RimWorld

RimWorld

Rimhammer - The End Times - Beastmen
320 Comments
SickBoyWi  [author] 5 Apr @ 6:44am 
@EruTheTeapot - I think I did remove the Empire requirement for Beastmen a while ago, due to this issue. Technically they both require each other, so references to each out should be in both. If you pulled the line from the About file, I have no idea what RimPy would be keying on, as that's where that info is configured. If you open a defect on the Discord, and give me a modlist, I could probably figure it out.
SickBoyWi  [author] 5 Apr @ 6:40am 
UPDATE: Fixed issue with Pestigors not spawning with proper back stories.
EruTheTeapot 31 Mar @ 9:52am 
Cheers for reply, checked both of the About files. There wasn't Empire listed in the Beastmen About File but in the Empire there was the Beastmen requirement line. Deleted the line and saved, restarted the RimPy and all. Still getting the error though
SickBoyWi  [author] 30 Mar @ 6:39am 
@EruTheTeapot - You can open the about file for one of the mods, and remove the dependency for the other one. I thought I did that at one point, but perhaps that was overwritten. Without RimPy, you won't have a problem.
EruTheTeapot 30 Mar @ 6:29am 
Is there a way to work around Empire and Beastman mods depending on each other and creating loop?
Using RimPy and was worried about starting a run with those, cheers for the amazing mods :)
SickBoyWi  [author] 15 Mar @ 9:34pm 
@Average - It's a ranged weapon with an explosive effect. Very powerful, but dangerous to friends and foes alike if they're in the blast radius.
Average Genestealer 13 Mar @ 12:30am 
Also, what does Tzeentch's special weapon do? I never really sacrificed anything to him because cultivating plants is c*vilised behavior and cutting berries is ung*r behavior
SickBoyWi  [author] 11 Mar @ 2:27pm 
@Average Genestealer - Those weapons are rather OP, I admit. They do raise colony wealth quite a bit, but are really worth it when you're slaying foes left and right.
Average Genestealer 11 Mar @ 10:56am 
I figured it out. This starts snowballing once you get an axe of khorne or any strong item the herdstone gives you. I have two minotaurs, one with a nurgle flail and one with a khorne axe. Plus ungor support with a whip of slaanesh. They SHRED any enemy they encounter.
Average Genestealer 11 Mar @ 9:44am 
How do I sacrifice corpses to the herdstone?
SickBoyWi  [author] 8 Feb @ 10:04am 
@Metroxide - They have their own custom set up. What type of stuff from vanilla expanded biomes/other mods? If it isn't already patched, I could do so.
Metroxide 6 Feb @ 4:15pm 
Does the old growth forest work as a vanilla forest and get stuff from vanilla expanded/biome mods?
SickBoyWi  [author] 1 Feb @ 6:14am 
UPDATE: Added additional detail on how to use to the meat smoker.
SickBoyWi  [author] 1 Feb @ 6:01am 
@Girdon - I need you to take that to the Discord. I need more info, including a modlist, and this format sucks for trying to fix defects for folks.
SickBoyWi  [author] 1 Feb @ 5:54am 
@Nairagorn - Dude, I told you wrong. You need to make Brined Meat at a cook fire or cook work bench, and that will get put into the smoker. Sorry. I got my brines and my cures mixed up. I will update the descriptions on the smokers to state this, so it isn't a question ever again!
Girdon 31 Jan @ 7:53am 
i had to shorten my previous comment to post it, sorry. Here is the rest :


at RimWorld.Planet.World.WorldTick () [0x00016] in <cd7169108ea74757aa50c5b33d275c15>:0
at (wrapper dynamic-method) Verse.TickManager.Verse.TickManager.DoSingleTick_Patch2(Verse.TickManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Girdon 31 Jan @ 7:52am 
Hello, i might be dumb. but i am getting this error every tick, and my pawns cant work.

System.TypeLoadException: Could not load type of field 'TheEndTimes_Beastmen.Building_MassiveHerdstone:currentOfferingGod' (8) due to: Could not resolve type with token 010000e3 (from typeref, class/assembly TheEndTimes_Magic.DarkGod, RH_TET_Magic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:RH_TET_Magic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:TheEndTimes_Magic.DarkGod member:(null) signature:<none>
at (wrapper dynamic-method) RimWorld.Planet.SettlementDefeatUtility.RimWorld.Planet.SettlementDefeatUtility.CheckDefeated_Patch1(RimWorld.Planet.Settlement)
at RimWorld.Planet.Settlement.Tick () [0x00019] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00029] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.Planet.World.WorldTick () [0x00016] in <cd7169108ea74757aa50c5b33d275c15>:0
Nairagorn 30 Jan @ 10:59am 
@SickBoyWi yup, tried that, nothing happens. I select a hauler pawn, right click the cure and I can tell them to pick it up, but nothing about taking it to the smoker. If I drop it on the floor I can tell the pawn to haul it back to the shelf or eat it, that's all.
SickBoyWi  [author] 30 Jan @ 7:04am 
@Nairagorn - It's a hauling job, so make sure you have haulers around. You can select a pawn, and force it by then clicking on the cures (or maybe it's the smoker itself), and telling them to fill the smoker.
Nairagorn 21 Jan @ 9:55am 
@SickBoyWi I hadn't! But I've now researched it and have produced about 40 cooked cures, however they are not being taken to the smoker. All my pawns are locked inside now due to a chaos storm (seems like beastmen shouldn't be bothered by that?) and they're all hanging around idle, both haulers and cooks, but they won't do anything with the cure or the smoker
SickBoyWi  [author] 20 Jan @ 4:31pm 
@Nairagorn - Make sure you've done the proper research to make the cooked cure.
Nairagorn 19 Jan @ 10:06am 
@SickboyWi Thanks for the reply! I just checked and "disgusting slop" is allowed for their meals (I didn't enable it, it was already on). I also can't find "cooked cure" to make at the campfire or bonfire. Gotta be a mod conflict somewhere, I suspect (based on nothing other than it also has a cauldron buildable) Rimworld of Magic
Kathedirector 19 Jan @ 9:01am 
@SickboyWi same issue. Can't seem to make cauldron work.
Do not have "extract X meals" button, as stated in @Nairagorns comment.
My beastmen are always hungry, despite having lot's of meat in stock. They do not eat anything, as a result they die of malnutrition.

I can't seem to figure out what's wrong...
cauldron - check
slop buckets - check
food allowance - check
using chatgpt to find mod conflicts - check (it works btw)
read all pages of comments - check :'(
SickBoyWi  [author] 18 Jan @ 10:30am 
@Nairagorn - For the cauldron, make sure you set your beasts allowed food under food allowances to allow the Disgusting Slop option. If there isn't anything in the area, they will eat it. Regarding the smoking pit, cook up a cooked cure at a cook fire, then a hauler will put that into the smoker to smoke.
Nairagorn 16 Jan @ 3:10pm 
How does the cauldron work? I've got a slop bucket with meat in it, it's fueled up, but it doesn't seem to be doing anything. My beastmen won't use it, and clicking the "extract X meals" button does nothing.

::edit:: smoking pit too, only option is to fuel it, does nothing otherwise. I am using a bunch of other mods, mostly related to medieval overhaul, must be an incompatibility somewhere :(
SickBoyWi  [author] 12 Jan @ 11:24am 
UPDATE: Patched in the Map Beautification Project for the Beastman Old Growth Forest biome, requiring either the Biome Kit, or Regrowth: Core mod to make it happen in game.
SickBoyWi  [author] 6 Oct, 2024 @ 9:58am 
@Bones - I removed the dependency in the Empire mod. If folks don't have it, it's going to cause problems, so I may add it back in at some point.
Bones 6 Oct, 2024 @ 9:22am 
How does one edit it. I got into both XML files and delete things like

<packageId>SickBoyWi.TheEndTimes.Beastmen</packageId>
<displayName>Rimhammer - The End Times - Beastmen</displayName>
<steamWorkshopUrl>https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2020384947</steamWorkshopUrl>
<downloadUrl />

But I still get the loop of needing each other.
SickBoyWi  [author] 28 Jul, 2024 @ 7:26pm 
Update: Defect fixes.
SickBoyWi  [author] 18 Jul, 2024 @ 12:30pm 
@EruTheTeapot - That's likely because they both require each other. I guess I could remove one of those dependencies, but it seems like RimPy should be able to handle that. You can go in the About.xml file in About folder of the mod and remove one of the dependencies yourself too, only take a minute.
EruTheTeapot 17 Jul, 2024 @ 11:32pm 
Hello, long waited update on one of my fav mod series man :)
One thing to note, I'm getting a loop of dependicies for Beastmen and Empire in RimPy. That is preventing me from "Sorting" other mods too unless I deactive these two
SickBoyWi  [author] 17 Jul, 2024 @ 8:34am 
Updated for 1.5
SickBoyWi  [author] 17 Jul, 2024 @ 8:11am 
This should be released for 1.5 today yet.
Rex705 9 Jul, 2024 @ 4:44am 
1.5?
SickBoyWi  [author] 10 Feb, 2024 @ 7:06am 
UPDATE: Error fixes / tweaks as listed on Discord suggestions and bugs areas.
SickBoyWi  [author] 2 Jan, 2024 @ 2:42pm 
@Vulture - I have had others state on the Discord that there's some open issues with xenotypes, and pawns that are added to the game using the Humanoid Alien Races framework mod. I believe what you're seeing is that bad interaction. The HAR team is supposed to be working on that. I can check their Discord to see if there's any update.
Vulture 1 Jan, 2024 @ 7:58pm 
Thank you for updating the requirements.

That being said I'm having an issue, beastmen are bleeding into xenotypes. Some of my custom-xenotype pawns end up headless/weird. When I look at them more closely with Prepare Carefully they're either using (weird) or trying to use (headless) Ungor headparts, as far as I can tell it might be somehow connected to "Oops all BUGPARTS"
Vulture 31 Dec, 2023 @ 3:05pm 
I told you almost 2 years ago this also requires the Empire, Dwarfs, and core mod. You acknowledged this fact. Came back and downloaded it yesterday only to find It still does. For #$&@ sake either fix it or update the bloody requirements! :steamfacepalm:
SickBoyWi  [author] 22 Nov, 2023 @ 7:11am 
神说万岁 - Sadly a few key things in my mods relies on Jecs. The whole magic system for instance. It isn't likely to go away any time soon without a ton of work on my part here.
神说万岁 20 Nov, 2023 @ 4:03am 
Hello, can you cancel JecsTools as a front-end? It has been too long since the JecsTools module was updated, and there are significant issues with optimization and compatibility
SickBoyWi  [author] 11 Nov, 2023 @ 6:36am 
@UPDATE: Reworked horn offsets to make all variety of Gor horns line up properly with their head, and with each other when horns are upgraded/swapped.
SickBoyWi  [author] 5 Aug, 2023 @ 7:11am 
@Diamond - Yeah, we will be doing that, for sure.
@Number_Dude - You can add in RimWorld of Magic, and use both.
Edge 31 Jul, 2023 @ 4:53pm 
Is it possible to use this mod with a different magic mod?
Diamondkai09 25 Jul, 2023 @ 5:31am 
question can you add cestigors?
SickBoyWi  [author] 8 Jul, 2023 @ 8:03am 
UPDATE: Tweaked the crude forge image to look better when placed facing south.
SickBoyWi  [author] 3 Jun, 2023 @ 5:19am 
@FÆROÜS - No, definitely not intentional. I haven't heard of that issue before. Either you're missing a mod, have your mods out of order, or some other mod is hosing things up. We can likely get you sorted out, if you pop on the discord channel and post in the issues area.
FÆROÜS 28 May, 2023 @ 4:52pm 
is there any known incompatiblity that would be causing beastmen (and skaven) to be designated as both animal and colonist at the same time? or is that an intentional update to the mod that was released at some point? for some reason they count as both in my game.
SickBoyWi  [author] 29 Apr, 2023 @ 8:26am 
UPDATE: Fixed custom bases so that floors generate properly.
SickBoyWi  [author] 18 Apr, 2023 @ 5:45pm 
UPDATE: Fixed an issue with the gifting of the Final Destruction sarsen stones when the Any One Can Beastmen mod is also active.
SickBoyWi  [author] 12 Mar, 2023 @ 4:59pm 
UPDATED: Altered perspective on all 1x1 doors to make them look better from the east/west view.