RimWorld

RimWorld

Divine Order
221 Comments
Agustinso 28 Jun @ 8:48am 
Awesome thanks a lot, my base just got wrecked so prime time for a divine order playthrough lmao
Botch_Job  [author] 27 Jun @ 3:28pm 
Just updated with the fixes for the 1.6 VE framework, everything seems to be working fine from what I can tell. let me know if any issues pop up.
moo 27 Jun @ 12:02am 
I probably documented what you need to fix via the discussion I raised, with the help of the RW dev team
Agustinso 26 Jun @ 3:24pm 
Awesome, thanks a lot
Botch_Job  [author] 26 Jun @ 1:28pm 
Yeah unfortunately it looks like the 1.6 update to VE framework broke a bunch of stuff with Divine Order and Profaned, I'm looking into it and will update with a fix as soon as I can.
chainlinc3 26 Jun @ 8:38am 
+1 to Agustinso's report. A minimal list of Harmony, VEF, and this produces a lot of startup errors on 1.6. No Hugs log because it hasn't updated yet, sorry.
Agustinso 25 Jun @ 10:09pm 
I forgot to add that this is on 1.6 unstable
Agustinso 25 Jun @ 10:08pm 
I may be wrong but this mod seems to interact with Vanilla Expanded Framework, causing errors in the log and breaking several buttons (like New Colony). From the little I understand, it seems that his mod uses the old namespace for VEF (VFECore) but the mod refactored several parts and it's now "VEF". Here is a link posted in the comments https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes
lordmizou98 17 Jun @ 11:51am 
plans for a 1.6 update?
奧特曼 18 May @ 6:47am 
For some reason, the Divine Order Crossbow is not considered a hunting weapon.
Deankiller Turnupseed 6 May @ 5:57pm 
cant sort with rimsort always get circular depen error pls help
Hexacon 15 Mar @ 11:42am 
@Botch_Job Thanks a lot, this will fit very well with the release of VFE Medieval 2, you did a wonderful job with this mod
Botch_Job  [author] 15 Mar @ 11:39am 
@Hexacon Yes, you can still do the research to get the weapons/armour etc. Just make sure you disable the faction on world creation, removing already spawned factions tends to break things.
Hexacon 15 Mar @ 11:35am 
If I disable the faction, can I still use their stuff ? I'd like to play as the faction basically
MrSmirnov 13 Mar @ 8:07pm 
FYI, this mod is CE compatible.
lllllllllI 16 Feb @ 10:01pm 
`A new type of horse

Larger, stronger and faster than regular horses with multiple colour variations and a unique saddle pack. Can be purchased from the Divine Order faction and can also show up with merchant caravans.`

However, I couldn't find the saddle pack.
Botch_Job  [author] 12 Feb @ 1:57pm 
Hey, thanks a lot I'm glad you're enjoying the mods.

No worries about asking but I don't do commissions myself. I'm open to suggestions though so it could possibly be a thing, maybe in a future mod.
Good Old Jim 9 Feb @ 6:58pm 
If not or if this isnt the place to ask such I apologize, it just seems you have a nack for excellently reflavoring non-fantasy things to fit better in such play styles. I thought Id ask, feel free to delete this if I have broken some unspoken forum rule (I googles them first and didnt see anything explicitly outlawing asking such but I don't normally do such so... who knows?) Like I said just figured couldnt hurt to ask. (2/2)
Good Old Jim 9 Feb @ 6:56pm 
Hello Botch_Job I have recently started a medieval fantasy themed play through on Rimworld and for obvious reasons almost all of you amazing creations have ended up in my load order. I was wanting to ask (Sorry to ask this here but I didnt see a way to ask more directly) would you possibly be willing to make a retexture/reflavoring version for mortars. I was using another authors mod called Stoneborn which adds dwarfs and they raided my medieval colony with normal mortar which at first confused me since its supposed to be locked by another mod at medieval.

I digress the experience got me thinking and honestly some dwarf/fantasy style mortars say with more a iron and bronze look with runes and such on them and some reflavoring of the text and creation process would be pretty well fitting dont you think? Anyways its a long shot but I thought Id as if you'd be willing to and if so how much would such a commission cost? (1/2)
Botch_Job  [author] 31 Jan @ 11:24am 
@Lord Norris It shouldn't require gunsmithing to craft, maybe i've missed something though, I'll look into it.

@DocHolliday Unfortuntely the rimworld colouring system allow allows for one colour with certain sections "masked" meaning they have a fixed colour. For the skirmisher armour I opted to make the leather sections colourable and the metal sections a fixed colour, hopefully one day Ludeon will make a proper multi dye system.

@Havoc13 Seems to be fine for me, it might be a CE issue

@Scryie If you go into the mod def files you can rename them to whatever you like, let me know if you need further details.
Scryie 26 Jan @ 2:03pm 
option to remove the words "divine order" from item names?
Havoc13 13 Jan @ 7:01pm 
Staff of Divine Judgement not functioning? seems to do zero damage.
DocHolliday 6 Jan @ 9:44pm 
How did you get all of the metal components to be the same color? When I make a piece of armor that requires the selection of a metal resource none match the metal used for armors like the skirmisher armor, which you only select a fabric for and has a default metal color regardless.
Lord Norris 4 Jan @ 6:11am 
Hi im really sorry but im trying to remove gunsmithing requirement from the divine order pistol. How would one go about doing that?
Nairagorn 28 Dec, 2024 @ 12:07pm 
Is there any way to start a game as Divine Order, or are they just always hostile? I'm in scenario editor and I don't see them as an option, just defectors.
Russian Hacker 9 Nov, 2024 @ 3:26pm 
Could not resolve cross-reference to Verse.ThingDef named BotchJob_DivineOrderShield (wanter=apparelRequired)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.DirectXmlCrossRefLoader:TryResolveDef<Verse.ThingDef> (string,Verse.FailMode,object)
Verse.DirectXmlCrossRefLoader/WantedRefForList`1<Verse.ThingDef>:TryResolve (Verse.FailMode)
Verse.DirectXmlCrossRefLoader/<>c__DisplayClass16_1:<ResolveAllWantedCrossReferences>b__0 (Verse.DirectXmlCrossRefLoader/WantedRef)
Verse.GenThreading/<>c__DisplayClass7_1`1<Verse.DirectXmlCrossRefLoader/WantedRef>:<ParallelForEach>b__0 (object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
Server_333 2 Nov, 2024 @ 5:12am 
the shield is making my pawns unable to attack and use certain abilities/psycasts
Mathrador 10 Sep, 2024 @ 6:41am 
I would like to Suggest? Request? Yea suggest! a Story teller tailored around the Divine Order OR there vibe! perhaps work along with your Profaned for it and make the story teller about a war between the Order and the Profaned
IamSneaky 30 Aug, 2024 @ 12:34pm 
Is this save-game compatible, not that I don't love you're mod but after 2 raids olmust destroyed me I noticed all the weapons and armor are not CE Compatible so I have to get rid of it for now unfortunately
76561198844634538 25 Jul, 2024 @ 1:29pm 
Divine order with the Symbol of Chaos on its emblem? Rly?
Poised 8 Jun, 2024 @ 7:11pm 
also wth did i mean when i said "I know its not really gameplay wise,"
Poised 8 Jun, 2024 @ 7:10pm 
I know its not really gameplay wise, but can crusader armor please only be slightly better then the herald and divine plate armor but still give a small psyfocus bonus?
Epoc 22 May, 2024 @ 6:36pm 
Ok. Thank you for confirming.
Botch_Job  [author] 22 May, 2024 @ 4:15pm 
Yeah, the column, altar and sculptures are all "styles" of existing buildings which is an Ideology locked feature unfortunately.
Epoc 22 May, 2024 @ 7:40am 
Hi. With the additional buildings, I can see and build the banner but cannot seem to find the other buildings. Are they locked behind Ideology DLC or some other tech tree research?
Timotheseus 5 May, 2024 @ 10:03am 
Best mod ever!
пиван 29 Apr, 2024 @ 2:51pm 
Thx for mod, I'm waiting for something similar
Dracula 17 Apr, 2024 @ 12:02pm 
Possible to add a version where the gear isn't researchable and you can only get it from their faction?
Botch_Job  [author] 9 Apr, 2024 @ 2:46pm 
No worries, and thanks.

Yeah you have it right, rimedieval doesn't actually remove anything from the mod so it's all good there but if a Crusader rolls up on your base wearing a fancy medieval dress you now know why.
Greisyn 9 Apr, 2024 @ 2:29pm 
Thanks botch, again great mods hope there will be one day a work around for the rimedieval issue seems to be the easiest way to limit tech but comes with that pawn issue. tho it seems most everything can be player crafted (unless im reading wrong) so that might not be so bad as we can still get the custom armors/weapons and items.
Botch_Job  [author] 9 Apr, 2024 @ 2:25pm 
Essentially what Rimedieval does is cause all pawns to spawn with random medieval tech level items, so instead of a rifle for example they'll have a bow or sword. The issue is, this affects everything, so mods such as this and profaned where the different pawn types have set items to spawn with will instead have the same random medieval items.

As for other ways of limiting tech, the best place to ask I think would be the medieval overhaul discord.
Greisyn 9 Apr, 2024 @ 1:26pm 
I would like to second Kyrox's question. Botch your mods are too good to pass up is there a tech limiter you use that doesn't mess with faction equipment? Or better yet how does rimedieval effect this and profaned mods? does it just get rid of the powder era items? would hate to go through hours of play to find out several items are completely missed or not spawned on pawn generation.
Candy 27 Mar, 2024 @ 5:16pm 
1.5?
Aether 27 Mar, 2024 @ 6:07am 
The storyteller Maynard Medieval will limit the tech level of all factions, as long as you start the game with him and don't switch to another storyteller.

However, he does not prevent archeotech items, mechanoids, or guns, from showing up on your doorstep, even if you can't make them.
Kyrox 26 Mar, 2024 @ 8:27pm 
Is there an alternative to Rimedieval that you can recommend? Aiming for a Medieval playthrough but I need something that limits tech/research/items everything to Medieval.
Botch_Job  [author] 15 Feb, 2024 @ 1:17am 
Alright, If you find anything let me know. If something's causing an issue I'd prefer to get it fixed.
flyons_gary 14 Feb, 2024 @ 8:59pm 
Hm, was trying to figure out why it might be, that I found some of the png files for armors under 5x5, which seemed to be part of the error logs as unit wants things divisible by 4. Could be some other interaction maybe, will resubscribe and recheck.
Botch_Job  [author] 14 Feb, 2024 @ 4:55pm 
Gonna be completely honest, I'm not quite sure what you mean. I think the armour textures are either 256 x 256 or 512 x 512 which seems to be the standard for most people.
flyons_gary 14 Feb, 2024 @ 2:49pm 
Quick question, since I was checking around for an issue in the logs. But do the various armors come in 5x5 resolution? Unity can be real uppity about that.
Botch_Job  [author] 11 Feb, 2024 @ 7:31am 
Just updated with some stat tweaks and a new weapon/research project.

The weapon is... quite a thing, it's meant to be powerful and hard to acquire but let me know if it's a bit too OP.