RimWorld

RimWorld

Orks of the Rim
77 Comments
Xeonzs 31 Jul @ 1:46pm 
Minor suggestion/feedback:

Currently they have -2 metabolism, which makes them a bit hungry which fits orks no doubt, but perhaps you could add slow learn which adds 3+ for a net of +1, slow learner also fits ork I'd say, and then you could add strong melee for -2, for a total of -1 which I think is perfect, still slightly hungry and portrays their affinity for strength and goes hand-in-hand with the dakke gene you gave them or you could add great melee for -3, for a total of -2.

Either way the greenskins would be default be still slightly hungry, slightly slower learners, befitting of their behaviour in 40k imho, and portrays their affinity for strength and melee from the get go, this would make it so that any greenskin you get will be without a doubt good at melee before any genemodding.
Shovelmaster88 14 Jul @ 5:58pm 
1.6?
J_Gaming 29 May @ 8:30pm 
*deep inhale*

WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
Black Adder 6 Apr @ 3:36pm 
Would be amazing to have this mod and some special version of the Vehicles mod vehicles. Would love to fight hordes of gas guzzling orc boys!
Bean  [author] 22 Mar @ 6:49am 
Just tested it and it's not causing any issues for me. Another mod must be breaking your world gen.
Brooke Yomotsu 22 Mar @ 4:41am 
this mod has a bug that seems to be common among race mods; it makes each faction only have one base, leaving the world pretty empty
said bug also stops the population slider from doing anything at all
WiseArkAngel 4 Oct, 2024 @ 1:14pm 
Now all we's need is sum big Dakka
sitting duck 3 Sep, 2024 @ 9:06am 
Gork or mork?
FestiveFrostbite 28 Aug, 2024 @ 5:59am 
GORK IZ DA BEST, ANY OTHER GIT WILL GET KRUMPED IF YA TINK OTTA WOZ
Jeffery Helldiver 14 Aug, 2024 @ 7:35pm 
FOR THE EMPEROR
Arizona Ranger 12 Aug, 2024 @ 11:59pm 
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Chesse5552024 25 Jul, 2024 @ 8:22pm 
thanks i was looking something like .
martintheegg 15 Jul, 2024 @ 7:29am 
ORKZ IZ MADE FA FIGHT'N WAAAAAAAGGGHH!!!!! 'ERE WE GO!!! 'ERE WE GO!!! 'ERE WE GO!!!!
rainbowwilliam 9 Jun, 2024 @ 10:42pm 
the wild boyz description is just funny :steamthumbsup:
Dian 25 May, 2024 @ 9:43am 
W40k
Lu 11 May, 2024 @ 12:14pm 
Thank you very much! I'll take a look one I have some time and come back in case anything's still wrong. Thanks for the quick action, though :)
Bean  [author] 8 May, 2024 @ 7:00pm 
Should be working with 1.4 now, so if they're any issues, i'll fix them when I have time.
Bean  [author] 8 May, 2024 @ 6:47pm 
I just never ended up updating the code for version 1.4 because I basically rewrote it for the 1.5 release. No one had any issue with it thus far so I had no plans to make it backwards compatible, but I'll restore it since you asked.
Lu 8 May, 2024 @ 6:15pm 
Are there any plans to keep (/restore) compatibility with 1.4? As I used orc pawns in one of my recent playthroughs, but I am still playing on 1.4 because of other mods that have not yet updated.
Latex Santa 6 May, 2024 @ 1:15pm 
@Bean
Could we kindly get a version that uses industrial tech and firearms, or do we need to use this xenotyope, fire up the Total Control, Faction Customizer and Xenotype Spawn Control mods to make our own?
Torkkar 5 May, 2024 @ 5:52pm 
Daka or Slugga?!
Bean  [author] 19 Apr, 2024 @ 2:13pm 
No
ludi1989 19 Apr, 2024 @ 12:32pm 
Will this mod work without Biotech add-on? 🤔
Bean  [author] 18 Apr, 2024 @ 6:52pm 
Updated for 1.5
ludi1989 10 Jan, 2024 @ 10:13am 
Will this mod work without Biotech add-on? 🤔
Sound Expert 21 Dec, 2023 @ 2:19am 
i wish this could also have a caste system in place where various orc xenos can be birthed, with each serving a fundamental purpose in their society
WiseArkAngel 7 Oct, 2023 @ 12:39am 
WAAAAAAAAAAAAAAAAAAAAAAAAAAAUGGGGGGH
XHAlpha 18 Jul, 2023 @ 9:59pm 
Is there a way to be able to use the xenotype icon in a custom xenotype? I can't find it in the list, and even the cursed xenotype itself doesnt show the icon
Fashtar 7 Jul, 2023 @ 3:38am 
This is nice. My only gripe is that there are no scenarios where you can play these races as separate factions. That would have been nice, imo
EchoBlue 21 Jun, 2023 @ 9:31pm 
orcs from ohio
北望 18 Jun, 2023 @ 6:45am 
dabu:steamfacepalm:
adolfomassiani 11 Jun, 2023 @ 2:59pm 
I'd download it if not for the fact that those tusks look terrible
Hades 17 May, 2023 @ 5:58am 
Will They attack in crazy ork hordes maybe even do crazy stuff like shooting rockets into their allies like in 40k? I think that last part would be hilarious (but also a performance killer) yet I'd totally go for it
Kyubas 7 May, 2023 @ 12:40pm 
are they mushrooms like in warhammer or normal like in warcraft
自爆油轮修士 4 May, 2023 @ 3:48am 
Exterminatus!This planet should be purified!
J_Gaming 2 May, 2023 @ 5:09am 
WAAAAAAAAAAAAAAAAAAGH
Fop314 30 Apr, 2023 @ 5:52pm 
You add orcs to add flavour to you game, i add them so i have more stuff to kill, we are not the same
SpaceDorf 7 Apr, 2023 @ 7:08am 
Oh thats why you keep pinning stickynotes to your armor
Voymir Griffitz 7 Apr, 2023 @ 2:32am 
My daily list TO-DO:
1. Kill Xenos
2. Kill the Witches
3. Kill the Mutants
4. Burn the Heretics
5. Purge the Unclean

oh, greenskins... they are FIRST on my list!
MikkieRM 4 Apr, 2023 @ 10:37am 
WAAAAAAAAGH
Delmain 3 Apr, 2023 @ 5:50pm 
I lied, I posted that comment and then completely unrelated, I found that IsNull="True" will do it. So you can just add this line to your wildhorde and darkhorde definitions and it'll get rid of the error:

<disallowedMemes Inherit="False" IsNull="True" />

That will stop them from inheriting disallowedMemes from TribeBase while keeping all of the other properties.
Delmain 2 Apr, 2023 @ 12:43pm 
@Bean the issue that is causing the "both disallowedMemes and allowedMemes" error is that you are inheriting from TribeBase for wildhore and darkhorde. Those FactionDefs have allowedMemes, which you are then inheriting. If you don't want the allowedMemes, you would need to make your own "OrkTribeBase" abstract FactionDef and then inherit from that instead. I did that locally and the errors were resolved.
bluemanthatflies 22 Mar, 2023 @ 11:32pm 
weez gettin redie for dah stompinz bozz!
Possum 11 Mar, 2023 @ 8:47am 
thanks!
Bean  [author] 10 Mar, 2023 @ 9:46pm 
Possum, that error is mostly a false positive. The mod should work completely fine regardless of it's presence.
Possum 10 Mar, 2023 @ 10:45am 
getting 2 errors, similar in nature:
"config error in wildhorde: both disallowedMemes (black list) and allowedMemes (white list) are defined"

and then the same error message for "config error in darkhorde:..."

not sure if this is solely this mod causing it?
PremierVader 7 Mar, 2023 @ 7:09am 
Hey Bean, Pain is Virtue for their ideology may be alright but I think it would be more thematic if they just have some gene added that makes them more resilient to crappy conditions in general. The "extreme fortitude" that CTH2004 mentioned or the ignoring of basic comforts and stuff gene would be good thematic addition for Orks. Also since they have shorter lifespans maybe fast reproduction and growth can add an interesting dynamic to them.
Osamason 7 Mar, 2023 @ 4:57am 
WAAAAAAAAAGH
SpaceDorf 6 Mar, 2023 @ 2:35pm 
https://practicalguidetoevil.wordpress.com/

I like the Guides Orcs .. the have a genetic requirement for a carnivorous diet.
They get sick when they don't eat meat and are not very squeamish where the meat comes from.
CTH2004 6 Mar, 2023 @ 1:48pm 
fair enough. I think you probally should mention that (in all of yours), every genotype, not just the archite and new ones!

And, for what premiervader said, maybe just a gene that (I forget what the mod called it, I think it was something like "extreme fortitude"). It allows them to withstand the most heinus of crimes. Eating without a table! Not necesarilly "pain is a virtue", but just "we less comfort we orks!"