RimWorld

RimWorld

Star Wars KotOR Resources and Materials
125 Comments
Nutzgobbler 13 Jul @ 12:55pm 
1.6
Collard Green Jedi 6 Jul @ 9:38pm 
Is there a way tweak the duration it takes to smelt mandalorian iron into beskar? I'm currently getting 1 a day, sometimes less... i can't even hope to do the bulk build... idk what im doing wrong here.
lonebridge 5 Jul @ 9:21am 
Hi @guy762,
I have the same problem on mac. When launching the game with this mod, it just throws a lot of red errors and disable all mods.
I really hope you’ll find a fix for the 1.6 update - your mods look fantastic and I can’t wait to play them.
Eisenkrone 1 Jul @ 12:37pm 
Quick question:
Is there a way to get spice and/or rydonium besides the scattered nodes on the map? Like trough deep mining with a ground penetrating scanner to find it or the long range finder to scan for clusters?
Captain Frost20 27 Jun @ 10:49am 
I think this is genuinely the best star wars series of mods for rimworld hands down. I cant wait for the vehicles expansion.
Firebringer4 23 Jun @ 12:55am 
Why does nihilius equipment require 999 tech prints to be researched? and wheres the actual research option?
Firebringer4 23 Jun @ 12:54am 
@Sterl-GC actually you can go into your game options (they are where the save button is) go into the "Interface" option, set the UI Scale option to 1.25 and you will see it, then set it back to 2 after you pick your research
N16H7M4RE 21 Jun @ 12:55am 
will any of your mods be updated to 1.6?
Sterl-GC 18 Jun @ 7:39pm 
So I've noticed at least 4 research projects cannot be researched because they appear below everything else and there is no way to scroll to them.
tekdato 18 Jun @ 12:15pm 
hey, I just researched durasteel production but the recipe to produce durasteel doesnt show up in the furnaces. Am I missing smth?
SunsetTzu 9 Jun @ 7:51pm 
Nice job, thanks!
guy762  [author] 9 Jun @ 10:28am 
@Mujahideen I have it in my notes to add in the next update
Mujahideen 9 Jun @ 3:01am 
can colonists get high off rhydonium? if not PLEASE add this, i NEED a saw gerrera pawn when i figure out my mods
guy762  [author] 30 May @ 9:19pm 
@Dressari Pick Up and Haul is (from what I recall) the mod that would allow you to have a pawn carry them in their inventory. I'm not aware of any other currently released mod that adds that functionality in, but a colleague of mine has their own unreleased version of it separate from Pick Up that I'll be adding in to this mod when the code is complete
Dressari 26 May @ 3:37pm 
Okay, so it's to do with the Pick up and Haul mod, but I didn't see a solution mentioned, is there's a setting or is it better for me to remove the pick and and haul mod, or is there a similar or better mod to help with this issue?
Dressari 26 May @ 3:34pm 
Regarding the Medi-Packs and Adrenals, are we supposed to be able to pick up them into pawns inventories, as I don't seem to be able to find this option and can only force the pawns to use them there and then. I've tried to scan the comments, but ir's a LOT of information to try and read between if someone else has encountered this.
Drakomir 11 May @ 4:57am 
Seems to mess with in game maps (meaning: player settlement). Rock formations/mountains & ancient dangers, disappear from the map.
Not a clue on how to fix it unfortunately.
guy762  [author] 7 May @ 1:02pm 
@Souvlaki @klemenza66 understood, I have *some* vague idea on what section of the mod might be causing the errors, I'll have to play around with it some more though. most of the other KotOR mods probably aren't broken on Linux themselves, it's just that this one is the one that contains all the custom code and is a requirement for everything except Xenotypes and Lee's mods

@Ganja the Barman nope, it's an additional 'superior' material that's mostly there for crafting higher-tech stuff

@Aranador it's a known issue with the base game's code, I recommend using ResearchPal (https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263594757) or any other research screen UI overhaul mod

@HyperionGM could be a mod conflict of some kind, are you using Pick Up And Haul or any mod that affects stack sizes?
klemenza66 5 May @ 1:10am 
@Souvlasky, same here
Ganja the Barman 4 May @ 5:55am 
Is durasteel supposed to replace the base game's steel?
Souvlaki 1 May @ 10:47pm 
I just wanted to update my earlier comments, while the mod will load in windows compatibility mode, it does not get past the scenario selection screen. Clicking the button does nothing. I'm running with only KotOR bare minimum mods and nothing else. Also in native Linux mode Star Wars Xenotypes loads fine, but once I add this mod everything breaks and it has multiple critical errors (not finding resources) on load and removes all mods.
Aranador 20 Apr @ 4:22am 
As this is sort of the 'core' mod for the KotOR mods, I am posting this here : The tech tree with all the mod family is very very tall, and Rimworld's tech tree vertical scroll bar is still broken - making it extremely difficult to browse and select research. Does anyone have a neat-o fix for this issue ?
HyperionGM 18 Apr @ 12:02pm 
It seems like credits can only be moved like 75 at a time by pawns from what I've experienced. Which given how they function is kinda massive impediment to using them at all.
guy762  [author] 2 Apr @ 4:54pm 
@Souvlaki I see, I was testing on xUbuntu but I'll see if its any different on Mint instead. that error is just a missing reference message for some unreleased stuff, should be safe to ignore for now. thank you so much for the feedback!
Souvlaki 2 Apr @ 11:39am 
BTW, I'm using Linux Mint as I saw you were asking for that info.
Souvlaki 2 Apr @ 11:34am 
@guy763 I just tested and removing ThingDefs_LightsaberParts.xml did not help the situation on LInux. It still blew a gasket and disabled all mods. I will mention though, that running in compatibility mode using Proton works fairly well and I only get the following error: Could not resolve cross-reference: No Verse.DamageDef named guy762_ExplosiveDamage_knockback found to give to Verse.ProjectileProperties Verse.ProjectileProperties
guy762  [author] 28 Mar @ 10:54pm 
UPDATE: I have discovered that the culprit of the Linux crashes is this specific file:

3254370945\1.5\Defs\ThingDefs_Items\ThingDefs_LightsaberParts.xml

if you delete this file, then you *should* be able to load into the game when only running KotOR Core + dependencies, though there will be lots of missing reference errors. I do not yet know why this file is causing the game to crash, but if anyone else wants to investigate, we now know where to start looking
guy762  [author] 28 Mar @ 12:42pm 
@phatkok pawns are only able to keep non-drug items in their inventory with the Pick Up And Haul mod installed

@MuroDontPanic [dxdy] you *should* be able to go into the drug policy tab and set a "keep X amount in inventory" value. if they're not picking them up after you've done that then I'd recommend Pick Up And Haul
guy762  [author] 28 Mar @ 12:36pm 
ATTENTION ALL LINUX USERS: please post what distro you use and have attempted to run the KotOR Core mod on.

I've cleared out a drive on one of my computers to install Linux onto so I can try to figure out myself what's causing the KotOR Core incompatibility, but I haven't decided what distro to use for this yet
Feiticeira Supervixen 15 Mar @ 9:26am 
+1, mod is currently broken on Steam Deck :/ I was looking forward to a Star Wars playthrough
Phantomz 5 Mar @ 8:03pm 
Sad it's broken for linux, steamdeck and mac. I was wondering why it got stuck on initialization every time.
MuroDontPanic [dxdy] 11 Feb @ 10:11am 
Is it intentiontal that pawns can not put instant use medkits into their inventories?
Nimrod 10 Feb @ 12:03am 
FYI: Pharmacist (1.5) has a hard incombatibility with this mod.
When its loaded pawns will not count/see this mods med kits as usable for treatment.
phatkok 26 Jan @ 2:44pm 
why can my pawns only carry 80 credits at a time, they also cant put it in their inventory they can only hold it in hand?
BadDirt1 7 Jan @ 10:17am 
The game does launch with only dependencies. I also tried with 2 versions of Athena.
dear dev, this mod is amazing but its extremely buggy and crashes a lot even when its just being used on its own???????

I also cant get it to work with the outer rim collection, rim cities, real ruins mod, i dont know why but it tends to break world gen (when its loaded by itself with most up to date rimworld version) AND map gen (ores vanish), not sure if its something that broke due to updates with base game,

i also get issues with other parts of the mod such as factions mod....

is there anyway we can get like a KOTOR LITE version that just uses Outer Rim as a base or something with less custom code? the graphics are top notch in this mod would be nice to get some kinda graphical add-on or content pack that doesn't use or depend on so much custom code
guy762  [author] 3 Jan @ 11:42pm 
@BadDirt1 I've gotten similar reports from other Steam Deck & Linux users. I just got a new PC in, and I'm gonna look into installing Linux myself to try and figure out what's going wrong. Can you try disabling the KotOR mods specifically while leaving all of their dependencies active and try to load the game?
BadDirt1 3 Jan @ 10:26am 
I'm sorry I can't provide much info, but I also cannot load the game with this mod on my steamdeck. It gets to loading defs, then goes to initializing before disabling all mods.
guy762  [author] 28 Dec, 2024 @ 1:56am 
@flanetbot1914 it should be under "Advanced Materials"
flanetbot1914 27 Dec, 2024 @ 1:05pm 
hey quick question what tech do you need for armor weave ? I can't seem to make it in the fabrication bench
guy762  [author] 25 Dec, 2024 @ 10:36pm 
@Evan it's a vanilla issue. you'll need a research screen UI overhaul mod to fix it, I recommend this one: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3263594757
Evan 25 Dec, 2024 @ 9:00pm 
It seems a large amount of droid research is unselectable due to being down past the research screen's selectable area, and the scroll bar not working (at least without any other mods installed). Is there a way to alleviate this?
Tony Stank 29 Nov, 2024 @ 8:59pm 
10-4 thanks
guy762  [author] 29 Nov, 2024 @ 4:07pm 
@NovaCayne this mod did not have a 1.4 version, the 1.4 versions of KotOR Weapons, Droids, and the Gadgets mod can be ran without it
Tony Stank 29 Nov, 2024 @ 3:01pm 
Location of 1.4?
MarvinEhre 12 Nov, 2024 @ 6:14am 
Okay, so I have researched all other technologies, that dont require techprints, and no new resources have been unlocked for selection in the scanners.
MarvinEhre 10 Nov, 2024 @ 1:50pm 
With so far I meant, that I only researched 18 technologies of the kotor mods so far. My furthest kotor technologies are Mounted Cannons (though I dont have Droids enabled), Advanced Lightsabers, Expert upgrading, Medium Armours, Ultra Component Fabrication, Durasteel Production and Plasma Applications.
guy762  [author] 10 Nov, 2024 @ 12:54pm 
@MarvinEhre oh I thought I'd added more, but I probably limited it to just those two so the chances of finding them wouldn't be diluted by unimportant materials like Bronzium, since Cortosis and Tibanna are both used heavily in crafting
MarvinEhre 10 Nov, 2024 @ 12:47pm 
Okay, thanks.
Accoding to "Better ground-penetrating scanner" so far Cotrosis and Tibanna gas are findable.
guy762  [author] 10 Nov, 2024 @ 12:36pm 
@MarvinEhre Durasteel can't be found underground with the scanner, it only appears on the surface. It can also be crafted at a Plasma Forge by combining Steel and Uranium.

surface deposits of resources won't be added to your current map if you add it mid-save, but they should appear on other tiles you caravan to. underground deposits might appear on your current map though, since I think those are determined by random RNG roles, but I could be wrong there.