RimWorld

RimWorld

Rimsenal Faction Pack - Spacer
299 Comments
Teufler 2 hours ago 
Is there a way to disable bombitos ? I hate them
Cash 4 Bones 7 Jul @ 1:55am 
Found a bug when a pawn without genes tries to cook food. When your harmony patch checks for a worker with the `Furskin` gene, it doesn't check if the `.genes` field is null and the null exception fails the cooking job right before it completes and spawns the output. In my case an omniservant from the rimsenal spacer mod can cook but doesn't have genes, hence the error.
Here's the error thrown if you want a closer look https://pastebin.com/pkPdAded
Caustic Sarcasm 3 Jul @ 6:04am 
@삼치구이/CeroForGrill Thank you!
삼치구이/CeroForGrill  [author] 3 Jul @ 2:03am 
1. Fill a transport pod with as many potatoes as possible.

2. Launch it to the nearest urbworld colony.

3. Repeat until they recognize your worth.
Caustic Sarcasm 3 Jul @ 12:05am 
How exactly can you prove your worth to the urbworld faction?
삼치구이/CeroForGrill  [author] 30 Jun @ 1:32pm 
2025/06/28

-Omnifoam no longer spawns randomly on the map.
-The minimum days required for Spacer faction raids has been changed to 45.
-Combat power values of Spacer pawns have been adjusted.
-Psiloids now spawn less frequently. Probably.
StockSounds 30 Jun @ 1:24pm 
kewl
삼치구이/CeroForGrill  [author] 30 Jun @ 1:22pm 
@StockSounds

Never heard about that def before. Added anyway. Thank you.
StockSounds 30 Jun @ 8:40am 
will you ever add <allowedInStuffGeneration>false</allowedInStuffGeneration> to Omnifoam so that it doesn't show up in ruins?
sewnutty 29 Jun @ 12:13pm 
New Query: What is point of survival station beyond Planetfall start? (Ie...tribal tech ups or other starts unlocking the tech). Space Efficiency?

Observation: The Omniservant utilizes cooking, cleaning, and hauling jobs to serve their meat paste masters. The majority of Alpha Craft artisanal items are food based trade goods or delicacies. This means it is possible to run automated export kitchens to supply colonists or mother urbworlds with riot reducing supplements and subsequent cash flow.

Observation: Human intervention required for honeycomb extraction-processing, but Omniservants can sustain remaining positions in honey production and synth-material transport.
sewnutty 28 Jun @ 3:00pm 
Ty @CeroForGrill for answering this survey.
The Industrial processing of Highmates and "CE" labeled individuals into food paste will commence shortly.
삼치구이/CeroForGrill  [author] 28 Jun @ 2:51pm 
@sewnutty
1. Yes
2. Nope
3. You can try
4. Use their grenade, problem solved.
sewnutty 28 Jun @ 2:22pm 
Queries:
Is the Omnifoam meant to be (lorewise) an emergency shelter material?
Is the Survival Station self-powered?
Do Skutatons and Urred get into boxing matches?
How viable are Tagmatons vs Bions?
삼치구이/CeroForGrill  [author] 28 Jun @ 6:08am 
2025/06/28
- Some xml fixes.
- Unisuit texture adjustment.
- New item, data glasses added (for 1.6)

Data glasses:
Glasses equipped with a database-linked support AI and a retinal projection interface. They assist the wearer by projecting information directly onto the retina—such as reference materials for research, relevant data, or context-appropriate phrases during conversations. Improves research and social capabilities.
삼치구이/CeroForGrill  [author] 22 Jun @ 2:05am 
2025/06/22
-Seriously, no more grenade launcher autocast for Tagmatons.
HolyRedEye 21 Jun @ 9:44pm 
Anyway to make it compatible with FemaleBB bodyType Support mod?
Atm the clothing doesn't fit properly
삼치구이/CeroForGrill  [author] 21 Jun @ 12:46am 
@Metalocif
Fixed. Thank you for notice me.
Metalocif 20 Jun @ 4:22pm 
Tagmatons and Skutatons cannot recharge at all on 1.6; you need to have BaseMechanoidTagma's <race> contain <mechWeightClass>Medium</mechWeightClass>.
A Jester 19 Jun @ 9:47pm 
I get a bug where my colonists are hostile to any spacer factions that spawn as drop pods.
MangoCobra 26 May @ 9:57am 
I love that the Omni-Servant is EDI from Mass Effect lmao
AriiRhythm 16 May @ 7:08pm 
Would it be possible to allow the Borer to use the quarry from the Quarry mod?
Ranger Dimitri 21 Apr @ 7:24am 
Would like to make mention of a graphical bug that seems to occur when using the Big and Small mods, namely that the Spacer Unisuit renders with a more giant sized version rather than what should be the default version size for regular sized pawns. Not sure if it's on your end or their end to fix, but felt like mentioning it regardless to let you know. Great mod all around! Been using your Rimsenal mods from the start when playing modded Rimworld, and not once do I regret having your mods as among the very first I picked out to play with!
Alpharius 17 Apr @ 7:03pm 
I am glad that it's barely CE compatible.
Never change, grill.
Lumber Jackson 8 Apr @ 9:06pm 
Can the smart charge rifle be crafted? I had one drop during a raid, but I'm not finding it anywhere in the research tree.
suppressor666 5 Apr @ 1:59pm 
little problem with CE
https://pastebin.com/TKgCvpb9
Sverd 1 Apr @ 10:45pm 
This mod IS CE compatible chat. Well, mostly, except for the fact the faction pawns spawn with no ammo. So that's sad. Still cool stuff though.
Bean 24 Mar @ 12:52pm 
Patched for CE with Weapon Range Re-balance here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3451410015
Kodi Sky 3 Mar @ 6:46am 
This mod is truly a "Vanilla Expanded" experience. More so than a lot of Vanilla Expanded Mods.

Sometimes I want to play on crazy planets with lots of hybrids and tonnes of alien biomes and xenos etc. This fits in well with those planets.

Sometimes I want to play on a planet that is so basic I dont have the Empire factions etc. No new Xenos, and try and keep the factions relatively pure baseliner feeling and the tech to not be "low" but simple. Like there are not many options. I still want this mod when I make those kinds of worlds.

It is basically two factions that should have been in the base game. You don't need to use both factions on that planet for every play through but often one of the two is fitting unless you are doing a tribal world.
Mike 1 Mar @ 3:34am 
I came to say in spite of your disdain for us your mod is in fact CE compatible. : ^ )
SiveDD 10 Feb @ 2:29pm 
If I recall correctly, when Smart weapons where part of the aumented vanilla pack, the quality of these where dependant on the quality of the weapon used to craft them.
I had an unfinished minigun sitting for about 2 years so the crafter got an inspiration so I could get a legendary minigun. I finally got it and used it make a smart minigun...it went down to a Masterwork.
Kabraliah 19 Jan @ 7:19am 
Omniservant

Wait... is that EDI?
Zzsmooth 16 Jan @ 4:32pm 
@batatafritada yes it is
batatafritada 16 Jan @ 7:11am 
Is this CE compatible?
BalefulGram 14 Jan @ 12:43pm 
fyi currently it doesnt, some kind of issue with the specified ammo. Also chill out man, we get it, you no likey question.
DIMASA 13 Jan @ 1:22pm 
idk why, but from the factions mods i installed from you, these two faction are the only ones immortal, the pawns can lose all limbs brain torso, and they don't die, this doesn't happen to the other factions from you
Rogs 8 Jan @ 4:21am 
I came here just for the "Is this CE compatible".
and I can say with joy, that I am not disappointed.

would recommend, 10/10.
Descansa Brazos 4 Jan @ 11:34am 
legend
AbsoluteImbecile 4 Jan @ 9:48am 
you know, you seemed like a pretty nice person... until you went on your rant about CE. (I wouldn't have minded if it wasn't, because there are more important things in this world than mod compatibility) But instead of just ignoring the people bothering you about it, or simply leaving it covered by the "is this compatible with [insert mod name here]", which it would've, you had to go out of your way to sound like an asshole about one mod in particular. Pathetic.
Vincenator 1 Jan @ 5:52am 
is this compatible with CE minecraft edition?
Crash test 9 Dec, 2024 @ 11:46am 
Not sure if anyone else has had the issue but the unisuits model is larger than all the pawns, nothing game breaking but it does look kinda silly
Athena 13 Nov, 2024 @ 12:59pm 
Is this compatible with immersive beautiful stellaris?
zeus57007 6 Nov, 2024 @ 12:37pm 
Dawg, the supportedthirdpartmods.md in the CE file says this is compatible, quit yo gods dam whining
Lekoda 3 Nov, 2024 @ 7:47pm 
Need CE compat now
SUUUHOON 31 Oct, 2024 @ 10:10pm 
CE혐오 너무좋아 ㅋㅋ
MerlinCross 8 Oct, 2024 @ 7:45pm 
Might have asked this or maybe someone else did, asking again cause want to be sure. The Omniservant mech can work the survival station, which makes sense cause it can cook. But it's also able to make blocks from that station too, probably because the game treats it as 'cooking'.

This intended?
Camalie 6 Oct, 2024 @ 5:09pm 
@Rzabat smart weapons are made at the fabrication bench and they require the vanilla gun they're the smart version of as well as a subcore, what type of subcore depends on the weapon. The smart minigun for example uses a minigun and a high subcore in its construction.
Rzabat 6 Oct, 2024 @ 4:55pm 
How do we make smart charge rifles and lances?
sirduck 4 Oct, 2024 @ 5:59pm 
@cheesex thank you for patch for quarry!
TangoKiloBravo 24 Sep, 2024 @ 4:28pm 
Anyone having issues not being able to equip smart weapons? Probably a mod conflict, but i have not been able to figure it out yet.
Chesse5552024 6 Sep, 2024 @ 5:35pm 
Do raiders carry smart weapons am worri3d