RimWorld

RimWorld

GrimWorld 40,000 - Sabbat's Blight
90 Comments
No1KnowsYet 18 Jul @ 10:57am 
Thank you for your hard work, Cant wait to get back to my 40k play through!
Blutdrachen 11 Jul @ 7:25pm 
Cool. Thanks for the prompt reply.
Abomination  [author] 11 Jul @ 7:22pm 
@Blutdrachen Stalk tanks are awaiting Coventech's Mechsuit system (that was also affected by 1.6), they are planned and their art is either partially or totally done even, they just need the system and implementation as they were in the original mod plans.

@gorp That is something that is listed in the "Khorne integration" part of our roadmap. We'll be adding backwards integration to Khorne powers once these are made for the main Khorne mod (with daemons and etc).

@Rysswer I wasn't 100% aware of that update for CE, I'll update the page once we update the mod for 1.6. It is just that CE takes care of patching GrimWorld content for compatibility, and the page is basically the same since release hahah
Blutdrachen 11 Jul @ 6:45pm 
Just was getting used to these guys then 1.6.
Also any chance of stalk tanks in a future update? Maybe the driver would have to be installed permanently like a warcasket.
gorp 10 Jul @ 12:12pm 
If only we were able to perform rituals :steamhappy:
Rysswer 19 Jun @ 11:47am 
Yeah I think it has been added to steam version too not only to github one. I loaded up both combat extened and sabats blight and all sabat weapons had magazines and all combat extened options. Meale weapons seem to work fine. I'm using other mods but i don't know what other mods would have caused sabats weapons to work with CE. Also tbh i don't know how integration process works for your mods, i just noiticed that the CE stuff works with sabbats stuff, and was curious why was that, since it says that it hasn't been intagrated yet.
Abomination  [author] 19 Jun @ 9:59am 
@Rysswer We were waiting for it to be released on the Workshop version of Combat Extended before modifying Sabbat's Blight description, is this the case? We don't control or are responsible for the CE team's content/updates.
Rysswer 19 Jun @ 7:52am 
I see that the mod already has Combat extended integration both in game and on their page on github. But here it still says that it will eventually be implemented. Idk if this is intencional or you guys are waiting for new update to chage it on the page.
Abomination  [author] 18 Jun @ 4:05pm 
@Roque the Rogue, it is eventually going to not require "Hammer of the Imperium", decoupled during Hammer's retooling where it would be relying only on the main mod's framework. This was sadly postponed as of the announcement of 1.6.
Roque the Rogue 18 Jun @ 8:46am 
Isn't it possible to make this mod standalone?
its an amazing looking armor and weapon mod but locked behind so many frameworks and depedency has soooo many options and research.
БОЛЬШЕ КРОВИ БОГУ КРОВИ!
Threg 24 May @ 5:22am 
beef:GDNormal:
Beef 21 May @ 12:54pm 
im dumb i figured it out
Beef 21 May @ 12:29pm 
i love how ce says there is a patch for this but there isnt
扣就一个字 21 May @ 6:02am 
ce please
footman 21 May @ 4:42am 
unuseable cause it doesent have ce patch ..
Abomination  [author] 19 May @ 6:50am 
@Sardino We will be announcing soon-ish the next factions that are on the works (curently we are finishing a bunch of modifications to the existing mods, speciall the Hammer of the Imperium). Once that one is out, the new roadmap will contain more xenos too.

@WJSabey, for a second I thought you were exagerating a bit, then I noticed the current page link is indeed not the last roadmap version. That link should be updated. We are expecting to make soon a new roadmap, we are just waiting some of the "retooling" of the Hammer of the Imperium to be released before that.
WJSabey 18 May @ 9:50pm 
Is there a page showing what else is planned for this? The roadmap linked is years out of date, and in any case only shows whole mods, not details. Are you planning on fully distinct buildings from the core Grimworld ones? Or for some of them, will you use the style system to allow reskins of the base buildings?
Head 18 May @ 11:24am 
Really cool mod!
Sardino 18 May @ 10:35am 
And when will you add a faction of chaos or xenos?
WJSabey 15 May @ 12:54am 
I see, and the info box is calculating the dps based on just one of those hits. I figured there was probably something like that going on. Shame the actual dps isn't easily visible, makes it hard to compare them to other weapons.
WeirdHuman 14 May @ 1:27pm 
Here is "Follower of True God". Thank you for finally adding at least one PROPER faction, not some cucumber praising cultists like Imperials are. Amazing mod
Abomination  [author] 14 May @ 7:47am 
@!危! It should be in another tab in the top of the research window, there are multiple researches there, can you find GrimWorld's generic tab? Are you using a research window overhaul mod?

@WJSabey Chain weapons cause multiple hits on impact. They may need some modifications and etc depending on how they feel in-game. If they are too weak or you'd like to see them looking different, hop in our discord & send a message in #balance with hte info about their current status.
!危! 14 May @ 4:56am 
There should have been a ”blood pact“ in the research page, but now I can't find it. All items that need to be made can only be produced by character editor
WJSabey 13 May @ 8:01pm 
This is awesome. I have to ask about the chainsword and chainaxe weapons though; is there something else going on with them beyond them being normal weapons? According to their info boxes, they have less than 4 dps, which is significantly worse than a normal steel knife.
heretic 10 May @ 10:19am 
@Abomination
Having the same issue with world generation. Already resubbed, but you mention load order, so I'm wondering if there's anything specific to adjust besides ensuring the required mods are installed and loaded before this one. Are there any popular mods you know of that have odd interactions?
Abomination  [author] 4 May @ 4:34pm 
@Furhammer, check mod load order, try to force updating (by unsubscribing & subscribing back) and if you don't have some other mod that is broken - these 3 has hev been some of the issues that led to a similar result to what you are having.
Furhammer 4 May @ 3:13pm 
For some reason this mod prevents world generation and when it does successfully generate a world, for instance a mountain, all of the mountain is flat, just a completly flat map. I did go through all my mods and confirmed this was somehow the culprit.
Shocktactics 3 May @ 2:48am 
sick asf my only favorite chaos faction tbh
charlieo123 2 May @ 10:19pm 
don't forget to join their Discord and thank them from there. Love to see more content to this modlist!
CREEPERKO12 2 May @ 6:03pm 
finally KHORNE
❤Elizabeth❤ 2 May @ 2:53pm 
love to see a hostile faction added
and it looks fantastic <333
cant wait to see what else comes out, maybe even one day being able to choose which chaos faction you can have spawn in, or even chaos undivided
sdjvfshdvfsdf
Captain toast 2 May @ 11:13am 
Looks awesome, truly a mod worthy of the blood god. BLOOD FOR THE BLOOD GOD, SKULLS FOR THE SKULL THRONE.
Wolfette 2 May @ 12:53am 
Looks great, only (very minor) complaint I have is that with the Salvaged Flak helmet still has the skull and wings, that would be the first thing the Lost & Damned would pry off with a knife. Other then that super awesome!
Shepherd Sean 1 May @ 10:46pm 
Super solid work! Sadly i'm not really a Khorne guy, mix of Nurgle fan and Tau, still nonetheless of course this is amazing!
Head 1 May @ 8:47am 
this is great guys. now I just need the Necrons!
CordialVillain 1 May @ 3:02am 
Sweet, been looking forward to a chaos faction to fight against in rimworld.
Zombyed 30 Apr @ 2:37am 
@Abomination
thx a lot !
Andrasekhar 30 Apr @ 2:19am 
blood for the blood God!
Abomination  [author] 29 Apr @ 6:54pm 
@cooldude808 we plan to make a Khorne Daemons & Marines mod, eventually including all the 40k special things of Khorne. It is a similar case to what we are working on for Tzeentch (it is lacking some major C# code, but it's mostly ready). We are just too busy currently & we usually avoid making compatibility patches.
cooldude808 29 Apr @ 6:41pm 
why dont you make this mod copatible with "Rimhammer - The End Times - Daemons" to add khorne deamons for a bit more flavor and realism
Garry :з 29 Apr @ 2:42pm 
blood for the blood god!
Abomination  [author] 29 Apr @ 1:01pm 
We'll see if we do Moebian eventually, no promises.
Abomination  [author] 29 Apr @ 12:58pm 
@Zombyed we did a few updates to other mods, this error may be fixed as soon as your mod updates with Steam. I had received it too, but I didn't notice any impact in-game, with the Overlord working normally too. If it continues in the coming days, notify us again!

@Apocalypse & @Hood, the Abhumans error should be fixed by now. It was a missing line that disappeared when merging mods.
Zombyed 29 Apr @ 9:32am 
I have this error
Could not load UnityEngine.Texture2D at Things/Vehicles/OverlordGunship/lasy in any active mod or in base resources.
RedCloud53 29 Apr @ 6:37am 
Bumping Moebian armor
Vansburg 29 Apr @ 2:36am 
another mod from grimworld series - another masterpiece :Ieronimus:
Ketamine_Dean 28 Apr @ 10:57pm 
any chance for moebian armour both loyal and heretic
Abomination  [author] 28 Apr @ 10:05pm 
@Apocalypse, we have been having weird compatibility issues with the GrimWorld 40,000 - Hammer of the Imperium and the Warhammer 40.000 - Abhumans , causing the error you have mentioned.

At this exact moment don't have bug fix for this. Disabling Abhumans seems to do the trick for a temporary fix.
Hood 28 Apr @ 10:00pm 
Same Apocalypse guy