RimWorld

RimWorld

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Filthy Orc Invasion temporary fix
   
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Mod, 1.0
File Size
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480.220 KB
12 Dec, 2019 @ 10:26pm
2 Feb, 2020 @ 4:01pm
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Filthy Orc Invasion temporary fix

Description
Load order: Place this below the original race mod.

A temporary patch fixing many numerous issues from the Filthy Orc Invasion race mod. Fixes and some slight rebalances include:
- Fixed double thoughts on the beauty of the environment.
- Orcs racial apparels rebalanced on armour, work amount and insulation.
- Removed components as materials required for some Orc racial armour.
- Large chest piece is now placed on the shell layer, meaning it can now be equipped on top of all other Orc racial apparels.
- Fixed Orc Helmets to be made at the Smithy.
- Orcs come better geared in their raids.
- Orc raid size should now be larger.
- Orc faction should have a leader now.
- Added "peaceful" or "visitor" groups for Orcs faction, useful bit of code for Hospitality to use so it can stop whining.
- Orcs should now no longer spawn with Kind, Gay or Wimp traits. Based on how the author wrote it, I think that was the intention. The HAR framework however cannot let me specifically disable Pretty and Beautiful, without also disabling Ugly and Staggering Ugly, so that may still be left in.
- Removed Orc specific thoughts for Orcs regarding bedrooms and barracks. A persistent issue with all other races that sees bedrooms differently. It is constantly being set to the lowest value no matter how good the rooms were, so I decided to best remove it and allow the Orcs to be standardized on the thought. A solution has yet to be found for this, unfortunately.
- For the sheer hell of it, I allowed Orcs the ability to equip shield belts! The modded ones from Advanced Shield Belts mod can also be used, as I already use a personal whitelist extension mod for races that can't use it. Orcs do not spawn with them, but you may equip your own!

With all these changes, perhaps these Orcs have more presence in your game, and also more formidable and viable.
26 Comments
Mlie 31 Jul, 2020 @ 11:51am 
Since this patch seems to fix and improve the original mod more to the way the original author described it I have chosen to incorporate most of the changes in the 1.1-version.
Thank you for the good analysis of the mod!
Tarojun  [author] 20 Apr, 2020 @ 7:15pm 
This patch only fixes the current issues of 1.0, and if you want 1.1, it may as well re-publish that mod as a new one.
I will see if something is being done first before anything else though.
aastronautic 20 Apr, 2020 @ 6:20pm 
Hey, wondering if you're gonna update this to 1.1, but since this is supposed to be a patch i dont think that would be possible.
Tarojun  [author] 13 Feb, 2020 @ 12:38pm 
From original mod, yes. I have not changed anything on that aspect.
Fly666monkey 13 Feb, 2020 @ 12:20am 
Is it intended for Orcs to be Male only?
Tarojun  [author] 10 Feb, 2020 @ 2:45pm 
Load this after the race mod. I'll add this to clarify it in the description for consistency like other patch mods should be doing.
H-72 10 Feb, 2020 @ 1:16pm 
I apologize for asking this if the answer is evident but in terms of load order, should this be above, below or does it not matter?
HandsomeAwkward 9 Feb, 2020 @ 10:13pm 
Thanks for this fix. Looking to get back into Rimworld after a long while off of it and I was wondering if this mod had been patched yet. Haven't tried it yet but as long as the faction at least appears this time around you've done more than the author has.
Draken 3 Feb, 2020 @ 3:21am 
oh i see, so the problem is the pawns the storyteller can "purchase" span too broad a equipment selection rather than the pawns themselves being undervalued as i figured they where ?

why not simply value the baseline orc at a higher combat power ? they are clearly ahead of the baseline pertinent/drifter archetypes in their possible lethality, i would say somewhere between the tribal warrior and tribal berserker.

or does this generate problems for the selection code because it ends up with points it cant spend ?

not terribly familiar with the architecture of rimworld sadly.
Tarojun  [author] 2 Feb, 2020 @ 2:42pm 
Thanks for the feedback about the raid size. Having only two available pawnkinds to work with does make it very limited in how to balance it, as if there is too much difference in combat power rating, it can sort of make the raid not generate properly.

I'll add a few more pawnkinds to make it more varied, which I avoided because even if the original author did come back and fix all the main issues, it would still make the save file dependant on this patch mod to maintain the pawnkinds I've made.