RimWorld

RimWorld

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MIM - WH40k Orks Core
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Mod, 1.5
File Size
Posted
Updated
7.237 MB
21 Aug, 2024 @ 11:24am
17 Jul @ 7:07am
27 Change Notes ( view )

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MIM - WH40k Orks Core

In 2 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
Description
Summary
Core library for Orks Faction mods from MIM.

Contains races, xenotypes, basic pawn spawn mechanism, backstories, Feral Ork faction.

New Pawn Mechanism


Orkoid Ecosystem


New Backstories
Dedicated Grot / Orks backstories added and distributed to each pawn.

New Races
All below races are vanilla based, so you don't need neither HAR nor Biotech.
Squig


Squighog


Snotling


Grot


Orks


Ork Boy


Ork Mek


Ork Painboy


Ork Weirdboy


Runtherd


Warboss


New Racial Hediff
Grow over Waaagh!


New Xenotypes
Grot


Orks








More benefits / xenotypes may be added in the future, as well as more head / head attachments for customization.

New Items
Apparels iz kompatible to 'Umies.
Cloth / klof

Kombat Pants


Kombat Suit


Koat

Jacket


Hat

Field 'At


Pole

Pole, Skull


Pole, Dakka


New Resources
Orkoid fungus
A fungus that can be grown under light.

Orkoid leather
Similar to Dread Leather of Anomaly

Orkoid meat
Taste good.

Teef
Can be gathered from any orks once per a day. Will be used for crafting armors when they are added.

New Faction
Feral Orks with Feral Orks Culture.
I haven't decided how to implement their kulture yet.

To Dos
1. Armors for Spacy Orks
2. More Squigs
3. More ork head variants for Biotech
4. SOS integration
5. Orks psychic... though there are only few left on 10ed.

Recent Update
30/6/2025: 1.6 Migration done. Dependency with Pawn Control mod temporarily removed since that framework requires time to be updated.
238 Comments
emitbreaker  [author] 5 Jul @ 9:58am 
@All Sorry for the mess but due to the memory leakage in 1.6, I decided to demote this mod from 1.6 and separately launch 1.6 compatible mods. This mod will not be updated any further since I have to drastically change mod structure in 1.6.

Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
emitbreaker  [author] 5 Jul @ 9:58am 
@jasongbs84 They drop them when they got damaged so literally until they died. That's a good idea but technical-wide, it may consumes additional performance (TPS/FPS) so let me think about it after fixing 1.6 memory issue.
jasongbs84 4 Jul @ 8:32am 
Hey, just curious, but do orks let off the spores only when they are alive? Because i think it would be neat and make sense if they let off spores if they start to rot
D10z 22 Jun @ 8:02am 
@emitbreaker How was the saying... it never rains, it pours. Watch out and don't work too much (I know, easier said than done in most of the world). Stress and fatigue make Nurgle happy.
emitbreaker  [author] 22 Jun @ 6:50am 
@D10z I was almost dying in my real life past few weeks, so there was no progress for Chaos at all XD Exposed to COVID-19 > Peaktime in Project > Stomachache by stress since last last Friday... what a life.
D10z 22 Jun @ 6:43am 
@emitbreaker Another Rimworld "minor" update, another set of broken mods. At least they are pretty pro-active there this time, also I could replace a large set of mods in my favorite list with the new DLC. BTW, I saw the key "GK" lately. Must the Chaos marines now fear Gray Knights Raids?
emitbreaker  [author] 22 Jun @ 12:54am 
@D10z hmm... I have plan to split out Ork's related codes from Core to this mod, and will try to optimize them once again. Thanks for the heads up! Btw, this new 1.6 update causes so many odd issue without error log XD
D10z 21 Jun @ 10:39pm 
@emitbreaker Nothing except Combat Extended, Character Editor, some better storage buildings from sbz and some UI improvements like Allow all. Same mod list without an Ork worked fine until colony grew too large, but performance degraded gently over time and size as expected. But maybe the save was corrupted from the start, because it looked like world gen failed to produce settlements of the Ork faction due to an error (and only one of each other faction). Used the Ultramarines starting scenario.
emitbreaker  [author] 21 Jun @ 6:17pm 
@D10z Sorry for belated response - did you add new dependency mod that gives additional function to Grot? That could be another bottle-neck of the performance and since it is designed to safely removed mid-save, would it be possible for you to check without the new mod? At my local end, it consumes 100 ftp / tps at initial stage, but after that, increasing grots to 150+ doesn't change performance in a linear nor drastically.