RimWorld

RimWorld

Vaults of Vagar
153 Comments
Korn Sarum the Virtuous  [author] 16 Jul @ 12:20pm 
@MercCaptain Not anytime soon. I plan to focus on personal equipment at the moment.
MercCaptain 16 Jul @ 12:05pm 
seeing as the new dlc adds ship travel, will you be adding vagar ship parts for that dlc?
Shrike 15 Jul @ 1:18pm 
Looking forward to the heavy weapons mod!
Korn Sarum the Virtuous  [author] 15 Jul @ 11:29am 
Meltas will work in a similar fashion in both Vanilla and CE: they will create a conical AoE in front of the user that will damage everything that gets hit, with the damage scaling down the further the target is from the user. In essence, it will work like it does in Space Marine 1 & 2. This means that the shooter's skill will not play a part in determining if the shot hits.
AtlasTheReaper 15 Jul @ 11:26am 
I'm glad my suggesting for Melta was good enough to add, mind if I ask whatcha did for the CE side of it? I remember you saying you wanted to do something unique for it.
Korn Sarum the Virtuous  [author] 15 Jul @ 11:21am 
No, meltas will come soon as part of the heavy weapons addon. Meltas are a bit too niche to have a large number of different versions, so I put them in with the other heavy weapons. Speaking of which, it is 90% done, I just need to finish the Steam page for it, so it would be safe to expect it by this weekend.
Nova Solarius 15 Jul @ 7:22am 
I suspect melta will be a different addon. Korn usually limits his addons to one specific kind of weapon.
Apache49 15 Jul @ 5:29am 
Is Heavy Weapons going to also include the Melta weapons? I saw the research item in the tree.
tankHUnt3r 14 Jul @ 3:01pm 
Okay, I thought it would be the Oakbreaker armor, but I wanted to be sure before starting a play through with the mod.
AtlasTheReaper 14 Jul @ 1:56pm 
Any updates on the addon? Also saw Melta in the research tab.
Korn Sarum the Virtuous  [author] 14 Jul @ 1:00pm 
@tankHUnt3r Of course! The Oakbreaker set is void-proof!
tankHUnt3r 13 Jul @ 11:10pm 
Does the armor void seal for Odyssey?
Nova Solarius 11 Jul @ 2:10am 
Always happy to see bigger guns.
Korn Sarum the Virtuous  [author] 11 Jul @ 1:19am 
@Apache49 Already is, I just need to do some final tests and I will put it up today. Hopefully together with the heavy weapons addon.
Apache49 10 Jul @ 6:09am 
Will this be updated to 1.6?
MercCaptain 19 Jun @ 9:49pm 
:(
Korn Sarum the Virtuous  [author] 19 Jun @ 8:21am 
@MercCaptain Sadly no
MercCaptain 19 Jun @ 12:02am 
Can the weapons be colored?
VitorNCS2000 26 Apr @ 12:17am 
I was having the same problem as virok, and in my case it was caused by either Additional verb mod (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000422727) or advanced munitions (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3000423417) , I don't know which one for certain since I disabled both because advanced munitions needs additional verb, and additional verb is useless without advanced munitions
Korn Sarum the Virtuous  [author] 6 Apr @ 7:01am 
@Virok I've tried replicating this bug in a clean environment and it didn't occur. Not sure what might be causing this.
Virok 6 Apr @ 3:01am 
@Korn - thanks!

Some additional data: I tried reinstalling both Vaults of Vagar and Combat Extended and fiddled a bit with mod order (I usually just use the default sorting option in RimPy), but no luck. I can use the weapon that was loaded when I acquired it and the ammo is visible in the inventory if I unload the weapon, but I can't drop it and if I force drop it, it will disappear completely. I can add it to pawn's inventory using Character Editor as well.

I assume it may be an issue with patch for CE or just an unfixable problem caused by a conflict with another mod - if there is a fix or workaround that would be awesome, but no worries if it's not feasible.

I love this mod and I've played with it since the release, so great job and thank you!
Korn Sarum the Virtuous  [author] 6 Apr @ 1:51am 
@Virok I will look into it.
Virok 5 Apr @ 12:58pm 
I have issues with ammo - weapons are loaded properly, but I can't craft ammo (nor spawn it via spawn thing, I tried searching for bolt_ham or via caliber) even though ammo is still visible in weapon description. It seems like it is not connected to the workbench?
Korn Sarum the Virtuous  [author] 11 Jan @ 1:33am 
@Killerkitty641 Glad you liked it! Check out the other mods in the collection for evem more weapons)
Killerkitty641 10 Jan @ 1:59pm 
This is some of the best looking 40k weaponry I've ever seen ngl. Stylistically satisfying.
Korn Sarum the Virtuous  [author] 17 Dec, 2024 @ 11:00am 
@VirtualHallofCost Thank you! It's good to hear that people like my work)
VirtualHallofCost 16 Dec, 2024 @ 9:43pm 
Bro really thank yo uso much for this. I just happened to come across it. I appreciate you.
Cerberus 12 Oct, 2024 @ 6:10am 
ohh, ic ic, well its good to know that it'll eventually come! great mod, keep up the werk!
Korn Sarum the Virtuous  [author] 10 Oct, 2024 @ 11:17am 
@Cerberus Eventually yes, but armor requires 15 times more work than weapons because of all the variations of body types and orientations.
Cerberus 9 Oct, 2024 @ 10:19pm 
mind adding a little bit more variety for armor? esp helms :'>
Sheriff Pasta 6 Oct, 2024 @ 8:30pm 
This has very quickly become my favorite Rimworld mod, I absolutely adore this 40k-ified Saxon/Germanic aesthetic.
Korn Sarum the Virtuous  [author] 15 Sep, 2024 @ 11:15am 
@Yoko The vanilla research options shouldn't be affected by this mod. Most likely some other mod is interfering with the research tree.
Yoko 6 Sep, 2024 @ 5:32pm 
so uh i cant research the VAGAR armor cus i need to research Marine armor but i cant find marine armor
Nova Solarius 17 Jul, 2024 @ 5:01am 
@Roque: Korn posted a comment on the lasgun submod that states a xenotype is planned.
Roque the Rogue 16 Jul, 2024 @ 11:54pm 
I'm surprised this mod doesn't come with a xenotype for the Vagar people, what an amazing mod series!
quail 14 Jul, 2024 @ 4:47pm 
hello, your mod is great but I would like to stop enemy AI pawns / raiders from spawning with them. Is there a way to mod this mod to do this?
TheBoogeyMan 11 Jul, 2024 @ 1:25pm 
I will test it now and let you know. Should it not be solved i will post it in the bug reports as to not clog up the comments here. Thanks mate!
Korn Sarum the Virtuous  [author] 11 Jul, 2024 @ 12:00pm 
The problem with the pink box should be sorted now, try reloading the mod.
TheBoogeyMan 5 Jul, 2024 @ 9:51am 
Yup anytime. I believe its the smoke trails as i stated in the bugs discussion but i could be wrong. Im holding off on using it until its patched. Great mod btw
Korn Sarum the Virtuous  [author] 5 Jul, 2024 @ 2:49am 
Allrighty, now that CE 1.5 is finally out I have updated all the mods to work with it properly
Korn Sarum the Virtuous  [author] 5 Jul, 2024 @ 1:55am 
Looking into it now, thanks
TheBoogeyMan 4 Jul, 2024 @ 12:27pm 
Im having a pink box appear when my pawns try to fire the bolter. Im doing some tests to see what is causing the issue but theres no error logs or anything related to that. Any hard incompatibilities for this mod that you know of?
Nova Solarius 27 Jun, 2024 @ 12:42am 
Xenotype is coming. Don't know about a faction.
Alex the Average 26 Jun, 2024 @ 2:57pm 
This series looks interesting. Are there any plans for a xenotype and/or faction in the future or are you mostly focusing on equipment for now?
Korn Sarum the Virtuous  [author] 14 May, 2024 @ 5:12am 
@MomBush Yes, this is going to be in the next patch hopefully!
THE DAYMAN 11 May, 2024 @ 7:43pm 
Hey man, I love this mod! The theme and art is beautiful. Any chance you'd be willing to add SOS2 compatibility for the decompression percentages? (75% on body 25% on helmet is standard) Sorry if this has been asked for before.
Korn Sarum the Virtuous  [author] 27 Apr, 2024 @ 2:25am 
@Apache49 The bolters already are tagged as spacer weapons, so default pirate raiders should rarely have more than one or two with them per raid. Are you running any mods that may affect raider equipment?
Apache49 26 Apr, 2024 @ 12:10pm 
Any way to make these weapons stop spawning on raiders? I've gotten wiped twice now because the first group of raiders that showed up had light bolters and my colonists just... died.
Korn Sarum the Virtuous  [author] 14 Apr, 2024 @ 10:41am 
@Inn Rikki That was exactly what I was going for)
Inn Riki 13 Apr, 2024 @ 2:59am 
@puggy if I may, Oakbreaker is definitely stands for russian "дуболом", which means stubborn, strong and sometimes stupid person. Definitely fitting name for power armor.