:49 AM
Quote from: conkikhon on October 29, 2018, 10:55:33 AM
Quote from: Ruisuki on October 28, 2018, 11:59:22 PM
federation troops seem really op. every other shot that hits seem to deflect off them. it makes contact but it shines like it just bounced off
Although kinetic weapons will beat them, they are very annoying because they will fight until the last man killed, and they can't be hacked too.
i just entered their outpost after having to flee the first time and saw 19 soldiers, all but one with armor, and majority of them with advanced bionics and 5 turrets its insane. I dont see any way to come out on top without an air bombardment
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on October 31, 2018, 02:25:53 AM
Hi! May I ask for permission to upload my modified descriptions for all the items and buildings across all the Rimsenal packs? I've edited every description that contained inconsistencies and errors such as grammatical, capitalization and spelling errors, as well as labeling the items more clearly to indicate what they really are and what company/faction they are from. To be clear, I have not erased any part of the flavor texts as to stay true to your lore, but I've only cleaned them up and corrected their aforementioned errors.

Thank you!
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: eksynn on October 31, 2018, 08:23:56 PM
do all of these work with 1.0?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Clipdipzip on October 31, 2018, 11:06:45 PM
Quick question, are the Federation Bions supposed to be souped up mechanoids or are they supposed to be genemodded cyborg monstrosities? I'm not sure because in previous iterations of the mod What the Hack worked on them but with the recent versions they've been changed to a living model, is this intended?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Call me Arty on November 01, 2018, 02:10:58 AM
Quote from: Clipdipzip on October 31, 2018, 11:06:45 PM
Quick question, are the Federation Bions supposed to be souped up mechanoids or are they supposed to be genemodded cyborg monstrosities? I'm not sure because in previous iterations of the mod What the Hack worked on them but with the recent versions they've been changed to a living model, is this intended?

The impression I got from them in previous versions is that they were simple brains covered in a layer of lab meat with some armor and shooty things on top of that. Not mechanical by nature, but they were certainly modified a lot. I'd go with B: genemodded cyborg monstrosities for the correct answer though. The argument of whether they should be hackable could go either way, in my opinion. It's probably along the lines of "if you were going to bring an enemy tank to your side, would you mind control the pilots or hack the machine".
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: A_Soft_Machine_Man on November 06, 2018, 02:45:14 PM
Quote from: eksynn on October 31, 2018, 08:23:56 PM
do all of these work with 1.0?

Steam workshop version is totally updated. The dropbox version for at least Rimsenal (base mod) is still saying it's 0.19. However, I haven't tested whether or not there's actual compatibility issues for the older version.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: moonra on November 07, 2018, 10:06:24 AM
Quote from: Operative85 on October 31, 2018, 02:25:53 AM
Hi! May I ask for permission to upload my modified descriptions for all the items and buildings across all the Rimsenal packs? I've edited every description that contained inconsistencies and errors such as grammatical, capitalization and spelling errors, as well as labeling the items more clearly to indicate what they really are and what company/faction they are from. To be clear, I have not erased any part of the flavor texts as to stay true to your lore, but I've only cleaned them up and corrected their aforementioned errors.

Thank you!

While waiting for a reply from the mod creator, can I get a link to that, please? I've thought about doing that and did it in part while messing around with the numbers, but since you fixed everything I'd love to get it, the misspellings/grammar errors/etc are quite distracting. PM me if you don't think you should post it here without an answer from the creator, and thank you in advance.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 08, 2018, 12:41:47 AM
I've sent a PM, moonra! :)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: venoshock on November 14, 2018, 09:13:21 AM
can i have one also?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 14, 2018, 11:49:34 AM
I'll send you a copy within 12 to 14 hours. I'll be sleeping in because today was a physically tough day today. I can't stand up and go to my computer due to an aching back. My sincere apologies for the inconvenience.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 15, 2018, 12:36:53 AM
I've also sent you one, venoshock!
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: xxkralozixx on November 15, 2018, 02:14:15 AM
May i have it as well please?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 16, 2018, 03:20:00 AM
Sent! :)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: AwesomeMcAwesome on November 16, 2018, 08:51:36 AM
Quote from: Operative85 on November 16, 2018, 03:20:00 AM
Sent! :)
I'd like to have one too please
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Dignal on November 16, 2018, 08:12:10 PM
Quote from: Operative85 on November 16, 2018, 03:20:00 AM
Sent! :)

Sorry to bother, but could you send me too? Thanks in advance.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: koviack on November 16, 2018, 11:18:38 PM
Quote from: Operative85 on November 16, 2018, 03:20:00 AM
Sent! :)
can you post a link pls?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 17, 2018, 09:00:57 AM
Heya! I've decided to just post the link here, due to some demand. I hope rooki1 doesn't mind.

@rooki1 Please inform me if you want to remove my link. I've also shared the link to reddit.

http://www.mediafire.com/file/qkrmaiqe9uv5w60/Rimsenal+Collection+-+Spelling+%26amp%3B+Grammar+corrected+by+Operative85.rar

Please inform me of any corrections and I'll be sure to update it promptly.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: JT on November 17, 2018, 09:02:54 AM
I find it a bit ironic that so many people are publicly asking for a private message when they could just, you know, send a private message. ;-)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 17, 2018, 09:21:28 AM
I'll just assume they don't know how to. In any case, I just hope to make their experience with this mod a *wee* bit better.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Dignal on November 17, 2018, 09:45:45 AM
Quote from: JT on November 17, 2018, 09:02:54 AM
I find it a bit ironic that so many people are publicly asking for a private message when they could just, you know, send a private message. ;-)

I think it's mostly because its way easier to answer to a comment you are seeing than it is to privately messaging the person, at least for my case, oh and thanks for the link.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 17, 2018, 11:42:12 AM
My pleasure, friend. :)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: NewReputati0n on November 19, 2018, 11:43:22 AM
Hi guys. I have a visual bug. Idk how to solve this : https://imgur.com/a/ynFQsrV

P.S. My list with mods if help : https://imgur.com/a/Qo07TdW   (Rimworld version : 1.0.2059)

Plase help me!
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: tehchanman on November 26, 2018, 06:53:38 AM
so u are having texture problems (not loading or maybe loaded incorrectly) wit the federation items, building and equipment, u can try to fix it urself, or just uninstall that part for now, (maybe itll get fixed later hhuuhuhhuhu)  (might have to delete the extra data from the federation pack from the save game data area)
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Operative85 on November 26, 2018, 08:43:52 AM
Quote from: NewReputati0n on November 19, 2018, 11:43:22 AM
Hi guys. I have a visual bug. Idk how to solve this : https://imgur.com/a/ynFQsrV

P.S. My list with mods if help : https://imgur.com/a/Qo07TdW   (Rimworld version : 1.0.2059)

Plase help me!

Seems like the files you've downloaded got corrupted somehow. That's the only plausible explanation. Try re-downloading from here:

https://rim-world.com/rimworld-mod-packs/rimsenal-all-packs/

Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Trigon on November 26, 2018, 11:19:10 PM
Excuse my ignorance if this has been asked before, but I didn't see anything on the last few pages. Has this been updated to 1.0/has an ETA for a 1.0 update?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Canute on November 27, 2018, 04:09:49 AM
Why you didn't use the link 1 posting above yours ?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Trigon on November 27, 2018, 09:50:20 PM
I thought that link was also for a B19 version. My understanding from reading back was that it just fixed some basic errors and such but wasn't actually an update. My bad.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Kriyppler on November 29, 2018, 12:55:34 AM
Quote from: Trigon on November 27, 2018, 09:50:20 PM
I thought that link was also for a B19 version. My understanding from reading back was that it just fixed some basic errors and such but wasn't actually an update. My bad.
Had the same assumption as you lol. Glad to see the mod has been updated
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: LOLORDS213 on December 09, 2018, 08:05:45 AM
Do you have any plans on making factions of each interstellar company?      -     And please make the new faction/race its a really great idea and expansion
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Heni on December 16, 2018, 11:29:23 AM
This is one of the rimWorld mods that i cant play without, i want to see this on the new version ^_^. One more thing, is possible to make the armors with custom metals from other mods?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: vandal on December 16, 2018, 07:03:31 PM
Quote from: LOLORDS213 on December 09, 2018, 08:05:45 AM
Do you have any plans on making factions of each interstellar company?      -     And please make the new faction/race its a really great idea and expansion
its what the people are clamoring for
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Eparch on December 20, 2018, 03:49:23 PM
Hello,  I've been playing this game and your mod for over two years. Just wanted to say that you've inspired me into roleplay and my goodness,  the bacckstory on the Federation is very creative and gives the game a feeling of its own universe. Really like the part about how they incubate and grow xenohumans for the sole purpose being ruthless and merciless. I also really like the concept of weapons using shards, i could only imagine how a torn body part from shards would look like.  Overall,  Tisiphone has some of the coolest weapon effects,  but Yunhwa really takes the cake with their shard weaponry. Thank you for these awesome weapons and power armors,  they're just really well designed, hard to pick a favorite! Looking forward to the next install of your mod.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Beathrus on January 01, 2019, 12:14:49 PM
Is it good to go for 1.0?
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Canute on January 01, 2019, 01:25:23 PM
rooki isn't updating the topic (anymore) even when he/she is still active on the forum.
Check out
https://rim-world.com/rimworld-mod-packs/rimsenal-all-packs/
for 1.0 downloads.
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Beathrus on January 01, 2019, 01:38:08 PM
Quote from: Canute on January 01, 2019, 01:25:23 PM
rooki isn't updating the topic (anymore) even when he/she is still active on the forum.
Check out
https://rim-world.com/rimworld-mod-packs/rimsenal-all-packs/
for 1.0 downloads.

Will do! Thanks!
Title: Re: [0.19] Rimsenal v1.31: Murder Diversificated edition
Post by: Kayrah on January 22, 2019, 06:38:07 AM
I love the artworks and everything, but I dont want to muss CE, since there will be no official patch for it, is someone working on it, now 1.0 is released?
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: rooki1 on February 05, 2019, 08:51:35 AM
Rimsenal v1.4: Yes, It's updated edition.

Finally I remembered that I didn't updated dropbox version of the Rimsenal.

-Core: The BingJu have been changed from vibrosword to vibrodaggers.
-Federation: EMP discharger(and EMP variation of the FPC bomber) added.
-Vanilla: Smoke grenade added.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Call me Arty on February 10, 2019, 11:59:21 PM
Wondered why my pawn with a sword suddenly got turned into twin daggers. Oh well, neat change!
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: vandal on February 15, 2019, 05:48:41 AM
any plans to add the manufacturers as factions?
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Ruisuki on April 23, 2019, 07:34:51 PM
Yeah that would be very cool. The weapon manufacturers have a lot of personality to them
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: account13123 on May 19, 2019, 05:58:53 AM
Does Rimhair require rimsenal core for some reason, since it's just a hair mod?
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Austupaio on May 19, 2019, 06:20:13 AM
It does not, I've successfully utilized the hair mod on its own before I decided I wanted to add the rest of the mods. That said, I've seen used all of them and they're great.

I've got another question though: I've been killing Federation troops and smelting/disassembling their weapons and armour trying to get Crucible cores to put together a Crucible workbench but I only get Foerum and Plasteel -- how do you get the cores?
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: A_Soft_Machine_Man on May 20, 2019, 05:24:35 AM
You get the cores by butchering bions, they also drop synthetic meat (doesn't give cannibal mood debuff) and foerum.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: the_Sac99s on May 24, 2019, 08:26:47 PM
Hi, I am using this with CE using the Rimsenal + CE patch.
I am having a CE patch (MakeGunCECompatible) failed error.
My mods (in order):
Core
JecsTools
HugLibs
CE
Rimsenal
Rimsenal+CE patch


Log: https://git.io/fjBQZ


[attachment deleted due to age]
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Canute on May 25, 2019, 03:58:58 AM
The CE patch is from a different mod author.
You should ask at the mod discussion about it.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: the_Sac99s on May 25, 2019, 04:10:46 AM
Quote from: Canute on May 25, 2019, 03:58:58 AM
The CE patch is from a different mod author.
You should ask at the mod discussion about it.
Ok thanks :}
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Ruisuki on August 18, 2019, 05:28:13 AM
whats the marauder file?
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: NinjaSiren on August 19, 2019, 01:27:04 PM
Quote from: Ruisuki on August 18, 2019, 05:28:13 AM
whats the marauder file?

looks like another faction I guess? waiting for that though.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Tocato on August 19, 2019, 07:33:05 PM
Quote from: NinjaSiren on August 19, 2019, 01:27:04 PM
Quote from: Ruisuki on August 18, 2019, 05:28:13 AM
whats the marauder file?

looks like another faction I guess? waiting for that though.
yeah i wanted to try it out but didnt see anyone mention anything about it so elected not to. Maybe it was pushed too early
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Tocato on September 30, 2019, 04:16:36 AM
Are federation soldiers not supposed to retreat? Just had one of the most unsatisfying raids. Barely made it out withb2 colonists. Had to take out all 15 and only did it with merchant help. The makers were specially troublesome to take down. At least their carbines mostly just down.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: conkikhon on October 01, 2019, 03:56:40 AM
Quote from: Tocato on September 30, 2019, 04:16:36 AM
Are federation soldiers not supposed to retreat? Just had one of the most unsatisfying raids. Barely made it out withb2 colonists. Had to take out all 15 and only did it with merchant help. The makers were specially troublesome to take down. At least their carbines mostly just down.
They can retreat if you stall them for a long time, but it's very rare. You are supposed to use kinetic weapon to counter federation guys. Uranium slug will counter the big guys nicely. Boss Federator will kill anything that's not OP.
Title: Re: [1.0] Rimsenal v1.4: Yes, It's updated edition.
Post by: Dragoon on November 27, 2019, 05:14:34 PM
Will you be updating Ariadna?
Title: Re: [1.0] Rimsenal v1.5: 1.1 beta edition
Post by: rooki1 on February 18, 2020, 07:37:25 AM
1.1 beta is here. Have fun.
https://www.dropbox.com/sh/kw0z9tzst8y2q1m/AAATB7Ymd7T1cH52S1HPEoTEa?dl=0
Title: Re: [1.1] Rimsenal v1.5: beta edition
Post by: xProtosx on March 12, 2020, 01:29:21 AM
Hi, I am translating your mod into Russian. How can I give you files to enable localization in the mod?
Title: Re: [1.1] Rimsenal v1.5: beta edition
Post by: MZ on April 14, 2020, 03:15:09 AM
The GD smoke launcher and the glittertech autopistol (and possibly other weapons) is not biocoded when spawned on royal aid squad.
Title: Re: [1.1] Rimsenal v1.5: beta edition
Post by: Canaris on November 15, 2020, 10:33:12 AM
I have a problem - Jotun Molten Cannon has a weird bug - instead of the cannon on top i got something that looks like an oversized Charge rifle ( see atachment )..
Im using Rimworld 1.1, Rimsenal and the CE patch. 
It works fine ( as in shoots and reloads ), the texture file paths are all ok in the def file, other turrets look fine too.
I checked my entire folder for the texture file that was named the same just in case and i failed to find anything.. Anyone had that problem?