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MIM Warhammer 40k Orks Core
   
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Mod, 1.6
File Size
Posted
Updated
7.134 MB
7 Jul @ 10:50pm
11 Jul @ 9:21am
3 Change Notes ( view )

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MIM Warhammer 40k Orks Core

In 1 collection by emitbreaker
MIM WH40k Mod Collection 1.6 Migration Completed
31 items
Description
Summary
Core library for Orks Faction mods from MIM Warhammer 40k mod set.

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.

Buy me a coffee if you wish[buymeacoffee.com]
9 Comments
ShadowEater25 5 hours ago 
The update for the orks fixed the fungus popping out spores, but now the spores aren't hatching into more fungus or orks
ShadowEater25 6 hours ago 
Yay! Thanks!
I may now play as space orks!
emitbreaker  [author] 7 hours ago 
@ShadowEater25 Fixed! please update the core mod.
ShadowEater25 13 hours ago 
I did use the spore limiter set to 75 spores, and there wernt any spores, and the fungus still wernt producing any new spores
ShadowEater25 13 hours ago 
1. okay, good to know, must have been something else weird then because it was happening on an ork scenario, it was an old version of 1.5 tho so its probably fine now

2. I am aware of the spore limit, the problem is that its not working on my first patch of fungus and so I cannot start growing spores at all since they don't progress at all, and there aren't any spores on the map because I just started the saves and immediately planted the fungus
emitbreaker  [author] 14 hours ago 
@ShadowEater25 Second question - for the performance-wise, I put upper limit of fungus spore by total # of all orkoid animals and humanlike races on the map. You can adjust the upper limit at mod setting page.
emitbreaker  [author] 14 hours ago 
@ShadowEater25 Sorry for belated response. For your first question, it depends on your starting scenario. If you started Ork scenario, then all hatched orks belongs to your colony. If not, they will leave to find their fellas on the world.
ShadowEater25 16 hours ago 
Hey Mod Authur, the fungus timer for spore interval isnt going down and no spores are being made
ShadowEater25 9 Jul @ 8:08pm 
oh hey, question, are some orks that have been grown meant to sometimes not be apart of the colony and just leave the map or is that a bug I have?
if not a bug then may there please be a config for % of grown orks to be apart of colony?