37 ratings
Adeptus Mechanicus Magos Xenobiologis (Playable Orkoids)
Mod, 1.0
File Size
6.795 MB
Oct 17, 2018 @ 2:58pm
Mar 17 @ 2:22am
16 Change Notes ( view )

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Adeptus Mechanicus Magos Xenobiologis (Playable Orkoids)

In 1 collection by Ogliss
Adeptus Mechanicus Collection
8 items
Adds plyable WH40k Orks
Requires new start or a faction manager mod to have faction bases on the world map.

This mod includes a compatability patch for the latest version of Combat Extended. Thanks for the assistance Saebbi!

Orks - Humanlike
Grots - Humanlike
Snotlings - Advanced Animal
Squigs - Animal

Ork Armour
Ork 'Eavy Armour
Ork Mega Armour

Stikkbomb Packs (Frag, Krak, Tankbusta)

Orkoid Fungus - the symbiotic fungus that is essential the orkoid ecosystem, it is a source of food, Squigs, Snotlings, Grots and Orks
Orkoid Cocoons

Ork Crafting Supplies
Ork Fermenting Barrel (Many Thanks to the CuproPanda's Drinks Team Cupro, Kubouch, and dismarzero for their Fermenting code)

Orkoid Fungus - a food
Ork Waart - made from Orkoid Fungus and used for brewing Grog
Ork Grog - Orkish alcohol....
Ork Bitz - basic orkish crafting material
Ork Komponent - Orkish components

Symbiotic Fungus - All Orkoids originate from the same strain of fungal spores, which can mature into a might warboss, or a tiny mushroom.

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

Humanoid Alien Races 2.0
Adeptus Mechanicus: Armoury R1.0

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

Other Versions
B19 Version HERE
Feral Orkz ONLY!

Other Playable Races

Adeptus Mechanicus: Magos Xenobiologis (Playable Tau)

Adeptus Mechanicus: Magos Xenobiologis (Playable Eldar)

you have my full permission to rebalance/patch/translate this mod, just please link back to the original :)

Problems? Questions? Comments? Got something youd like to see added to the mod?
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Ogliss  [author] Jun 16 @ 5:51pm 
the last time this mod was updated was the 17th of march, so i think its unlikely that anythings changed on this end,

if you post a hugslib log i can have a look and see if i can see what the cause might be, its the share logs button in the error log window.

you dont have rimhammer installed do you? the author used my mods as a base for rimhammer, which causes alot of conflicts if you try to use both atogeather
Super_Obese_Cow Jun 16 @ 5:47pm 
Hey, Not sure why but any colonist wearing ork armour suddenly has a neon pink square following them. I think the sprite for it is broken, curious if this is something you already know about.
darkzero Jun 12 @ 2:48pm 
Interesting. One of my other races was able to grow a grotling. O_o
Ogliss  [author] Jun 12 @ 1:03pm 
Thank you, Glad your enjoying the mods!
darkzero Jun 12 @ 1:02pm 
Thank you. Love all your content. ^_^
Ogliss  [author] Jun 12 @ 1:01pm 
Yeah it should do, been awhile since i did it but im pretty certain it should
darkzero Jun 12 @ 12:55pm 
Last question. Does this mod integrate rim world of magic/The force to create Weirdboyz? I noticed the feral ork mod does. I assume it does as well, but it never hurts to ask.
Ogliss  [author] Jun 12 @ 12:45pm 
haha, i havent tried playing both my 40k mods with the AVP mod yet, good to hear it seems ot be behaving well enough!
darkzero Jun 12 @ 12:43pm 
Haha. Yeah. I'm using your other mods too. My research menu has so many tabs. But everything plays nice together. Moreless.

My game is a hellscape of orks, Preadators, Xenomorphs, Eldrich horrors, Asari, Rogue androids and magic users(From a rim world of magic). Its hilarious.
Ogliss  [author] Jun 12 @ 12:28pm 
oh god....zombie orkz......
your lucky i havent implemented a spore cloud on death yet :D