RimWorld

RimWorld

Playable Feral Orkz
152 Comments
Blue Eyes White Privileged! 25 Oct, 2024 @ 4:11pm 
I see it say V 1.5. Is this compatible with 1.5 then?
Ciaphas Cain 10 Nov, 2023 @ 1:28am 
Hello, are you alive? can you please update the mod under 1.4?
Warmonger 7 Apr, 2023 @ 3:22pm 
1.4 please.
Fru 20 Aug, 2022 @ 8:44am 
It seems that the error from when I last tried this (with a different mod list) exists. Pawns can't be assigned jobs with this mod enabled.

RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
PremierVader 25 Jul, 2022 @ 8:50am 
Hey Ogliss I understand man, the O21 guy is kind of toxic. Anyways your mod is great and already has all the functionalities I was hoping for after play testing it. 33% stronger seems about right. Orks is big and Orks is strong (also they tend to brawl a lot which is hilarious)!
Ogliss  [author] 10 Jul, 2022 @ 3:26am 
@PremierVader
This mod doesnt get developed as im afraid i have little to no interest in AOS/Fantasy warhammer, its a simplifed rip of my 40k orkz, minus the tech stuff and a large chunk of their custom functionality that was added after the inital rip.
Due to previous issues with the author, i do not, nor will i ever make use of or support O21 content in any capacity, as a matter of principle, it is also totally unnecessary as they already have a similar healing ability, including being able to regrow limbs and organs given enough time and food.
As for how `Strong` they are, its difficult to quantify, in 40k tabletop, which is what i use as a guide, your average ork is roughly 33% stronger than the average guardsman, so thats what i aimed for.

@snotlingenjoyer2005
https://gyazo.com/9c114dec57e57f276e7471e0d4a9b5bb
never seen anything about them being the most common, sounds more like your own headcannon to me!, but thats also why you can control it via the mods options
PremierVader 10 Jul, 2022 @ 2:56am 
Hey so how strong are the Orks in this mod really? Can you also give them much faster healing using the 021 Tollbox and make them tend to get into social fights more often? Also making them not care about comfort and beauty at all would be nice. The fast auto healing would make them rugged survivalists as they should be but if too many survive then you have more mouths to feed and are forced to go to war constantly! I think that would be very Orky.
angrybirdgofan 1 Jul, 2022 @ 11:45pm 
Idea: Snotling's as the most common spore creature because they are in lore :steamhappy:
Ogliss  [author] 4 Jun, 2022 @ 11:40pm 
@альберт
of course, feel free to

@Dilligaf
that sounds most likely to be a conflict between those mods, and Walking Problem's `Advanced Animal Framework`, which is included to power the snotlings and their behavior, though ive never used either of those mods, or this one in a playthrough myself

@ianrmoore
sounds like some sorta confluict, but with what, i have no clue

@Misir88
just tweak the power and cooldown values in the <tools> section of the Choppaz thingdef

@Delta1138
very possible, this mod is effectivly a hacked up version of my 40k orkz mod(most of the functionality is in the Armoury), i probobly just missed a file from the armoury when i was porting it out to this

@Hydromancerx
re the serf mod, as you seem to have summised,.its most likely AAF related issues, ive left a more detailed comment on that mods page
re the research issue, only orkz and grotz can do orkoid research, its HAR functionality and totally intentional

@wazskav
ruddy little gitz!
[XIIIth]_Albert_Obrein 4 Jun, 2022 @ 2:30pm 
Hello! Great mod! Do you mind if I make a public Russian translation for the mod?
Dilligaf 23 May, 2022 @ 7:58am 
Not sure how, but for me this mod completely naffs up Misc Craftable Robots and Replace Stuff

Craftable Robots will, despite having skill level 20 in construction, only create Awful or Poor furniture - but strangely workbench items are all either Masterwork or Legendary as they should be.

Replace Stuff usually ends up destroying the item before replacing, and things with pawn assignment like beds always get destroyed and lose their assignment.

Over-the-Wall stuff like vents, coolers and wall-lights often destroy the wall underneath and end up floating in mid air.

Not sure what in this mod would cause those effects but it does - pity, I was enjoying the swarms of greenskinz assaulting my base... made so many lovely grotskin coats, traders loved 'em.
ianrmoore 20 Mar, 2022 @ 1:20am 
for some reason i can't get this mod to work. I can start a new game with orks and stuff, but they wont work and i cant set them to do forced labor
Misir88 28 Jan, 2022 @ 6:01am 
Hey man awesome mod. My only issue is I'm really struggling with the raids! The orks take a hell of a beating to take down and the Choppaz seem to have insane DPS (around 42 IIRC). Is there anyway I could tinker with this?
Delta1138 30 Dec, 2021 @ 11:08pm 
@Ogliss, mate great mod, but you haven't set a vanilla recipe users for any of the Orkish Gear or weapons for use pre-industrial (i.e. hand trailor bench or fueled smithy).

<Edit> Corrected it when I went in and added the code for it myself and realised it was spamming duplicate xml errors because a recipe user already existed in the base file. I thought it weird after doing the research it didn't show me what I got or any new recipes appeared at the medieval workbenches.
Hydromancerx 6 Dec, 2021 @ 4:19pm 
When used with the Serf mod it breaks the game to where pawns cannot click on anything. Could you possibly make them compatible?

[M3] RimWorld Serfs and Militia
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2407792474
Stargazer 18 Oct, 2021 @ 7:12am 
Adding this mod seems to induce a ton of errors. All my previous mods get the "not in a valid format" error and I'm not quite sure why. I tried putting it in different spots in the mod order but nothing seems to fix it.
Hydromancerx 23 Sep, 2021 @ 12:21pm 
For some reason when i am researching "Orkish Kulture" it just stops reseaching and won't go anymore even in the researcher has nothing to do. But if i switch to another tech they will go back to researching. Do i need a specual research bench or something?
Waz the Marauder 19 Sep, 2021 @ 3:57pm 
my precious snotlings seem to not want to do anything anymore except wander around and eat. the grots have had to pull all the slack as of late.
ItsMeYaRids 15 Sep, 2021 @ 1:07am 
so way later this year I tried to check out the problem - Certain weapons and gear were tagged as 'industrial' within their own definitions, or not tagged with a tech level at all. changing those to 'medieval' or neolithic' more or less solved all my problems.
Rivven 13 Sep, 2021 @ 9:58pm 
Thanks for updating this! One of my favorite mods!
dptowne1 9 Sep, 2021 @ 3:01pm 
Time to git back to da scrap boyz!
Pingas Pincher 3 Sep, 2021 @ 1:03pm 
Great work, ogliss!
Blackwell 3 Sep, 2021 @ 12:27pm 
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH!
Ogliss  [author] 3 Sep, 2021 @ 8:19am 
1.3 update pushed - Hopefully nothing too serious goes wrong!
Ogliss  [author] 30 Jul, 2021 @ 10:21pm 
@FruitPudding
hate having to rebuild this mod from scratch every time i have to update it - it is a royal pain in the ass.

@Blackwell
this is a divergent branch of my Orkz mod, theres also no point doing that while the main orkz mod isnt working as intended, every update requires me to port all the required functionality out of my Armoury mod and make it work on its own, which as you can imagine, makes it alot more work and at this point in time its 7 ish months behind the orkz mod, which is a hell of alot of changes when you spend as much time working on mods as i do. im afraid this isnt exactly high on my list of priorities, as it was never a mod i Wanted to make.
Blackwell 30 Jul, 2021 @ 5:57pm 
Oi u git! Where's me bleedin update?! U bettah urry before me boyz git ya! (In all seriousness, take the time you need, thank you for this amazing mod, love you.)
Pingas Pincher 28 Jul, 2021 @ 4:54pm 
No oopdate? Hate have to install the full Warhammer mod just to play as the orks. The mod adds alot but it takes soooo long to load.
Eddie Gaming 26 Jul, 2021 @ 5:45pm 
Do the Weirdboys use Vanilla Psycasting when they spawn? If im not using 'TheForce' or 'Rimworld of Magic'.

If not i would love to see this addition, maybe when your colony has x amount of greenskins new cocoons have a % chance of spawning a Weirdboy? And they use the Vanilla Psycasting.
Chosen 22 Jul, 2021 @ 7:49am 
1.3 plz...
dptowne1 20 Jul, 2021 @ 7:01pm 
I think it goes without saying this doesn't work with 1.3 currently. I humbling ask for an update! With a sprinkle of 'please' and a 'thank you' afterwards. I... also was too lazy to report a bug. But when a greenskins comes out of the fungus every single need is all the way down to 0. If its in the needs tab its all the way down... This makes things complicated for gameplays....
Prophet Of Merci 18 May, 2021 @ 3:06am 
@Ogliss
Prophet Of Merci 18 May, 2021 @ 3:05am 
Orks and Grots cant use beds and only sleep on the floor at any random location. Causes the rest meter ages to recover, causing them to lose Food in their bellies. Now i got a bunch of constant warnings from the greenskins (especially Grots and Snotlings) of starvation.

Only the Snotlings are in and out of the animal bed hospital since they refuse to eat any type of food whatsoever, and will simply keep working to death until i rescue their asses and force feed them myself. Micro-managing them this way is a pain in my ass, but they work similar to omni-bots. They clean, they haul, the plant and grow, and they can harvest/ cut trees. I like em already, but these other drawbacks are making me think twice.
Miguel V-DF 8 Feb, 2021 @ 11:26am 
hey Ogliss! This errors popped up. Not very important, but they are red errors, maybe could be important to look it up:
"Config error in OG_Ork_FeralRefugee_Faction: FactionTypeDef OG_Ork_FeralRefugee_Faction lacks a factionNameMaker and a fixedName....."

see lines 2271, 2274 and 2302 in the following hugslog, for 3 different errors regarding this mod pawn generation.

https://gist.github.com/HugsLibRecordKeeper/080a3c2903d32a002dcba49166319c20

Keep up the good work!
Ogliss  [author] 14 Jan, 2021 @ 7:02am 
@cerealjerk
no, it just means that thats as far as their stuff goes, no high tek orky gear is included, doesnt stop them Using high tech stuff
cerealjerk 14 Jan, 2021 @ 3:30am 
Does neolithic/medieval only mean I can't give them guns?
Ogliss  [author] 5 Jan, 2021 @ 5:53am 
@ItsMeYaRids
might be, never tried using it myself, simple way to test if its compatability or not, just load this and its prereqs, if the issues resolved, its a conflict with something
ItsMeYaRids 4 Jan, 2021 @ 6:17pm 
Just Retried the mod - Choppas can't even be dev added to the game. Could be rimhammer incompatibility?
ItsMeYaRids 22 Dec, 2020 @ 12:52pm 
@ogliss I'm aware of that, but when I check the 'brutality' research, I don't see the choppas. I also don't see them in the weapon list.
Ogliss  [author] 22 Dec, 2020 @ 1:37am 
@ItsMeYaRids
Choppaz require the Brutality research

@Zyrithithrall
Apologies for the delay, apparently steam didnt notify me of your comment, it seems like the thingcatergory for ork apparel wasnt assigned, so it wouldnt show up in the filter at all.

will push a fix for that momentarily

im afraid i dont use this mod myself, its just a rip of my 40k orkz with all the "Eye tek" stuff removed.
ItsMeYaRids 22 Dec, 2020 @ 1:19am 
I cannot currently find clothing in the list of items, and therefore cannot actually get my boyz to willingly wear it. I also can't find choppas on the research tab.
Zyrithithrall 5 Dec, 2020 @ 7:50pm 
So where is the clothing suppose to be located under the filter, I have scanned every tab and it's no where to be found.
Ogliss  [author] 2 Dec, 2020 @ 1:30am 
@Mostbrilliant1
correct, its standalone
Rsbrock20 1 Dec, 2020 @ 10:43pm 
'currently Not compatible with my other mods'

So this isn't compatible with the armory mod?
svlla 30 Oct, 2020 @ 5:18pm 
my df playthru needed ork/cs. ty
Ogliss  [author] 17 Aug, 2020 @ 4:06am 
not as far as im aware
test 17 Aug, 2020 @ 1:59am 
is there anything that can affect performance
dptowne1 20 Jul, 2020 @ 1:15am 
Many thanks!
Ogliss  [author] 18 Jul, 2020 @ 10:14am 
had forgotten all about this mod, always forget people play low tech only games
Ogliss  [author] 18 Jul, 2020 @ 10:04am 
pushed an update. Hopefully alls functional
dptowne1 18 Jul, 2020 @ 2:20am 
Its July now. We're impatiently awaiting an update of progress!