Astra Militarum Imperial Guard Core Mod v1.9 (v1.0)
(https://dmzx8w.am.files.1drv.com/y4mbo_OaS5IK0KHKOBpUQeLrxRDc3NSgUVv-MqM5caqPYseyFzUqJmZAY1uF5geyNmtamBSiFIeX_ecRUuaDPnVgEOaR1-9VT6CUOZOj0PzjDcIMGoYLY8xNIGx-b3ryGNl0euPaO4TTtnx5DIGhX4PlrqyqsJMD5hNkSVF1PUy7jE9gxnxwOMWJ8xcBrN_IREKcodOkP4jFDsyvXc0pYrRew?width=640&height=300&cropmode=none)
Description:WH40k Astra Militarium Imperial Guard Mod, is a core mod to add the Imperial Guard to RimWorld. Why the imperial Guard over the Astartes well for me they fit better into the universe, and are still puny humans that Rimworld can punish.. For the Emperor!
What's in the ModThis mod is going to be a core mod for what I hope will be a series of addon Mods for Astra Militarium, at the moment the following has been deployed into this Mod:
- Ranged Weapons - Las Pistol, LasGun, Exitus Sniper Rifle, Boltgun, Plasma Rifle, Krak Grenades, Quad Launcher, Grenade Launcher, WebGun AutoGun
- Armor - The standard Pattern Imperial Armor with helmet for all body types, with Servo Arm and Flak Armor Upgrades
- Production - Full production integration with dedicated work benches, and new minable materials in the form of Ceramite and Adamantium. Also all Weapons can be recycled back into parts with a slight loss so you can reclaim resources from rubbish builds.
- Power - Currently Imperial Uranium Reactor and Imperial Battery.
- Architecture - Currently there are custom floor textures, doors and beds that will spruce up that interior to bring honor to the Emperor.
- Research - There is a full customised research tree to all of the above.
- Advanced Power Production – Advanced Power Production, Plasma Generators.
- Temperature Damage– Planetary Core Extractor & Plasma Reactors need to be kept below 0c or they will deteriorate and be destroyed.
At the moment I'm still not 100% on the balancing (I will be tweaking), I've tried to make it tough but not harsh, as some of the weapons are quite powerful, and beware adamantium is rare... let me know what you think in this thread.
ADDONS Available - See Next PostThe following is what I hope to add over next few weeks to this core mod.
- Traitor Guard Faction ADDON – Traitor Guards who have forsaken the Emperor, they do not like anybody...
- Imperial Turrets ADDON – Build Imperial Turrets to deploy in game, Tarantula Twin-Linked Heavy Bolter & LasCannon, ThudGun, Gun Emplacements, and Base Defense Gun.
If you have ideas on things you would like to see let me know in the thread comments.Future DevelopmentThe following is what I hope to add over next few weeks to this core mod.
- More Ranged Weapons – Stun, Gun, Bolt/Plasma Pistol, HotShot Guns.
- Melee Weapons – Chain Sword, Power Fists, Eviscerator (May be an addon pack?)
- More Armor – More armor types and upgraded armor
- Advanced Production – Another minable material, to make advanced materials for high end equipment, custom resource extractor.
- Extended Research – All new content will have related research.
- Imperial Power Generation – More Power Generating options
- More Architecture – Statues, chairs, tables, other beds etc.
If you have ideas on things you would like to see let me know in the thread comments.Author & LicenseAuthor = QuantumX
You are hereby encouraged to learn from my mod or addon mods for your own personal use. But, ask permission before uploading any of my content.
If you want to add to a modpack to distribute please ask permission and PM a link to the forum post.
ScreenShots(Will open in a new window, these are just *.png Files)
V1.3 Content PNG Image (https://www.dropbox.com/s/g8lvn6ascwhfrux/Release%20RiderMk4.png?dl=0)
V1.2 Content PNG Image (https://www.dropbox.com/s/dpwyaabgocc0or1/Release%20RiderMk3.png?dl=0)
V1.0 Content PNG Image (https://www.dropbox.com/s/xjkkg1ku34g2iur/AstraMilitarumReleaseRiderV1.0.png?dl=0)
Multi Screen Shot PNG Image (https://www.dropbox.com/s/1ds584aiwwie7uu/AstraMilitarum-Screens.png?dl=0)
Research Tree v1.0 PNG Image (https://www.dropbox.com/s/y18f5wjaxt8yrw7/IGCResearchTree.png?dl=0)
Download DropBox v1.9 - v1.0 Version (https://www.dropbox.com/s/fiv93x87evfr23i/Imperial%20Guard%20Core%20Mod%20v1.9.zip?dl=0) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=771341092) | DropBox v1.813 Legacy B19 Version (https://www.dropbox.com/s/5lv0x3dwtdly1us/Imperial%20Guard%20Core%20Mod%20v1.813.zip?dl=0)
Compatibility & BugsShould be compatible with other mods, I have used it myself with many mods it does not overwrite any of the vanilla files, and should be self-contained. BUT I highly recommend backing up your game if you install this mod into an ongoing save!!!
NOTE: Mineable resources for Adamantium, Ceramite & Promethium will not spawn into your game area unless you start a new game, if you use this mod with an existing game you will need to use the "Planetary Core Extractor", which is a resource extractor within the core mod which must be researched, alternative you can use Deep Core Miner Mod with the Imperial Guard Addon, see below.
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
OR use Steam Workshop.....
-------------------------------------------------------------------------------
Change LogOnly Last Few Changes are shown here, for detailed change log see change log in zip file.
V1.9 - V1.0 Release
* Only had to Fix Damage def for custom Bomb damage def, no other incompatiabilities found.
v1.813
* FIX - Fixed neck protection on ALL armors
V1.812
* FIX - Had <Mass> tag in wrong place from Exitus Sniper Rifle. Fixed.
V1.81
* BALANCE - Improved the Imperial Jumpsuit, to provide more cold/heat insulation, and removed it negative affects. atm there was not reason to use it.
* BALANCE - Increased the Light output of the Imperial Lamp.
* BALANCE - All Armor Now weights 5kg Mass, Clothes have Individial Mass Configs.
* BALANCE - All weapons now have individual Mass configs.
* CHANGE - Imperial Lamps and Lighting now adds a little more beauty, making your guardsmen and astarte feeling more at home in the Imperium.
* FIX - Fixed the descriptions for the custom Traits.
V1.8
* NEW ITEM - Imperial Imperial Fortification Wall - Imperial Fortification Wall, This wall has a opening through which Defenders can fire in while providing cover. This is your first line of Defense! Capable of holding up a roof, and is fire resistant. Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Construction Fabricator - Used to create Imperial Building Materials, like Rockcrete FerroCrete, PlasCrete. Can also be used to create bulk stone blocks as well. Requires Research "Basic Imperial Construction"
* NEW ITEM - New Construction Materials made at Imperial Construction Fabricator. Rockcrete FerroCrete, PlasCrete, used for really strong walls.
* NEW ITEM - Imperial Wall - Using all the usual materials plus the new Imperial Construction Materials (Rockcrete FerroCrete, Plascrete) Requires Research "Basic Imperial Construction"
* NEW ITEM - Imperial Lamp - A new Lamp in a SciFi Style, to better fit in with Base asthetic. Plus it uses alot less power than the vanilla lamp which i always thought used to much power.
* NEW ARMOR - New Ultramarine's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Blood Angels's Astarte Armor, all Astarte Armor has the same stats and build requirements, but this is just a different look Astarte armor.
* NEW ARMOR - New Cadian Shock Tropper Armor, Slightly Better than Carapace Armor, slightly more build requirements.
* CHANGE - Rogue Trader now also sells Imperials Construction Materials. (Rockcere, Ferrocrete and Plascrete)
* CHANGE - The Cogitators now appear uner the Imperial Catagory on the bottom left of the screen.
* CHANGE - Storyteller Chaos Undivided - All events are Random with weighting toward threats, big and small..
* CHANGE - StoryTeller Urlock Gaur - Events with weighting toward smaller threats, with large threats occuring not as frequently, but still more than vanilla Storytellers.
* BALANCE - All Fabricator Benches & Cogitators will now shortcircuit in rain, needs a roof over it.
* BALANCE - Core Extractor will now short ciruit in rain, needs a roof over it.
* BALANCE - Manufacturing Cogitators now require Power.
* BALANCE - Interaction Icon (Chair point) added for all benches.
* BALANCE - Adamantium Bog Standard Vanilla Wall was to Strong. Balanced down to be slightly better than Plasteel Walls.
* BALANCE - Lowered All Armor Market Values, raw material should mostly be worth more.
* BALANCE - Decreased Core Extractor Yeilds but about 20%, while you need more stuff, using a high level miners you still get good yields.
* BALANCE - Gold and Silver Yields from the Core Extractor greatly reduced.
* BALANCE - Changed the amount of work required to mine Ceramite and Adamantium - now is alot less work.
* FIX - Greatly lowered the build requirment for Imperial Solar Panels, as these are really more cosmetic items as i cannot increase there power output above vanilla using XML.
* FIX - IG Storytellers now have far more frequent Orbital Trader Visits.
* FIX - Fixed a number fo reasearch Description to be correct or more accurate.
* FIX - Have removed all the redundant def from "QXIGC_Mote_Visual". May or may not have been causing lag spikes.
* FIX - Added a general Resource Icon to the right of screen, when resource folders are used.
* FIX - Electricty Research is now needed for all Imperial Lighting.
V1.75 - B19 Update
* Lots of changes for the b19 patch. Detail within Change log inside mod.
V1.741
* FIX - Augment Leg description now correct as it was incorrectly saying Augmetic Arm
* FIX - T2 Drone Implant, incorrect gave -20% boost instead of +20% boost to smithing speed.
* Balance Change - Black Rage chance changed from MTB 50 days to 75 days. With loads of T3 pawns it was too often
* Balance Change - Enhanced Black Rage chance changed from 25 days to 75 days. With loads of T3 pawns it was too often
V1.74
* Balance Change - Doubled Kalma Leaves Harvest Amount from 2 to 4
* Balance Change - Increase Kalma Crop Sensitive to Fertility by 50%. So will grow quicker on fertile land.
* Balance Change - Lyman Ear, Occulobe and Black Carapace WILL NOT give the Black Rage Mental States. (This was already case before this update but wanted to point this out.
* Balance Change - Ossmodula, Secondary Heart, Omophagea, Catalepsean Node. Can EACH give mental State "Black Rage" on average once every 50 Days increased from 35 days. So its a little more rare for larger colonies.
* Balance Change - Rite of Pure Thought. Can give "Heightened Black Rage" on average once every 35 Days
* Balance Change - Mental State "Black Rage" Given by certain T3 Augments (Astarte Organs) has been changes so the mental State is based on the Tantrum Mental State, so now your pawns wont kills each other. But will just go about destroying your base for a little while, when the state is active.
* New Mental State - "Heightened Black Rage" where your pawn has a targeted tantrum mental state where they will find something in your base to DESTROY. So you have to arrest them before that happens if its something you care about, or keep it repaired while they damage it. But beware they could go destroy a stack of 1500 adamantium.
V1.73
* Fix - Had the Wrong Bullet attached to the T2 Bolter, so it was doing same damage as the T1. Now you will find it MUCH better. As its using the bullet i originally defined for it.
* Fix - <Weapon_Bulk> Tag Added to all Ranged Weapons, may add later to Melee Weapons.
* Balance Change - Wall Lights has a little more glow.
* Balance Change - Silver Colour of the Wall Lights has been changed to a slight lighter shade of Silver
* Balance Change - Steel amount needed from 12 to 3 for Floor Lights
* Balance Change - The Imperial MedKit Recipe now requires 1 Refined Kalma and not 3.
* Balance Change - Apothecary Level Research is now "Spacer" level rather than Industrial Level.
* Balance Change - Tech2 Bolter is now "Spacer" level rather than Industrial Level.
* Balance Change - Rebalanced some of the Research Required for Apothecary.
* Balance Change - All Bolter's can now Target Ground.
* New ITEM - "Assault Cannon" so new Iliastus Pattern Assault Cannon. Has Custom Sounds and can Target an Area. New Research required at ULTRA tech Level. Purge the Heretics.
V1.72
* Balance Change - Increase Glow Factor of imperial Lighting.
* Components - Increase the output of components from the Fabricator Bench from 4 to 6, increase stuff required so you use slight more Steel to make them, but they made quickly. So 6 Components at a time cost 40 steal rather than 30.
* Fix - Fixed Catagory for Storage Zone for Stolen Geneseed. Now in Items/BodyParts/Imperial Augments/
Astra Militarum Imperial Guard ADDON Mods
Imperials Guard Factions Addon v1.8 (v1.0)
(https://ifpftg.am.files.1drv.com/y4ml1026Ys0inPCdaYiQQsvfVWj9lx9yfI4auYLg6ze_pCeagP04pQbBoaR71x9ipXZ9-5KCqtIO8atzsnZT6cp7oijlPnxfo30vqUAF71qOrXrbpiqeAcK4Sdl2mBADgvczUNo4rIrMwxk6OB_MdTXU-71nBzs838UdxhWU1IG1ztyX0yAgmue-3mcNGzqmZRG8bdSBhGGWOTl_XknSUuAJA?width=640&height=300&cropmode=none)
That Addon adds WH40k Factions into game (Traitor Guard, Tyranid, Chaos Marines), See the steam workshop link for screenshots and info.
Download Dropbox v1.8 for v1.0 (https://www.dropbox.com/s/l5s2rpuo7tt9e8e/Imperial%20Guard%20Factions%20Addon%20v1.8.zip?dl=0) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=790224614) | Dropbox Legacy v1.75 for B19 (https://www.dropbox.com/s/7evaw848idkxb7o/Imperial%20Guard%20Factions%20Addon%20v1.75.zip?dl=0)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Make sure the addon is after the Main Imperial Guard Mod
- Activate the mod in the mod menu in the game.
OR use Steam Workshop.....
Turrets - Imperial Guard Addon v1.5 (v1.0)
(https://rfujoq-am3pap001.files.1drv.com/y4miXOPeYv01_Rbnte_ZcBMt5f6r_0rDU5HIurWzKp6g03YukyL6D_s7wEkNnNh6uX7DiFhzDKbQzQvZksm_sn650W7uPHtjO6I1W_CTZgwf0m6whdeOvlxHB00vLmNES44M0mQguKUIImt3eKIXDJBLSTcCqIKBlSoN4pD5V-PNjkFm_g_EF245ynH-9dDhv2SQmWInOPIwrbbnaj2Jy5_UA)
That Addon add Imperial Turrets in game, See the steam workshop link for screenshots and info.
Download Dropbox v1.5 for V1.0 (https://www.dropbox.com/s/zjcfmkddp1sphnw/Imperial%20Guard%20Turrets%20Addon%20v1.5.zip?dl=0) | Steam (http://steamcommunity.com/sharedfiles/filedetails/?id=779665809) | Dropbox Legacy v1.4 for B19 (https://www.dropbox.com/s/gc2vgzerm4vytya/Imperial%20Guard%20Turrets%20Addon%20v1.4.zip?dl=0)
How to install:- Unzip the contents and place them in your RimWorld/Mods folder.
- Make sure the addon is after the Main Imperial Guard Mod
- Activate the mod in the mod menu in the game.
OR use Steam Workshop.....
RESERVED
Very happy to see this.
(http://static.fjcdn.com/gifs/All_3e484d_5506127.gif)
Lots of fixes and updated over the last few days. now at v.1.21.
Time for a turret addon mod next...
Sweet, I was just about to comment about all the issues you seem to have corrected in the new release (I almost had a heart attack when I realized I would need 120 components just to build the weapons fabricator!).
I'm eager to see what those turrets will be!
Orks orks orks orks..
Quote from: SpaceDorf on October 04, 2016, 04:07:46 PM
Quote from: Berengar on October 04, 2016, 07:57:08 AM
Orks orks orks orks..
Are in the Works ..
..Works works works..
WOOP! more 40k cant be a bad thing, keep it up!
Did you fix the bug where starting colonists had the imperial guard helmet on?
Quote from: Justas love on October 08, 2016, 03:56:31 AM
Did you fix the bug where starting colonists had the imperial guard helmet on?
Yes fixed that along time back... in v1.11..
Also V1.26 is released with new power generators.
awesome
V1.27 release...
V1.0 of Turret Addon Release...
Enjoy...
Yeah, we realy need Ork !!
The weapons are far to overpowered for the vanila pirates even when they are very hard to craft.
Next addon I'm working on is a faction... Not sure what yet as i have not looked into how hard it is to do custom factions.
But in order to preference i want to do... Ork, Tyranid, Cultists, Traitor Imperial Guard..
I may just do "Traitor Guard" first as I can reuse all the texture assets from the main mod, just to get a faction out there reasonable quick, and use it as a learning experience.
Some Updates today...
Core Mod to V1.3 (New Power Production, Planetary Core Extractor etc.
NEW Traitor Guard Faction with Custom Weapons and Armor.. Next Release of these guys will have tanks...
Turrets Mod Addon Mod to v1.1 (Minor Updates)
Enjoy!!!!
v1.31 released, small bug fix.
Traitor Guard Faction Addon Updated to V1.1, some balancing..
* Balanced weapons slightly. Still better than what you can make, all have downsides.
* Changed earliest Raid can show up from 25 days to 40 days.
* Also removed the rocket launcher from the most common group to spawn.
* Heavy Solider can only now carry bolter, not Rocket Launcher.
* Rocket Launcher now only sometimes carried by Veteran Solider, so they will spawn but alot less of them...
* Less Common Groups to Spawn, upped the chance of getting a Captain..
Updated core Mod and Traitor Faction Addon Mod.
Add xeno races , don't need add tau , already have a tau faction mod , just make , in priority , necrons or eldar .
Tau wouldnt hurt, the guys mod is nice but parts of it arent crisp and a few of the items have no option to use them unless spawned in. Necrons will make everyone despair because Decurion detachment. I dont want those fuckers popping back up after i scrapped them! Nobody cares about those knife eared assholes. Nids maybe?
I like the new content but I think it's a mistake to create new production benches and intermediary products.
I gave up producing my own Imperial weapons when I saw 3 different benches and some requires that imperial core thing.
I think creating new ores is ok though.
The Vanilla RimWorld does not have intermediary products at all (except components, they are somehow).
It's all : Raw materials -> products.
I Glittertech did that mistake too. They made tons of intermediary products.
So v1.3 of the Factions Addon mod has been released. See second post in thread.
Currently working on adding more progressively harder factions that will appear after year 1, then year 2 and so on, a turret addon update and some further updates to the core mod.
V1.32 of Factions Addon Deployed
V1.11 of Turrets Addon Deployed
For detailed change logs see steam.
Can´t wait for an Necron / Tyranid option. Good work man!
I suggest resprite armor from this strange look to cadian pattern.
Is there progress for this being updated to the latest version?
Updated all mods for A16 Support
Please report any bugs / issues.. Will try to fix as quickly as possible.
Also the Legacy A15 versions are still available see the download links in the first two posts for them.
Updated Factions Addon to v1.42 to solve the comms console bug...
Updated Following
* Core Mod to V1.41
* Turrets Mod to V1.21
Both were updated to fix the layout of the Research Windows to make it easier to view, my items are now on the far left. Also updated all the sound Defs to have a missing tag using in A16.
Please continue to post any bugs you find. If you want detailed change logs for the addons you can find them in steam, i only post the core mod change log here.
can us combat realism using peasants get a compatibility patch
Quote from: Dimbledorf on December 22, 2016, 05:51:13 PM
can us combat realism using peasants get a compatibility patch
I'm not even sure the work involved to do this, i think i would have to complete overall the weapons and armor.. Might be something i look into in the future, but atm you're the only person to ask for it.
To be perfectly honest, those new mechs are annoying and unbeatable in the early game. And they spawn from every ship, so if you're lucky to get psychics - you're done for.
Even goddamn caravans can't stop this madness head-on, come on!
Great job man! I love Wh40k, so in my modpack it's a must have :) But I've encountered some problems. Like why do I need the Power Armour research, when guardsman armour is more fragile and offers less augmentation? The other is the core extractor, I understand it's a late game tech, but rng is blessing me with heat waves all the time, so the extractor room had to be cooled to -20 degree celsius to prevent from overheating (triple granite walls, airlock entrance, whole facility shut down during heat waves to keep the door-openings at minimal) so my colonists always experiencing mild hypothermia during mining, tried to limit one colonist to do the job in a parka (can't make them wear parka all day, it's warm climate out there) but can't. I'm not even sure which job is that (used the level slider with no postive results). So is the cooling absolutely necessary?
Cheers,
Cthonia
Seems like there's a surge of different 40K mods. We should all work together and combine resources.
Also, the fewer workbenches a mod adds, the better.
If you play with a dozen mods, suddenly half of your base is just workbenches!
A17 Updated for all my Mods...
A few changes please see the change log.
I have also left links to the Legacy A16 mod for those that want them.
I don't usually monitor this thread that much, but feel free to post bugs here as i will actively check at least one a day for a week to squish any A17 bugs in my mods.
Shameless bump! Fantastic weapons and armor, any plans to make this Combat Extended compatible? I love your work!
You should work with the maker of the corruption mod. He is already done with most of what you hope to do!
dropbox links broken
pictures broken
Your non steam links are broken? :(
Updated for B18 and fixed links..
New Release...
Very good ;)
What about making more add-ons with other IG regiments, like the Death
Korps of Krieg? That would be nice
I've been playing around with the core mod and really like it as a late game extension.
but now I've gotta choose between this and Combat Extended. Not going to pester you about a patch, but I will suggest that it would open up your mod to a lot of people that might not try it otherwise when you get to a point that you feel comfortable looking into it.
P.S. ORKS FOR DA WAAAAAGH! In case you're taking suggestions for what to do next ;)
Updated to new versions.
Quote from: sevrun on December 17, 2017, 03:40:50 PM
I've been playing around with the core mod and really like it as a late game extension.
but now I've gotta choose between this and Combat Extended. Not going to pester you about a patch, but I will suggest that it would open up your mod to a lot of people that might not try it otherwise when you get to a point that you feel comfortable looking into it.
P.S. ORKS FOR DA WAAAAAGH! In case you're taking suggestions for what to do next ;)
So you're the second person to ask me about Combat Extended, seems that it would be a massive amount of work to make them compatible, where i would have to have my mod rely on Combat Extended or provide a "Combat Extended" Addon Mod for my Mod.. I'll have another look at it, but atm i'm working on the next major update to the Core Mod in to have Augmentations etc. Plus next faction is likely to be Traitor Marines for Faction Addon on, then maybe Orks.
Traitor Marines... now that's some serious trouble there! :) for the colony I mean.
Don't sweat a CE addon, I only posed it as an idea for later down the line. What you've done so far is impressive. I've debated starting to dabble in modding Rimworld but I honestly wouldn't know where to start.
Yeah, CE compatibility would be awesome ...
The thing is - i can live without Traitor factions, Orks etc.
I CANT without Combate Realism/Combat Extended.. :( That mod became one of those absolute must have essentials that i cant play without :(
Quote from: Canaris on December 26, 2017, 11:57:15 AM
Yeah, CE compatibility would be awesome ...
The thing is - i can live without Traitor factions, Orks etc.
I CANT without Combate Realism/Combat Extended.. :( That mod became one of those absolute must have essentials that i cant play without :(
I prefer having CE purely so I don't need 90 sniper shots to kill one guy. I really wish there was a "lite" version that simply makes it easier to kill a part, rather making it completely realistic.
That realism also makes it harder to make other mods useable with it. :/
Quote from: Umbreon117 on December 26, 2017, 01:49:22 PM
Upped damage is actually one of those changes that i dont notice that much.
Im talking more about the longer ranges, backpacks, tac vests, supression, ammo, loadouts etc.
Links removed - i will make a separate thread for it.
Uhm i can't build imperial drop pods attached to imperial launchers. I've no valid building position.
Hi,
what is the idea behind the Imperial solar panel ?
Just the look?
Because it got the same amout of HP and energy output, but need imp. compnent and Ceramite.
I would await at last more HP (from the Ceramite) and maybe better power output (from the Imp. component).
Quote from: Canute on January 17, 2018, 07:46:12 AM
Hi,
what is the idea behind the Imperial solar panel ?
Just the look?
Because it got the same amout of HP and energy output, but need imp. compnent and Ceramite.
I would await at last more HP (from the Ceramite) and maybe better power output (from the Imp. component).
That puzzled me a lot about the solar panel. A lot more expensive panel which does the same.
found something odd.
When I launch regular drop pods they turn into imperial drop pods, then back to regular pods when landing. Nothing pops up in the error log.
Quote from: Canute on January 17, 2018, 07:46:12 AM
Hi,
what is the idea behind the Imperial solar panel ?
Just the look?
Because it got the same amout of HP and energy output, but need imp. compnent and Ceramite.
I would await at last more HP (from the Ceramite) and maybe better power output (from the Imp. component).
So i have not worked out how to make the imperial solar panels output more as solar power output seems to be hardcoded, but i suppose i could make sure they are alot tougher.. ATM they are more a aesthetic build item.
Quote from: ChaosChronicler on January 17, 2018, 03:02:06 PM
found something odd.
When I launch regular drop pods they turn into imperial drop pods, then back to regular pods when landing. Nothing pops up in the error log.
So this is something that is hardcoded from drop pod graphics, i use xpath to make my graphics be used, its not an error. But offset is the regular pods now use my graphics for take off and landing :)
<basePowerConsumption>-1</basePowerConsumption>
is the value you are looking for.
If you change it from -1 to -2 it produce twiche so much energy.
Quote from: Canute on January 29, 2018, 11:05:18 AM
<basePowerConsumption>-1</basePowerConsumption>
is the value you are looking for.
If you change it from -1 to -2 it produce twiche so much energy.
Really i tried that and it did not work...
Hmmm ok, since i am not a real modder, just someone who browse and edit at the xml sometime i though thats it.
I found at Curopandas expanded power at the A17 version, so i am not sure if this is working for B18
<li Class="ExpandedPower.CompProperties_VariableSolarPower">
<compClass>ExpandedPower.CompVariablePowerPlantSolar</compClass>
<basePowerConsumption>-1</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<FullSunPower>2500</FullSunPower>
<NightPower>0</NightPower>
</li>
Quote from: Canute on February 02, 2018, 10:18:12 AM
Hmmm ok, since i am not a real modder, just someone who browse and edit at the xml sometime i though thats it.
I found at Curopandas expanded power at the A17 version, so i am not sure if this is working for B18
<li Class="ExpandedPower.CompProperties_VariableSolarPower">
<compClass>ExpandedPower.CompVariablePowerPlantSolar</compClass>
<basePowerConsumption>-1</basePowerConsumption>
<transmitsPower>true</transmitsPower>
<FullSunPower>2500</FullSunPower>
<NightPower>0</NightPower>
</li>
I think that likely used some sort of DLL that's comes with the mod and is not part of Vanilla. But will have a look at that mod. But if it is a custom DLL, i'm afraid that's beyond my abilities atm.
Updated Core and Factions Addon Mod, to now have Space Marines..
How on Terra does one defend from the necrons? Everytime they have turned up I've been fried.
Quote from: Riffy on March 05, 2018, 05:59:35 PM
How on Terra does one defend from the necrons? Everytime they have turned up I've been fried.
You do not pray hard enough
Quote from: Umbreon117 on March 05, 2018, 06:09:15 PM
Quote from: Riffy on March 05, 2018, 05:59:35 PM
How on Terra does one defend from the necrons? Everytime they have turned up I've been fried.
You do not pray hard enough
The Necron faction is not my Mod.. its one someone did to add onto mine, i have played them and they are TOUGH.. all i can says is turrets, turrets and more turrets.
Quote from: QuantumX on March 06, 2018, 10:57:02 AM
Quote from: Umbreon117 on March 05, 2018, 06:09:15 PM
Quote from: Riffy on March 05, 2018, 05:59:35 PM
How on Terra does one defend from the necrons? Everytime they have turned up I've been fried.
You do not pray hard enough
The Necron faction is not my Mod.. its one someone did to add onto mine, i have played them and they are TOUGH.. all i can says is turrets, turrets and more turrets.
With a sides of more turrets? ;D
To be fair, this would certainly be a good way to go about it.
Something unfortunate I've noticed while using this and some of the other 40k add-on mods is that a few of them introduce different iterations of the same items - mainly power and chain weapons, though there might be more - with different recipes and stats, meaning you have to queue up the recipe and check the product info to tell which one is which. Might be a good idea to go through all of the generic-sounding weapons (autoguns, lasguns, power weapons, etc) and rename them with a specific pattern-type (be it the canon ones used for inspiration or something made up where none are listed) to make them distinct and discernible. The other modders can hopefully see which specific patterns you used and rename their own creations so those kinds of overlaps and conflicts can be avoided.
Quote from: PASorenson on March 08, 2018, 04:13:47 PM
Something unfortunate I've noticed while using this and some of the other 40k add-on mods is that a few of them introduce different iterations of the same items - mainly power and chain weapons, though there might be more - with different recipes and stats, meaning you have to queue up the recipe and check the product info to tell which one is which. Might be a good idea to go through all of the generic-sounding weapons (autoguns, lasguns, power weapons, etc) and rename them with a specific pattern-type (be it the canon ones used for inspiration or something made up where none are listed) to make them distinct and discernible. The other modders can hopefully see which specific patterns you used and rename their own creations so those kinds of overlaps and conflicts can be avoided.
So there are only 4 melee weapons in Core game, and one of each type of ranged weapon. If you have loads of WH40k weapons i suspect you are using Ogliss's "Wh40k Armory Mod" which is an addon to my mod but not created by me, which adds many many many WH40k weapons of lots of WH40k Faction to my Mod, i have no control of that mod.
hiya QuantumX
just a suggestion on changes to the mod.
The Webber Gun, although awesome the injury `Being Webbed` is not treatable and medics will endless treat it and waste medkits. I would suggest just making the injury `Tendable`... i have already adjusted in my game and no errors or conflicts sofar. its stopped me wasting those valuable imperial medkits.
also a side note i posted on steam discussion too. done both as don't know which you prefer.
other than that, amazing mod dude, so wanted a 40k mod for rimworld.
hi there, just curious if theres any way to produce traitor guard items as i am currently playing a chaos cult playthrough, thank in advance
Just joined the forum and my first post is to thank you for the work on this MOD. I've been scouring Steam and just started looking here for MODs to add vehicles (hello tanks!), robots (having a pack of dog hauling seems, meh), and others. Some joy, some pain with conflicts, etc. All work in progress but what I have seen in other modding communities is the talent and drive is rarely in short supply as long as the owner of the original work doesn't put the collective head up their backsides (hello Relic!).
Will be checking in for news. One more thanks for the work!
Does this mod have NPCs that wear the gear or is it gear only that you can buy from factions? Thanks!
Updated for B19
Great mod but the Faction download is still 1.71 :'(
Quote from: BluealienWilson on September 03, 2018, 01:23:15 PM
Great mod but the Faction download is still 1.71 :'(
Sorry i forgot to update the link, it now fixed and links to the B19 version of the Faction Mod.
Quote from: QuantumX on September 04, 2018, 10:09:14 AM
Quote from: BluealienWilson on September 03, 2018, 01:23:15 PM
Great mod but the Faction download is still 1.71 :'(
Sorry i forgot to update the link, it now fixed and links to the B19 version of the Faction Mod.
Great! Time to kill some heretics!
V1.8 of Core Mod Released.. See Change Log.
Hi, I love your mod, great to work for the emperor in this game !
I've a question because i don't know if it's a bug or not :
The "black carapace" augment seems to give bonus for counter the astarte armor malus but it only give +25% work speed and the full armor five a -50%. It's the only bonus not totally covered by the augment.
Is this a normal situation or not ?
Yes its intention, once you have the other augments it will more than make up for it.
okay, thanks :)
i see an ugly thinks when you put 2 concrete wall next to each other the central texture is pretty ugly, why they don't keep their normal skin ?
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Mods updated for V1.0
Adding servitors would be great. They could be purchased in traders or made by using willing prisoners :D.
oke, i must say that your mod is completely perfect but an warhammer 40k mod without dreadnought is unacceptable, i think you should make an augment add-on called "dreadnought machine spirit" which extremely increase skill lever of colonies and an dreadnought suit too, so that we can have dreadnought same as the traitor faction, you can also put more augment like "The Butcher's Nails". Finally, this ideal may extremely crazy but i think you should add primarch as an superweapon in game, it can come like an augment called "primarch seed" which make colonies have an super super power like primarch in codex
Gefällt mehr sehr gut.. Eine deutsche Übersetzung ist zu viel Aufwand oder?
I like it very much .. A German translation is too much effort or?
Hi, I don't know if you'll see this message, but I'm writing it anyway.
Being french I translated your mod (version 1.95) for the french language with google translation (Relatively bad translation BUT existing) using the "ChineseSimplified" translation file as a base.
The translation file is located here -> \Mods\NameMod\Languages\French
Link -> https://www.mediafire.com/file/gv2nuz57srry9f0/French.rar/file (you have to extract the .rar file)
You can take the file to integrate it with the other translations if you want, I think it can be useful for some people.
Any chance the 1.1 updates could be uploaded?
I know this is a shot in the dark but thought I'd ask. This mod has NEVER given me issues for a long time but now for some reason out of the blue after I already have ferrocrete I setup to make more and now no one will work the bench and if I force someone to do it they just start hauling all day. So weird, any ideas? I am assuming it's a mod conflict or issue but I didn't see anything in the log from this mod but thought I'd ask.