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RimWorld => Mods => Releases => Topic started by: Ryflamer on March 17, 2019, 10:41:27 PM

Title: [1.2] [Ry]RimCraft, a World of Warcraft Rimworld Mod last update: August 12th
Post by: Ryflamer on March 17, 2019, 10:41:27 PM
(https://i.imgur.com/FwdVglw.png)
This mod is very much a work in progress, with the intent to add more custom races, armor, weapons, and everything fitting within the Warcraft universe. Constructive criticism, suggestions, and ideas are very much appreciated and feel free to yell at me on our discord, linked below.

!!! Disclaimer !!!
For the races to be accessed in-game you will also require the Rimcraft Factions, or any of the patch mod/s in order to play with them properly.
This mod only functions as a core mod to house the race files and does not implement them in-game.

If you view the sub-mods recommended below you can allow the races to spawn in a customizable amount of ways.

Feature Overview
Races
Requirements
Compatibility
FemaleBB is currently visually incompatible with Rimcraft races.

Load Order
Below Hugslib, Humanoid Alien Races 2.0. Should be put where all your other race mods are located.


Keep in mind not all races listed are necessarily implemented in-game.

Race Stats
Click Here for Race Stats (https://docs.google.com/spreadsheets/d/1MrG2TJ-qC3HCUQsieB-Lm6vZK2D32Si1tvnuCozI1Xk/edit#gid=1477358226)
Keep in mind not all races listed are necessarily implemented in-game.

Currently looking for help regarding any way possible including Textures, XML, C#, lore information/backstories or any other way you feel that'd you be able to progress the mod. Contributions to the project are always appreciated.

 (https://i.imgur.com/dMJEyfU.png) (https://discord.gg/9BJmqvX)

Steam Links Below:
Rimcraft Submods!

 (https://i.imgur.com/uoM59BJ.png)  (https://docs.google.com/spreadsheets/d/1MrG2TJ-qC3HCUQsieB-Lm6vZK2D32Si1tvnuCozI1Xk)


 (https://i.imgur.com/PnKGeCr.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1795172498)

Rimcraft Factions allows for you to play with and interact with the various different lore specific factions of World of Warcraft such as The Alliance, The Horde, and many more.

 (https://i.imgur.com/BLjrhJE.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1710127259)

Rimcraft Animals features many different creatures native to the world of Azeroth for you to both tame and fight off.

 (https://i.imgur.com/N6k2vg2.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1733633429)

Rimcraft Metals adds lore accurate ores and ingots such as Thorium and Dark Iron as well as several others that all have their own unique qualities and appearance.

 (https://i.imgur.com/IdgEG9U.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1747686739)

Rimcraft Allied Races adds the Nightborne, Maghar Orcs, and Void Elves to spawn within Rimworld. Allows functionality with all sub-mods including the custom Nightborne faction with Rimcraft Factions.

 (https://i.imgur.com/uoM59BJ.png)  (https://steamcommunity.com/sharedfiles/filedetails/?id=1795171715)

Rimcraft Pirate Patch adds functionality with vanilla Rimworld to have all Rimcraft races to spawn within the Pirate faction. Rimcraft Allied Race integration included.

  (https://i.imgur.com/kmU3MBZ.png)  (https://steamcommunity.com/sharedfiles/filedetails/?id=1945819302)

Rimcraft Outlander Patch adds functionality with vanilla Rimworld to have all Rimcraft races to spawn within the Outlander faction. Rimcraft Allied Race integration included.

 (https://i.imgur.com/jv5Q48j.png)  (https://steamcommunity.com/sharedfiles/filedetails/?id=1945819470)

Rimcraft Tribal Patch adds functionality with vanilla Rimworld to have all Rimcraft races to spawn within the Tribal faction. Rimcraft Allied Race integration included.
   
Check out my other mods!

 (https://i.imgur.com/3tF4mCH.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1951826884)


 (https://i.imgur.com/bCYazHZ.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=1971635719)


 (https://i.imgur.com/Klm4BMA.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=2007482587)


 (https://i.imgur.com/gyx1v3F.png) (https://steamcommunity.com/sharedfiles/filedetails/?id=2040429574)

For non-steam users please use the link below for all the downloads of my content.
https://drive.google.com/drive/folders/1iFk1iIZrfAGb2SjWjjfLIXpIKz989CCf

Credits to:
If you want to include Rimcraft in a modpack, or if you want to use Rimcraft as the basis of a derivative mod, feel free to do so. Just make sure to PM me either here or on discord(Ryflamer#0175) of you decide to do so.

No copyright infringement intended.
World of Warcraft inspired content are property of Blizzard Entertainment.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 17, 2019, 10:42:07 PM
Race Preview Images(W.I.P)

Horde Races

(https://i.imgur.com/7nYKF73.png)
(https://i.imgur.com/p7beyCh.png)

Alliance Races

(https://i.imgur.com/AXWo6bV.png)
(https://i.imgur.com/BJLjVTB.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 17, 2019, 10:42:21 PM
(https://i.imgur.com/W6criBC.png)

This mod is a sub-mod for Rimcraft, and adds lore specific animals to Rimworld. It can be used either by itself or along with Rimcraft and has patched in functionality to allow for full integration with it.

This mod is very much a work in progress, with the intent to add more diverse types of creatures from the Warcraft universe.

Below are examples of all the different animals added with this mod. Not shown are the many different colored varieties they have available to them.


(https://i.imgur.com/5P9I4Hs.png)
(https://i.imgur.com/DVLIUb6.png)
(https://i.imgur.com/fSEdlyu.png)
(https://i.imgur.com/t36ZPlG.png)
(https://i.imgur.com/vd4r2Hr.png)
(https://i.imgur.com/qyehZu4.png)
(https://i.imgur.com/1uvHb5r.png)
(https://i.imgur.com/WSBmY0P.png)
(https://i.imgur.com/zpclNnA.png)
(https://i.imgur.com/Kqa9RUG.png)
(https://i.imgur.com/GJjmEaf.png)
(https://i.imgur.com/Ia6o7td.png)
(https://i.imgur.com/HJtAY39.png)
(https://i.imgur.com/VhjEPwv.png)
(https://i.imgur.com/kQNHjfT.png)
(https://i.imgur.com/PhO2Ai1.png)
(https://i.imgur.com/xzg1hPe.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 17, 2019, 10:42:30 PM
Reserved
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on March 18, 2019, 04:41:26 AM
Ryflamer,
could you made a non-steam link ? Forum user basicly don't need steam links.
And as special service a link to the required mods. :-)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 18, 2019, 12:40:09 PM
@Canute Updated post with a non-steam link, and for everyone I'll be updating the mod later today with a nonfacial stuff patch, combat extended patch, and possibly rimworld of magic functionality built in for some of the pawns.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 19, 2019, 10:05:41 AM
Mod has been updated with various bugfixes as well as the facial stuff version has been separated into a different patch and the main mod is now non-facial stuff compatible. And here's a bit of a preview of whats upcoming

(https://media.discordapp.net/attachments/550977727885475841/557527741830922245/Orc.png?width=565&height=530)

(https://cdn.discordapp.com/attachments/550977727885475841/557558468467359755/be_eye_test.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 20, 2019, 08:46:26 PM
Example of what some of the legendary weapons in-game may look like, though I might bump up the texture quality to 256x later on now that graphical mods recently came out on the workshop

(https://i.gyazo.com/4e665290733765e5ece5d87c8c37266a.png)

Also I expect to do an update tomorrow including the update on all head textures from 128x-256x as well as all the new eye textures for blood and night elves implemented.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 21, 2019, 07:36:26 PM
Updated both the main mod and the facial stuff patch.

Updated all pawn textures to now be 256x256 instead of 128x128.
Player Faction Research fix.
Various graphical texture touch ups.
Custom eyes for all blood and night elves.
New color variation for blood and night elf eyes depending on their pawnkind.
Basic rimworld of magic integration patch(W.I.P).

(https://i.gyazo.com/246b0f565ee23f7875d49c6e00a80c4f.jpg)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 23, 2019, 02:38:46 PM
Preview of the upcoming orcs that'll be included in the update sometime within the next week.

(https://i.gyazo.com/1c7310918d3cb88a924aa3e1cbe09294.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 25, 2019, 04:44:40 PM
Preview of some of the metals that will either be included in the upcoming update on the 27th, or in a future one.

(https://cdn.discordapp.com/attachments/550977988427251712/559837785033277440/unknown.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 27, 2019, 04:15:39 PM
Added Orcs, High Elves, and Azerothian humans including their own backstories, scenarios, factions, slave/wanderer and pirate pawnkind integration.

Added Basic Ore and Ingots which includes both Thorium and Dark Iron which have unique properties compared to existing ore.

Various balance changes to night/blood elves bringing them more in line with standard humans.

Touched up existing backstories, all backstories will go through a second pass in a future update to make them more unique in regards to traits.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Quatrosss on March 28, 2019, 04:30:10 AM
This mod shouldve been called WorldWorld 😎😎
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 28, 2019, 05:29:52 PM
I was pretty close to calling it Rimworld of Rimcraft but felt it was a bit too long. That and RimCraft on its own sounds pretty dope, despite the fact people think its a minecraft mod at first glance lol.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 29, 2019, 07:19:11 PM
Pushed an update to bugfix the scenarios in which home texture icon/quest icons weren't spawning.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on March 30, 2019, 08:06:59 PM
Small preview of the coming update on the 3rd.

(https://i.imgur.com/sLDpVgG.png)

(https://i.imgur.com/9C16cm6.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 02, 2019, 09:54:01 AM
Another little preview for the update coming out tomorrow (https://cdn.discordapp.com/attachments/559455077648302092/562271992619728947/RedBrown_east.png)

Weapons may or may not come out tomorrow however several faction related animal/mounts will be coming out along with Trolls. Worst case scenario weapons will come in the update the week after.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: RyanRim on April 03, 2019, 04:19:54 AM
Finally, if only LotR and warhammer mods were kept up like this  :'(
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Darkwalker28 on April 03, 2019, 06:23:39 AM
Incredible mod. One thing only, why push for realistic graphics instead of vanilla style? IDK kinda ruins the style for me, still using it though the mod is AMAZING with magic
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 03, 2019, 06:33:59 PM
Pushed the steam/nonupdate just now.

This update includes the following for Rimcraft.

Added the Troll race which now spawns within the Horde Faction as well as a troll scenario.
Added various different animals such as Direwolves, Hawkstriders, Raptors, and others.
Updated ages of races to properly fit their lore.
Adjusted textures of all races to better fit vanilla gear and improved overall quality.
Adjusted heights of all races to better fit lore.

Further implementation of the mounts within factions is intended to be added in the future, such as proper giddyup support as well as proper pack animals for all of the racial mounts.

If you have any thoughts, suggestions, or criticisms for this update/mod feel free to leave a comment here or drop me an @ on discord https://discord.gg/3Dp7Zug
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 05, 2019, 07:41:50 PM
Quote from: Darkwalker28 on April 03, 2019, 06:23:39 AM
Incredible mod. One thing only, why push for realistic graphics instead of vanilla style? IDK kinda ruins the style for me, still using it though the mod is AMAZING with magic
Thus far I've had people give me positive comments for the semi-realistic graphics so I may keep going in that direction, however that may change since I do admit that it could be somewhat jarring compared to some other races. Another thing to note is that my textures may look more realistic overall due to the fact they're all in 256x, while all vanilla and most other pawn textures are done at 128x.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 07, 2019, 07:10:07 AM
Ryflamer,
do you realy think all your animal's should eat the same ?
I think Nightsaber and others like them should prefer meat and not vegetables.

I honor your artist style, they look all nice. And for a XML mod you made a fantastic job so far i notice.
But i miss a bit some unique things for each race. Like different researches, researches they can only made by some race (i know some mod got that feature).
Or different appareals for some races they only can wear.
Unique abilities made with jectools, nothing gamebreaking but something like a triggerable small regneration for trolls, Calm mad/manhunter animals for elfs.

Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 07, 2019, 06:07:14 PM
Quote from: Canute on April 07, 2019, 07:10:07 AM
Ryflamer,
do you realy think all your animal's should eat the same ?
I think Nightsaber and others like them should prefer meat and not vegetables.

I honor your artist style, they look all nice. And for a XML mod you made a fantastic job so far i notice.
But i miss a bit some unique things for each race. Like different researches, researches they can only made by some race (i know some mod got that feature).
Or different appareals for some races they only can wear.
Unique abilities made with jectools, nothing gamebreaking but something like a triggerable small regneration for trolls, Calm mad/manhunter animals for elfs.

Appreciate the kind words and I definitely agree with a lot of your suggestions. Regarding the animals this week they were pretty rushed out and this was my first time setting them up code-wise so there is a lot that can be approved, with a lot of changes coming in this week's upcoming update on the 12th.

As for more features within time they'll be coming, in regards to apparel and more unique items I'm limited via art since I'm personally not a big artist, and the people who are who help out the mod haven't been doing apparel and such. Though it is a plan to add unique apparel to give the factions a lot more identity besides just the pawn's appearance. And for the unique abilities I definitely want to add them but considering they take C# experience, and I have none that is unfortunately awhile off. Though once I get all the core races out I'll be looking into C# to add custom abilities and other C# related features but before than there's a huge amount of content I'm capable of doing via just XML.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 07, 2019, 06:32:39 PM
Something more for Animals:
They are definitiv too fast, Vanilla predator's do 5 m/s while all from this mod got 8 m/s.
But that depend how you want handle it, but don't forget early fast mounts can kite most attacker around.
Don't forget to made them Packanimal, currently none of them are.
Made them more variable, ok you allready said they are just the first try.
Some could be faster but don't carry much, other are slower but carry more.
Horse do less DPS while a Nightsaber do more....
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 08, 2019, 04:32:35 PM
Quote from: Canute on April 07, 2019, 06:32:39 PM
Something more for Animals:
They are definitiv too fast, Vanilla predator's do 5 m/s while all from this mod got 8 m/s.
But that depend how you want handle it, but don't forget early fast mounts can kite most attacker around.
Don't forget to made them Packanimal, currently none of them are.
Made them more variable, ok you allready said they are just the first try.
Some could be faster but don't carry much, other are slower but carry more.
Horse do less DPS while a Nightsaber do more....

In the upcoming patch I've already changed them to be from around 6-7 in movement speed. I want them to be slightly faster than the vanilla alternatives since they're traditional mounts rather than random rimworld creatures. And as for pack animals currently I'm waiting on unique pack texture variants of animals so they may or may not come with the next update. And yeah in the next update all the animals will be a lot more variable in regards to their stats.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 09, 2019, 03:47:43 AM
I just notice,
Dark iron weapon arn't smeltable.
Since Dark iron comes from ore and need to be smelted into bar's the weapon out of them should be smeltable too.
Or what do you think ?
And i hope you will rework Dark iron/Thorium later too :-) Currently Plasteel/Uranium are better for weapons.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Valken/Christian on April 09, 2019, 08:33:35 AM
Quote from: Canute on April 09, 2019, 03:47:43 AM
I just notice,
Dark iron weapon arn't smeltable.
Since Dark iron comes from ore and need to be smelted into bar's the weapon out of them should be smeltable too.
Or what do you think ?
And i hope you will rework Dark iron/Thorium later too :-) Currently Plasteel/Uranium are better for weapons.
Hello, I am the guy that created the metals and there are some limitations I had, when creating them. The metals are weaker than plasteel and uranium because Ryflamer wanted me to keep plasteel viable, meaning it would have to be stronger then the basic materials. Alloys will be stronger but I still need to work on them. Dark Iron is a special case, because it is a special metal, meant to be used for armor to protect against fire. I didn't make dark iron smeltable to prevent players from just smelting down all the weapons to get a lot, while the ingots need 8 ore to be crafted. This is a solution to balancing the crazy fire protection.
What exactly do you mean with rework?
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 09, 2019, 09:25:05 AM
The rework i though is these alloys you spoke of.
Since you are want keeping uranium/plasteel and didn't want Rimcraft metals stronger then these, it is ok.
But maybe why you didn't patch plasteel/uranium out or replace them with dark iron/throium ?
Since i remember the source of black iron from WoW i know about these fire protection, but currently unsure why you need that. Unless you want add flamethrow or lavabiomes :-)

Since i don't saw any source for mining thrium/black iron yet, smelting weapons would be the only source for me yet.
Sure i could use Quarry mod, and add these metals into it over the settings.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Valken/Christian on April 09, 2019, 10:10:14 AM
Quote from: Canute on April 09, 2019, 09:25:05 AM
The rework i though is these alloys you spoke of.
Since you are want keeping uranium/plasteel and didn't want Rimcraft metals stronger then these, it is ok.
But maybe why you didn't patch plasteel/uranium out or replace them with dark iron/throium ?
Since i remember the source of black iron from WoW i know about these fire protection, but currently unsure why you need that. Unless you want add flamethrow or lavabiomes :-)

Since i don't saw any source for mining thrium/black iron yet, smelting weapons would be the only source for me yet.
Sure i could use Quarry mod, and add these metals into it over the settings.
The deposits for the metals are in the mod, you probably got really unlucky and managed to not get any ore.
I am planning to add a custom mine in the future to produce more ore but that will take some time and I havn't even started on it.
I also don't want to replace vanilla plasteel and uranium to prevent incompatibilitie problems.
The dark iron fire protection already helps against Molotovs and incendiary launchers, but in the future it will be very helpful against fire magic.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 09, 2019, 11:00:12 AM
QuoteI am planning to add a custom mine in the future to produce more ore but that will take some time and I havn't even started on it.
You shouldn't do that.
There are some mods out there like
Quarry (you can add custom ore over mod settings)
Omni Deep Core drilling. (detour patch for all mineable resources)
...

Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 09, 2019, 05:29:23 PM
Quote from: Canute on April 09, 2019, 11:00:12 AM
QuoteI am planning to add a custom mine in the future to produce more ore but that will take some time and I havn't even started on it.
You shouldn't do that.
There are some mods out there like
Quarry (you can add custom ore over mod settings)
Omni Deep Core drilling. (detour patch for all mineable resources)
...

In case it was unclear the mine mod and some more expanded metallurgy related items would be introduced in a sub-mod, and not the main mod necessarily.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 10, 2019, 09:56:28 PM
Preview of some of the animals with packs with which all animals will have in the new update.

Courtesy of @Varethyn

(https://i.gyazo.com/a44c610f3366bf3018d423b111c2fe89.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 12, 2019, 06:31:47 PM
Update for 4/12/2019
*Important* This update changes pre-existing pawnkinds so this may break some saves, or at the very least throw some red errors on launch.
This update includes the following for Rimcraft.

Added The Forsaken which includes the race (human and elven variations), faction, backstories, and custom scenario for them.
Added a skeletal horse to go along with the Forsaken
Added basic hairstyles for male and female blood elves.
Added pack textures for all animals to enable proper caravans.
Faction now come with their custom animals when they arrive via trade caravans.
Added non-scuffed color variation to animals so we don't have 1000 extra pawnkinds.
Updated animal balancing including proper diets, raptors/hawkstriders laying eggs, and much more.
All factions are now correctly hostile/neutral towards the player. (If you're alliance all horde are permanently hostile to you and vice versa).
Added tens of thousands of new lore based names for Humans, Forsaken, Night Elves, and Blood Elves.
Tweaked starting colonists, refugees, and wanderers to better fit the factions.
NightElf, Direwolf, and Raptor textures improved.
Rebalanced traderkinds to better suit the respective factions and tech level.
Removed some redundant pawnkinds.
Renamed Several Defs for better compatibility
Reformated most of the XML for better readability

If you have any thoughts, suggestions, or criticisms for this update/mod feel free to leave a comment here or drop me an @ on discord https://discord.gg/3Dp7Zug
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 14, 2019, 07:30:12 PM
This upcoming week there won't be a new race, however faction-specific weapons will finally be coming out and will have some pics of them in the next coming days. On initial release likely they won't be crafted but only accessible via drops from the NPC Factions or through traders.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 16, 2019, 07:18:02 PM
Looking to have improved giddyup functionality added for the patch on friday. Keep in mind this was just spawned at 100% animal spawn rate, and it will be user configured for how many are actually riding animals.

(https://i.gyazo.com/ef54a5332105dd06d2cbd89745d52d66.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 18, 2019, 01:39:56 PM
Preview of all the weapons that will be added in tomorrow's update.

(https://cdn.discordapp.com/attachments/550977988427251712/568002803981746186/Weapons.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Canute on April 18, 2019, 04:00:38 PM
Talented artist! :-)
I hope you can throw the three blade sword.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 21, 2019, 08:27:23 AM
Update will most likely come out monday or the day after, was sick for a bit and weapons still need -a lot- of balancing to be done. For those looking to play-test it a bit early I've posted a dev build of the mod in the discord which you can find here. https://discord.gg/9BJmqvX

Bonus Kodos and rare variant skeletal horses.

(https://i.gyazo.com/75d0c4ff01590f7b4568bb1fff46d76d.jpg)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 23, 2019, 08:20:31 PM
Rimcraft has been updated and on the top right if you click on the changelog you can see all that has changed.

*WARNING* This patch chances several pawnkind names and you may have a lot of animals that disappear due to skins being split up. *WARNING*

*WARNING* This is the first patch to introduce weapons so they're highly likely to be unbalanced and a bit wonky in some aspects. Overall I tried to balance them so that they're 10-25% stronger than vanilla steel melee weapons. Feel free to give input/criticism in the comments below.

Rimcraft is going to be taking the modular route and is now currently split into two mods, Rimcraft(This mod) and Rimcraft animals. Patches are currently all built in so that once you have both loaded you will have increased faction-specific functionality.

Link to Rimcraft Animals mod: https://steamcommunity.com/sharedfiles/filedetails/?id=1710127259

Full changelog can be found on discord in #changelog https://discord.gg/3Dp7Zug
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod
Post by: Ryflamer on April 25, 2019, 04:37:30 AM
Preview of Elekks coming up in the May 3rd patch

(https://i.gyazo.com/eee4f481e31893fab8d0ca60cac37cbe.jpg)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: April 23rd
Post by: Ryflamer on April 26, 2019, 08:25:07 PM
Preview of the new (W.I.P) Draenei that're coming out next week. Keep in mind they are lacking horns/tentacles still.

(https://i.gyazo.com/c4aad1a7bed1dbb2c558c82671073210.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: April 23rd
Post by: Ryflamer on April 30, 2019, 09:09:36 AM
Some of the Voidstriders and Manasabers that will be included in the upcoming friday update

(https://i.gyazo.com/7518ce964e48f5eee1d820ed475ec604.jpg)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: April 23rd
Post by: Ryflamer on May 05, 2019, 07:48:33 PM
Rimcraft has been updated and on the top right if you click on the changelog you can see all that has changed.

*WARNING* Rimcraft has split all of its materials into a sub-mod which will be linked below. Saves may break if using existing materials and if you don't use the sub-mod. *WARNING*

Added the Draenei race/faction.
Added faction specific weapons for Draenei, High Elves, and a couple various weapons for the different existing factions
Added Elekks, Voidstriders, and Manasabers to Rimcraft Animals.
Added truesilver and adamantite to Rimcraft Metals.
Split all the Rimcraft materials into a sub-mod which is linked below.
New scenario descriptions for all scenarios.
Undead Night/Blood elves have a chance of spawning as starting colonists for Forsaken.
Updated default pawn eyes for all races
Added pack textures for Forsaken Horse.
Fixed Kodo texture.
Rebalanced pawnkind XMLs.
Various XML Cleanup
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Austupaio on May 09, 2019, 04:02:31 PM
Wasn't really sure how well Warcraft would blend with Rimworld, but your realization is actually pretty good. Nice work, keep it up.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: fantasticrat on May 11, 2019, 09:28:03 PM
Hey Ryflamer! I recently put together a collection of mods for a medieval fantasy playthrough and your rimcraft mod was my main inspiration. But! I encountered some issues and was unable to use it.

In short -

Not sure what's up as night elves are obviously functional for you. :(

Also, I encountered a minor incompatibility between The Third Age and Rimcraft metals. The metalsmithing was linked to the electric smelter, which is disabled by The Third Age. I fixed the problem by replacing the reference to the electric smelter with a medieval times object instead. I would have chosen a workshop from LOTR for simplicity, but there were none that made sense to me. It works fine otherwise, the ores load fine in mapgen, and meteorites also reference them.

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

   <RecipeDef Name="WoW_Metal_Refining" Abstract="True">
      <workSpeedStat>SmeltingSpeed</workSpeedStat>
      <effectWorking>Smelt</effectWorking>
      <soundWorking>Recipe_Smelt</soundWorking>
      <allowMixingIngredients>false</allowMixingIngredients>
      <recipeUsers>
         <li>MedTimes_FueledSmelter</li>
      </recipeUsers>

And my modlist, for your debugging. Would like to note that I tried loading rimcraft both before and after other faction-related mods and got the same error either way, so load order seems not to matter? I apologize for the long list / post - can't seem to get spoilers to work to make it smaller.

QuoteCore
Hugslib
JecsTools
Miscellaneous Core
Humanoid Alien Races 2.0
Doors Expanded
edB Prepare Carefully
Area Unlocker
[KV] More Trait Slots 1.0
Miniaturisation
ED-Embrasures
Effigy Mod [1.0]
Noku Mushrooms
gloomy_hair
Witching Hour
Halloween Special Edition
Prisoner Harvesting
HolyWasher
[RF] Fishing
[RF] Rim Disorders
[RF] Rumor Has It
Dubs Bad Hygiene
More Slaves
Simple Slavery
Rimcraft
Medieval Times
Krysa Race
Lord Of The Rims - The Third Age
Ancient Rim - core file
LOTR Dwarves
LOTR Elves
LOTR Hobbits
AR - Mediterranean factions
AR - SPQRim
Megafauna
Rimcraft animals
Rimcraft metals
RimJobWorld

On the bright side.. love the animals. My elves missed the chance to tame a unicorn because it was the wrong season, hunted it for meat instead. Now I'm committed to slowly gathering a herd of them because it just.. makes sense for elves to have unicorns. The other animals blend in really well with the megafauna/LOTR animals, and the texture variations are really cool.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Ryflamer on May 11, 2019, 10:21:15 PM
Are you using the medieval vanilla mod? I recently uploaded a patch to the devbuild version of Rimcraft which you can find in the #devbuilds channel in our discord that may fix the issue you may be having. https://discord.gg/9BJmqvX

And sometime in the near future the one who works on the metal sub-mod will be uploading a specific medieval furnace to be used which will allow for those medieval only playthroughs.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: fantasticrat on May 12, 2019, 02:13:10 PM
No, I don't use Medieval Vanilla. I use The Third Age to disable modern technologies instead as it's a requirement for LOTR anyway. But it's okay - my own patch works for now just fine until an official one comes around.

I tried regenning a world with the devbuild patch tho anyway, and it's still broken. Night elves are still nonfunctional. I did change my load order and loaded Third Age before instead of after rimcraft as well and nothing changed.

Got a picture of it this time too, here: https://imgur.com/a/GTT5lYa (https://imgur.com/a/GTT5lYa).

I had someone else take a look at this and I guess the night elf faction does work and I'm just unfamiliar with the fancy name for it (interestingly, the krysa faction did not load this time, but it has before in this wonky worldgen). But when starting a new game with the night elf preset it still doesn't gen as before, and when I try to force spawn one with dev mode I get this error. I can't make sense of what it's trying to say besides that it's trying to find a trait that's been disabled by (i assume) The Third Age:

(https://i.imgur.com/2D2I4ep.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Ryflamer on May 12, 2019, 07:29:07 PM
I updated the devbuild to include a patch that fixes the trait. Reason I asked about medieval vanilla was that apparently it and Lotr third age make the same exact trait change so was figuring that was the issue. So all should work now if you were to try it. Appreciate the bug error feedback and feel free to hit me up either here or on the discord if you come across any other things of note.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Ryflamer on May 21, 2019, 04:34:41 AM
This update includes the following for Rimcraft.

- Added the Rimcraft: Allied Races sub-mod which currently include Mag'har orcs, Void Elves, and Nightborne. The mag'har and void elves spawn within the respective horde or alliance faction, while nightborne can either be found in their own faction, or in the horde.
- Added custom eye textures for all blood-elf variants. In the next update night elf variants will have new eye textures as well.
- Added new animals such as Murlocs and Dragonhawks
- Added custom player base icon to distinguish the playerbase from same faction bases(If you play as BE faction you can tell yourself apart from NPC BE bases).
- Added a medieval forge for Rimcraft metals for those that prefer medieval-based playthroughs.
- Added medieval plate armor apparel tag to factions so they should be a more significant threat.
- Made predator animals be predators.
- Rebalanced race values to be significantly less op and more in-line with vanilla rimworld pawns.
- Added patch for rimcraft metals that allows for factions to spawn with varying apparel metal types.
- Added patch in Rimcraft that allows compatibility with Medieval - Vanilla, LOTR: The Third Age, and RJW
- Removed Redundant pawnkinds
- Reduced race leather commonality to that leather of the various races is significantly less common

If you have any thoughts, suggestions, or criticisms for this update/mod feel free to leave a comment here or drop me an @ on discord https://discord.gg/3Dp7Zug
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: rimmer21 on June 21, 2019, 07:51:49 PM
Can I perhaps get a non-steam link for rimcraft animals? I absolutely love different animals then the vanilla and download basically any animal mod I can find :)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Canute on June 22, 2019, 02:55:10 AM
check the first posting "NonSteam Link(Contains all mods):"
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Ryflamer on July 01, 2019, 04:37:02 AM
Took a break from modding for a little while but I'm back part-time at least. Within the next week expect a minor update that'll include some basic QoL stuff. But the main aspects of the update will be custom eyes for night elf variations similar to what I did for blood elves recently, as well as two modular mods. The modular mods being one that will import all existing races to spawn as pirates(already available in core mod but moving it away from people who won't want that), as well as one that will allow all races to spawn within the vanilla factions besides just pirates.

One I have the two aforementioned mods out I'll probably start work on Worgens, some hair textures, and probably making a mod that removes all factions/weapons from the core Rimcraft mod and putting it into it's own modular mod.

Modular Customization is fun !
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: May 5th
Post by: Ryflamer on July 07, 2019, 05:33:16 AM
This update includes the following for Rimcraft.

- Added new custom eyes for night elves, similar to what was done for blood elves.
- Added custom eyebrows to the night elves, similar to what blood elves have.
- Troll males now have 3 types of tusk variations, as well as they are now linked to the health of the pawn's jaw. So if your troll doesn't have a jaw, he's not gonna have any tusks either.
- Added sub-mod to split the Core mod into one that just houses the races, and one that includes all of the special factions, weapons, and pawnkinds.
- Added sub-mod for those who want to play with/without all races injected into the pirate faction.
- Orcs and Draenei now have race specific blood colors.
- Forsaken Horses can no longer procreate(way to convert normal horses to forsaken horses will be added in the future.)
- Updated shitty preview images to be slightly less shitty!
- Added proper description to Nightborne scenario
- Added Babies and Children compatibility patch
- Added RJW Patch for Allied Races
- Added Evolved Organs compatibility patch
- Fixed forsaken horde tradepack texture issue.
- Fixed draenei hediffs so now they no longer have a disproportionate amount of illnesses
- Fixed blood elf hediffs so now they no longer have a disproportionatly low amount of illnesses
- Reformatted xpath's for better performance.

If you have any thoughts, suggestions, or criticisms for this update/mod feel free to leave a comment here or drop me an @ on discord https://discord.gg/3Dp7Zug
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Cardonall on July 08, 2019, 02:31:42 AM
Hello, I seem to have an issue regarding trying to get the mod running - I currently have all three parts required to run the mod, as specified in the Steam page, but for some reason it gives me red lines in the debug log whenever I run Rimworld, this I tried without any mods other than the required libraries.

One of these lines read as follows:

XML error: <drawForMale>false</drawForMale> doesn't correspond to any field in type BodyAddon. Context: <li><path>Things/Hairs/NightElf/NE_F_Brow</path><bodyPart>Jaw</bodyPart><drawSize>1</drawSize><inFrontOfBody>true</inFrontOfBody><layerOffset>-.01</layerOffset><drawForMale>false</drawForMale><drawForFemale>true</drawForFemale><offsets><south><bodyTypes><Female>(-0.4235691,0.5605161)</Female></bodyTypes><crownTypes><Normal_Average>(-0.4235691,0.5605161)</Normal_Average></crownTypes></south><north><bodyTypes><Female>(-0.43,0.5155)</Female></bodyTypes><crownTypes><Normal_Average>(-0.43,0.5155)</Normal_Average></crownTypes></north><east><bodyTypes><Female>(-0.5136012,0.5669469)</Female></bodyTypes><crownTypes><Normal_Average>(-0.5136012,0.5669469)</Normal_Average></crownTypes></east></offsets><useSkinColor>false</useSkinColor><hiddenUnderApparelFor><li>FullHead</li></hiddenUnderApparelFor></li>

There is more, but I'd rather not clog up the reading any more.

If you could impart me with some wisdom on what to do with this situation, I'd appreciate it grandly.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 08, 2019, 04:41:56 AM
Quote from: Cardonall on July 08, 2019, 02:31:42 AM
Hello, I seem to have an issue regarding trying to get the mod running - I currently have all three parts required to run the mod, as specified in the Steam page, but for some reason it gives me red lines in the debug log whenever I run Rimworld, this I tried without any mods other than the required libraries.

One of these lines read as follows:

XML error: <drawForMale>false</drawForMale> doesn't correspond to any field in type BodyAddon. Context: <li><path>Things/Hairs/NightElf/NE_F_Brow</path><bodyPart>Jaw</bodyPart><drawSize>1</drawSize><inFrontOfBody>true</inFrontOfBody><layerOffset>-.01</layerOffset><drawForMale>false</drawForMale><drawForFemale>true</drawForFemale><offsets><south><bodyTypes><Female>(-0.4235691,0.5605161)</Female></bodyTypes><crownTypes><Normal_Average>(-0.4235691,0.5605161)</Normal_Average></crownTypes></south><north><bodyTypes><Female>(-0.43,0.5155)</Female></bodyTypes><crownTypes><Normal_Average>(-0.43,0.5155)</Normal_Average></crownTypes></north><east><bodyTypes><Female>(-0.5136012,0.5669469)</Female></bodyTypes><crownTypes><Normal_Average>(-0.5136012,0.5669469)</Normal_Average></crownTypes></east></offsets><useSkinColor>false</useSkinColor><hiddenUnderApparelFor><li>FullHead</li></hiddenUnderApparelFor></li>

There is more, but I'd rather not clog up the reading any more.

If you could impart me with some wisdom on what to do with this situation, I'd appreciate it grandly.

What three mods are you running? In the most recent update there was a split from the core mod into two more mods for module customization and that may be your issue.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Cardonall on July 08, 2019, 04:59:30 AM
Hello.

As specified in the aforementioned page, only the main module, pirates and factions submods are installed, aside from the libraries.

Sorry to bother like this, but I'm kinda scratching my head here.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 08, 2019, 05:03:17 AM
Quote from: Cardonall on July 08, 2019, 04:59:30 AM
Hello.

As specified in the aforementioned page, only the main module, pirates and factions submods are installed, aside from the libraries.

Sorry to bother like this, but I'm kinda scratching my head here.

Oh are you running an old version of humanoid alien framework? I know the <drawForMale> was a recent addition to it.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Cardonall on July 08, 2019, 05:08:12 AM
No, not that I think so, atleast, I've re-downloaded and updated every single mod on my roster manually to avoid this, but it seems I misplaced something. Not sure it has anything to do with the actual mod (yours), though.

That is, of course, if the RimBase link is of good fidelity.

Also thank you for responsing so quickly, I didn't expect this assistance at all!
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 08, 2019, 05:11:24 AM
Yeah it's likely an issue with HAF then. If you wanted to pop into our discord I l can link you a zip of it there. https://discord.gg/9BJmqvX
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 14, 2019, 12:30:39 PM
Preview of the upcoming Worgen. Initial release for them will have the male and female pawns sharing the same head, multiple different eye head types, and integration with them spawning as pirates or in the Alliance.

(https://cdn.discordapp.com/attachments/550977727885475841/599984047686418463/662ee5ba8155f82be47d6d1686bdd964.jpg)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Canute on July 14, 2019, 01:50:30 PM
Don't you think these fang's are a bit oversized ?
I know they are just for the look so you can identify them them better.
Currently they looks more like big whiskers then fang's.
At this (https://gamepedia.cursecdn.com/wowpedia/thumb/b/bd/CurseWorgen2CoverSample.jpg/300px-CurseWorgen2CoverSample.jpg?version=6c6990a67c22cca4333c65e118b843c5)
from the Wow Pedia (https://wow.gamepedia.com/Worgen) they don't got these big fangs.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 18, 2019, 10:42:12 AM
Quote from: Canute on July 14, 2019, 01:50:30 PM
Don't you think these fang's are a bit oversized ?
I know they are just for the look so you can identify them them better.
Currently they looks more like big whiskers then fang's.
At this (https://gamepedia.cursecdn.com/wowpedia/thumb/b/bd/CurseWorgen2CoverSample.jpg/300px-CurseWorgen2CoverSample.jpg?version=6c6990a67c22cca4333c65e118b843c5)
from the Wow Pedia (https://wow.gamepedia.com/Worgen) they don't got these big fangs.

Canute the teeth I based it off of were the new worgen coming up in an upcoming WoW patch as seen here.

(https://img00.deviantart.net/8f06/i/2010/202/d/6/new_worgen_face_by_vailwolf.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Canute on July 18, 2019, 01:02:05 PM
Ok, but your design interpretetion looks like the worgen at your right picture should have 4-5 times longer fangs.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 20, 2019, 07:14:02 PM
Tweaked the pawnhead a little bit based off criticism both here and our discord and happier with the new model as a result.

(https://i.imgur.com/5E3JzCp.png)
(https://i.imgur.com/SQXbhkT.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Canute on July 21, 2019, 02:32:29 AM
*still ask myself how these worgen could survive with that hugh fangs it is impossible to eat*
Yeah i know it is your design interpretation from the pictures.
And once they got shrunk at the colonist bar/map view i won't see them anymore as too big.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 26, 2019, 12:49:12 PM
No promises but update I do next month may also include gnomes/dwarves as well.

(https://i.gyazo.com/3571e16942270fc46046e8299677fa4f.png)

(https://cdn.discordapp.com/attachments/557970150486441986/604195077262278675/256MaleSouth.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: July 7th
Post by: Ryflamer on July 31, 2019, 05:41:20 PM
Likely to do a full release of the update on sometime on the first. Can see all the up to date changes here.

https://docs.google.com/spreadsheets/d/1MrG2TJ-qC3HCUQsieB-Lm6vZK2D32Si1tvnuCozI1Xk/edit#gid=913383174 (https://docs.google.com/spreadsheets/d/1MrG2TJ-qC3HCUQsieB-Lm6vZK2D32Si1tvnuCozI1Xk/edit#gid=913383174)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: Ryflamer on August 02, 2019, 10:05:42 PM
Update for 8/1

This update is a pretty big one as it includes the first hostile NPC faction, the scourge(image linked below.) As well as the inclusion of both Worgen, and Gnome races within the alliance. More detailed changelog can be found below.

This update includes the following for Rimcraft.

- Added Gnomes as a playable race which can spawn within the Alliance or as a pirate.
- Added Worgens as a playable race which can either spawn within the Alliance or as a pirate.
- Added the Scourge faction as a non-playable hostile faction similar to Mechanoids. Currently only addition included are a lot, and I mean a lot of skeletons.
- Added custom eyebrows for Nightborne
- Enabled new bodytypes for all races(Still lore friendly so no fat night elves!)
- Forsaken now have a higher chance at poisoning food they cook.
- Adjusted Forsaken traits and included several lore-related blocked thoughts.
- Rebalanced spawnrates for races via slaves, wanderers, etc.. to have a better race distribution rather than leaning heavily towards orcs/humans
- Tweaked Male troll east texture
- Added compatibility patch for Vanilla Weapons/Armor Expanded.
- Fixed Night elves rarely spawning within Alliance faction
- Fixed map error with Rimcraft Factions
- Fixed night elf warrior/forsaken night elf eyes
- Fixed red error on Rimcraft animals when used in conjunction with MSE
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: Ryflamer on August 11, 2019, 09:20:00 PM
Preview of the upcoming Tauren in the next update

(https://i.gyazo.com/910d39f9782d8d4808c2d92030b0c0f7.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: livermop on September 08, 2019, 07:44:00 PM
Try adding racial bonuses/conditions.

Exemple: Gnomes have better plant cutting and growing, orcs have better attack speed, dwarves have better mining, etc.

That would affect the overall strategy of the mod and the faction. 
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: Ryflamer on September 09, 2019, 01:45:18 PM
Currently there are several race specific stat modifiers as you can see here.
https://docs.google.com/spreadsheets/d/1MrG2TJ-qC3HCUQsieB-Lm6vZK2D32Si1tvnuCozI1Xk/edit#gid=248905997
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: livermop on September 09, 2019, 07:24:19 PM
Thanks :)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: Ryflamer on December 19, 2019, 12:33:26 PM
I'm back to working on the mod, albeit at a casual pace. Expect the next update to include Tauren and a big chunk of bugfixes.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: rimmer21 on December 20, 2019, 07:40:27 AM
sweet! My game never wants to load the draenai?
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: August 1st
Post by: Ryflamer on December 23, 2019, 06:12:57 PM
As in you never get draenei pawns to spawn, you never encounter the faction itself, and do you get any red errors involving draenei?
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: January 20th
Post by: Ryflamer on December 30, 2019, 11:20:43 PM
Preview of what I've been working on and what will be in the upcoming update.
At the moment all the ears and the eyes of each pawn is tied to it's body part in-game. So that when a pawn for instance loses his left eye as a result of combat or an accident, the pawn visually loses the eye in-game. Also 1024x1024 resolution on all pawn textures up from 256x256 as well in a rimworld-like style.

(https://cdn.discordapp.com/attachments/550977988427251712/661320200406433792/all_elvesd.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Ryflamer on January 01, 2020, 04:58:11 PM
Poll regarding what hairs I'll be doing first with the new style I'm aiming to encompass. https://www.strawpoll.me/19162549

Will likely go with the winner on the 5th.

All hair textures will be based upon https://steamcommunity.com/sharedfiles/filedetails/?id=1888705256
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Ryflamer on January 16, 2020, 07:13:04 PM
Preview of the upcoming hediff variable eye textures that appear when the pawn has specific injuries on specific eyes.

(https://i.gyazo.com/08b0dff4b10d87ed5910954d8368466b.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: January 20th
Post by: Ryflamer on January 23, 2020, 03:06:10 AM
Bit of a late changelog as update came out on 1/20 but here it is better late than never

This update includes the following for Rimcraft.

Added new textures for Blood Elves, Night Elves, Azerothian Humans, and Orcs.
New textures for all elf/orc variants including forsaken elves, void elves, high elves, and mag'har orcs.
The new textures allow for variable eyes where if your blood elf loses an eye in-game it will show that visually as well.
10 Brand new lore-friendly hairs for male and female night elves.
6 Brand new lore-friendly hairs for male and female orcs.
Added new basic faction world map icons with color support(wip).
Massive under the hood def-name changes for organization/cleaning up code so likely there will be issues upon using saves that previously had Rimcraft content.

Fixed trait compatibility with Rimhammer.
Fixed Nightborne player faction icon now showing up.
Fixed Lore description of some backstories
Temporarily removed caravans using their faction animals as a temporary fix for the red errors on occasional caravans.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Berserk on January 23, 2020, 05:27:43 AM
Update: Can confirm that the Rimcraft core mod causes errors or conflicts with another mod when creating worlds. It leads to every faction having only one base


Hey awesome mod! Though I'm getting errors with the Draenei race and trying to load their scenario doesn't let me generate a world. I think it might also be responsible for generated worlds having one base per faction. Here is the error log after worldgen.


Sorry for the mess, I'm not sure how to spoiler it.



Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00180>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x000a7>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
Verse.PawnGenerator:GeneratePawn_Patch2(PawnGenerationRequest)
Verse.PawnGenerator:GeneratePawn(PawnKindDef, Faction)
RimWorld.Faction:GenerateNewLeader()
RimWorld.FactionGenerator:NewGeneratedFaction(FactionDef)
FactionControl.FactionGenerator_GenerateFactionsIntoWorld:Prefix()
RimWorld.FactionGenerator:GenerateFactionsIntoWorld_Patch1()
RimWorld.Planet.WorldGenStep_Factions:GenerateFresh(String)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Error in WorldGenStep: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.ThingMaker.MakeThing (Verse.ThingDef,Verse.ThingDef) <0x00180>
at Verse.PawnGenerator.TryGenerateNewPawnInternal (Verse.PawnGenerationRequest&,string&,bool,bool) <0x000a7>
at Verse.PawnGenerator.GenerateNewPawnInternal (Verse.PawnGenerationRequest&) <0x003b0>
at Verse.PawnGenerator.GenerateOrRedressPawnInternal (Verse.PawnGenerationRequest) <0x007c1>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch2 (Verse.PawnGenerationRequest) <0x000ca>

Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

System.NullReferenceException: Object reference not set to an instance of an object
  at VFECore.ScenPartUtility.FinaliseFactionGoodwillCharacteristics (RimWorld.FactionDef faction) [0x00000] in <filename unknown>:0
  at VFECore.FactionGoodwillModifier.FinalizeInit () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldComponentUtility.FinalizeInit (RimWorld.Planet.World world) [0x00000] in <filename unknown>:0
Verse.Log:Error(String, Boolean)
RimWorld.Planet.WorldComponentUtility:FinalizeInit(World)
RimWorld.Planet.World:FinalizeInit()
RimWorld.Planet.WorldGenerator:GenerateWorld(Single, String, OverallRainfall, OverallTemperature)
RimWorld.Page_CreateWorldParams:<CanDoNext>m__0()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()

Faction The Draenei has null relation with PlayerColony. Returning dummy relation.
Verse.Log:Error(String, Boolean)
RimWorld.Faction:RelationWith(Faction, Boolean)
RimWorld.Faction:GoodwillWith(Faction)
FactionControl.Patch_Faction_get_Color:Prefix(Faction, Color&)
RimWorld.Faction:get_Color_Patch1(Object)
RimWorld.Planet.Settlement:get_Material()
RimWorld.Planet.<Regenerate>c__Iterator0:MoveNext()
Verse.GenCollection:ExecuteEnumerable(IEnumerable)
RimWorld.Planet.WorldLayer:RegenerateNow()
RimWorld.Planet.WorldRenderer:RegenerateAllLayersNow()
RimWorld.Page_CreateWorldParams:<CanDoNext>m__1()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Ryflamer on January 23, 2020, 05:16:20 PM
@Berserk Are you on the most recent build of Rimcraft? And currently it may cause other faction bases to not spawn as with Rimcraft factions there is a total of 7 factions which generate settlements, and as a result can lead to other factions not spawning as often.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Berserk on January 23, 2020, 06:04:30 PM
Quote from: Ryflamer on January 23, 2020, 05:16:20 PM
@Berserk Are you on the most recent build of Rimcraft? And currently it may cause other faction bases to not spawn as with Rimcraft factions there is a total of 7 factions which generate settlements, and as a result can lead to other factions not spawning as often.

Hey yeah I am, I was using Faction Control too so I could bypass that but I guess that doesn't work. I've had to disable the factions mod and its patches. I'm considering just starting a save without it enabled, then loading that save with Rimcraft factions enabled along with the Faction Discovery mod
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Ryflamer on January 23, 2020, 10:22:15 PM
Yeah I'm not too sure what your issue is as I've been able to start playthroughs with rimcraft factions on and as starting as a draenei without the red error you got, as well as other faction bases appearing as well. Is your game heavily modde
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Ryflamer on January 24, 2020, 03:12:35 AM
Just realized in your error log VFE is referenced, I know that and faction control have compatibility issues so that may be what is causing problems
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: December 24th
Post by: Berserk on January 24, 2020, 05:08:14 AM
Hey, yeah sorry about that the errors and problems I had weren't because of your mod at all. On an unrelated note, could you please make a patch where your humans use Gloomy Face mk2? And thanks for taking the time to reply
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: January 20th
Post by: Ryflamer on February 02, 2020, 02:36:33 AM
@Berserk a version for gloomy is unlikely to come anytime soon as currently I'm better using my time redoing the textures for the old races, rather than making a custom set for the gloomy face mod.
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: January 20th
Post by: Ryflamer on February 15, 2020, 02:52:54 PM
Upcoming Draenei texture rework coming in the update later this month. Other race texture reworks coming in the update this month also include  Gnomes, Trolls,  and Nightborne. As well as finally the introduction of dwarves.

(https://i.imgur.com/R1TgDSK.png)
Title: Re: [1.0] RimCraft, a World of Warcraft Rimworld Mod - last update: January 20th
Post by: Ryflamer on February 17, 2020, 08:29:37 PM
Updated fancy preview for the draenei, likely will have one posted for each of the races at some point.

(https://i.imgur.com/eQmg0kQ.png)
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on February 25, 2020, 12:06:40 AM
Update for 2/24/20

This update includes the following for Rimcraft.

*Def names on animals and weapons have been changed so there may be initial red error spam/missing animals and weapons on first load after the patch*

Added Dwarves!
Added the Dwarven Ram and Fairy Dragons.
Added new textures for Gnomes, Trolls, Draenei, and Nightborne.
Added 10 new hairstyles for Blood elves(5 for male 5 for female).
Added 10 new hairstyles for Trolls(5 for male 5 for female).
Added 10 new hairstyles for Draenei(5 for male 5 for female).
Added support for bodytypes for all races(no more floating eyes).
Added proper hair descriptions for all added hairs.
Added new basic faction world map icons with color support for all factions.
Added proper faction colors for all existing factions
Added additional color variations for several different animals.
Added proper xenophobia trait support on all core races.
Added proper statbases to Tauren that was previously missing(woops).
Faction caravans now properly sell the t1 weapon of their respective factions.
Rimcraft Animals textures are now all 512x512 upscaled from 256x256


Downscaled all race textures to 512x512 as there is negligible difference between that and 1024x1024.
Removed jecstools dependancy and Rimcraft Factions now has a built in Oversized weapons assembly.
Removed several redudantant pawnkinds from NPC factions.
Removed duplicate backstoryDefs which may have caused issues with some.
Changed naming scheme and defnames of existing weapons for better organization and recognition in-game.
Changed all patch /def/ format for slightly faster xpath patch loading
Changed balancing on Rimcraft Animal egg costs to be more in-line with vanilla.

Fixed labeling on animals
Fixed hediffs on dwarves/gnomes so they no longer have a predisposition to spawning with a bunch of age related illnesses.
Fixed races spawning on the incorrect bodytypes.
Fixed various bodypart positioning on different bodytypes.
Fixed Night Elves not having the variable damaged eye textures.

If you have any thoughts, suggestions, or criticisms for this update/mod feel free to leave a comment here or drop me an @ on discord https://discord.gg/3Dp7Zug
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on February 29, 2020, 10:39:51 PM
Updated first page with a bunch of new preview screens of animals as well as the new night elf preview art.
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on March 05, 2020, 04:13:13 AM
Sneak peak of the upcoming Forsaken retexture.

(https://cdn.discordapp.com/attachments/550977988427251712/684728814110244876/f_example.png)
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on March 13, 2020, 09:43:17 PM
Head variation similar to what to the currently existing textures have are also going to be in Forsaken retexture.

(https://cdn.discordapp.com/attachments/550977988427251712/686522843051327495/Forsakenspooky.png)
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on March 19, 2020, 09:00:56 AM
The preview for the upcoming goblins in the next update. Female textures still W.I.P

(https://cdn.discordapp.com/attachments/550977988427251712/687618518019342378/GoblinMales.png)
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Ryflamer on March 29, 2020, 04:10:47 PM
W.I.P Orc retexture

(https://cdn.discordapp.com/attachments/557970150486441986/693614811438645288/3d7c6df723b02b45a3030a02a474e054.png)
Title: Re: [1.0][1.1] RimCraft, a World of Warcraft Rimworld Mod - last update: Feb 24th
Post by: Timsane on April 01, 2020, 11:46:31 PM
For some reason when I use the Non-steam user SteamWorkshop link, I only get the 1.0 version which is 7.2 mb. I don't see any option for changing the version to 1.1.  Is there another way to download it?
Title: Re: [1.0][1.1] [Ry]RimCraft, a World of Warcraft Rimworld Mod last update: Feb 29th
Post by: Ryflamer on April 03, 2020, 12:53:13 PM
@Timsane I've updated the main post to include a non-steam link as it appears the site I was linking to before tends to update links inconsistently.