Recent posts

General Discussion / Re: How can we affect which st...
Last post by clevider - January 30, 2023, 01:45:09 PM
If you're right, it's an odd design choice given that playing with diverse beliefs is supposed to be a supported play style.

Thank you for the patch. I've not used mods from outside Steam before, but I'll try to look into it this weekend. All of the tweaks you've included look sensible.
Unfinished / Re: [1.3] (WIP) Red Horse ²
Last post by Chicken Plucker - January 28, 2023, 05:35:02 PM
Progress Reportamundo 2

Fiendakko has finished all Utilitarian textures. I just asked him to correctly label the filenames and fix one of the armors which only have one set of pouches compared to the ref.

(Note to self: Add rifle slings)

Here's the future preview image for Utilitarian. Drew it over some of the textures in the mod and this reference here:

It's okay guys, I still got it.  8) I honestly started to believe I wasn't able to continue the tradition of these detailed previews anymore. The original background was artwork I've touched up also.

Obviously the guys are doing a CASEVAC and correctly leaving one person with suppressive fire while they're moving because they're awesomely trained individuals who don't break the golden rule of "no movement without fire". I feel it's an excellent detail and intro for who these guys are in one image.

MG-88 Enforcer
Chambered in 7.62x51mm NATO from DOOM 3, will be standard issue for Utilitarian pawnkinds.

Pawnkind food type:
- Survival Packaged Meals
Will be the standard food for the pawnkinds, no need for me to make a new ration pack.

- Thirsty Burst
Lemonade freshness.

No cigarettes since the Bounty Hunters already have Sotoxi, but I'll code it so that Utilitarian guys spawn with them if both mods are enabled. The mod is almost out, just some more work to do regarding UI art and all the coding. Afterwards I'll do First Order if Taranchuk does their C# and get back into UAC.

In other news, Serina Enjoyer is almost finished with Mark V(B) power armor for Halo.

Just need sides and other helmet views, then I'll ask for Air Assault. I intend to make him do Spartan III armors, all the ones Noble Team uses and Hazop. I've still got a lot of work to do while busy with career so this is gonna be a grizz to get demons out.

I am thinking about adding mechs for both First Order, Utilitarian and UAC. We'll see where that goes but I'll leave it cut if its too much trouble. They would function as mechanoids since vehicle mods be damned, they just won't seem to come so I'll figure out a way to do it myself for factions even if they aren't vehicles.

See you guys later, hopefully with a mod release and bug fixes.
General Discussion / Re: How can we affect which st...
Last post by LWM - January 28, 2023, 01:01:15 PM
I looked at the code, but it's complicated and I gave up before tracking down exactly where the decision is made. I think the style decision is made when you place the blueprint, based on your "official" colony ideoligion? But not 100% sure.

But I did discover there's a way to change the style of blueprints if you're playing in "Classic Mode" and was easy enough for me to make a patch that lets you change the style for any Ideology play (...I've written a lot of Transpilers...)

So, there's an option for you :)

Ideas / Re: Add a way to teach bedridd...
Last post by LWM - January 28, 2023, 10:59:30 AM
There's now a mod on steam that allows that!
Releases / [1.3-1.4] Weapons Dominator
Last post by seeki - January 28, 2023, 10:01:11 AM
I have released Weapons Dominator which I have been working on with passion.This is a dream mod to control weapons at will.

Video Commentary

Steam WorkShop Download

Weapons Dominator is a high spec managed mod that lends players the power to dominate any weapon. The following dream features are available with no expertise required.

  • Colonists monopolize powerful weapons and do not let the enemy use them.
  • Unlock exclusive weapons locked for the HAR race only.
  • Display the DPS of all weapons and visualize the relationship between weapon and weapon's strength.
  • Adjust the performance of any weapon as easily as adjusting the volume of a speaker, and the weapon's DPS can be super-enhanced by a factor of about 100.

An example of usage.

  • Enjoy playing the strongest hero by remaking your favorite weapon into the ultimate weapon that only you can use.
  • Regulate only the doomsday rocket.
  • Correct mods that have great art but unbalanced performance to a reasonable value.
  • Bring up weak weapons that are not an option to realistic performance and make them more atmosphere oriented.
  • A compact workshop is maintained by integrating a large number of dedicated workbenches, each of which must be installed in the workshop, into the vanilla workshop.

High customizability .

  • The strength of all weapons can be adjusted at will.

High flexibility

  • Compatible with both Ver. 1.3 and 1.4, and can be applied to existing saved data.
  • Changes are applied immediately and do not require a restart.
  • Changes can also be made during gameplay after loading saved data.

High scalability

  • Mods can add many weapons and automatically adapt to them.

High visibility

  • DPS is independently calculated and displayed based on the damage calculation process.
  • This allows the user to understand the strength/weakness relationship between weapons, and also serves as an indicator for adjustments, as enhancements are reflected in DPS on the fly.
  • The mods are sorted by mod group, so you can analyze which mods are the strongest.

High cost-effectiveness

  • Cost is only a click away.
  • This mod works via Steam WorkShop.
  • If you are impressed by this mod, you can treat the author to coffee as an option.


Features Details.
This equipment is monopolized by the player faction and prohibited from being supplied to the enemy.
Rule 1: Can be applied while playing the game, but will not steal from enemies already spawned on the map.
Rule 2: Monopolized equipment disappears from the market and is prohibited from trading.
Rule 3: Only usage rights can be taken from this item. Research must be completed if manufacturing requires research.
Rule 4: As an exception, monopoly equipment, unless absolutely impossible to manufacture, can be sold at a high price only by orbital combat supplier. Available from research without going through manufacturing.
Rule 5: Enemies are allowed to capture and equip even exclusive equipment.

Unlock the HAR race-specific and make it general equipment.
Rule 1: Equipment that can be equipped by anyone from the beginning but can only be manufactured on a dedicated production table can be targeted.
Rule 2: Only if this can only be manufactured on a dedicated production table can it be manufactured on any of the vanilla production tables.
Rule 3: It is not released until research is required for production.
Rule 4: If the research required to produce this is exclusive to the HAR species, it will be unlocked for anyone to research, including prerequisite research.
Rule 5: If your colonist is of the HAR race who can only equip exclusive equipment, he remains unable to equip this unlocked weapon.
Rule 6: If the HAR race you unlocked this weapon to is set to only equip optimized equipment, they can still continue to equip this weapon.

Power factor from 0.5x to 10x
Adjust the attack power of this weapon by n times. The larger the number, the more powerful.
Ranged weapons only increase in power when shooting and do not change in power in melee combat.
If it is a poison bullet or poison gas using standard poisons, the toxicity is raised at the same time.
Weapons with selectable bullets cannot be changed because they do not have power information.
This item may have no effect on special weapons.

Interval factor 2.0x to 0.1x
Adjust the attack interval of this weapon by n times. The smaller the number, the faster.
This item may have no effect on special weapons.

Warning: Maximizing the Power factor and Interval factor turns even crude weapons into the ultimate killing weapons.

Range factor 0.5x to 2.0x
Adjust the range of this gun by n times.
If the range exceeds the width or height of the map, the range circle is no longer depicted, but the extended range is still valid.
Effective only with ranged weapons.
This item may have no effect on special weapons.

I would like to sincerely thank the following people for their help

Promotional Video
Mr. idatenz

Technical Assistance
Mr.ryouta, Mr. Kaitorisenkou, Mr. yrtwof.

Material provided by
Sound Effect Lab, The Matchmakers, OtoLogic , Koura.

Redistribution of this mod is prohibited.

Modpack makers are not allowed to include this mod in their modpacks.
I welcome other modders to create derivative mods based on this mod.

Q: Can't the hit accuracy be changed?
A: The hit accuracy will remain unchanged because we want to preserve the individuality of the weapon. The same reason why the range is capped at 2x.
Please increase the rate of fire to compensate for the low hit accuracy.

Q: Can the penetration be changed?
A: It depends on the weapon. In some cases the penetration is a fixed value (charge rifle) and in others it is calculated based on the power (charge lance), and the former is not changed.
However, this is a minor issue since even the former can be lethal if the power is increased.

Q: What happens if I increase the Power factor of the weapon that has no power?
A: The negative status granting effect is enhanced. If it is a poison, the toxicity will be enhanced, and if it is an EMP, the stopping time will be extended.
However, in some cases this is a fixed value and in other cases it is calculated based on the power of the weapon, and in the former case it is not enhanced. As far as I have been able to find, I have not been able to find any samples of the former.

Q: I unlocked an item but cannot equip it.
A: This mod do not take care of HAR races that can only equip exclusive equipment.
This is a HAR racing personality and outside the scope of what this mod should follow.

Q: I found a bug.
A: If you include HugsLib log with Rimworld version and bug conditions, I will investigate the cause of the bug.

Q: Is it Combat Extended compatible?  
A: No, it is synonymous with a complete rebuild and will not be supported.
I do not like rude people who post "CE Plz" without technical documentation URL for CE and without donation.
I interpret such rude posts as "Please ban me from your mod".
Ideas / QOL ideas. Why it's not alread...
Last post by Erebar - January 27, 2023, 05:09:19 PM
So anything posted here wont be implemented. Great idea Tynan. Saves a lot of work right?
General Discussion / Re: Should "invisibility" (Psy...
Last post by Barazen - January 25, 2023, 11:03:34 PM
Quote from: SpaceCows on January 24, 2023, 01:29:40 PM
I think the bigger gap is that psychically deaf pawns are still affected by invisibility. If invisibility were an effect on other pawns not the target, psychically deaf pawns would see the target

Correct me if I'm wrong but that doesn't make a pawn immune to psychic events or effects, just very resistant? Given that invisibility is such a high level paycast it may just be able to brute force it
Ideas / Re: Add a way to teach bedridd...
Last post by Liwet - January 24, 2023, 05:32:37 PM
Be nice if children could learn from TV.
General Discussion / Re: Should "invisibility" (Psy...
Last post by SpaceCows - January 24, 2023, 01:29:40 PM
I think the bigger gap is that psychically deaf pawns are still affected by invisibility. If invisibility were an effect on other pawns not the target, psychically deaf pawns would see the target
General Discussion / Re: How can we affect which st...
Last post by Barazen - January 23, 2023, 10:15:55 PM
Perhaps it's based on total style points overall? With totemic having higher total points? I know visitors and refugees make things in their style when they are visiting. Seems like some testing is required.