RimWorld

RimWorld

A Brave New Frontier
205 Comments
KarbonPanzer  [author] 9 hours ago 
@Indy, could have sworn I changed it. Oh, well here it is again.
Indy 11 hours ago 
Why does carapace armor require fabrication? It seems like a really advanced technology for cheap industrial-level armor.
KarbonPanzer  [author] 15 Jul @ 4:42am 
@JAE, You don't need anything that advanced. The tagging system used in base game can be modified to make it so factions will spawn with the equipment.
JAE 15 Jul @ 2:15am 
Pretty cool to see this mod has it's own faction now. This mod actually got me into trying to learn C# for Rimworld a while back because I wanted to make a custom faction using the stuff from this mod (Albeit only compatible with CE), where a pawn would use the gear (Arctic, Winter, Temperate, Desert) depending on the biome. I actually got this somewhat working, but it meant having 4 custom factions for each type of gear. Currently trying to figure out how to edit the C# for PawnGroupMaker stuff so I would be able to merge it all into 1 faction.
lucky_one 🍀 13 Jul @ 7:28pm 
ngl i overlooked this mod, this looks fantastic. Thanks for your work. :er_heart:
Lithe 1 Jul @ 7:24pm 
Love this mod! Can't play without it, the aesthetic is perfect and the gear fits a huge niche
Lambda 1 Jul @ 4:49pm 
It happens to the best of us. Thank you anyway for the quick response and the ongoing support! We all really appreciate it so much
KarbonPanzer  [author] 1 Jul @ 4:46pm 
@Lambda, There is a reason and the reason is I fucked up.
Lambda 1 Jul @ 4:42pm 
Is it intentional that the Arid frontier uniform has less heat insulation than the Temperate frontier uniform?
Dick Sledge 13 Jun @ 7:22am 
Love the direction this mod is going, nice to see factions being added!
KarbonPanzer  [author] 13 Jun @ 6:06am 
@ked, they are still very work in progress but as I get used to this stuff I should be able to go further in factions.
ked 13 Jun @ 1:00am 
Woah, and thank you for adding new factions!
KarbonPanzer  [author] 11 Jun @ 6:55pm 
@ked, Now I have to include new uniforms for the biomes and space but those should be fun to design.
ked 11 Jun @ 6:20pm 
Thank you for updating this mod to 1.6 so promptly!
Big Cheese 10 May @ 5:20pm 
what was in the new update
Dick Sledge 5 May @ 6:53am 
Awesome! Take all the time you need, appreciate the content you bring to Rimworld!
Lambda 3 May @ 10:25pm 
Thanks for the update @KarbonPanzer !
KarbonPanzer  [author] 3 May @ 9:19pm 
@Dick Slecdge, @Lambda, Sorry about the delay I have returned it to table machining.

Also as a general notice, since Krazy is busy with his Rimworld War series right now. This mod will have a delay in development of new items. Most of the new ideas that I have planned have been implemented in xml but require new textures. Those include the following.

Riot Kit (Reinforced Leather Armor, Helmet and Belt)
Partisan Accessories
Grenade Belts (Frag, Stun, and EMP, Holdover from Frontier Uniforms)
Psycher Kit (Psycaster Armor and Accessories, Requires Royalty)
Gilgamesh Kit (Mechanitor Armor and Accesories, Requires Biotech)
Trench Weapons (To be released with Weapon Re-textures)
Texture Transparency Issues

Also I have been experimenting with making a faction but one thing I'm stuck on is name of units.
Dick Sledge 3 May @ 7:18pm 
Love the mod. I enjoyed the humor of the original, I thought it was well done, but the new tone works just as well. I do agree that Fabrication may be a bit too late of a research project for everything (maybe the light stuff could be be moved back to Flak Armor) but honestly its no big deal to just hop in dev mode and unlock it if I want to use it sooner.

Keep up the great work, I consider this to be part of "Vanilla Plus" and use it in my minimal mod playlists. I hope to see more soon!
Lambda 1 Mar @ 6:04am 
Fabricating as a research requirement for the Carapace armours seems a bit high
KarbonPanzer  [author] 14 Feb @ 7:18pm 
@Gaijoob, Good point, changed it.
Gaijoob 14 Feb @ 7:03pm 
I don't necessarily have a problem with the mod so far, but I am curious as to why the Hyper Blaster requires further research after Pulse Charged Munitions when it has the exact same stats as the VE Charge LMG, which only requires PCM. Should the Hyper Blaster not be slightly better then the Charge LMG if it requires more research?
Klao15831 7 Jan @ 5:51am 
Honestly, I'm really glad you switched out the humor in the items' descriptions :steamthumbsup:
KarbonPanzer  [author] 10 Dec, 2024 @ 3:22pm 
@Ac7_Archer, Don't worry just trying to narrow down where the error can be. Probably a version incompatibility caused by the latest update. Hopefully this previous version can prevent the issue but if not then its back to the drawing board. This is the last 1.4 only version.

Link: https://drive.google.com/drive/folders/1YezBebX8wmYMcNpWMQUsJ7LJ880nQzDV?usp=sharing
Ac7_Archer 10 Dec, 2024 @ 3:14pm 
it works without Roo's mods yes. The same goes with Roo's mods working without BNF was what I was saying, sorry if that was confusing. But without Roo's mods, I run into the problem of crashing any time I interact with my once faun/satyr pawns. And without BNF I dont suffer any crashing, but I wouldn't have any of the cool uniforms anymore.
KarbonPanzer  [author] 10 Dec, 2024 @ 3:09pm 
@Ac7_Archer, So BNF works in your game without Roo's mods or does the error still happen?
Ac7_Archer 10 Dec, 2024 @ 2:57pm 
strange. The game loads fine without Roo's fauns (I should clarify that it's roo's faun, satyr, and roos faun and satyr mods. adding any of them with bnf crashes it) as well as the opposite, when I load roos fauns without bnf it works fine.
KarbonPanzer  [author] 10 Dec, 2024 @ 2:53pm 
@Ac7_Archer, Does the mod load without Roo's Fauns? Because the error is not a common error for mod incompatibility.
Ac7_Archer 10 Dec, 2024 @ 2:35pm 
Yes, it reads
"The instruction at 0x00007FFCA41D313F referenced memory at 0x0000022E7A7FFFES. The memory could not be written.
Click on OK to terminate the program"
KarbonPanzer  [author] 10 Dec, 2024 @ 2:21pm 
@Ac7_Archer, Does an error pop up?
Ac7_Archer 10 Dec, 2024 @ 1:51pm 
Hey, is there any way for me to get older or archived versions of this mod? any time I add this mod into my folder with roo's fauns I cant load my 1.4 save. Know its silly since I should've already backed up all these mods but I've been lazy. Sorry for asking in advance.
Rakakoon 4 Dec, 2024 @ 6:41pm 
We're all excited to see where you take this.
KarbonPanzer  [author] 3 Dec, 2024 @ 1:23am 
@Rakakoon, the one in the works is the gas-mask, with and without helmets. Though I have stalled the process due to several issues that I won't go into.

The current road map is this:
Gas-Mask and their Variants.
Retexture of Surplus Weaponry.
Better DLC integration of items.

While a lot of the ideas in suggestions are cool, many of them aren't something I am interested in. Right now I have a list and how to implement certain items, which makes the process take longer.

Extra additions outside of the current items, like factions, would be the last to add if I do add them.
Rakakoon 2 Dec, 2024 @ 4:34pm 
Are more expansions coming soon? Would love to see some of the Suggestions fulfilled.
KarbonPanzer  [author] 18 Nov, 2024 @ 7:57pm 
@cooldude, No problem, weird issues crop up.
cooldude 18 Nov, 2024 @ 7:02pm 
I'm still trying to figure some stuff out of what caused this issue but I'd like to report that after deleting the mod and resubbing it's working again. thanks a lot for the help and I'm sorry if I caused any inconvenience, this appears to have been a me problem
KarbonPanzer  [author] 18 Nov, 2024 @ 4:43pm 
@cooldude, and the mod still shows up in the modlist? Try unsubbing and resubbing and see if that fixes it.
cooldude 18 Nov, 2024 @ 3:47pm 
I just realized every item from the mod, the weapons also, are invisible. I also made a new save just to see and they're still invisible
cooldude 18 Nov, 2024 @ 3:22pm 
for me they don't appear at all, not on the ground, not in the inventories of my colonists (or any npc for that matter), and not in the research tree. they just seem to be completely invisible
KarbonPanzer  [author] 17 Nov, 2024 @ 3:47pm 
@cooldude, Do the clothes still show up in your colonists inventory? I haven't been able to recreate the issue so far but this can help me look in the right direction.
cooldude 17 Nov, 2024 @ 3:13pm 
hey recently my uniforms have turned invisible, I was wondering if that could have to do with the latest update from november 15th? nothing else was changed in my save, so far all my mods were working and none of them have been updated recently. just wanted to report that! love the mod
KarbonPanzer  [author] 1 Nov, 2024 @ 9:06am 
@Benji, Nope, I don't use CE.
Aulwynd 29 Oct, 2024 @ 7:25pm 
CE compatible?
GVLT 13 Oct, 2024 @ 1:19pm 
Why I never saw this mod? Looks extremely stylish.
Also, can I ask you to add Neo Scavenger music pack? It's the same composer as Underrail (and he is amazing)
KarbonPanzer  [author] 8 Oct, 2024 @ 10:53am 
@joe2_4, The light flak helmet is stuffable meaning better materials can make it stronger.
joe2_4 8 Oct, 2024 @ 9:53am 
is there a difference between the light flak helmet and the vanilla flak helmet?
KarbonPanzer  [author] 5 Oct, 2024 @ 6:11am 
@joe2_4, It's limited to complex clothing research. I'll do some experiments and see if I can nail it down.
joe2_4 4 Oct, 2024 @ 8:51pm 
I play in a really cold biome so tribals tend to span with arctic uniforms because im guessing thats like one of the coldest things they can wear so maybe its related to temperature?
KarbonPanzer  [author] 4 Oct, 2024 @ 3:22pm 
@Trapus, They should be, though I never tried it with character editor so your results may vary.