RimWorld

RimWorld

782 ratings
RimForge
7
5
4
2
4
2
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
23.993 MB
2 Jun, 2021 @ 5:02pm
22 Jun @ 6:10am
28 Change Notes ( view )

Subscribe to download
RimForge

Description
RimForge adds new materials, weapons, defences, mechanics themed around metal alloys
This is a content mod, adding many new materials, weapons, and mechanics to spice up the Rim.

Highly recommended companion mods:
Link: In-Game Wiki
Link: Vanilla Achievements Expanded

Non-steam download[github.com]
Version with just the power poles.

The main focus of the mod is the Forge, a new way to create powerful metal alloys.

Combine gold and silver to create gold doré, or uranium and plasteel to make staballoy etc.
Each alloy has unique properties that make them useful for particular applications.
The strongest alloy, Adamantium, even allows melee weapons made out of it to reflect bullets back at the shooter!

Weapons
A new series of guns are introduced: the Stable guns.
Made primarily out of Bronze and Plasteel, these weapons have very low damage but excellent range, accuracy and rate of fire. If you are using Combat Extended, they use a new caliber: 5x35mm Caseless.

There are also a series of new melee weapons, including some special Cursed weapons:


Coilgun
You may have played with the Coilguns from Vanilla Expanded, but this is THE coilgun.
The size of a small house, it fires a variety of Staballoy slugs that are powerful enough to literally shoot through a mountain.


Machine God Zir
I added a deity to my mod, because I can. Your colonists can praise the Machine God and perform the Blessing Ritual, bestowing a very powerful trait upon a colonist, at the cost of a human sacrifice.
However, this will anger certain members of enemy factions, so expect to be attacked by unique and highly dangerous raiders...


A whole lot more
There's a lot more content in this mod that doesn't fit on this page, including:
  • An unmanned strike drone. Carpet bomb raiders :)
  • A greenhouse controller. Accelerate plant growth indoors, even at night-time.
  • Tesla coils. Electrocute any enemy that passes in-between them.
  • Mercury Ultraweave, a powerful fabric made using Devilstrand, Plasteel and Mercury from the Mercury Bloom plant.
  • Dozens of new achievements, if you are using Vanilla Achievements Expanded.
  • A fully-featured and highly detailed in-game Wiki (using the In-Game Wiki mod).

Supports Combat Extended!


Supports Vanilla Expanded Achievements!
I highly recommend the achievements mod, I put a lot of effort into the achievements and their icons!


Patches
  • Expanded Materials - Metals
  • RimFactory Revived - Materials

FAQ (please read!)
  • Q: There are already mods that add copper/tin, why add them again?
  • A: Copper and Tin from other major mods can be used to make RimForge alloys. You can also disable copper and tin ore generation from the mod settings menu.
  • Q: Can I add it to a save?
  • A: Yes, but make a backup. Note that new ores will not generate unless you travel to a new map.
  • Q: Can I remove it from a save?
  • A: Yes, but expect errors. Your best bet is to make a backup, then carefully remove every item, building etc. from your map using dev mode.
  • Q: A certain feature or weapon seems overpowered or annoying, can you fix it?
  • A: You can adjust almost every aspect of the mod from the settings menu.

Known incompatibilities and issues
  • Technology Blueprints & Reverse Engineering (removes bills from forge)
  • RIMMSQol (breaks forge bills / UI)
  • Multiplayer. It's not compatible, probably never will be.
  • Other mods that add copper/tin: let me know in the comments and I can make a patch to allow alloy recipes to use the other mod's version of copper/tin.
  • The power pole icon and blueprint is distorted. Will be fixed soon.
  • The ritual is missing sound. Will be added soon.

Final note from the author
This mod started out ambitious and only grew in scope as I thought of new cool things that I'd like to see in-game.
Unfortunately due to some terrible real-life events and generally getting burned out from working on this, many features and items ended up being cut from the mod.
If there is enough interest in the mod I may continue working on it and add these missing items, but for now all I can promise is to fix bugs and keep the mod updated with the latest Rimworld version.

Credits:
Code, XML, Art: Epicguru
Some icons are sourced from game-icons.net
Audio: Freesound.org

Support or commission me (っ◕‿◕)っ:
[ko-fi.com]
Popular Discussions View All (2)
168
9 Mar @ 7:25am
PINNED: Bug reports
Epicguru
0
23 May @ 3:17pm
List of Mods that need to be loaded Before or After (fix no recipe)
Reidlos
561 Comments
Epicguru  [author] 25 Jun @ 6:55pm 
Not planned.
Halituis Amaricanous 25 Jun @ 5:02pm 
Any chance of getting a North and east side graphic for the forge itself?
Epicguru  [author] 22 Jun @ 6:12am 
Leora has generously updated the mod for the 1.6 beta.
Leoraaaaaaaaaaaaaaaaaaaaa  [author] 15 Jun @ 6:32pm 
Currently breaks the dev menu in 1.6. Unsure about other possible issues. All items were buildable, at least. Thanks for your work on this mod!
Reidlos 23 May @ 10:11am 
i had this working for a year + but my tricks to fix the bills menu isnt working anymore and i have no idea why :( dubs mint menus has the "fixed" version from the custom git, and alpha implants is under rimforge. both those fixed it in the past but must have added something maybe ?
Lord Rugdumph 19 May @ 5:42am 
Wanted to try it out but even removing the conflicts doesn't seem to let any recipes load on the forge bills :(
D9sinc 12 Mar @ 3:01am 
I can confirm I'm having the same issue as Bosh where I get both EM-M Copper and Tin alongside Rimforge Copper and Tin despite them being disabled in Rimforge. Though, I'm getting it from underground deposits as well.
Smxrez 8 Mar @ 8:56pm 
I like all the new metals/weapons in the mod but on large modlists its hard to get around to really touching that stuff.
however the buildings are all really neat and I could see myself using them often especially the liandry coilgun and strike drone.
Is there any chance you could either make a config or standalone mod that just includes the buildings (and ofc no forge) along with using vanilla resources to make? (and maybe no ritual as it was designed lore wise with copper stuff)
Totally understandable if you don't want to though! :btd6thumbsup:
Bosh 7 Mar @ 11:03pm 
Tin and Copper still generate from this mod on new maps even when they're disabled in the mod options. It doesn't seem like this mod works very well with Expanded Materials - Metals.
https://gist.github.com/HugsLibRecordKeeper/13a348671b27bf88a33b152c99366cff
Retarded Trhees 15 Feb @ 9:22pm 
Would it be considered balanced? Im looking at some of the melee weapons and they do have some pretty high dps can someone let me know?