RimWorld

RimWorld

Empire 1_5 (Continued)
138 Comments
LifeIsAbxtch 26 minutes ago 
Khadgarion just put [ABANDONED] if it is truly abandoned, I don't want my hopes up if this mod is dead, it will stop people from spamming in the comments for 1.6 update
Doku 15 Jul @ 7:26pm 
1.6 please
blossomyviper 14 Jul @ 1:15am 
are they actively working on the mod or not?
Comrade Butter 13 Jul @ 3:10pm 
I WILL dump as much steam points into awards for this if it gets to 1.6
LifeIsAbxtch 13 Jul @ 11:44am 
loot goblin is right the dev is still in motion so theyre is a high chance (70% usually means 100%)
磁极真君 13 Jul @ 9:04am 
Please, please update
Loot Goblin 13 Jul @ 8:36am 
The dev still plays so there is a chance
Shoegobby bop 12 Jul @ 9:34pm 
Wdym, it was last updated in 2024. Brother has a hole in his head
LifeIsAbxtch 11 Jul @ 9:20pm 
is this getting a 1.6 update?
The Knight who says N'wah 3 Jul @ 11:43pm 
Yknow i've always wondered, how does this mod, particularly the squad and military system react to Simple Sidearms and Giddy Up? Can i make my own army of mongol raiders?
AllHackNoSkill 23 Jun @ 8:10pm 
v What he said
Valjamin 21 Jun @ 12:27pm 
@LifeIsAbxtch
I think we can at least be patient enough to wait for the official 1.6 update release. We gotta give @Khadgarion all the time he needs to pull it off and make it compatible with the new DLC!
LifeIsAbxtch 18 Jun @ 8:15pm 
Please Update this mod, bro I believe in you...I love this mod!
Bojan 5 Jun @ 2:04pm 
The game crashed after I tried to change the xenotype of the unit from the squad. Now every time I start a game with this mod, I get an error and the game crashes.
MonkeyMeatWash 4 Jun @ 7:36pm 
@Some Cossack Fetus You can use character editor to add extra layer types to equipment so they can be put into the needed loadout slots. I haven't run into any issues doing it this way yet. I can't guarantee it'll work for everything, but it's the only way I've found to do it for things like shoulder pads and other extras like webbing.
Sheep 2 Jun @ 6:42pm 
Does anyone know how unrest works?
Some Cossack Fetus 25 May @ 7:40pm 
Is there any way for my troops wear webbing? Im using the redcoats mod and cant equip them with infantry webbing
Prisoner 76561197992841073 25 May @ 1:27pm 
Fun mod but had to deactivate, its borderline cheat mode getting 100k silver every few days lmao
Saggy Bob 14 May @ 4:52am 
My soldiers are children is there a way to fix this or am I doomed to forever have child soldiers.
Lasershadow 10 May @ 4:45am 
Question: How do I change the listed tech requirement for advancing tech level for my faction? I only ask because with Vanilla Expanded Classical my tech is still Neolithic after researching Smithing but my faction becomes Medieval.
I was hoping I could change it to Plate Armor tech so I could still keep both my settlement tech and my faction tech at the same level... so many I don't get overwhelmed by settlement attacks due to low tech level.
avali gaming 4 May @ 12:00pm 
this mod is wonderful, but i've noticed a bug with deployed squads in that they don't spawn with ammo for their weapon when using CE - they have random ammunition instead. is there any chance of fixing this issue?
Viching 2 May @ 11:13am 
FIX PLS
TheShadowKnives 2 May @ 6:00am 
Are there any plans to add support for other custom biome types, such as the ones added by Nature's Pretty Sweet, or Gulden, or Anima, etc.? Either by you or the community who knows how to do such things? :)
Ranger Dimitri 24 Apr @ 11:07am 
Also, hoping there would be a toggle to ensure your faction doesn't generate quest's, as I notice sometime's the game will generate quests from your faction which can be, a bit odd. Don't get me wrong it's great that you are keeping this mod alive. There is a bit of a bug though, well, it's more so that you can basically make Anomaly stuff in your settlements without needing the actual research, be it Bioferrite for mining tithes, or the various Implant's/serum's for Medical tithe pool. I know this is basically a testing thing/fork update. But figured you should know regardless.
Ranger Dimitri 24 Apr @ 11:01am 
@NINELINE Did you research the tech to craft the weapons? You need to research the relevant tech to make it yourself so you can add them to your military squad's. Like Precision Rifling to give them AR's and Sniper's. Flak Armor tech to give them Flak Helm's and such, and so on.
NINELNE 21 Apr @ 9:02am 
Too bad I can’t add my modded weapons onto the squad
Sussy Jack 20 Apr @ 4:53am 
@zedangerzone i solved that problem by changing the forced tax delivery mode to spawn on tax spot. it is in mod options mod options,
HoplessKnot155 18 Apr @ 10:48pm 
why is there no baseliner option in the military unit tab
ZeDangerZone 16 Apr @ 11:49am 
unfortunately my gameplay is now bugged and taxes wont arrive anymore. I do a new save and it works, im not sure what happened but im already several years in and have established several towns. I need ma money
Doctor May May 14 Apr @ 10:38am 
Is this version of Empire still compatible with RimWar? I've been hesitant to add both into the same out of fear it will just break a modlist
PvtParts296 31 Mar @ 11:54am 
Roads seem to not be working. Even with the road perk.
LumberingTroll 18 Mar @ 9:16am 
I'm having an odd issue where I cannot create a colony at all, I have my first main settlement, set up the faction assigned the traits, but when I go to make a new colony, I select a spot on the map and click settle and nothing happens. the price is free as per my starting traits.
dust_onthecode 16 Mar @ 7:52am 
bruh how does a settlement with 15 defence get crushed by a invadin force of 4?
lost so much stuff
Liquorice 9 Mar @ 7:43pm 
This would be more interesting if it used people like Vanilla Outposts Expanded does or even better had options in how to start colonies from subjugation to mercinaries (like it has) to high diplomacy to settlers.
AlexSansNig 27 Feb @ 7:47am 
Is it possible to add a way in the menu to adjusting the millitary cooldown. Also sometimes calling in allies is bugged and triggers cooldown for all settlements
Onchalk 23 Feb @ 12:51am 
I know this is just getting updated for compatibility's sake, but as a suggestion would we be able to make it so tithing a resource and having multiple possible values gives a spread of those resources? I have a food settlement and some vanilla expanded mods for food and drinks. I have a bunch of different drinks and meals enabled for tithe, but I just had a delivery of 312 coffee, and nothing else.
GAMING *mike screech* 21 Feb @ 2:15pm 
must just be my pc then, its legit 2 inches away from blowing up when i play rimworld just in general
Piggy 20 Feb @ 9:46am 
vfe mechs and this mod work fine for me
GAMING *mike screech* 18 Feb @ 10:03am 
pretty sure this is completely incompatible with VFE-mechanoids cuz the game just gives up whenever i try to load them together
Shalax 12 Feb @ 2:15pm 
Actually, Khadgarion, would you like to reach out to me on discord? I'd be happy to have you put on the actual team and maintenance, and all that. I'm just the guy who writes things and keeps the discord from becoming too disorderly. Coding definitely isn't my forte!
Shalax 12 Feb @ 2:12pm 
I give this my blessing
Zilyox 11 Feb @ 3:05pm 
military wont work
Tiggy Skibbles 6 Feb @ 10:05am 
Why is it that with the Mercantile trait... over 200 pawns in multiple caravans arrive?
Latex Santa 23 Jan @ 12:09pm 
I'm really looking forward to seeing this mod updated, especially in regards to any performance-causing issues. Until then, regrettably, I won't be using it anymore.
Abu Bakr al-Baghdadi 18 Jan @ 7:57am 
Really great mod, it's a shame it tanks performance
OSKON 16 Jan @ 5:44pm 
could you add option to increase max number of empire traits? If not could you say where is code that set it?
Killerkitty641 8 Jan @ 3:09pm 
THE EMPIRE CONTINUES!!!!
LaytonUK 7 Jan @ 4:49am 
Anyone else noticed that roads don't work? Like Even with roads toggled on and the road builder perk absolutely 0 roads are constructed. It's year 2 on my current game and I have yet to see a single road be constructed. It's supposed to take 3 days for 1 tile of road.
Corvus 30 Dec, 2024 @ 6:25pm 
@Alaskan Bull Walrus Hydroponics have 280% fertility, compared to 140% for rich soil and 100% for normal soil.
Alaskan Bull Walrus 28 Dec, 2024 @ 2:11pm 
How is indoor hydroponics better than just regular farmland?