Rimhammer – The End Times

MOD Desc
THE VERSION OF THIS MOD THAT DOES NOT REMOVE TECH FROM THE GAME IS HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2008718043

NOTE: THIS MOD IS INCOMPATIBLE WITH THE ROYALTY DLC. THIS MOD IS FOR MEDIEVAL GAMES. IF YOU WANT TO USE RIMHAMMER WITH THE ROYALTY DLC STUFF, GET THE RIMHAMMER – WITH GUNS!! MOD. It does what this does, but doesn’t try to force the game into the medieval time period, it leaves the tech stuff untouched.

Discord link: https://discord.gg/UCmQbCT

This mod is intended to add Warhammer into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe.

The Rimhammer mods should be placed at the bottom of your mod list. Place the base Rimhammer – The End Times mod at the bottom, then put the race/faction mods under it (order doesn’t matter for the race faction mods, as long as they are loaded after the base Rimhammer mod).

This is the base mod for the Rimhammer mod series, and sets up the groundwork for the other mod extensions that will arrive in the future such as the races.

Things that this mod currently does:

Removes everything in the game after the medieval time period. No electricity. No guns (well, some races will have guns later on (i.e. Dwarfs and Empire). No bionics. This includes removing things that would therefore have no game effect, such as solar flares, and tweaking the description on things that are still flavorful, such as toxic fallout. Since the game was not originally designed to stay at a medieval technological time, the mod also adds important things to fill the gaps that vanilla Rimworld left:

-Adds coal as a mineable resource that can be used to fuel stoves, forges, and such.
-Adds a furnace stove that can be used to cook at, as well as keep a room warm.
-Adds a floor brazier that can be used for light, and heat.
-Adds wall sconces for lights, to keep the rooms looking better.s
-Adds two methods of food preservation: pickling (for meat and veggies) and curing (for meats, significantly extends shelf life of meats, but requires some effort).
-Replaces the modern electric smithy with a wood/coal fueled smithy
-Adds chaos monsters as a new hidden faction that will attack your colony. Current list: Chaos Spawn, Razorgor, Jabberslythe, and Tuskgor.

-Adds a new victory quest: Great Chaos Portal Journey. Journey to the great chaos portal, and destory it to save the old world (and win the game)! Finally a medieval game win condition!
-Adds new quests: Nearby Jabberslythe Lair that needs to be cleared out, nearby Small Chaos Portal to destroy.

-Adds Chaos Wastes biome. Makes all non ice sheet tiles around the north and south poles into Chaos Wastes biome rather than what they’d be otherwise. There are settings built in to control how far south the chaos wastes extend.

-Adds a map event called the Chaos Storm. While a Chaos Storm is raging, any pawn not in shelter will have a new health condition applied, which increases the more they are exposed to it. The new health condition is Chaos Corruption. As the Chaos Corruption level increases, the likelihood that the pawn (non-animal) will go into a Berserk mental state rises. If the Chaos Corruption level becomes high enough, the pawn may turn into an abomination; the Chaos Spawn. If that happens: the pawn is considered dead, and can’t be redeemed.

Pawns that see a Chaos Spawn will have a negative mood penalty applied; however, pawns that see a dead Chaos Spawn will get a positive mood boost. If a pawn somehow reaches a Chaos Corruption level of 100% without becoming a Chaos Spawn, that pawn will die.

Eating meat from a Chaos Spawn will increase a pawn’s Chaos Corruption level, potentially causing the Chaos Corruption issues mentioned above, and cause negative mood modifiers.

Animals exposed to Chaos Corruption may go maddened, but will not turn into a Chaos Spawn.

Discord link: https://discord.gg/UCmQbCT

Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=47626.0

Buy me a coffee: https://ko-fi.com/sickboywi

If you’d like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

This mod took many, many hours of work. Special thanks to the Lord of the Rims series for inspiration, and for some great examples to get me going. Also, special thanks to the people at the Ludeon forums who answered my programming/config questions. This series will likely not be released fast. I’m one person, and the amount of work involved is significant. This first mod took easily over forty hours of work.

Super special thanks to Discord users ‘Dino’s Bar and Grill’ for the forge/anvil texture, and Rebelrot for the super sweet chaos spawn and razorgor images!!

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Changelog
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1.1.0.0 2020-02-25
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Updated for version 1.1.

1.0.0.30 2019-12-13
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Added ability to administer healing potion to downed pawn. Altered config so that trade caravans will carry healing potions and wands of resurrection.


  • I used the wrong words. I’m working on a new medieval modlist for 1.2. I need to get rid of as many errors as possible, but I am not a modder. Also, I never played vanilla Rimworld, but I assume SterileFloor is a part of the core, right? Do you know why something is searching for a core code that has been removed by Rimhammer? Could you tell me what is searching for that code? Is it core? Is it some mode? Is it dangerous for the game?Also I found this. https://imgur.com/ut1woLb https://gist.github.com/d8e45cd4389e46c4eb8fdfa9ec6e2be4 Do you know how to stop Simple Sidearms from searching for plasteel?Please, I would be happy for any information.
  • – The corruption will go away over time, like toxic buildup in the base game. You can keep them under roofs to avoid getting additional corruption. The chaos storm should only last 3 to 6 days or so. Less than the Toxic Fallout event. If it seems to last forever, you can go into Dev mod, one of the middle buttons at the top will bring up a ton of things you can do, in the little search box in the upper left type ‘end’, and there should be an option to End Game Condition or something like that. If you click it, it’ll show all current conditions, just click the Chaos Storm to make it stop instantly.
  • wall sconce problemException drawing MinifiedThing1217299: System.NullReferenceException: Object reference not set to an instance of an object at TheEndTimes.Building_WallSconce.get_Graphic () [0x00017] in :0 at RimWorld.MinifiedThing.get_Graphic () [0x00012] in :0 at (wrapper dynamic-method) RimWorld.MinifiedThing.DMD?2109780608::DrawAt_Patch1>(RimWorld.MinifiedThing,UnityEngine.Vector3,bool) at Verse.Thing.Draw () [0x00007] in :0 at Verse.ThingWithComps.Draw () [0x00000] in :0 at Verse.DynamicDrawManager.DrawDynamicThings () [0x000d8] in :0 Verse.Log:Error(String, Boolean)Verse.DynamicDrawManager:DrawDynamicThings()Verse.Map:DMD?-1280594176::MapUpdate_Patch1>(Map)Verse.Game:UpdatePlay()Verse.Root_Play:Update()
  • Love the mod I’ve been following it for awhile and seeing that it has been developed further is one of the reasons I actually came back to Rimworld. But I had spent several hours trying to figure out what was wrong with my game before realizing that this was incompatible with the Royalty DLC, and even though honestly the first thing I should have done is check the comments is there any way you could put that in the description for people? I get not listing every single mod that is incompatible but as official DLC I feel like it is something to state even if in retrospect it should have been kind of obvious. Again I mean no disrespect I love the mod and keep up the good work
  • One more thing. I had a problem to solve a bug in my game. One guy helped me find it. He said…Okay, after digging at this for hours (gotta say, this was a FUN one), the problem seems to be Rimhammer – The End Times. I did debug on 1.1, so additional issues may exist on 1.2. Rimhammer is causing some kind of issue were traits are stalling when generating world pawns… apparently it can not access the Body Purist trait and the game bugs out, unable to generate additional world pawns.You might want to send your original mod list off to the author of Rimhammer so they can add a compatibility issue or possibly solve it.I wasn’t able to trace if anything was conflicting, but removing Rimhammer was the solution from what I could tell.So, do you want my modlist? And if so, how to send it?
  • THERE WAS AN UPDATE TO THE DWARFS MOD THAT WILL BREAK SAVE GAMES. IF YOU HAVE AN ONGOING GAME YOU WANT TO CONTINUE, DOWNLOAD THIS FILE: http://nerdtournament.com/mods/rimworld/Rimhammer-TheEndTimes-Dwarfs/releases/Rimhammer-The-End-Times-Dwarfs1.1-SAVES.zip UNZIP IT INTO THIS FOLDER: C:Program Files (x86)SteamsteamappscommonRimWorldMods (ON WINDOWS). THEN IN GAME OPEN THE MODS SECTION, AND SELECT THE LOCAL COPY OF THE DWARFS MOD INSTEAD OF THE STEAM COPY. YOUR GAME WILL GO ON AS NORMAL. IGNORE THE ERROR ABOUT SLAYER MEAT, IT’LL GO AWAY AFTER YOU SAVE (ALTHOUGH ALL SLAYER MEAT IN YOUR GAMES WILL DISAPPEAR).

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