RimWorld

RimWorld

GTek's Factions - Spirits of Industry
34 Comments
hhsred09 12 hours ago 
ill cross my fingers and hope for the best. thanks for your work its very much appreciated
GrahammerTek  [author] 12 hours ago 
Currently there's a bug in 1.6 that broke the pawn render nodes feature for armor, which is what's preventing me from updating right now. I've reported the issue with the developers, and I'm currently waiting for a fix.
hhsred09 14 hours ago 
do you plan to update to 1.6?
PFC Calico 29 Jun @ 4:38am 
further info, I have been playing my tribe for 39 in game days so should realistically be on the cusp of getting a second seed
PFC Calico 29 Jun @ 4:38am 
Not sure I found a bug or at least a feature not yet implemented, the queen does not yet produce seeds, unless of course i am missing something. I used the backgrounds as suggested but she is a baseliner xenotype as you mentioned to not use bio's xenotypes. Should I have made them animakin or some such to get the queen to produce seeds?
PFC Calico 29 Jun @ 1:29am 
brilliant, thanks for the reply ^^ I thought a tribal start would need 1 berry maker, 1 queen and 1 slasher. if i were to solo is the queen the only way to get more colonists without capture/events?
GrahammerTek  [author] 28 Jun @ 11:31pm 
@PFC Calico - It should work as normal, the bonuses tied to each caste are added by the backstory instead of the pawnkind.
PFC Calico 28 Jun @ 3:58pm 
If I were to use the "add pawn from pawnkinddef" button in pawn editor do you know if an added dryad would have the abilities tied to the caste or is is cosmetic only? Looking at the listing of "nymph" you have queen, gunner, sec, trader etc. seems the game still treats these as individual.
GrahammerTek  [author] 22 Jun @ 12:25pm 
@LovecraftianIdea - The option might only show up for the crashlanding start currently, I'll see if I can fix that in a bit.
LovecraftianIdea 22 Jun @ 12:20pm 
Oh, to add further context, I've downloaded this mod and I do not see an area when creating custom pawns to make them Nymphs. I wanted to do a Nymph druid anima tree something or other run.
LovecraftianIdea 22 Jun @ 12:18pm 
I want these as a playable race.
Benjamin Proverb Test 8 May @ 4:11pm 
Industrial faction of carnivorous plant people... sounds good
Anny 15 Apr @ 8:13am 
were issue with Better Loading. That also broke Moyo races
Anny 10 Apr @ 3:21pm 
I just sub to the mod couple of day ago but i guess i could try that
GrahammerTek  [author] 10 Apr @ 3:16pm 
Are you running the old release of the mod? If so get rid of it.
Other than that my only guess would be try verify file integrity.
Anny 10 Apr @ 2:12pm 
My game keep spamming error about texture were not found for HID_Nymph
BigGovernment 6 Apr @ 5:41am 
Yeah, HAR is not performance friendly at all.
Fibre🌹 5 Apr @ 8:07pm 
Aww I was excited then I saw HAR, is there any chance of a Biotech version?
Whisper 5 Apr @ 10:30am 
if anyone reads this mod's comments, the creator has made multiple popular vehicle mods, they are trustworthy so don't worry.
Shu 5 Apr @ 6:30am 
Does anyone know why HAR beheads the pawns? I've been trying to run mods that has it as a requirement but every time it seems to remove the heads of pawns.
GrahammerTek  [author] 3 Apr @ 3:56pm 
@Proxy - Yes, there's a button that lets you choose them in the starting colonists screen.
Proxy 3 Apr @ 12:28pm 
Can Nymphs be playable?
Microsoft PowerPoint 3 Apr @ 6:31am 
I wish It didn't require HAR, It looks so promising
[2nd-AD] Xytal Riz 3 Apr @ 1:56am 
I'm confused about the Har comments regarding biotech, i have all the dlc's and i run a few har races alongside many other mods, and i have no issues.
FlamingFeather 2 Apr @ 4:04pm 
The main pull would be for this new faction to be able to be pulled into long standing campaigns. As people who are interested in this likely have the previous one already in their mod list. Besides, Dryad related factions are surprisingly rare. So I could easily see players stacking them if they're going for a more nature themed world.

But I know making these things in the first place is a good bit a of work. So adding more to the project can be quite lackluster.
GrahammerTek  [author] 2 Apr @ 3:54pm 
I suppose it wouldn't be that hard to make them work together, but since they're two very similar races, I don't know what the demand for that would be.
GrahammerTek  [author] 2 Apr @ 3:53pm 
@FlamingFeather - Right now they're incompatible with each other since I repurposed a lot of the old code for this one.
FlamingFeather 2 Apr @ 3:35pm 
Thank you for your work. This looks fun. Will this be incompatible with your previous Dryad race mod?
Karkino 2 Apr @ 11:00am 
its like phytokin but good ahhhh but har breaks everything qoq
Karkino 2 Apr @ 10:55am 
yeah it looked amazing till HAR :c
Masked Monster 2 Apr @ 9:16am 
"HAR race"

It's so over for us BiotechBros :zagsad::zagsad::zagsad:
Aranador 2 Apr @ 5:45am 
Would be interestin to see if this could have worked with the Big and Small framework.
HIM🐀 2 Apr @ 5:17am 
"and ability to sustain themselves almost entirely on sunlight and industrial runoff"

AND THEN I START EATING GARBAGE
MiTHRiL 2 Apr @ 4:24am 
unHAR pls :c