RimWorld

RimWorld

Rimhammer - The End Times - Empire
221 Comments
hitherebyethere 3 Jun @ 11:04am 
Yeah same issue as @Prophet of Merci
Prophet Of Merci 26 May @ 7:40am 
Im using Rimpy mod manager and trying to sort the mods. But It wont sort because Rimhammer: Empire and Beastmen depending on eachother, causing a loop I can't fix.

Anyone have a suggestion?
draker4127 18 Mar @ 11:36am 
Hello, I had a problem with the resurrection wand. It takes a long time to work and my colon stops, but it can't start working again on the same one.
luvkc_x17 15 Mar @ 12:12am 
Do you possibly do commissions for armors and other things for this module?
Hal Cortese 13 Mar @ 5:14pm 
Averland LESGO <3
SickBoyWi  [author] 1 Mar @ 6:22am 
UPDATE: Patched in the events from this mod into the updated Rimhammer Story Tellers mod for Archaon (the new story teller).
SickBoyWi  [author] 1 Feb @ 6:13am 
UPDATE: Added additional detail on how to use to the meat smoker.
SickBoyWi  [author] 18 Jan @ 7:32am 
UPDATE: Added some items to things traders buy, as seemed sensible.
Agraza 14 Dec, 2024 @ 9:09pm 
this mod and beastmen depend on each other
KazrakOneEye 24 Nov, 2024 @ 12:09pm 
Im trying to unlock the lantern of days but it says I need "Advanced Furniture" which doesnt exist in the tech tree is it maybe a different tech that didnt get named?
ZX Zero 22 Nov, 2024 @ 6:54am 
Beautiful job on this mod :steamthumbsup:
Red Hawks of Tuah 7 Nov, 2024 @ 9:38pm 
So does the empire/dawi collection still work with 1.5? There are a few 1.3 mods in there, but the comments on those claim they work just fine.
bweck 15 Oct, 2024 @ 4:56am 
without the powers, abilities, guns and cannons i'd love rimhammer's mods in my medieval game
Laquillare 9 Oct, 2024 @ 1:00pm 
Wonderful mod, however, for my own play through I wish this didn't add divine powers or weapon abilities, I'm really only interested in the furniture and building pieces. I highly suggest a lite version. Anyways, great work! :steamthumbsup:
SickBoyWi  [author] 6 Oct, 2024 @ 9:58am 
UPDATE: Removed Beastmen mod as a hard dependency in the About.xml config file, to stop RimPy from causing errors for folks.
tredavidson77 2 Sep, 2024 @ 9:47pm 
Any plans for the Elgi?
SickBoyWi  [author] 25 Aug, 2024 @ 6:46am 
@Cheezeburger - You have to buy them from dwarfs, or get a dwarf pawn that can do it for you. Else get the Any One Can Dwarfs mod, and research it on a dwarf research bench, then have your people plant them. Yes to the armor question. A knight's set of armor covers their entire body, so they don't need separate sabatons / greaves. I'll have to look at the khornate belt repair. I don't think so, but maybe at an Empire tailor bench.

老军医华生 - No.

Trianqren - Beastmen are required for the quests such as reclaiming Ghal Maraz, and the Empire custom end game quest.
SickBoyWi  [author] 25 Aug, 2024 @ 6:43am 
UPDATE: Defect fixes.
Cheezeburger 11 Aug, 2024 @ 7:06pm 
also is there a way to repair the khornate belts? I got a few from some raids but there doesn't seem to be a way to keep them in decent condition
Cheezeburger 11 Aug, 2024 @ 5:07pm 
only wizards can work the wizard bench, also is it intended that the boots like officer's sabatons can't be worn with the knight armor? They work with the 'Empire Good' armor but the 'Knight' armor only lets you equip gauntlets for some reason. I also noticed that if you replace your limbs with magic limbs you can't equip gauntlets/boots/rings as well
Plum 11 Aug, 2024 @ 3:57pm 
I have magic eyes queued up but none of my guys will ever craft them at the magic workbench, i can't even prioritise it.
Cheezeburger 9 Aug, 2024 @ 1:43pm 
The empire requires both herbal and fungal medicine to build high quality medicine but I can't research the mushrooms from the dwarven tree, how do I grow fungal medicine as empire?
老军医华生 8 Aug, 2024 @ 4:40am 
Are there any CE plans? I really need it.:steamthumbsup:
Trianqren 5 Aug, 2024 @ 7:03pm 
is the beastmen mod 100% required or can i play without it just fine?
SickBoyWi  [author] 4 Aug, 2024 @ 6:55am 
UPDATE: Patch for new (soon to release) Rimhammer Story Tellers mod.
TornPanda 29 Jul, 2024 @ 5:40am 
Would daemons function better as mechs? pollution then just being corruption
SickBoyWi  [author] 28 Jul, 2024 @ 7:25pm 
@Zalera - No. I would love to, but I'm already managing a few dozen mods. Doing that would mushroom it into hundreds probably.
SickBoyWi  [author] 28 Jul, 2024 @ 7:25pm 
Update: Defect fixes.
Wolfette 21 Jul, 2024 @ 5:52am 
By the Comet!
남블님 19 Jul, 2024 @ 4:14am 
bretonia?
Zalera 18 Jul, 2024 @ 4:54pm 
Any plans for modularity? would love to see the furniture and defenses/structures as style for ideology. Either way, nice work!
Excusememan 18 Jul, 2024 @ 3:00am 
amazing
firefan43 17 Jul, 2024 @ 2:49pm 
So happy to see this updated! Thank you!
Trianqren 17 Jul, 2024 @ 9:32am 
by sigmar those textures are incredible
SickBoyWi  [author] 17 Jul, 2024 @ 8:35am 
Updated for 1.5.
SickBoyWi  [author] 17 Jul, 2024 @ 8:07am 
We're getting ready to release for 1.5 all. Hopefully today.
BlackSmeim 21 Jun, 2024 @ 12:41pm 
@Kregantis yes, it is. The creator is working on it rn.
Kregantis 16 May, 2024 @ 3:28am 
Will this be getting an update?
Hal Cortese 11 Apr, 2024 @ 12:26pm 
Is it normal that the empire faction comes dressed in fedora hats?
Infanterie Schnappschussmacher, 28 Dec, 2023 @ 5:09am 
where are you going to add karl franz armor because i like full of colonists with karl armor
2 letters 15 Aug, 2023 @ 10:33pm 
It would be nice to see helmet+hats combos, to help with variety in gear.
SickBoyWi  [author] 5 Aug, 2023 @ 7:10am 
UPDATE: Fixed issue with magic users not getting magic traits.
SickBoyWi  [author] 5 Aug, 2023 @ 7:10am 
@hott3 - Sorry. All the large doors and gates I added require Doors Expanded.
@Spartucus - Looks like Elster got you sorted. Thanks Elster.
@Elster - Take it to Discord, and you will get assistance right away.
FALKE 17 Apr, 2023 @ 1:35pm 
How can I use empire's mounted cannons? Every time when I am trying to use one it says: "Colonist can't find shells For empire cannon"

Even if I have Empire iron balls my colonists just put them in a storage room, because it has HIGHER priority. And there is no option to set any priority level for Empire guns storage....
In dev mod there is no option "set ammo to max", if you are using CE there is no even icon for reloading. The cannons have the same option as storage shelf do. But without priority option.

By the way, dafi cannons work normal (with CE and without it) and also have dev option to set max ammo.
FALKE 17 Apr, 2023 @ 1:25pm 
@Spartucu117 what are you talking about? There is the link on the official JT. It has been updated to 1.4. You can find the link on the right side on the "Subscribe" button level.

https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=932008009
Sebastian_Irae 8 Apr, 2023 @ 9:13pm 
Ok so the only version I can find of Jec's Tools (Unofficial) is in Russian and it's not in any of SickBoyWi's mod lists. Can someone please give me a link to the mod as I would really like to use his empire and skaven mods.
hottt3 19 Feb, 2023 @ 8:45pm 
Thanks for the mod. But could you please remove Doors Expanded from required prerequisites? They are not compatible with my modlist.
Goostave 18 Feb, 2023 @ 11:51pm 
Thanks for the reply. Too many kinds of food-storage tech, from ve-classical, medieval, medieval overhaul..., got myself confused:stress:
SickBoyWi  [author] 18 Feb, 2023 @ 7:08pm 
@Goostave - It's a hauling job to put it in there, so if you have dedicated haulers, they will do it automatically.
SickBoyWi  [author] 18 Feb, 2023 @ 7:07pm 
@Goostave - You have to make brined meat at a cook work table, then put that into the smoker.