Rimworld Westernization Project

MOD Desc
Howdy partner! The Rimworld Westernization Project (RWP) is a mod designed to bring a historically accurate taste of the American Old West to the denizens of Rimworld. The mod currently adds:

(Weapons marked with an asterisk have bayoneted variants.)

Muskets
– Springfield Model 1822*

Revolvers
– Colt Single Action Army
– Colt Buntline Special
– Colt Frontier Six-Shooter
– Colt Model 1871-72 Open Top
– Colt M1878 Revolver

Rifles
– Colt Revolving Rifle
– Henry Rifle
– Winchester Model 1873
– Winchester Model 1886
– Marlin Model 1894
– Sharps Model 1863 Carbine
– Sharps Model 1874

Shotguns
– Coach Gun
– Sawed-Off Shotgun
– Three Crown Coach Gun

Melee Weapons
– Bowie Knife
– Model 1840 Heavy Cavalry Saber
– Model 1860 Light Cavalry Saber

Heavy Weaponry
– Model 1881 Gatling Gun

Artillery
– 12 Pounder Napoleon Cannon
– 12 Pound Coehorn Mortar

Apparel
– 30+ articles of western/19th century clothing, including hats, pants, coats, vests, and accessories.

Factions
– Wild West bandits
– U.S. Marshals
– Frontier Towns

Scenarios
– The Homesteaders
– The Lone Deputy

Suggested Load Order:

1. Core
2. Rimworld Westernization Project
3. Combat Extended (Optional, but highly recommended. RWP was originally created with Combat Extended in mind, so you could say it’s the way it was meant to be played.)
4. Rimworld Westernization Project + Combat Extended Compatibility Mod (Optional: Use if you intend to play with both Rimworld Westernization Project and Combat Extended together.)
5. Steam World (Optional: Use if you want to give your game a 19th century setting.)

If you have any feedback or ideas, please feel free to leave us a comment on the Steam Workshop or the Ludeon Forums.

*Credits and Acknowledgements*

Mod Team: JackeryFox and Tamias
Weapon Art: Stinkycat752, JackeryFox, and Vindar.
Apparel Art: Shinzy, Iverness, Jecrell, and Tamias
Artillery Art: Tamias and Chicken Plucker
Mod Logo: Mzxs

Links

RWP Let’s Play Series by Xwynns
Ludeon Forums[ludeon.com]
ModDB



  • Ogre Molotov cocktails are from vanilla.I’m not against a possible collaboration, but I don’t know that it would be anytime soon. They seem like really nice people, but I’d have to see how my mod partner JackeryFox feels about it, and I’m probably going to be taking at least a couple weeks break from heavy modding soon. I’ve been working on these three mods (RWP, RWP+CE, and Steam World) concurrently in my spare time on and off for months, and that’s in addition to the mods I already have out. It also depends on the vision they have for thier mod. With RWP, the focus was to be as historically accurate as possible, and I researched everything that went into it myself. If they are on the same page, and Jackery is fine with it, then we might be able to work something out. After all, it looks like they do great work from what I’ve seen.
  • I have a suggestion pertaining to muskets. As it is, smoothbore muskets from the Medieval Times mod actually fair better than the ones in this one, and yet these muskets require electricity, machining, and gunsmithing research in order to produce, and cannot be produced at the smithy table. This, obviously, breaks some of the immersion, as long before there were electric lathes, there were muskets. Rifling was done by hand using a specialized tool(though, i don’t suggest that you make one of those massive rifling presses as an additional work bench JUST for muskets), and took a lot longer than what it would with a lathe. Nevertheless, for balance sake, in order to gain access to these muskets earlier(especially since the bayonetted version makes your soldiers less succeptible to being absolutely shredded in melee early on), they should be craftable at the smithy.
  • RimWorld.PawnGroupMakerUtility:GeneratePawns_Patch2(PawnGroupMakerParms, Boolean)RimWorld.IncidentWorker_NeutralGroup:SpawnPawns(IncidentParms)System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)System.Reflection.MethodBase:Invoke(Object, Object[])Harmony.Traverse:GetValue()Harmony.Traverse:GetValue()GiddyUpCaravan.Harmony.IncidentWorker_TraderCaravanArrival_TryExecuteWorker:MountAnimals(IncidentWorker_TraderCaravanArrival, IncidentParms)RimWorld.IncidentWorker_TraderCaravanArrival:TryExecuteWorker_Patch0(Object, IncidentParms)RimWorld.IncidentWorker:TryExecute(IncidentParms)RimWorld.Storyteller:TryFire(FiringIncident)RimWorld.IncidentQueue:IncidentQueueTick()RimWorld.Storyteller:StorytellerTick_Patch1(Object)Verse.TickManager:DoSingleTick()Verse.TickManager:TickManagerUpdate()Verse.Game:UpdatePlay()Verse.Root_Play:Update()
  • Thanks! I appreciate the support.- The fences thing is an issue with that mod itself. For some reason, the fences count as walls, so if you have your pawns set to automatically roof over the ‘home’ zone, they will do so. This mod shouldn’t affect the fences mod at all.- There are two mods I know of that allow you to equip more than one weapon: Combat Extended and Simple Sidearms. I’d only use Simple Sidearms if you are not already using Combat Extended, as I’m not sure if they are compatible.- As far as the LP goes, it has been a great source of feedback for me. I’ve caught several issues I needed to fix just by watching the series. His first colony got wiped out, but he starts over in like episode 3, and learned how CE works between the two colonies, so it gets better after that point.
  • Actually, American Civil War factions are on the to-do list at some point. We have a few other priorities that are higher right now, but if I can source the apparel art we’ll do our best to make it happen. As it is, I’m in talks with an amazing sprite artist about the possibility of them doing a set of Civil War Minie ball guns (with ammo) like the Springfield Model 1861 and the Enfield Pattern 1853 for the mod.9th best day of my life: Yea, sorry about that. Steam World removes all vanilla guns, and since I wanted to retain compatibility with non-RWP users, I couldn’t include a scenario that required it’s guns. Most people just create thier own, or use PrepareCarefully anyway, so it didn’t seem like such a big deal. However, if I add a custom scenario to RWP, that might fix the issue. I’ll look into it for the next update.
  • Status Update: Among other issues, I’ve been tied up with hurricane prep the past few days, so work on the mods has been sparse. For those of you who don’t know, there is currently a category 4 hurricane – known as “Hurricane Florence” – in the Atlantic ocean that is about to make landfall tomorrow VERY close to my home in the United States. Hurricanes aren’t unheard of where I live, but this one will be only the second category 4 to make landfall in the history of my state (The first was Hurricane Hazel in 1954), so it’s not looking good. I just wanted to get this out there before the storm arrives, because the last hurricane to hit my area was in 2016, and that storm left me without electricity for nearly 2 weeks. Therefore, there is a chance you may not hear from me for a while. Please keep my family in your thoughts.

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