RimWorld

RimWorld

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CVN/GrimWorld 40,000 - Ocularis Terribus
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Mod, 1.5
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3.366 MB
17 May @ 11:37pm
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CVN/GrimWorld 40,000 - Ocularis Terribus

Description
“ENOUGH FIRE IN THE RIGHT PLACE CAN SOLVE ANY PROBLEM.”





This is the new framework for the GrimWorld 40,000 mod series.

Ocularis Terribus will eventually become the primary framework for GrimWorld in the coming months. It aims to fully replace the current framework.

This has code sourced by both Grimworld and Coventech in a partnership and as such this has minimal content on it's own. It only adds core functionalities leveraged by other mods in the series.

Any content added can be subjected to changes in the future as we look in to ways to improve our mod and contents.





This mod is a framework, and as such it adds minimal content besides functionalities that are pulled by the mods that use it as a dependancy. Besides code, there may be a few icons and minimal textures for each of the following assemblies. Author's names are noted to each assembly's nicknames.

  • Animal comp (by Sandwish) - Allows units to have bonuses from terrain types (applies a hediff based on terrain and/or weather).

  • BM Apparel set ( by BlackMarket420 & Taranchuk) - A special code which grants a pawn a hediff when they're wearing a specific set or combination of clothes.

  • BM Heavy weapons (by BlackMarket420 & Taranchuk) - Allows weapons to have custom requirements, such as special apparel such as backpacks, ammo from these apparels and more.

  • CloneVat (by Lee) - Allows for the creation of pawns using a structure, it also has an optional function to clone player pawns.

  • Coloring tool (by Maxim) - A special apparel tool that allows switching between multiple masks and the application of up to 3 colors per item, in a custom interface.

  • Custom research blueprint (by Epsilon) - A custom made research blueprint utilized as a requirement for researches without the use of the Royalty DLC as a requirement for the mod series.

  • Damage tiers (by Taranchuk) - Code for special grav weapons. Scales the damage of a weapon with the weight the target, up to a certain limit.

  • Deployable utility (by BlackMarket420 & Taranchuk) - Allows custom weapons that can be deployable as utility structures (weapons that can be carried and used by a pawn, but that can also be deployed as mannable turrets).

  • Eridanus quests (by Eridanus) - Lets a player set their parent faction, while better directing and helping the player to receive appropriate quests/relations through it.

  • Explosive jump (by Sandwish) - A special code which grants a pawn with specific apparel the ability to jump and deal damage on landing.

  • Homing projectile (by Taranchuk) - Allows for the creation of homing projectiles that can follow targets.

  • Parry shield system (by Sandwish) - Shields which can parry, reflect melee/range attacks and negate damage in melee combat.

  • Psy damage (by Sandwish) - Code for special psy weapons. Add properties to scale damage of a weapon with the "psy sensitivity" of target or wielder.

  • Shields and weapons tag system (by Sandwish) - A custom tag system that allows your pawns to equip shields without additional mods. These shields stay hidden until the pawn is drafted.

  • Shotgun pellet system (by Taranchuk & BlackMarket420) - Adds a verb that adds copies of the projectile to the initial shot with equal stats, to better emulate "shotgun fire".

  • Taranchuk's laser code (by Taranchuk) - Adds options for the addition any kind of beam, sustained, pulse, among others for projectiles; with perameters to customize these to the specifics of the weapon, such as sweeping, hitbox size, speed, life time, and more.

  • Weapons switch code (by Blackmarket420) - Weapons which can switch between being uses, becoming range or melee at the pressing of a button.



Q: What does this mod adds to my game?
A: This is a framework. It houses code integrations from both CVN and GrimWorld. This doesn't add any content directly to your game.

Q: Can I use this when making my own mods?
A: This framework can be used by anyone, if something is interesting for you, feel free to include this framework on the required list for you mod. Keep in mind, taking the dlls or other assemblies out of this mod for your own content isn't allowed.

Q: Discord server?
A: Sure, here are the joining links for Coventech's Discord server[discord.com] and for GrimWorld's Discord server[discord.gg].

Q: Will you keep updating this mod?
A: Yes, but this is a framework and it will only receive code.

Q: I'm having Linux incompatibilities or my Linux version is not working properly with this framework.
A: Linux users may need to use Proton. This is due to an issue in the painting tool.

Q: Is this mod Combat Extended compatible?
A: Sir, this is a framework.

Q: What about GrimWorld, are new mods planned for the GrimWorld series? What are the next updates for it?
A: Yes, you can take a look at GrimWorld's publicly released roadmap. More information can be seen in our discord servers, together with spoilers!

Q: I prefer Github or I want a Github repository, can I have it?
A: Yes, you can get mods through GrimWorld project's Github page[github.com].

Q: Where can I find more content on the Workshop? Is there a collection for me to see everything GrimWorld 40,000?
A: Yes, click here.



Specific contributions of each person listed bellow are noted next to each assembly's nicknames.

ShunTheWitch: Coding Lead, mod manager & Coventech's Witch.

Eridanus: Coding and C#

Maxim: Coding and C#

Sandwish: Coding and C#

Taranchuk: Coding and C#

Blackmarket420



Special links
Coventech
JerryTheCultist's Ko-fi page[ko-fi.com]
Shun The Witch's Ko-fi page[ko-fi.com]
Coventech's Discord server[discord.com]

GrimWorld
GrimWorld's Patreon page[patreon.com]
GrimWorld's Discord server[discord.gg]
Eridanus's game making Discord server[discord.gg]

[discord.gg]

In case of errors or other problems, please write in the comments or on the discord, reach the team in the questions section.
24 Comments
TheXenoSenpai 10 Jul @ 1:53pm 
Thank you @Abomination
R3tr0_g5m3r 3 Jul @ 9:35pm 
This mod generates infinite npe when world map on
Jolays 28 Jun @ 8:25am 
Good day to you, dear developers. Appreciate your efforts for every rimworld player. Thank you! But I wanna ask a question. Do you have plans to translate your mods? Maybe you could contact some translators? I think, many peoples would be grateful for it. Anyway, I know it's a hardwork for you. Love u guys. Such a polished content.
Force 18 Jun @ 2:29pm 
i..i dont know
:steamsad:
ShunTheWitch  [author] 18 Jun @ 1:06pm 
CVN, or Coventech is name of the group I lead which handles advanced code
Force 18 Jun @ 12:07pm 
whats CVN???
Abomination  [author] 10 Jun @ 1:39pm 
@TheXenoSenpai @xkuripuri @ополоченец Unless the mod requires this, keep on the older mod. There may be compatibility issues & we'll update the mod requirements as we update the other mods. We are also bracing for 1.6, so we'll not be changing requirements immediatly or until something major gets released/updated.
ополоченец 5 Jun @ 5:49am 
should I already install this to use Grimworld mods?
Warboss 3 Jun @ 8:59pm 
期待
xkuripuri 31 May @ 10:33pm 
So does this one mean we can ignore the other ones needing the old Framework and Imperialis Core, or do we still need to use the old Framework for them?