RimWorld

RimWorld

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[JM]Rim Warlord 边缘武神
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Mod, 1.5, 1.6
File Size
Posted
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7.202 MB
26 Jun, 2024 @ 6:47am
7 Jul @ 5:32am
57 Change Notes ( view )

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[JM]Rim Warlord 边缘武神

In 1 collection by Jutsumetsu
[JM]Rim Warlord Official Collection 边缘武神官方合集
7 items
Description


In the other time line of the "Warlord" manhua, the 123rd Emperor of the Earth, Baak Piklik, after taking on the Mosan, based on the research information of the 75th generation of the Sea Tiger Wushu God, Baak Chingfung, lifted the restrictions of the magnetic environment of the solar system in one fell swoop, and led the Earth wargods to the Galaxy, and as a result of this the Blue Country has lost every step of the way, and ultimately turned into a tiny regime in a rimworld.

Since mankind walked out of the solar system don't know how many years have passed, people realized that in this world, except for the black hole power of the electromagnetic power, there does not exist any means of FTL, and at the same time, there does not exist any real alien races, and those alien human beings are nothing more than another form of Martian mutants.

And now, a side member of the Baak Family's royal family has been dispatched to the Rimworld by the Emperor of the Earth, ready to begin his journey of conquest!

For an introduction to EM Power, see the in-game Colonist tab UI.

Colonists with EM Power have a training need, when need fall below 80% and they are idle, they will train on their own. Of course you can build training building(currently only Training Spot) and assign training worktype. Colonists without EM Power cannot train.

When a colonist trains, both EM Power and Complete Realm gradually increase, training in a training building can raise Complete Realm faster, using abilities can also raise Complete Realm, and Power Flow can only increase slowly over time.



Jutsumetsu -- designer, lead programmer
MoFish(chitoseender) -- programmer
Nay(奈亚) -- artist



Q & A

——Is this mod compatible with RimImmortal?
——There is currently no incompatibility.

——Is it compatible with Combat Extended?
——Mod compatibility with the Combat Extended is not considered, and I am not responsible for bugs caused by enabling both at the same time!

Recommended Mods(Can be subscribed in the Official Collection):
[JM]Rim Warlord 边缘武神CE Patch - Official Combat Extended patch by MoFish.
Pathfinding Framework - Flight ability dependency mod.
Bulk Carrier - higher caravan carrying capacity.
CaravanOptions - higher caravan speed.
[JM]Disable Pseudo Translate 禁用泰南语 - disabled the strange character when enable developer mode.
Blood Animations - More violence! More bloody! More Powerful Person Fragments!
JobsLimitsTweak - Prevent pawns from being unable to train due to working too fast.

The source code repository of this mod:
https://github.com/jutsumetsu/RimWarlord-Code

Updated Log:
2024.6.27 Merged Vexor - The Way to Hell's Cell Recombination ability and added related effects.
6.28 Added Bio Electrification - Lighting Bolt ability.
6.29 Shrinking the UI and fixing a bug that can't loading Pawn Capacity.
7.5 Added Baak Family Six Secret - Electric Claw ability and merged Vexor - The Way to Hell's Magenetic Field Sky Lock(Magnetic Field Heaven Lock) ability.
7.6 Added Bio Electrification - Protective Force ability and add reload default skill tree button(No.6) in God Mode.
7.7 Added Baak Family Six Secret - Wind Blade and Thunder Punch ability and updated effects.
7.8 Added Bio Magnetization Level 10 - Matter Hardening ability and replace Lighting Bolt ability icon.
7.12 Added Baak Family Six Secret - Heavy Nuclei Kick ability.
7.20 Restructure the skill system, added UI and skill disc,added Baak Family Six Secret - Asura Formula, Tiger Shark Explosion Punch, complete English localization.
7.21 Added energy reduce preview.
7.23 Restructure the level and power buff system and adjust some values. Compatible with Dubs Bad Hygiene mod(as the level increases, colonist no longer need to drink water or go to the toilet).
7.25 Removed DLC dependency.
7.26 Added Bio Magnetization Level 75 - Atom Split button(compatible with RimImmortal) and mod setting - Enable Powerful Person Fragments.
8.1 Added mod setting - No Food Or Drink Required, Exp Multiplier and complete Traditional Chinese localization.
8.2 Compatible with Save Our Ship2 mod(as the level increases, colonist gradually gain decompression and hypoxia resistance).
8.3 Roof collapses no longer cause damage to powerful person.
8.7 Improve the name makers of Powerful Person Pawn Kind, initially add Baak Family Side backstories, and provide Chinese players with the Sik Tinfung Simulator button in God Mode.
8.9 Added Exp Correction Factor to the code to correct exp gain curve.
8.10 Added The Ultimate related content.
8.11 Added genetic mechanism for EM Power, powerful person are no longer affected by disease, pollution and tox gas, and are also immune to damage below a certain threshold.
8.13 Enhanced Cell Recombination ability and required level reduced to Lv.25.
8.14 Added energy waves generated when powerful person fight.
8.15 Initially improve the Member of Baak Family Branch scenario, Baak Family members determine initial level based on backstory, added AI Storyteller - Baak Mounaam Evil.
8.19 Adjusted Atom Split dialog and added mod setting - Enable Exp Correction Factor, Global Level Limit and Energy Wave Range Factor.
9.17 Added Output Power Setting and Ability Set features.
12.28 Added mod setting - No Rest Required, added apparel - Tank Top, cape and merged mod [TW1.4]杀人鲸奥加 Orca.
2025.1.2 Bio Magnetization raises more Complete Realm during training after reaching Level 99, fixed studying mechanism.
2.12 Adjusted Cell Recombination ability and required level reduced to Lv.10.
2.14 Refined Output Power Setting, adjusted Magnetic Field Heaven Lock ability, added correlation between heart HP and Power Flow.
2.15 Adjusted UI, added God Mode button icon, added Final Level related content.
2.19 Merged some God Mode buttons and fixed a known bug.
2.21 Added Bio Magnetization Level 10 - Flight (requires prerequisite mod) and Life Drain ability. Separated Atom Split button into a gizmo.
4.30 Atom Split gizmo change to ability, Protective Force ability change to Toggle mode.
5.1 Added Bio Magnetization Level 100 - Self-Destruction ability and fixed the negative HP issue with regular weapons.

When using Lighting Bolt, there is a probability that a nearby animal will started 10 flee jobs in 1tick and report an error.
The Electromagnetic Gifted trait added via the Character Editor doesn't work.(fixed)
237 Comments
老Z 23 hours ago 
奥加的西装贴图变成了个红叉,不知道是新版本问题还是mod冲突
欧欧欧欧欧泡 12 Jul @ 6:48am 
一样的 磁场天赋没有力量之源 手动也加不上
R3tr0_g5m3r 11 Jul @ 9:08am 
好像有问题,人物有磁场天赋但是没有力量之源,手动添加也无效
Jutsumetsu  [author] 8 Jul @ 1:10am 
@55856 等1.6正式版出来再看看吧,现在的1.6适配只是基本不爆红字,看看大伙能不能测试出其他bug
55856 8 Jul @ 1:00am 
如果更新到1.6的话,还需要飞行能力前置mod吗,毕竟我看版本前瞻里说到有会飞的动物
Jutsumetsu  [author] 7 Jul @ 1:21am 
@d2eng3state 因为物品列表里的物品太多
d2eng3state 6 Jul @ 11:36am 
原子分裂好像有点卡,不知道为啥
Jutsumetsu  [author] 23 Jun @ 2:54am 
@R3tr0_g5m3r 目前技术上做不到,因为所有磁场敌人都是通过原版的特质生成产生的,磁场环境系统还没有制作出来
R3tr0_g5m3r 22 Jun @ 9:20am 
能否加个不生成拥有磁场力量的敌人的选项呢
Jutsumetsu  [author] 21 Jun @ 11:06pm 
@蘭楓 会更的,等咱有时间去爬一下1.6测试