RimWorld

RimWorld

95 ratings
Playable Feral Orkz
   
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Mod, 1.0, 1.1, 1.2, 1.3
File Size
Posted
Updated
7.983 MB
Oct 20, 2018 @ 12:38pm
Sep 3, 2021 @ 9:01am
14 Change Notes ( view )

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Playable Feral Orkz

Description
V1.5
WAAAAAAAAAAAAAAAAAAAAGH!

Requires new start or something akin to Orians Faction Disovery.
Adds Warhammer Fantasy themed playable Feral Orks, neolithic/medieval weapons only.

Inbuilt Combat Extended Compatibility

Requires
Humanoid Alien Races 2.0

Contents
Races:
Humanlikes - Feral Orkz & Grotz
Animals - Squigs & Snotlings

Factions:
Feral Orkz

Scenarios:
Lost Ork Klan (Tribal Ork Start)

Weapons:
Crude Choppa
Choppa
Big Choppa

Apparel/Armour:
Orkish Light Armour
Orkish Eavy Armour
Tribal Cloak

Plants:
Orkoid Fungus (Fungal Spores)
Orkoid Fungal Cocoon (Fungal Spores)

Incedents:
Orkoid Fungal Sprouts (Fungal Spores)

Mechanics:
Fungal Spores: Based on LingLuo's Plant Human
All Orkoid races are symbiotic with species of fungus. In fact, all of them grow from the same spores - depending on conditions the same spore may grow to a mighty Warboss or a harmless fungi. In this way, Orkoids are not just a race, but a whole ecosystem in itself. When harvested, these plants have a chance of spawning orkoid creatures

Weirdboyz: TheForce & Rimworld of Magic Intergration
A Weirdboy (pl. Weirdboyz), also known as a Wyrdboy among Feral Orks, is one of the Orks' psykers, unique in that he acts as a psychic sponge, absorbing and channeling the natural psychic energies constantly emanated by other Orks. Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby Greenskins.Weirdboyz are the only orkz that can generate with traits from Jec's TheForce mod or Magic traits from Torann's Rimworld of Magic(Torann's Magiic currently does not respect this, however its next update should rectify that).

Github[github.com]

currently Not compatible with my other mods
151 Comments
Ciaphas Cain Nov 10, 2023 @ 1:28am 
Hello, are you alive? can you please update the mod under 1.4?
Warmonger Apr 7, 2023 @ 3:22pm 
1.4 please.
Fru Aug 20, 2022 @ 8:44am 
It seems that the error from when I last tried this (with a different mod list) exists. Pawns can't be assigned jobs with this mod enabled.

RimWorld.JobGiver_Work.RimWorld.JobGiver_Work.TryIssueJobPackage_Patch2(RimWorld.JobGiver_Work,Verse.Pawn,Verse.AI.JobIssueParams)
PremierVader Jul 25, 2022 @ 8:50am 
Hey Ogliss I understand man, the O21 guy is kind of toxic. Anyways your mod is great and already has all the functionalities I was hoping for after play testing it. 33% stronger seems about right. Orks is big and Orks is strong (also they tend to brawl a lot which is hilarious)!
Ogliss  [author] Jul 10, 2022 @ 3:26am 
@PremierVader
This mod doesnt get developed as im afraid i have little to no interest in AOS/Fantasy warhammer, its a simplifed rip of my 40k orkz, minus the tech stuff and a large chunk of their custom functionality that was added after the inital rip.
Due to previous issues with the author, i do not, nor will i ever make use of or support O21 content in any capacity, as a matter of principle, it is also totally unnecessary as they already have a similar healing ability, including being able to regrow limbs and organs given enough time and food.
As for how `Strong` they are, its difficult to quantify, in 40k tabletop, which is what i use as a guide, your average ork is roughly 33% stronger than the average guardsman, so thats what i aimed for.

@snotlingenjoyer2005
https://gyazo.com/9c114dec57e57f276e7471e0d4a9b5bb
never seen anything about them being the most common, sounds more like your own headcannon to me!, but thats also why you can control it via the mods options
PremierVader Jul 10, 2022 @ 2:56am 
Hey so how strong are the Orks in this mod really? Can you also give them much faster healing using the 021 Tollbox and make them tend to get into social fights more often? Also making them not care about comfort and beauty at all would be nice. The fast auto healing would make them rugged survivalists as they should be but if too many survive then you have more mouths to feed and are forced to go to war constantly! I think that would be very Orky.
Raditz the GOAT Jul 1, 2022 @ 11:45pm 
Idea: Snotling's as the most common spore creature because they are in lore :steamhappy:
Ogliss  [author] Jun 4, 2022 @ 11:40pm 
@альберт
of course, feel free to

@Dilligaf
that sounds most likely to be a conflict between those mods, and Walking Problem's `Advanced Animal Framework`, which is included to power the snotlings and their behavior, though ive never used either of those mods, or this one in a playthrough myself

@ianrmoore
sounds like some sorta confluict, but with what, i have no clue

@Misir88
just tweak the power and cooldown values in the <tools> section of the Choppaz thingdef

@Delta1138
very possible, this mod is effectivly a hacked up version of my 40k orkz mod(most of the functionality is in the Armoury), i probobly just missed a file from the armoury when i was porting it out to this

@Hydromancerx
re the serf mod, as you seem to have summised,.its most likely AAF related issues, ive left a more detailed comment on that mods page
re the research issue, only orkz and grotz can do orkoid research, its HAR functionality and totally intentional

@wazskav
ruddy little gitz!
Альбертус О'Брайн Jun 4, 2022 @ 2:30pm 
Hello! Great mod! Do you mind if I make a public Russian translation for the mod?
Dilligaf May 23, 2022 @ 7:58am 
Not sure how, but for me this mod completely naffs up Misc Craftable Robots and Replace Stuff

Craftable Robots will, despite having skill level 20 in construction, only create Awful or Poor furniture - but strangely workbench items are all either Masterwork or Legendary as they should be.

Replace Stuff usually ends up destroying the item before replacing, and things with pawn assignment like beds always get destroyed and lose their assignment.

Over-the-Wall stuff like vents, coolers and wall-lights often destroy the wall underneath and end up floating in mid air.

Not sure what in this mod would cause those effects but it does - pity, I was enjoying the swarms of greenskinz assaulting my base... made so many lovely grotskin coats, traders loved 'em.