RimWorld

RimWorld

Helltaker Factions
20 Comments
Steven Legstrong 4 hours ago 
Take your time, I'm just glad to know this mod has not been abandoned
Saruman  [author] 12 Jul @ 8:35am 
I'm planning to revork some parts of the mod: mainly trim some dependecies like Pulse Weaponry, but for now I'm working on a different mod, so this one have to wait for little.
TheSordishMan54 12 Jul @ 7:33am 
1.6 version has dropped, I have to wonder when this faction mod will get updated to latest version of RimWorld?
TheSordishMan54 17 May @ 2:12am 
Would recommend using with Laser Weapons: Re-Examined mod as it requires VWE - Laser to function properly if you really want to spice up your own daemon collective or diverse xenotype colony.
Velvet 9 Apr @ 6:23pm 
The genes aren't even from this mod, this just adds factions. The genes are from Helltaker Cosmetic Genes, and the xenotypes are from Helltaker xenotypes.

If you just want genes then just install the genes mod and skip this, its that simple.
L-laine 27 Mar @ 6:48pm 
The Pulse Weapons, Brave New Frontier and Vanilla Armour Expanded mod seem like bloat to me. I could maybe see New Frontier as being used just for apparel but even then they stuff that mode with extra weapons. Would be fine but I already got like a ton of other mods asking for other random weapon mods now. Is there really no way this will run without these 3 or at least the armour expanded and pulse weapons?
SanDimas 10 Mar @ 1:00pm 
hu, this mod interfere with vanilla expanded anomaly, tried unistalling anomaly and worked
Gaijoob 4 Mar @ 10:12am 
The mod is fine so far, but I'm curious if the hostile Angelid legion faction is cranked a little too much, because they raid with tribal numbers. I just got a drop pod raid with 263 of them. And while my colony is at year 9, I don't think I've ever seen another raid this big in this playthrough. Even from other tribal factions.
Phalanx118 7 Feb @ 2:00pm 
Pulse Weaponry and or the Required Athena Mod, give me issues. Would love a version that does not require that.
Metroxide 6 Feb @ 11:40am 
If you could make a version without the "Pulse Weaponry" requirement, that would be awesome! :)
Saruman  [author] 6 Feb @ 1:40am 
I don't think that 2 mods that add xenotypes and 3 mods for weapons and apparels are THAT bloating. As for others - they're optional.
Tonic 5 Feb @ 2:38pm 
Im a bit confused as to why the mod requires these extra mods. as someone who plays medieval restricted runs anyways, all this does is add bloat to my mod list.
Candlestone 30 Jan @ 8:20am 
I have been reminded to make a team fortress Colony.

I have, however, forgotten what my original comment was going to be, aside from I am glad that this exists, and thank you for making it.
Chuño Man 28 Jan @ 7:41am 
"SOLDIER!? HOW DID YOU GET TO HEAVEN!?!?!?"

- Merasmus
ополоченец 27 Jan @ 3:50am 
UPD: HugsLib didn't crashed my game this time, so I guess Honorbound does that
ополоченец 27 Jan @ 1:38am 
too bad that Angelid Legions won't look morally superiour compare to my pawns, because my game crashes while loading save if HugsLib is enabled
Physchoo 26 Jan @ 8:13pm 
Great mod. I'm not trying to hate on it but "Pulse Weaponry" has "Athena Framework" as its dependency and it's too buggy in my experience.
Saruman  [author] 26 Jan @ 12:06am 
Huh, I was sure that there shouldn't be any dependencies on Anomaly. Guess I should check it.
MerlinCross 26 Jan @ 12:03am 
getting a cross reference error; seems like it's looking for Abnormality stuff.

Is that DLC required?
TheSordishMan54 25 Jan @ 1:11am 
There will be total war if you are fighting against both daemons and angels on the Rim! But honestly I have been waiting for the factions mods without asking first, this lands on my mod list immediately... while still waiting for the "Elder" xenotype for Helltaker Xenotypes.