RimWorld

RimWorld

UltraMod
89 Comments
joester610 7 Oct, 2024 @ 12:16am 
I still wait for the day someone revives this
Snowmech 15 Dec, 2023 @ 4:54pm 
The floors are so nice, would be great if an update would make them considered "fine".
MaunisPhiehouse 12 May, 2022 @ 9:29pm 
Honestly The only thing i see in this mod that is broken at the moment is the faction that comes with it.
Ryvucz 8 Oct, 2021 @ 11:46pm 
Jec has returned and updated his tools, the unofficial still works but is recommended to swap back to the official. (They both use the same ID)

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=932008009
el.ron.mcbong 25 Jul, 2021 @ 11:05am 
Please can you make a 1.3 Version :wl3rangerstar:
King Maelstrom the Esoteric 24 Jul, 2021 @ 12:17pm 
Will this ever be updated to 1.3?
Azhaius  [author] 12 Dec, 2020 @ 12:52pm 
Thanks, I've updated the dependency
Ryvucz 12 Dec, 2020 @ 7:43am 
I've noticed this has been out awhile, and Jecrell does not seem to be having it taken down. Maybe you can use it for this mod?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2195729899
Leux-tl 27 Aug, 2020 @ 2:40am 
1.2?
MaunisPhiehouse 15 Jun, 2020 @ 2:27am 
My only gripe is i can't upvote this more than once
King Maelstrom the Esoteric 12 Jun, 2020 @ 9:43am 
Thank you!
Cracam 12 Jun, 2020 @ 3:00am 
Thank you :steamhappy:
Azhaius  [author] 11 Jun, 2020 @ 8:17pm 
Sorry bout the huge delay, update is finally out.

Trader changes have been removed to make the updating easier, may look at putting them back in later on if/when I can find a good way to do so.
MaunisPhiehouse 1 Jun, 2020 @ 6:55pm 
any news about an update?
King Maelstrom the Esoteric 17 May, 2020 @ 8:56am 
Yeah, this is one of my favorite mods. I look forward to its update.
Cracam 3 May, 2020 @ 1:29am 
Nice, I really wait your update because your mod are really simple to understand and add lot of challenge in endgame which is lacking in many other endgame mods. :steamhappy:
Azhaius  [author] 2 May, 2020 @ 6:00pm 
Will try to have mod updated over the next few days. Most errors are resolved, generally just trader stuff to finish looking through.
Cracam 29 Apr, 2020 @ 7:49am 
Will this mod be updated for 1.1 soon?
Azhaius  [author] 1 Mar, 2020 @ 7:16pm 
Eventually. Been super busy with school projects
kidneysnatcher49 1 Mar, 2020 @ 1:52pm 
Is this going to be updated for 1.1?
Azhaius  [author] 15 Nov, 2019 @ 3:09pm 
Tried buffing their armor budget a bit, should help
Sirreal 15 Nov, 2019 @ 8:16am 
Something else I noticed, these raiders never spawn with helmets. Not a big deal but I do feel like I get an easier victory than I should when I have my rare run-ins with this faction.
GENZA 23 Oct, 2019 @ 3:38am 
Confirmed the correction. Thank you for quick response!
Azhaius  [author] 22 Oct, 2019 @ 1:02am 
Appears to be an oversight. fixing now
GENZA 20 Oct, 2019 @ 2:18am 
Thank you for the wonderful mod!

Aurite and Starmetal have SharpDamageMultiplier and BluntDamageMultiplier parameters, but no armor parameters. Is this a issue?

When the material is an armor made of Aurite or Starmetal, it has no defense.
I suspected file inconsistency, but there was no problem.
FirstMate 15 Sep, 2019 @ 7:24am 
Can you give stats of all the new items this mod adds bro
Azhaius  [author] 9 Sep, 2019 @ 11:41am 
@Spark The recipes should be in the electric smelter.

@Maff That is definitely not normal, maybe try reinstalling?
Spark7979 8 Sep, 2019 @ 6:14pm 
How do I make aurite and starmetal? Ive done the research but im not sure where I make it.
Sirreal 25 Aug, 2019 @ 9:48pm 
Is Starmetal meant to have no defensive stats? Keep seeing pawns spawn with really expensive Starmetal armor that has 0 defense.
Azhaius  [author] 21 Jul, 2019 @ 12:48am 
Nothing bad will happen, you just presumably won't get the commandos as possible raiders
Gunseeker 19 Jul, 2019 @ 11:39pm 
If i use this mod on a save without the faction discovery mod will anything bad happen? I can't use the faction discovery mod because I used the faction control mod to generate my world and the mods are incompatable...
Azhaius  [author] 21 Jun, 2019 @ 3:51am 
@bearhiderug Assuming your question is about if the mod removes / replaces vanilla items, most of the new stuff is standalone extra save for select vanilla weapon entries. Some weapons like the Heavy SMG and Charge Rifle have been completely edited to serve as Aurite-tier weapons in their categories.

@cambluedog not currently at least
Cynblue 28 May, 2019 @ 3:49am 
any mod's that make this CE compattible
Ry 23 May, 2019 @ 3:44pm 
Two mods you could consider linking in your description or (through means of asking the authors) implementing code to solve "image compression" problems.

AUTOMATIC's High quality textures
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1676969930

Maxim's Graphics Setter
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1678847247

(Maxim's has greater customisation options compared to AUTOMATIC's but both work just as good and both can also be used together if that tickles your fancy.)

G͓̽r͓̽e͓̽a͓̽t͓̽ M͓̽o͓̽d͓̽ B͓̽y͓̽ T͓̽h͓̽e͓̽ W͓̽a͓̽y͓̽ 👍
Azhaius  [author] 14 May, 2019 @ 2:01am 
It is not
Desmond1004 13 May, 2019 @ 12:50am 
Can i ask a question? is this mod compatible with "Combat Extended" mod???
O2 11 Jan, 2019 @ 6:34pm 
Oh alright! Thank you. My 17 people(?) colony just got destroyed by a HUGE Mechanoid raid so yea... Fresh start. Gonna try it out!
Azhaius  [author] 11 Jan, 2019 @ 5:10pm 
Should work but you won't get all of the features (IE: won't have any deep mining deposits with new ores, raider faction won't appear)
O2 11 Jan, 2019 @ 7:01am 
Will it work with an old save file? or needs new colony?
Snowmech 1 Jan, 2019 @ 12:07am 
OK, having played a little with your mod I am compelled to tell you something: WOW Those Floors look AMAZING!!!! Any chance of getting walls and/or ability to make furniture out of some of that. If not, no worries, those Emperor floors.. if I had been able to make em on Christmas I could have considered them a Christmas gift... Thanks for making this mod..
Azhaius  [author] 10 Dec, 2018 @ 10:49pm 
The weapon changes only apply to vanilla weapons. The uranium on disassembly shouldn't cause any issues.

If it does, just go to your Steam folder, search for 1544506028, Open the Patches folder and file, then delete the first entry under Misc (the one with @Name="BaseMechanoid").
Snowmech 10 Dec, 2018 @ 9:27pm 
Is this compatible with What The Hack, i.e. the uranium drop from mechanoid dissaembly? I also use modded weapons, not all that overpowered, expect the Android ones that cannot be used by my pawns, so it does not matter there. Do your weapon alterations effect modded weapons (I imagine they do not, but I am unsure)?
Lisz 18 Nov, 2018 @ 2:33am 
What is the name of armor?
Dahak 14 Nov, 2018 @ 11:25pm 
OK, that is good! I had my best science people on the long range scanners looking for as much gold as I could find!
Azhaius  [author] 14 Nov, 2018 @ 9:12pm 
I did not. The game is really inconsistent regarding "small volume" metals. I'll change it back.
Dahak 14 Nov, 2018 @ 6:04pm 
Thanks for the updates! Just out of curiosity, did you intend to increase the gold cost of Starmetal to 250 per 25?
Azhaius  [author] 12 Nov, 2018 @ 5:33pm 
Made a fairly major update

Most vanilla floors now have aurite-enhanced versions that repel filth:

* Paved tile
* Wood planks
* Metal tiles
* Carpets
* Stone tiles
* Flagstone

* Stone floor recipes (including the fancy mod ones) now use morphstone.
* Morphstone is craftable from any stone blocks at the electric furnace.

mod includes a "legacy" zip for those who want to stay on the old version to preserve saves. Located in .../ steamapps / workshop / 294100 / 1323401361
Dahak 9 Nov, 2018 @ 8:28am 
Thank you! Right now I have just replaced the silicon requirement with twice as many stone blocks and added more time so I stop getting that error all the time!
Azhaius  [author] 8 Nov, 2018 @ 11:03am 
I'll figure it out over the weekend
Dahak 5 Nov, 2018 @ 5:43pm 
Found a weird bug where the game tries to make Aurite and fails. When crafting the Aurite and Starmetal, the game assigns a material pre-fix to the crafted item (so "Unfinished Plasteel Aurite" for example), and it seems to select this prefix from the used materials at random. The error occurs when it tries to use the silicon as the prefix. It says the silicon isn't a thing and defaults to "Unfinished Wood Aurite". Which then fails on completion, wasteing the entire batch (and throwing errors when you have dev logging on).