RimWorld

RimWorld

Rimhammer - The End Times - Beastmen
59 Comments
SickBoyWi  [author] 31 May, 2022 @ 5:32pm 
@Brother - Change the Vanilla Expanded Framework mod setting related to Image Caching. It'll fix that right away.
Brother Captain ARNOS 20 May, 2022 @ 1:43am 
Hey, having any issue with the sizes of my beastman pawns. Bulgors are small while gors and others are big, and occasionally the sizes of all my pawns (normally after a save) will suddenly grow. Is it potentially an issue with this mod or?
SickBoyWi  [author] 16 Oct, 2020 @ 6:22pm 
Any one can do the research, you just need a beastman to build the research bench itself. You could use dev mode and build one, then any one can do the research.
TropicalRenegade 29 Sep, 2020 @ 4:56am 
Normal factions can research beast man technology???Thanks!!
SickBoyWi  [author] 12 Mar, 2020 @ 10:44am 
SickBoyWi  [author] 12 Mar, 2020 @ 10:43am 
@KingHobo - Today!
King Hobo 11 Mar, 2020 @ 1:12pm 
give it too me straight man whats the time frame on this mod andthe magic ones updates, like can i start a new save or should i wait a little longer...
SickBoyWi  [author] 29 Feb, 2020 @ 8:15am 
This will be released as a new mod when it does get updated. There's too much mucking around with the source code to try and make it work with both versions. Plus it'll isolate any one with ongoing games going from not being able to finish them.
SickBoyWi  [author] 29 Feb, 2020 @ 8:15am 
It's on the list! I have to wait for JecsTools to be updated and stable before I can get this updated. I have the same issue with the Dwarfs. It will happen!
The Friendly Sheepsquatch 29 Feb, 2020 @ 7:53am 
update please! my dream race
Boyar 29 Feb, 2020 @ 1:15am 
update please!
Drake McTine 17 Feb, 2020 @ 9:00am 
Thanks for the help. I will see if I can do something on my end, but I may just wait to see what the 1.1 brings. Good luck on your work. I really like the mods and I hope to see more like then!
SickBoyWi  [author] 17 Feb, 2020 @ 8:18am 
@Drake that makes sense. I'd have to patch in those animals so they'd actually wild spawn in the biome. Problem is that I can't just add them to the mod because people would get errors if they weren't using those mods you listed. The patch would be easy, and there's probably examples of patches into vanilla biomes in the patches folder for each of those mods you listed. If you're feeling ambitious you could add the beastman biome to the patch list in your local copy of those mods. The beastman bio defname you'd need is: RH_TET_Beastmen_OldGrowthForest I'll make a note to see if I can do something. I'm about to have my hands full getting ready for version 1.1 here, so I'll be busy updating all of the mods I've made so far.
Drake McTine 17 Feb, 2020 @ 3:06am 
A note on what may be part of the same problem: Dinossauria, Megafauna, Magical Menagerie and Rimcraft Animals are not spawning on the biome so far. Just the vanilla animals spawn... the others came in Manhunt packs or in raids/caravans, but not wild spawning. =/
SickBoyWi  [author] 16 Feb, 2020 @ 6:29pm 
@Drake McTine - I'll put that on the list. Shouldn't be too big of a deal.
@corlhunk5486 - Thanks! These are a real labor of love. Please consider some Patreon support! Just a few bucks a month man!
TheDarkLord 16 Feb, 2020 @ 5:45am 
this is incredible!!
i have waited so long to have more factions and now i can assure you that i'm very satisfied
you are doing an amazing job :) pls continue
Drake McTine 15 Feb, 2020 @ 2:12pm 
@Spokahontas maybe you are using RimCousine? I don't know why, but RimCousine aways bring the error you mentioned when I try to use it with The End of Times...
Drake McTine 15 Feb, 2020 @ 2:09pm 
Hey man! Great mod! I'm using it in my new colony. Just one problem, the new biome (wich i loved) has no fish (Vanilla Expanded Fishing). Any way to make it compatible?
SickBoyWi  [author] 14 Feb, 2020 @ 11:55am 
@MWRK - I agree, but it does lend a real heavy forest vibe to the game. Feels like the beasts are really in there, until a fire comes through anyways.
@Xannther - I like that idea. Up the values of the allowed wealth as the herdstone upgrades. I'll make a note to put that change in. Great idea!
@Toanican - I will be adding in some of the non-visual items that may have been missed. I think beasts can already use shieldbelts and the like, but some other things may have been missed.
@Spockahontas - None of the Rimhammer mods adds pineapples, I can tell you that for sure. If you grab your error list and head over to the Discord page, we should be able to get you sorted out.
Emperor Arcturus Mengsk 14 Feb, 2020 @ 6:14am 
I am currently having huge issues with this mod loading into my modlist (which isnt that huge), namely the game resetting the entire modlist to only "Core". Is there any incompatabilities that i do not know of? the error message-list is also huge, with varying weirdness like "no texture for pineapples" even without me having any mods that add pineapples...
⚡ mr.Quantique 7 Feb, 2020 @ 7:24pm 
Amazing work i really miss being able to equip a couple of item outside from their gor equipment but all the rest add so much is fantastic.
Xannther 6 Feb, 2020 @ 6:15pm 
Okay here is an Alternative idea, Each time you raise the Herdstone it raises the Ratio before your considered not strong anymore. So you can afford to have more comfort the more the gods are pleased with you.
MWRK 6 Feb, 2020 @ 2:49pm 
I really like this mod and I like how big the trees are in the old growth forest, but they're super distracting and make it almost impossible to see your base unless you cut/burn down all of them around you.
SickBoyWi  [author] 2 Feb, 2020 @ 5:58pm 
@Xannther - Yeah, I could do that, but I don't want to make it too easy to appease the gods. Giving them garbage would do that.
@The Really Derpy Alien - They pop up like missions.
GrassEater 31 Jan, 2020 @ 8:19pm 
Do the events to raid a farm or caravan happen when you travel or is it a mission pop up.
Xannther 31 Jan, 2020 @ 7:48pm 
Or use the radius of the Herdstone to do a general sacrifice that devours all of the items in the area something along those lines would be a productive way to use stuff.
Xannther 31 Jan, 2020 @ 7:18pm 
It would be kind of cool to be able to sacrifice items to the gods too. If there is a way to implement that into one of the herdstone levels. Would it be possible to make like a loot pit where you could make a general sacrifice to the gods. But you know with all your trash instead lol
SickBoyWi  [author] 31 Jan, 2020 @ 6:30pm 
Update:1.0.1.1 2020-01-31
========================
Tweaked wealth values for the Herd is Soft mood buff/debuff. Tweaked descriptions of armor to be consistent with shields and helms. Made beastmen immune to Food Poisoning.
SickBoyWi  [author] 31 Jan, 2020 @ 5:43pm 
@Xannther - I created a stone room to burn stuff in. It was the best I could come up with. I also had a few stockpile zones in water so stuff would rot fast. I can raise the wealth thresholds, that would help. I'll be doing a rollout in the next day or two here. If you have any ideas on what to do with all the stuff, I am happy to make something to handle it.
Xannther 31 Jan, 2020 @ 3:54pm 
So iv really been enjoying the Beastmen race and the magic system with sacrifices is pretty dope. Though id also like to ask how your supposed to keep your value down easily? Iv tried trashing items and refusing to stock stuff thats non beastmen. However my whole herd is stuck at the -15 Soft herd status. Any general advice on how to play around that mechanic?
SickBoyWi  [author] 28 Jan, 2020 @ 6:34pm 
@Runelord Drakir - If that's happening, then some other mod isn't playing well with the others. I haven't had any others mention that issue. I've also generated tons of maps, and have had no issues.
@chen.mcgee - Sorry. It's too much work to break the mods apart and manage even more of them than I already am.
胡子饼干 27 Jan, 2020 @ 9:43am 
Can u make the pit fight arena as a single tiny mod?
Runelord Drakir 27 Jan, 2020 @ 12:28am 
@SickBoyWi . Thanks for the news! Knew you used it as a base but suprised it was supose to replace it. Dropped the Gor mod as you said.....Sadly it bugged the save. Pity but no biggy since I was anyway tempted to make a new map and colony. When I removed the Gor Mod and tried to load my save...It loaded me to a blank planet without any options. Gonna try and make a new colony and pray that works just fine.
SickBoyWi  [author] 26 Jan, 2020 @ 5:39pm 
@Runelord Drakir - This is intended to replace Kompad's Gor mod. I started with his mod, and fleshed it out to what this is. He's contributing on the Discord, and was aware and content with this process. I tried to make sure to rename everything as I built all this, but apparently there's still some issues in there somewhere. You can safely drop the Gor mod, as this does everything it does and a whole lot more.
SickBoyWi  [author] 26 Jan, 2020 @ 5:37pm 
@JustanotherLoco - Empire next, then Skaven. Then most likely Greenskins.
@Cloud - You can try the Rimhammer With Guns version of the main mod, if you want to keep the guns in. I've tested it on my side though, and both dwarfs and beasts were intended to work without the base Rimhammer mod.
SickBoyWi  [author] 26 Jan, 2020 @ 5:35pm 
Thx for the kind words to those that posted them!
@Freyn - It's both, AI and player faction. Yes, the beasts will raid dwarfs. If you're dwarfs, the beasts will raid you.
@sanyaskilpro - I agree there's some tweaking required in that exact department. Beasts will heal faster than humans, but it still hampers their ability to fight in the mean time. I will put a post on the discord about removing food poisoning. I think that might help things along.
Runelord Drakir 25 Jan, 2020 @ 11:36pm 
Heya @SickBoyWi .Nice mod of what I seen soo far. Pity it seem to act weird with KompadT's Gor mode. On my current save I play before getting this I am using his mod. Got this one and ...Well..It effected his mod. It update his ungors models to yours and looked fine but...The Minotaurs and Gor models got messed up by having levitating horns and their heads attached to their left shoulder. Only effects the beastmen from his mod. Tried a map with your beastmen and they looked fine. Just seem to wana...Seem the mod wana try to overwelm the other mod.
aastronautic 25 Jan, 2020 @ 8:26pm 
great mod, but I cant seem to create a world without the main mod installed.
JustanotherLoco 25 Jan, 2020 @ 8:05am 
whats going to be next? Skaven? Norska chaos? Chaos? so many possibilities
jRibbo45 24 Jan, 2020 @ 7:33am 
i agree with below
sanyaskillpro 24 Jan, 2020 @ 4:26am 
I think you should buff gor's health regen rate and make them immune to food poisoning. After the herdstone you get constant raids, if you play as intended as a melee faction everyone tends to get wounded, it doesn't help that a third of your pawns is always poisoned from eating people raw(and it's pretty hard to keep the morale up if you don't). Also the infections, granted you're pretty much immune to dying from them, but they still cripple your stats. Maybe it's just me but it gets hard to do anything productive when everyone walks and works at a snail's pace.
stevehknight 23 Jan, 2020 @ 10:57pm 
great mod thanx lots ......... cant seem to find a tile to start on with the map with the new biome?
any hints anyone
Freyn. 23 Jan, 2020 @ 5:32pm 
Just to double check - is this a faction to play AS, or an AI faction?
If I was to install this and play as Dwarfs, would the Beastmen raid me?
Keep up the good work either way, I enjoyed the Dwarf mod a lot :)
jRibbo45 21 Jan, 2020 @ 8:30pm 
for one person you produce quality work, take your time i will wait
Hungry for Big Dave? 21 Jan, 2020 @ 5:29pm 
Way to go man!
SickBoyWi  [author] 21 Jan, 2020 @ 12:33pm 
@Gilga - Thx for the positive words. Sadly, I cannot release that biome as separate. It's too much work to maintain different mods, and that would just add one more mod to the things I have to deal with. You can go get the Nature's Pretty Sweet mod. There's a Redwood forest in there that is somewhat similar.
@Rawr - Perhaps, but I suspect that the fishing mod may require a patch on their side. I can put that on the list.
@Eichkater - Thanks!
Païtiti 21 Jan, 2020 @ 1:51am 
Finally! Cant wait to play! Thanks Sickboy!
Mapleveins 20 Jan, 2020 @ 10:06pm 
Was just about to ask that as well :P
Rawr 20 Jan, 2020 @ 9:56pm 
Would it be possible to make the new biome compatible with vanilla fishing expanded?
Gilga 20 Jan, 2020 @ 2:17am 
Thanks for another awesome mod, been playing with the Dwarfs for a while now and this will another beauty to add to the collection. Is there any possibility of releasing the Old Growth Forest Biome as a standalone? Been looking for an environment like that since i first started playing.