RimWorld

RimWorld

Syndicate Classic
154 Comments
Mlie 7 Jul, 2020 @ 1:43pm 
Made an update of this for RimWorld 1.1
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2157955138
Hope this helps anyone!
Briggs 29 Jun, 2020 @ 11:30pm 
kinda sad this never got 1.1. it looks interesting
01A3-91C-2789B11F "Vala" 27 Sep, 2018 @ 2:09am 
This doesnt seem like the IWW, i seem to be on the wrong part of the definition of "syndicalism"
Dominique901 4 Sep, 2017 @ 10:32am 
A 17 this have been the best mod that i ever play
bladeofmiquellas 24 Jul, 2017 @ 11:57pm 
good
1 9 May, 2017 @ 9:25am 
Nice job.
Flying-Phoenix 23 Jan, 2017 @ 11:05am 
HONK!!!!!!!!!!!!!
Stealthkibbler  [author] 1 Jan, 2017 @ 10:42pm 
KARL 1 Jan, 2017 @ 8:04pm 
hey can u make a wepon mod the one of the resons i got this mod is for the wepons
August 31 Dec, 2016 @ 11:12pm 
It's a shame that this isn't a game where characters will have little pop-up dialogues above them while performing tasks. Could easily see some Goon or Bay Station references going on in-game.
Stealthkibbler  [author] 29 Dec, 2016 @ 2:30pm 
We will not be able to update this to A16 without rebuilding the mod from the ground up, the implants were tied to a dll that maxie made which basically wired itself into all the pawngroups to make it possible. Maxie will not be providing us with a updated dll for A16 and so without his help a lot of what made the syndicates unique to other factions will be incapable; atleast for me and keek to accomplish since we don't have the knowledge to do what Maxie did. This mod is going not going to be developed for A16, let alone playable anytime soon. Me and Keek will probably work towards other stuff.
Player of Games  [author] 25 Dec, 2016 @ 9:46pm 
Yeah and I also realize that the sprites for apparel are all dogshit for this mod, so I will eventually get around to fixing that. Probably. Maybe. Eventually.
Stealthkibbler  [author] 25 Dec, 2016 @ 3:41pm 
Keekenox, the artist for the sprites has told me that he wants to get back into the rimworld modding scene with the new update that just came out. Once Maxie gets around to fixing a broken dll for both his version and ours (Which might take awhile, he is quite busy) We will get around to finishing this up for A16 and possibly look into designing custom base layouts for the syndicate and maybe adding in some minors improvements along with rebalancing the weapons (I am aware that the energy shield was a bit imbalanced at higher qualities)
KARL 23 Dec, 2016 @ 3:19pm 
update to a 16
Quartermaster 27 Nov, 2016 @ 4:39am 
Autor, i love! I love you! This mod is awesome! I always dreamed about some king of this!
Doktor710 12 Nov, 2016 @ 1:05pm 
@FurryFix, ну и дурак)
Doktor710 12 Nov, 2016 @ 1:04pm 
Interesting, why when i didn't knew about SS13 there were nothing, but after i know about SS13 i can see it everywhere! And when i was looking at RW mods, i didn't thought, that i'll find Syndicate mod!
Stealthkibbler  [author] 27 Oct, 2016 @ 10:58am 
This mod is no longer being developed, a newer version will be uploaded by Maxie soon and he will begin adding some stuff and tinkering with it over the next few weeks and possibly months. Me and keekenox no longer have the passion to keep developing this mod.
Chaos Uncensored 18 Oct, 2016 @ 7:45pm 
Also Getting an issue with the donk pockets, they dont show up as items at all when trying to store them, and they are causing my colonists to starve as the items cannot be eaten, my colonists just keep picking them up and dropping them untill i force them to eat something else. If anyone figures out what might be conflicting with the mod i would love to know.
Stealthkibbler  [author] 17 Oct, 2016 @ 6:15pm 
@Famous Chack Their Explosive Implants have a very specific health threshold that requires them to detonate, so it is possible to down them and capture them by using certain weapons. Its mostly a luck thing since weapon damage can vary greatly. Certain tranq weapons from other mods might also down them without triggerring the explosion.

We've also had situations where they die and the implant doesnt trigger.
Imagine Wagons 17 Oct, 2016 @ 11:03am 
Best way of not making them blow up? :P
Stealthkibbler  [author] 5 Oct, 2016 @ 11:25pm 
Donk pockets stockpile fine for me, must be a conflict then.
Stealthkibbler  [author] 5 Oct, 2016 @ 11:03pm 
@rakonat Ill test it out
Rakonat 5 Oct, 2016 @ 5:10pm 
@stealthkibbler Donk Pockets don't seem to be catagorized as food at all, or even compatible with stock piles. I set up a job to make 25 donk pockets and wound up with around 40 by the time I realized they were just being dropped on the floor and I had no way to tell my pawns to move it because there was no option for donks in the stockpile list, could be a mod conflict though.
Stealthkibbler  [author] 5 Oct, 2016 @ 4:56pm 
@Statutory Grape Fixed
oo 5 Oct, 2016 @ 3:21pm 
I absolutely love the mod, but I have one critique. Currently, the insulated gloves and grey jumpsuit have insane heat ratings. While trying to survive in a super cold -130f ice sheet, it became laughably easy when everyone and their brother spawns with insulated gloves which makes the cold useless. Maybe you could tweak it so that atleast not as many people spawn with the gloves, or atleast nerf their effectiveness against heat. If I remember correctly, its something around 1000% protection.

Everything else is A++, great mod all around.
Stealthkibbler  [author] 2 Oct, 2016 @ 2:14pm 
Glad to hear.
[EASY]KTV 2 Oct, 2016 @ 11:21am 
No issue now, must have accepted someone too quickly without reading.

Thank you
rafaelstron 1 Oct, 2016 @ 9:06am 
We need more spessman 2d mods for RimWorld
[EASY]KTV 29 Sep, 2016 @ 11:27pm 
Hmm, I dont remember i play with crash landing mod so i have a lot of guys from start.

I ll make another playthrough with the same setup and will tell you

Thank you for your quick reply =)

K
Stealthkibbler  [author] 29 Sep, 2016 @ 10:29pm 
Did you accept the escaped fugitive offer? Afaik that's the only one that'll let them attack early on.
[EASY]KTV 29 Sep, 2016 @ 10:00pm 
Hello and thank you for the great mod.

I have an issue though i thought they would attack after 80 days and had my first raid at 11 days.

It makes things kinda hard...
Stealthkibbler  [author] 26 Sep, 2016 @ 1:45am 
@yotaXP Yeah, they always claim to be "fighting the evil capitalist nanotrasen", we just put them as an enemy because fighting them and looting their stuff sounds much better from a design aspect :p
YotaXP 26 Sep, 2016 @ 1:36am 
Wasn't expecting to see my Syndicate logo while browsing through Rimworld mods. lol
I don't think the Syndicate are really the "bad guys" in SS13, though I may have to try this in my next game anyway.
Jarry Krist 23 Sep, 2016 @ 7:37pm 
HOLY SHIT an actual ss13 mod. I love you.
Imperator 15 Sep, 2016 @ 6:16pm 
FYI I can start the game with the mod loaded, but if any syndicate pawns spawn the game instantly freezes (even if I spawn them using debugging tools)
Imperator 15 Sep, 2016 @ 6:14pm 
I really want to play this mod but I can't. I'm getting more errors than just the dank packet. Please see my post of the debug log in the discussion thread @StealthKibbler The Fluffy. Thanks!
Snake Eater 12 Sep, 2016 @ 1:12pm 
is this from ss13
Jaxterminator 10 Sep, 2016 @ 11:47pm 
This is some spacestation 13 stuff here man
Stealthkibbler  [author] 10 Sep, 2016 @ 10:20pm 
@Bobbi Deniro the errors seem to be from Maxies DLL, however everything else in the game seems to be working fine. the eating sound for the donk pocket just won't work, additionally the syndicate will only attack after 80 days, which is a year and a quarter, they also only have a 50% chance to be selected for raid generation when a raid does happen, as opposed to the 100 commonality of normal raiders. If their raids just wont happen at all let us know, but they are fairly uncommon.
Bobbi Deniro 10 Sep, 2016 @ 1:28pm 
it works, and everything else as far as I can tell... all the guns and armor show up...although I've never been raided by the syndicate...but it's like 3 errors about donk packet and a sound missing everytime I run the game.
Bobbi Deniro 10 Sep, 2016 @ 1:27pm 
i get error. something about Donk packet
Soma Gaming 9 Sep, 2016 @ 6:16pm 
Update to 1.5
MrDave 7 Sep, 2016 @ 2:22am 
Maybe some Cuban Pete?
MrDave 7 Sep, 2016 @ 2:22am 
Oh god... What's next, Cluwnes?
Olvis 31 Aug, 2016 @ 10:32pm 
SPACE STATION 13 !!!!
babiboR 30 Aug, 2016 @ 9:03pm 
Appreciate the effort honestly. Thank you so much but really just take your time. Looking forward!
Stealthkibbler  [author] 30 Aug, 2016 @ 1:50pm 
As for other outside stuff and other objects on the to-do list, Keek REALLY hates doing apparrel sprites for Rimworld and so do I, it took us almost a week and more just to get the syndi hardsuits done because you have 4 bodytypes and each bodytype needs 3 dirs of sprites. The Challenge was trying to make it so the suits didnt look bad when scaling them up or down.

Once Loyalty implants are put in (Maxie is working on them but he's pretty busy atm since his job is freelance coding so I am grateful he is doing this for free for us in his spare time) We will essentially 'lock up' the mod and move the to-do list stuff into seperate mod projects, that way we can keep drastic changes seperate and people can choose which stuff they want in their game. In the coming weeks we'll get around to re-evaluating our to-do list and what we want to do.
Stealthkibbler  [author] 30 Aug, 2016 @ 1:50pm 
@rakonat The plants were something Keek wanted to add in when the Alpha15 update goes live, since that update adds in drugs and ways to schedule your colonists to take them. As for Sleepers, Cryptosleep does mainly what they do, however Keek already did up a sprite for an SMES awhile back, we haven't really bothered to put it in. The Syndi Sniper would be a nice addition however we would need to balance it and possibly nerf the accuracy bonus on syndi helmets. Syndicate Uplinks were something I really wanted to do but couldn't figure a way to get them work but with Maxiemo we could get something working.

@Lorenzo The Guardian We wanted to add in the possibly of syndicate raids sometimes arriving with normal agents that would wield small items like the energy dagger or parapen.
Physical Theorist 30 Aug, 2016 @ 1:16pm 
Energy daggers are in paracode i think, not sure if they're anywhere else. They'd be a cool addition though.