Recent posts

#31
Releases / Re: [1.5] Hamefura 1.3.0 (15 A...
Last post by sumghai - April 15, 2024, 03:09:30 AM
Hamefura has been updated for RimWorld 1.5.4063 - see first post for download link.
Version 1.3.0 - 15 Apr 2024
---------------------
- Updated for 1.5.4063
- Updated hair defs and graphics paths to comply with latest Hair Modding Plus (continued) conventions
- Removed support for 1.3, as 1.4/1.5 changes are not backwards compatible
#32
Releases / Re: [1.5] RimNGE 2.5.0 (15 Apr...
Last post by sumghai - April 15, 2024, 02:58:25 AM
RimNGE has been updated for RimWorld 1.5.4063 - see first post for download link.
Version 2.5.0 - 15 Apr 2024
---------------------
- Updated for 1.5.4063
- Updated hair defs and graphics paths to comply with latest Hair Modding Plus (continued) conventions
- Removed support for 1.3, as 1.4/1.5 changes are not backwards compatible
#33
Releases / Re: [1.5][MODLIST] Glitter Tec...
Last post by Sam_ - April 15, 2024, 01:40:29 AM
Updated to 1.5
#34
General Discussion / Banned from Discord.
Last post by fakilam - April 15, 2024, 12:16:18 AM
So yeah, I was banned about a few months back because I posted a meme that was against the rules and kinda forgot to respond when told to attone for my actions. So can I appeal for my ban?
#35
Creative Rewards / Re: Name in game unsearchable ...
Last post by Stark8297 - April 14, 2024, 04:03:32 PM
Hi, yeah I'm having the same issue since 1.5, my name in game is no longer searchable in the main menu.
Not really helping but just so you know you're not the only one.

#36
Help / Trying to make a mod that chan...
Last post by DaxusDragons - April 14, 2024, 03:35:45 PM
I've been trying to make an item that changes the xenotype of who ever uses the artifact. I've been getting this error whenever I spawn in the item.



Could not instantiate or initialize a ThingComp: System.MissingMethodException: Default constructor not found for type Verse.ThingComp
  at System.RuntimeType.CreateInstanceMono (System.Boolean nonPublic) [0x0007b] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.RuntimeType.CreateInstanceSlow (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00009] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.RuntimeType.CreateInstanceDefaultCtor (System.Boolean publicOnly, System.Boolean skipCheckThis, System.Boolean fillCache, System.Threading.StackCrawlMark& stackMark) [0x00027] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Activator.CreateInstance (System.Type type, System.Boolean nonPublic) [0x00020] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at System.Activator.CreateInstance (System.Type type) [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at (wrapper dynamic-method) Verse.ThingWithComps.Verse.ThingWithComps.InitializeComps_Patch3(Verse.ThingWithComps)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch6 (string)
(wrapper dynamic-method) Verse.ThingWithComps:Verse.ThingWithComps.InitializeComps_Patch3 (Verse.ThingWithComps)
Verse.ThingWithComps:PostMake ()
(wrapper dynamic-method) Verse.ThingMaker:Verse.ThingMaker.MakeThing_Patch2 (Verse.ThingDef,Verse.ThingDef)
(wrapper dynamic-method) Verse.DebugThingPlaceHelper:Verse.DebugThingPlaceHelper.DebugSpawn_Patch0 (Verse.ThingDef,Verse.IntVec3,int,bool,Verse.ThingStyleDef,bool,System.Nullable`1<Verse.WipeMode>)
Verse.DebugThingPlaceHelper/<>c__DisplayClass2_1:<TryPlaceOptionsForStackCount>b__1 ()
Verse.DebugTool:DebugToolOnGUI ()
Verse.DebugTools:DebugToolsOnGUI ()
(wrapper dynamic-method) RimWorld.UIRoot_Play:RimWorld.UIRoot_Play.UIRootOnGUI_Patch4 (RimWorld.UIRoot_Play)
(wrapper dynamic-method) Verse.Root:Verse.Root.OnGUI_Patch2 (Verse.Root)


Any advice on what I did wrong?
#37
Releases / Re: [1.5] Collapser - A simple...
Last post by Jaxe - April 14, 2024, 03:01:22 PM
Updated for v1.7:
- Added support for RimWorld 1.5
#38
Unfinished / Re: [1.4-1.5] (WIP) Red Horse ...
Last post by Chicken Plucker - April 14, 2024, 03:00:59 PM
1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits



Just leaving a list of my plans here.

1.5 Updates: Google Drive Link

Mod updates:

[RH2] Faction - V.O.I.D.
- Cease fire declined text added when begging fails
- V.O.I.D. ideology has been refined to be more consistent
- V.O.I.D. Ideology no longer has raiding as "respected" since it's not necessarily in-character

EDIT:
[RH2] Faction - Gruppa Krovi
- No longer hostile to DOOM space marine and FOXHOUND scenario start

EDIT 2:
[RH2] Hand-To-Hand
- Error fixes for the .dll, Arquebus added to credits





Just putting my thoughts on paper here folks, so you know what is planned for RH2 Factions.

Faction roadmap plans:
Factions:

Modern:
Coalition:
NATCO Forces
Description: Coalition forces lead by NATCO (North Atlantic Treaty Coalition) to colonize and occupy other worlds and spread western influence.
This will NOT be the old Coalition mod. This will have a mixture of uniforms from NATO forces, though this will not be a real-world faction and will have it's own lore tied to Gruppa Krovi, the FSSR and the UCA

Ghosts:
Counter Stealth Unit
Description: Remnants of US Special Forces in a fallen earth. They will have dogs, a maximum of three weapons and they will be allied with western factions. Their leader will always have the nickname "Ghost" and may wear Ghost's attire from Capture or Kill in the MW remake, just for the sake of including him somewhere.

XOF:
Covert strike force
Description: A brutal strike force that is allied with western and some eastern based factions and The Fallen Empire, but hostile to tribals, outlanders and the player.

Cordis Die:
Narco-backed Mercenaries
Description: A group consisting of mostly latino mercenaries with drones like the AGR and the CLAW, hostile to western based groups, friendly to eastern based groups.

Will be lead by Raul Menendez, backstory will say that he is a Rebirth Clone

Bad Company:
Private Security
Description: A neutral PMC that will be hostile to friendly tribals and eastern factions

Umbra Company:
Rogue Private Army
Description: A rogue private army that is hostile to everyone except the rough outlander unions and The Fallen Empire

War Mongrels:
Paramilitary Formation
Description: A paramilitary that is allied with eastern based factions and hostile to western based factions except for NATCO Forces (For some reason)

Will also be hostile to all outlanders and tribals. Will be friendly to Fallen Empire. Will have a leader that is always nicknamed "Alpha"

Last Man Contingent
Paramilitary Organization
Description: Paramilitary organization that is hostile to everyone except rough and normal outlander unions and NATCO Forces.

Elite Crew:
Terrorist Organization
Description: Hostile to everyone except Cordis Die, all Outlander unions and all Tribal factions.

Defence Pact plans:
- Factions will have a hidden "defence pact" where if you enlist to one of them, the others in their pact will turn friendly towards you.
- Factions you attack and turn hostile against you under the defence pact will become your enemy, this includes enlisting into an enemy of theirs.
- Some factions will have a "I'm staying out of this" rule where they may ignore the defence pact.
- Thinking about an option where the player can arrange a faction they are +100 with to make peace with another faction they're also +100 with. I.E. You ask NATCO to make peace with MSF, both of which you have +100 with in the comms console, and then you have to attend a peace meeting in the map.

Sci-Fi:

UNSC
United Nations Space Command
Description: Will consist of UNSC Marines and Spartans. Neutral to the modern factions' conflict except for those that are naturally hostile. They have nothing to do with it.

UAC
Union Aerospace
Description: Will consist of UAC soldiers, scientists and engineers. Neutral to the modern factions' conflict except for those that are naturally hostile.

Old Galactic Republic
Ancient Remnants
Description: Will consist of Old Republic Troopers and will be lead by Jedi.

The First Order
Galactic Empire Remnants
Description: Will consist of First Order troopers and a commander in gold armor. Hostile to the old republic and potentially both western and eastern factions.

The Mandalorians
Bounty Hunter Clan
Description: The Mandalorians will be neutral to everyone except First Order and Old Galactic Republic and any naturally hostile faction.

Hostile Entities:
The Demons
Infernal beasts
Description: Will consist of demons from DOOM and cultists in cyberdemonic armor. May spawn with UAC weapons and/or their own.

The "Maybe" List:
Diamond Dogs
Private Forces
Description: Will be lead by Revolver Ocelot (to be determined, may use Venom Snake but he's in MSF mod.). Will have the TX-55 Metal Gear as XOF already has Sahelantrophus. Will have the Ocelot Unit. Will be friendly to MSF and PM.

Praying Mantis
Private Military
Descriptiono: Will be lead by Liquid Snake. Will have GEKKO and FROG units. Will be friendly to MSF and DD. Will have Metal Gear REX and RAY.

MGS Outer Haven plan:
If MSF, Diamond Dogs and Praying Mantis is enabled, after a set amount of days in the map, their faction logos will change to the Outer Haven logo and their faction names will change to "Outer Haven" as well. All of them will be allied and they will then proceed to turn hostile against all factions in the world map. Player relations do not change.

Sci-Fi "maybe" list
MEDUSA
Female Supremacists
Description: Band of all-female warriors who use spacer equipment lead by a woman who is named "Medusa", she is a vatgrown super soldier clone and will always be replaced by such.

USSF
Space Marines
Description: An interstellar coalition which protects planets under their jurisdiction. This is meant to be based on the Space Marines from TimeSplitters, so they will have robo monkeys with plasma pistols, they will have some mechs of their own too like a mechanized T-Rex and some other robots on their team. Just generally the "Good guys". USSF stands for (United Sectors Space Force)

Silk Empire
Supersoldier tribe
Description: Some kind of new dark elf xenotype that were bred to be super soldiers. They have spider themed Mechanoids and their own spacer equipment. Hostile to all. Supremacists.

Questions you may ask:
Which one will you do first?
Whatever it is we can make first. These factions will take time and funding from myself and the team. I don't know how long my team members will continue modding, and you never know if anything will happen to me and one day I just stop posting here. First come first serve, and I also have to try and update the old stuff.

RH1 updates?
I will update most RH1 mods, not all of them. Some are just not worth it for me, like the factions. You can see they will be remade in this RH2 list. As for mods like Rimmu-Nation Weapons, the person who helped code the projectiles threatened to take me to court over having a donations page, so he wants me to not update it anymore unless I rebalance it myself. I can just replace it with RN2 stats but there's also stolen art and images from google in that mod which someone (from CE chat) has had a go at me for, so we're not gonna continue with it to avoid dramas.

Blardy blah Red Horse lore
Many have told me that such and such faction being present in RimWorld doesn't make sense, but I think they just lack imagination. RimWorld is ripe for its vastness in infinite space and the multiverse and so and so, each faction has it's own reason of being there but I've written lore to be broken and with much pieces missing for a reason. Some factions are from the same world, while some are from far away places. Ultimately it's up to the player to come up with the story, but I've left some sense of lore for my factions and I believe it fits with RimWorld's many many list of worlds and planets in its vanilla lore.

I did begin departing from "Earth" and references to our own world as much as possible. This has given me freedom to do a lot more in terms of storytelling and theme.
#39
Releases / Re: [1.5] More Random Seeds - ...
Last post by Jaxe - April 14, 2024, 03:00:41 PM
Updated for v8.0:
- Added support for RimWorld 1.5
#40
Releases / Re: [1.5] BoomMod - Boomalopes...
Last post by Jaxe - April 14, 2024, 02:59:30 PM
Updated for v1.8:
- Added support for RimWorld 1.5