RimWorld

RimWorld

Yayo's EndGame
64 Comments
jaylemeux 2 Dec, 2022 @ 12:15pm 
Came here with the same issue as silesianhighlander. Two of my recipes require sea ice, which can't be mined. I had completely forgotten that about sea ice and did a LOT of preparation to dispatch a caravan that could survive the excursion halfway across the map to park on sea ice and mine for a few days before returning home alive. Then got all the way to the pole and realized the compatibility issue. :(
Mlie 17 Nov, 2022 @ 1:45pm 
FranCSGO Gameplays y Tutoriales 13 Nov, 2022 @ 9:39pm 
bro 1.4 plz
[+DG+] Sir_Castic 10 Nov, 2022 @ 11:36am 
no bitches? [megamind.jpeg]
FranCSGO Gameplays y Tutoriales 5 Nov, 2022 @ 8:40pm 
1.4???
FranCSGO Gameplays y Tutoriales 27 Oct, 2022 @ 10:10pm 
bro this wouldn't be updated to 1.4???
FranCSGO Gameplays y Tutoriales 21 Oct, 2022 @ 7:27pm 
no 1.4? :(
YAYO  [author] 7 Oct, 2022 @ 5:14am 
This mod is no longer being updated.
silesianhighlander 19 Sep, 2021 @ 1:59pm 
Here's a compatibility issue. I'm playing with vanilla biomes expanded. Most of my planet energy recipes demand sea ice shards. But I can't build the extractor on sea ice sheet, it says "must be placed on a mineable resource". I terraformed a piece of the ice sheet to stone or stony soil, same issue.
MultipedMoss 5 Sep, 2021 @ 8:32pm 
Is there a way to change where you have to get the shards from? One of mine is asking for me to get it from an iceberg and that's a biome I'd rather not play on.
FranCSGO Gameplays y Tutoriales 25 Jul, 2021 @ 11:11pm 
Thanks <3
YAYO  [author] 25 Jul, 2021 @ 7:31am 
+Update 1.3
FranCSGO Gameplays y Tutoriales 23 Jul, 2021 @ 8:48pm 
1.3? :(
TheDevilKing 384 11 May, 2021 @ 4:09am 
Yes it does i had to go to a wasteland from another mod
TurtleShroom 23 Apr, 2021 @ 12:44pm 
Does this work with custom Biomes?
Leggy 16 Mar, 2021 @ 2:33am 
Where are the options for this mod located? I just downloaded it, and I cannot find them anywheres. I can see Yayo Combat, and the myriad other mods I have listed, but Endgame is now showing up as any of the Options.
Herald Rejn 25 Feb, 2021 @ 1:12am 
Incompatible !!!
- SOS2-save our ship 2 :C
Amycolis 24 Feb, 2021 @ 4:01am 
Can I translate this mod into Russian?
Vatheron 25 Jan, 2021 @ 4:09pm 
According the SOS2 Wikia under General Incompatibility: "Mods that alters ship functionality" is among the list, and unfortunately, this mod's teleporter falls under that range as it functions similar to the Vanilla Reactor's function.

So unless this is somewhat changed or a patch is developed, SOS2 can really be considered incompatible to it.
Vatheron 25 Jan, 2021 @ 4:00pm 
The issue with SOS2 is that it completely removes the "Escaping to the star" ending along with the "Starting up of engine" being completely replaced by the engine core retrival for the 15 day heavy raid. I haven't seen any other mods that adds back that ending while maintaining compatibility with SOS2, since the only "Escaping the star" type is to jump to another planet, therefore completely replacing the ending with [REDACTED].
Nouvi 24 Jan, 2021 @ 2:44pm 
@YAYO
You know, if you would ever want to fix the SOS2 compatability, maybe you could think about making a custom version of the 15 day defense event. Would be some work, sure, but there's 2 mods with similar features that might serve as reference material: Genetic Rim (Archotech Project activation) and What The Hack (Sentient AI awakening).

Also, Sarg is a really cool guy, and could probably help you if you asked. Maybe worth a thought?
Blue 23 Jan, 2021 @ 9:20am 
Damn!! Just got the update about SOS2 compatability. That really sucks since I was just gearing up to do the Yayo End before reloading and continuing with SOS for this campaign. I can't really drop SOS so I have to deactivate this for the time being. Sad to hear it, but hope something can be worked out! This is a mod people SHOULD have on their list.
Vatheron 23 Jan, 2021 @ 3:50am 
So I played this ending after removing SOS2.

For whatever reason, the "escaped colonist" also appeared as "in memory of", which makes no sense.

Also, the colony animal never teleported with them as well. Figured I let you know.
YAYO  [author] 22 Jan, 2021 @ 4:53pm 
I also did not know this problem. Sorry. I just added the incompatibility with sos2 to the description.
Daunmi 22 Jan, 2021 @ 9:16am 
@Vatheron
SOS2 can be removed the same way most mods can be removed (by getting rid of the stuff it adds then removing the mod), you just have to make sure you remove the space ship 'site' if you've launched it. Once there's nothing on your space ship go to the World map, select the space ship, and abandon it. Save and exit the game, remove SOS2, restart, and you should be able to load your save.

I haven't tried this while running both SOS2 and this mod (which, to the author, looks like it could be lots of fun so I'm grabbing it for later!), so if it doesn't work it's possibly a direct conflict between something the two of them together changes about the save file (I guess).
Vatheron 22 Jan, 2021 @ 8:21am 
I tried the mod out, and turns out Nouvi was right: Since SOS2 doesn't have the Ship Reactor that "powers up" (Ancient Reactor doesnt' count), its utterly impossible to start the 15-day teleporter raid.

Really hope someone can develop a patch for this so I don't have to start a new save game just for this.. I can't seem to remove SOS2 halfway.
SickBoyWi 14 Jan, 2021 @ 7:59pm 
This mod is fantastic! I've very much enjoyed it! Thank you kindly.
Nouvi 13 Jan, 2021 @ 10:38am 
Ok figured it out. This mod is directly incompatible with Save our Ship 2, likely because that mod disables the original ship parts and the generator this mod seems to draw it's functions from.
Nouvi 13 Jan, 2021 @ 9:00am 
Hm. Same issue as Blue. Only buttons visible when Planet Energy Teleporter is selected is Deconstruct, Start Interplanetary Teleport (disabled) and Build Copy. No 'start reactor' button at all... wonder if it's a mod conflict, however It's hard to tell as there's absolutely no errors being thrown. Gotta do some testing to figure this out I guess.
Ice3 6 Jan, 2021 @ 6:26pm 
Thanks since I thought this mod would go perfect with an old scenario I made a couple years ago.
YAYO  [author] 6 Jan, 2021 @ 6:21pm 
@IceHero3
Yes, feel free to use it.
Also, it's okay to upload a modified mod to Steam. (Only when the code has been modified)
Ice3 6 Jan, 2021 @ 3:02pm 
It's fine to make a themed scenario of this mod and publish it to the steam workshop correct?
Elv原则 18 Dec, 2020 @ 7:55pm 
it will be nice, if you add another reward. like another use for the core.
blitz_liar 2 Nov, 2020 @ 8:46am 
Just finished a run, first and foremost I thought it was very cool and well done. I'm usually a bunker bitch so being forced to set up mining colonies was a nice change of pace for me. A few criticisms/areas for improvement though;

1. The lack of research topics felt very odd. It probably shouldn't be as complicated as the ship itself for balance reasons, but to see my tribals could make a teleporter when the figured out how to do machining was strange.

2. I'm not sure if this is just a bug/mod-conflict on my end, but the 15 day challenge didn't generate any additional raids.

3. The actual build times were really short for what we were making.

4. It would be neat to have some other things you could make with the planetary energy. If nothing else, different planetary energies could be used to make different artifacts.
YAYO  [author] 30 Oct, 2020 @ 4:24am 
@Blue
Select the Teleporter building, press Start Reactor button, and defense the 15days raid.
Quill 30 Oct, 2020 @ 3:48am 
I'm lost. I harvested the shards, made a core and built the teleporter. But it won't let me start it as "energy charge is required". What am I missing?
nedops 27 Oct, 2020 @ 11:12am 
'Planet energy core' recipe shows as being unlocked with 'Fabrication' research, but the recipes still automatically show up at crafting spot/smithy/machining table without any research needed.

Wondering if 'planet energy core' should only be craftable at fabrication bench instead.
Rikgore 24 Oct, 2020 @ 2:45pm 
@YAYO awesome mod! Could you make it so that in the end you can choose beetween teleporting away or just destroying the planet?
Dragonknight951 24 Oct, 2020 @ 6:30am 
@REEEE Pretty sure that it would work fine, and then once you do This mission it would just end the game as a success.
NoNameWorks 23 Oct, 2020 @ 8:47pm 
@YAYO

Is this ending compatible with Save Our Ship 2? No idea how mod compatibility with endings works on Save Our Ship.

Also, great mod! I always thought Rimworld needed more endings. More options just mean more possibilities.
YAYO  [author] 22 Oct, 2020 @ 5:53am 
+Update
Fixed a bug where biome energy shard could be obtained by deep drilling.
YAYO  [author] 22 Oct, 2020 @ 5:52am 
@Ela
버그 수정되었습니다.
이미 찾아진 광맥은 찾기 전으로 로드하는 수 밖에 없을것 같습니다.
YAYO  [author] 22 Oct, 2020 @ 5:34am 
@Ela
제보 감사합니다. 심각한 버그네요
Mithrilogy 22 Oct, 2020 @ 5:28am 
탈출 까지는 하지 못했지만 다른 바이옴을 가지 않아도 심층 채굴 스캐너를 사용하면 다른 바이옴의 에너지 조각도 채굴할수 있습니다.
YAYO  [author] 21 Oct, 2020 @ 7:06pm 
@Chicken Plucker
Thank you CP :)
Chicken Plucker 21 Oct, 2020 @ 5:54pm 
awesome work as always Yayo
shadowstalker1857 19 Oct, 2020 @ 5:14pm 
@CrackaJack terraforming sounds like a good idea but especially sections of a map; I just thought bout something can a drug be made out of it that is extremely worth while not touching the stats such as a de-aging, short term immortality chamber (respawn chamber); or a new pawn that can take the place of the dead pawn but made entirely of said energy such as from endless legend welp my brain officially see so many options :partymask::drover:
Gravefall 19 Oct, 2020 @ 4:40pm 
Can you continue playing after teleporting? is another world generated? :D Looking forward to try it out!
Mezz 19 Oct, 2020 @ 3:50pm 
The art work is beautiful! Would love to see this expanded upon!
CrackaJack 19 Oct, 2020 @ 10:55am 
shadowstalker1857
"other than the planetary teleporter is there anything else that uses the energy"
"@shadowstalker1857
1. Not yet, but a good idea. Thank you."
that made me thinking-
using it to terraform could be cool (make ocean, sand, rock floor, let a mountain grow on the worldmap...), or to spawn resources, or to teleport across the map/teleport entire faction bases somewhere/or just into space, make old people young, duplicate pawns....lots of possibilities
idk if i´d add weapons or armor to this, but what i WOULD love to see would be a seperate weapon/armor mod by you, YAYO(awesome drawing style). maybe as addon to this?
btw i fkin love "yayos combat", it should be integrated as f.