RimWorld

RimWorld

MIM - WH40k Orks Core
238 Comments
emitbreaker  [author] 5 Jul @ 9:58am 
@All Sorry for the mess but due to the memory leakage in 1.6, I decided to demote this mod from 1.6 and separately launch 1.6 compatible mods. This mod will not be updated any further since I have to drastically change mod structure in 1.6.

Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
emitbreaker  [author] 5 Jul @ 9:58am 
@jasongbs84 They drop them when they got damaged so literally until they died. That's a good idea but technical-wide, it may consumes additional performance (TPS/FPS) so let me think about it after fixing 1.6 memory issue.
jasongbs84 4 Jul @ 8:32am 
Hey, just curious, but do orks let off the spores only when they are alive? Because i think it would be neat and make sense if they let off spores if they start to rot
D10z 22 Jun @ 8:02am 
@emitbreaker How was the saying... it never rains, it pours. Watch out and don't work too much (I know, easier said than done in most of the world). Stress and fatigue make Nurgle happy.
emitbreaker  [author] 22 Jun @ 6:50am 
@D10z I was almost dying in my real life past few weeks, so there was no progress for Chaos at all XD Exposed to COVID-19 > Peaktime in Project > Stomachache by stress since last last Friday... what a life.
D10z 22 Jun @ 6:43am 
@emitbreaker Another Rimworld "minor" update, another set of broken mods. At least they are pretty pro-active there this time, also I could replace a large set of mods in my favorite list with the new DLC. BTW, I saw the key "GK" lately. Must the Chaos marines now fear Gray Knights Raids?
emitbreaker  [author] 22 Jun @ 12:54am 
@D10z hmm... I have plan to split out Ork's related codes from Core to this mod, and will try to optimize them once again. Thanks for the heads up! Btw, this new 1.6 update causes so many odd issue without error log XD
D10z 21 Jun @ 10:39pm 
@emitbreaker Nothing except Combat Extended, Character Editor, some better storage buildings from sbz and some UI improvements like Allow all. Same mod list without an Ork worked fine until colony grew too large, but performance degraded gently over time and size as expected. But maybe the save was corrupted from the start, because it looked like world gen failed to produce settlements of the Ork faction due to an error (and only one of each other faction). Used the Ultramarines starting scenario.
emitbreaker  [author] 21 Jun @ 6:17pm 
@D10z Sorry for belated response - did you add new dependency mod that gives additional function to Grot? That could be another bottle-neck of the performance and since it is designed to safely removed mid-save, would it be possible for you to check without the new mod? At my local end, it consumes 100 ftp / tps at initial stage, but after that, increasing grots to 150+ doesn't change performance in a linear nor drastically.
D10z 6 Jun @ 9:46am 
@emitbreaker I have no idea yet, what change introduced this. I don't think it is stacking, the performance drop can be observed already when starting the game with a single Grot on a spore-free map. What I could test is 0 Orkoids.
emitbreaker  [author] 6 Jun @ 4:05am 
@D10z Sorry for my belated response - that's interesting calculation... perhaps orkoid spore stacks too highly? I'm busy in my RL business for next couple of weeks, but try to figure out the root cause. I presume it could be either the spore, or updated variable stat hediff - highly possibly the later one...
D10z 30 May @ 4:34am 
I fear there is a performance issue with this one, but I can't point yet at which thing reduces the performance. I searched with Dubs Performance Analyzer, but I found no extreme tick function run times. I can't get the TPS past 90 and FPS no higher than 18 (Without: 360+ TPS possible and 60-70 FPS). Impact is independent on the number of Orkoids, one Ork or 12 doesn't change it, so its likely something world or map related. Removing this mod reverts performance back to normal. That sounds like the CPU calculations per tick take about three times longer than normal. On the good side, the spawning is now pretty sane. I would recommend to NOT use OgreStack with this one, it really makes the Ork spores angry.
emitbreaker  [author] 17 May @ 9:01am 
@odinmobi Sorry for taking extra long time, but I think I fixed the issue with hediff. Please update the core mod.
emitbreaker  [author] 8 May @ 11:17pm 
@odinmobi Ah, I forgot to fix that issue. Thanks to your kind heads-up. Snotling's function will be gradually expanded to DLC and other major mod oriented works after my current rearchitecturing of Simple Non Humanlike Pawn Control has done.
odinmobi 8 May @ 5:28am 
awesome thank you big dude :) the Warg mechanics for the orks now im not sure if its me or a conflict with another mod or something but it flickers from 0 up too the amount of characters killed then back to 0 again I am not sure if that is just a me thing or not also thank you so much for getting the stuff sorted aha! the hauling snotlings is so handy ahaha!
emitbreaker  [author] 6 May @ 12:01pm 
Updates: Now with dependency framework, Snotlings can do some humanlike work (you can configure work type on work tab, same as Humans), visible on Animal / Wild Animal tab, can be drafted and can equip weapons.
emitbreaker  [author] 24 Apr @ 6:43am 
@ASMR gaming I'm gonna hate HAR day by day with these issues. All they need to do is just simply add one line to their code transpiler. Besides, what do you mean by Vanilla Furniture Expanded? I haven't add any patch for them.
ASMR gaming 22 Apr @ 7:42pm 
Same FindMod failure as HRK; load it after Vanilla Furniture Expanded or stub out the patch.
odinmobi 18 Apr @ 4:25am 
hey man so i had an issue that i couldnt see the orks they werent spawning in properly with like the character icons or anything just blank character stuff sorry english is bad, but then i found the HAR Compatibility mod yesturday or the day before and now its gone do i need to restart a new game for this to fix the orky boys to show up ? also happy easter! and thank you for these awesome mods man i just saw the non human like pawn control for snotlings like ohhhh anyway the squigs and snotlings are visable if there isnt an ork in the frame,
ShadowEater25 18 Apr @ 3:27am 
hey, may there be a mod option where you can change the % of orks that join the faction when grown from fungus because I have seen that most of the orks leave the map as independant orks intead of joining
emitbreaker  [author] 18 Apr @ 1:19am 
@All New dependency added Simple Non Humanlike Pawn Control, but still, you can use this mod without the framework. But in that case, Snotling won't considered as Wildlife or Animal.
ShadowEater25 12 Apr @ 1:47pm 
Okay, Thanks!
emitbreaker  [author] 14 Mar @ 7:46pm 
@ShadowEater25 New mod option added to control spore spawned by fungus based on total spores on the map. Please update core mod and check mod options.
emitbreaker  [author] 14 Mar @ 6:07pm 
@ShadowEater25 Plus you can burn the spore down at some workbenches to avoid ork menace.
emitbreaker  [author] 14 Mar @ 6:06pm 
@ShadowEater25 It's intended from the lore perspective, but if you wish, I could design to put an upper limit to total # of spore on the map as well.
ShadowEater25 14 Mar @ 12:15pm 
There are so many spores that my actual items have no where to go, and i'm not even bringing the spores to my storage, the spores are just spreading into my storage
I'm not sure if its intended or not to be this many
emitbreaker  [author] 14 Mar @ 12:16am 
@ShadowEater25 Could you reduce the upper limit of ork production count on Mod Option? Still, fungus will be kept increasing but I believe you can harvest them for food.
ShadowEater25 13 Mar @ 6:24pm 
Multiple Ork fungus's are spawning on top of each other and I dont think the spores are limited like before ):
ShadowEater25 13 Mar @ 5:01pm 
Nvm, spores dont produce anymore after 300
ShadowEater25 13 Mar @ 5:00pm 
Hey Author, may the fungus make a spore only a 30% chance thing? my whole map is just covered in spore items which aren't stack-able
emitbreaker  [author] 12 Mar @ 9:20am 
@Deep-Friar I changed it to green ambrosia but isn't it still hard to find?
Deep-Friar 10 Mar @ 6:24pm 
@emitbreaker

My thought would be maybe the spores/fungus could emit a light glow? That way they could be easier to spot. Not sure if that's harder than finding a new asset.
emitbreaker  [author] 7 Mar @ 5:58pm 
@Steeledsquid73 Slightly updated - please update WH40k Core mod and this mod.
emitbreaker  [author] 7 Mar @ 5:03pm 
@Steeledsquid73 That's odd... If the spore was laid down by one of your orks, they should be your tribe. In case of fungus, that is bit of tricky because I don't know why but sometimes Rimworld base game doesn't recognize any fungus laid down from your pawn as a part of your colony, unless they are in your home area. I'll check the code and think about workaround for it.
Steeledsquid73 7 Mar @ 4:23pm 
I am trying to have an Ork run and something is driving me crazy and maybe I am doing it wrong but how come the Orks that grow from my Orks fungus are not part of my tribe? So many of them start hatching pretty quickly and I can't possibly capture them all and recruit them as I go along. Am I doing something wrong?
emitbreaker  [author] 6 Mar @ 5:25am 
@Deep-Friar That's fair point. Let me try to find out better, visible asset for spores - maybe during coming weekend.
Deep-Friar 5 Mar @ 7:32pm 
@Emitbreaker,

It's okay, my only recommendation would be maybe make the spores themselves a bit more visible?

Once I see the fungus I send colonists to cut them all down, clean up ork blood and burn any corpses but the spores themselves are tiny black dots you can rarely see.

Like you said, I guess that's the point of them, but it makes it difficult when ork traders turn up and you have no choice but to kill them all haha.
emitbreaker  [author] 4 Mar @ 7:20pm 
@Deep-Friar In the last update, I added recipes to burn the spores by some vanilla work benches - or probably using flamer over them? Those weapons are designed for such activities.

Besides, I didn't expect people dislike lore-friendly orkoid spread, which tells why they are one of the biggest headache to the Imperium of Men. I'll redesign the mechanism in the future, after finishing Astartes / CSM update.
Deep-Friar 4 Mar @ 7:16pm 
Is there an easy way to get rid of the ork spores?
I use the select all tool to delete every spore and fungus I find, but without fail more will turn up a few days later.
Average Genestealer 26 Feb @ 3:58am 
On a simialr note, PLEASE make necron scarabs capable of plant cutting! I have an ork fungus problem in my base that I can't clear out because they cant clear plants.
MADhorseKD 26 Feb @ 1:23am 
Oh Cool ^^

In my game i was running the feral orks, slowly but surely establishing a tribe, and passively researching stuff as more Orks join the tribe. Raiding for gear, moving over from squigs and tamed beasts as mounts onto vehicles and using fuels. I'm at a stage where some of my heavy hitters have lost limbs and what not, ironically a squighog rider. And figured i could replace some limbs.

I am also running the Orks pack from Xenobiology with your patch.
Its been a long road, but its been fun so far ^^
emitbreaker  [author] 25 Feb @ 7:46pm 
@Average Genestealer Happy to hear that :)
@MADhorseKD As per feral orks, yes they don't have prosthetic surgery. I haven't decided how to implement Spacy orks, but orksnology based prosthetic will be added along with their armors and etc in the future.
MADhorseKD 25 Feb @ 6:40pm 
Heyas. I might be doing something wrong.
But is it normal for these orks to not be able to get a prosthetic surgery?
Average Genestealer 25 Feb @ 9:54am 
Ahhh it's because I didn't have the patch. Ooops!
Average Genestealer 25 Feb @ 9:52am 
Matter of fact, when he's onscreen EVERYONE is invisible. Very dissapointing.
Average Genestealer 25 Feb @ 9:51am 
Ork visited my necron colony, but he's totally invisible.
emitbreaker  [author] 24 Feb @ 6:33pm 
@Kalashnikov Hmm... was your faction Orks? or did they came to your place and just hatched? I think there is some combination that I've missed during my testing...
Kalashnikov 24 Feb @ 5:56pm 
I am having a similar issue to Kamikaze, the spores spread incredibly quick and I have like 100 various ork people running around within a couple days and none of the ones hatching are even my faction.
emitbreaker  [author] 20 Feb @ 5:03am 
@NihilisticNightmare Have you tried to use HAR compatibility patch written on the top of above text?