RimWorld

RimWorld

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[WH40K]Adeptus Xenobiologis: Orkoids
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Mod, 1.2, 1.3, 1.4
File Size
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22.624 MB
Oct 17, 2018 @ 2:58pm
May 30, 2023 @ 9:32am
66 Change Notes ( view )

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[WH40K]Adeptus Xenobiologis: Orkoids

In 1 collection by Ogliss
Adeptus Mechanicus Collection Warhammer 40k
10 items
Description
RimWorld 1.2, 1.3
Adds Warhammer 40k Orkz and Grotz as playable Humanoid Alien Races

Includes native support for Combat Extended.

An Ork or Grot is Required to Build and research Ork Teknologies

Contents
Races:
  • Orks - Humanlike
  • Grots - Humanlike
  • Snotlings - Advanced Animal
  • Squigs - Fighter Animal
  • Oily Squigs - Chemfuel Animal
  • Eatin Squigs - Animal

Cultures: RimWorld 1.3+
  • Krude Bionikz - (Ork Only)

Apparel:
  • Greenskin Shirt (Ork/Grot only)
  • Greenskin Jacket (Ork/Grot only)
  • Slava Cowl (Ork/Grot only)
  • Studded Arma (Ork/Grot only)
  • Studded Elmet (Ork/Grot only)
  • Flak Arma (Ork only)
  • 'Ard Hat (Ork/Grot only)
  • 'Eavy Arma (Ork only)
  • 'Eavy 'Ard Hat (Ork/Grot only)
  • Mega Arma (Ork only)
  • Mega Elmet (Ork only)

Wargear:
  • Stikkbomb Packs (Frag, Krak, Tankbusta)
  • Kustom Force Field (Shield)
  • Bosspole (Ork only)
  • Iron Gob (Ork only)

Bionics:
  • Krude Bionikz - (Ork Only)

Plants:
  • Orkoid Fungus - the symbiotic fungus that is essential the orkoid ecosystem, it is a source of food, Squigs, Snotlings, Grots and Orks.
  • Orkoid Cocoons - Cocoons are spawned by an event, intended to represet 'wild' spore growth and Cannot be planted.

Buildings:
Ork versions of
  • Machining Table
  • Butcher Table
  • Fueled & Electric Stove (Same Texture)
  • Drug lab
  • Fermenting Barrel - [SYR] Universal Fermenter
  • Stele
  • Waaaagh! Banner

Resources:
  • Orkoid Fungus - a food
  • Speckled Bloodshade - Medical Fungus
  • Ork Bitz - basic orkish crafting material
  • Ork Komponent - Orkish components
  • Ork Waart - made from Orkoid Fungus and used for brewing Grog - [SYR] Universal Fermenter
  • Ork Grog - Orkish alcohol - [SYR] Universal Fermenter

Mechanics:
All Orkz count as having both the Bloodlust and Psychopath trait.
Symbiotic Fungus - All Orkoids originate from the same strain of fungal spores, which can mature into a might warboss, or a tiny mushroom.

NOTE: Untill Walking Problem updates AAF, ive updated and included it in this mod
Snotling Workers - With Walking Problem's Advanced Animal Framework loaded Before this mod, when fully trained Snotlings will do basic tasks such as cleaning, hauling, tending animals, planting and harvesting crops

Requires
Humanoid Alien Races
Adeptus Mechanicus: Armoury

While not a Required Item, it will expand snotling utilities
Advanced Animal Framework

Github[github.com]

Other Versions
Standalone Feral Orkz

Other Playable Races

Adeptus Xenobiologis: Tau

Adeptus Xenobiologis: Aeldari

you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)
This does NOT include reuploading it or any of its contents here, on other websites without my express permission.

Problems? Questions? Comments? Got something youd like to see added to the mod?, Join us on Discord
[discord.gg]
If your Orkz look like this

Disable Scaling in Children, School and Learning

Credits
Ogliss: Xml, C#, Texturing
SirLaLaPyon: Texturing
See about file for full listing

Like the mods? want to help me meet my Imperial Tithe?
[ko-fi.com]
[www.patreon.com]



Are you artistically/creatively inclined and interested in helping with the mods?
I'm always looking for artists to do texturing, writers for descriptions, backstories, please feel free to contact me!
Popular Discussions View All (5)
213
Dec 23, 2023 @ 4:41pm
PINNED: Bug Reports
Ogliss
50
Nov 3, 2023 @ 9:31pm
PINNED: Balancing & Feedback
Ogliss
6
Apr 21 @ 8:06pm
More orks
Goblin Swordswoman
1,230 Comments
CrunchyKnuts.tv Feb 19 @ 2:29am 
I love the premies but it /definitely/ needs some balancing regarding moods. A few days in to a new colony, and they started beating on each other which was fully expected. But the MOOD DEBUFFS were insane! Way too frequent, too
Oggin Dec 12, 2023 @ 8:44am 
I recruited an Ork Yoof off of an orbital trader and his hunger keeps dropping dramatically. Like it'll be in the high seventies then drop to 11% out of nowhere. I dunno if it's a problem with this mod or one of the many others but I'm calling him tarrare for the time being.
sassythesasquatch(Real) Dec 5, 2023 @ 2:45am 
just checked the description of the mod in rimworld and says there are cave squiqs is that something you were planning on adding or i just havent found one yet or do the fungus have to be grown in a cave?
Faith Nov 23, 2023 @ 3:43am 
Yeah, the grot fightyness is bugged. Sometimes it gets lower through krumping wildlife and fighting etc... mostly it seems bugged. They don't ever seem to start scarps so I don't worry about it. I do however have a HUGE orc, ceramic two handed axe, Orc Ard helm, Ard chest piece, who is also a werewolf that is honestly a mooooonster. He shreds stuff.
Comically large scoot Nov 21, 2023 @ 2:20pm 
oi, is it normal that my orks act like grot? they are all like "its too dark" "i eat like a squig" "i slept on the ground" "i eaten another ork (it was a grot)" like they should bother about that and not about krumping the wildlife, also ork dont need a table they can just palm the food and chomp on it, i can get the grot are more sensitive about puny things like that but boys nobs and da boss?? they litterally drink gasoline why would they care??

punching grot dont really work, one day i got an grot that was like "i'm too sad to walk" i punched him, and it didn't wake him up

also i have some issue spawning new orks at the start of the game, my klan barely run for 4day bcs they end up krumping each other after getting rid of the wildlife, how are those gitz suposed to multiply?
sassythesasquatch(Real) Nov 20, 2023 @ 1:22am 
anyone else grots ain't fighting? when they are full of fightyness
Faith Nov 16, 2023 @ 7:41am 
the scrappin thing needs taking down a peg or two, (__) fightness and they just fly off. It shouldn't give them such a negative affect after losing a fight also.

Grots should come with Haul already ticked, they shouldn't need training. They should also spawn more frequently. Orcs are particularly lazy and slow (ritely so) but thats cause the grots make there world run. Atm early game x3 grots doing nothing, trying to handle everything is tedious.

Orcs need to be a little more hardy imo... watching one get wrecked by a tortoise in close game today was embarrasing. Regen or recovery from injury probably needs a multiplier also.

Great mod though, I do enjoy it.
Marksnow234 Sep 21, 2023 @ 2:23pm 
my bad, it wasnt the mod
Marksnow234 Sep 21, 2023 @ 1:56pm 
i have a question, is it a feature that orks cannot be recluted? cus like, i dont know if its my pc or not, sorry for being anoying
Tomoyboy Sep 5, 2023 @ 12:17am 
Is there a way to add modded recipes to the ork versions of some production benches? eg, vanilla expanded stews to the ork stove