306 ratings
Rimhammer - The End Times - Dwarfs
Mod, 1.0
File Size
23.694 MB
Jun 1, 2019 @ 10:11am
Feb 20 @ 2:36pm
38 Change Notes ( view )

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Rimhammer - The End Times - Dwarfs

THE 1.1 VERSION OF THIS MOD CAN BE FOUND HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=2016381892

This is the first extension of the base 'Rimhammer - The End Times' mod, and is intended to be used with the base mod; however, that isn't required.

This mod requires Jec's Tools, Jec's Doors Expanded, and Humanoid Alien Races 2.0 mods to be loaded before it. If you're using the base Rimhammer - The End Times mod, you should load that immediately after the previously mentioned two mods, and before this one. I recommend putting this mod after the mods I listed above, and before any other mods you have.

This mod adds Warhammer Dwarfs into Rimworld. Yes, in Warhammer it is 'Dwarfs', not 'Dwarves'! This mod includes Dwarven equipment, ale, and much more. Dwarfs also have the ability to settle impassable terrain!

A detailed list of things this extension adds are as follows:
-Warhammer Dwarfs as well as Slayers ( all with unique haircuts, beards, and body ).
-The ability for dwarves to settle on impassable mountain tiles.
-Warmachines: Bolt Thrower, Grudge Thrower, Cannon, Organ Gun, and Flame Cannon.
-Black Powder: Two new minable resources (Sulfur and Saltpeter) that can be combined with wood for charcoal, to make black powder. Used to build the cannon, organ gun, and flame cannon rounds.
-Armor, clothing, weapons, and equipment specific to the dwarfs.
-A new type of dwarf recreation activity: Admiring Gold - so leave a piece of gold sitting out with an open space around it, so the lads can get their much needed rec.
-A planter box ( essentially an unpowered and weaker hydroponic basin - perfect for growing stoneroot under the mountain )
-Special fermenting barrels.
-Dwarven Ale, and the famous Bugman's XXX Ale.
-Unique plants: Barley (for making dwarven ale and food) and Stoneroot ( a dwarven speciality crop that doesnt need light to grow, and has a long shelf life )
-Unique food: Stonebread ( made from stoneroot; has a long shelf life )
-Gromril ( an extremely strong dwarven speciality metal )
-100+ dwarven and slayer themed backstories.
-A few dwarven factions.
-New large dwarven research tree.
-Tons of dwarven themed names.
-Doors and gates.
-Dwarven statuary.
-Dwarven sarcophagus.
-Dwarven pillars for roof support, and beauty.

Current known issues:
-If you have a shield equipped, and you try to force equip a different one, there's an error that will destroy the shield you're attempting to equip. You have to manually unequip the first shield, then you can equip the new shield. I believe this is an error with JecsTools, I have an issue open regarding it on his GitHub.

Future Updates:
-Add more dwarven furniture.
-Add additional armor/helms.
-Runic weapons and items - ability to create them, and perhaps really strong ones from quests.
-Add victory conditions - Perhaps destroy a chaos portal somewhere.
-Implement The Book of Grudges.
-Add dwarven themed mental breaks and recreation activities.
-A CE patch.
-Gyrocoptor implementation.
-More beards, and hair cuts.
-More sculptures.
-Fix ale brewing so that they share a fermenting barrel.
-Gyrocoptor - perhaps as a transport pod like thing that is refuelable.
-Better ruins.

Special Thanks To:
-Discord member @Dino's Bar and Grill for making creature, door, and warmachine images. @Grelan for organizing and dealing with the Discord channel. @Kompad for some great config tips that saved me some real time and trouble. All the other Discord members for tossing ideas around, and playtesting.
-The Lord of the Rims series for inspiration, and some great examples to get me going. Same goes for [KV] Impassable Map Maker - 1.0.
-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 mod took hundreds hours of work, no joke.

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

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

Join the Discord channel: https://discord.gg/xGCGaXm

Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=48883.0

======================== 2019-07-30
Corrected gold amounts required to build all items. Also reduced some warmachine range to remove error from logs. 2019-07-13
Added crested slayer helmet, and specific research prerequisites for miner weapons and helmet. 2019-06-17
Added miner helm, complete with it's own light and the ability to turn it on and off. 2019-06-12
Fixed image masking / color issues on a few of the dwarven doors. Tweaked male/female likeliness to make males no so prevalent. 2019-06-11
Fixed an issue with the dwarven sculpting spot; should work normally now in terms of being reinstallable and have Build Copy functionality. 2019-06-10
Updated all armor and helmet images. Added Iron Breaker helmet and armor. Allow Slayers to wear all dwarven apparel; although they are still nudists, so would prefer not to. Made it so that any race can use dwarven weapons. Bulk stonebread can now be made on the stove furnace. 2019-06-05
Altered shield chances to take damage. It was way too high! 2019-06-02
Release date. 2019-05-31
Balanced all items against core. Considering development done. 2019-04-16
Turned over to play testing team on Discord. 2018-12-28
Development started.
Popular Discussions View All (1)
Feb 14 @ 11:57am
Sweaty Gopher
< >
SickBoyWi  [author] Jul 5 @ 12:50pm 
@Slides - If you're using the 1.1 version (this is the 1.0 version), then there's a handful of events that add dwarfs. The best way is in the 1.1 version, I added a new dwarven recruit caravan, you can buy between 3 and 5 pawns every time they should up. Otherwise there's wild dwarfs, lost miners joins event, and random wanderer joins events. If you have the base Rimhammer mod active, the Outcasts faction has dwarfs as a part of it too, so you can capture and recruit them. It depends on your game stage; later on in the game when you already have a bunch of pawns is to get out and do the prisoner map quests to free the captured dawi, and they will join.
Slides Jul 3 @ 4:06am 
Hey Sickboy, first I'd like to say how much I love this and your other mods! They're Top notch. But I do have a question, How does one go about getting other dwarfs to join the colony after starting the game? You've probably already answered this, But I can't seem to find where.
AddictedToMosh Jun 26 @ 2:46am 
@SickBoyWi tbh i dont really look at the log because i dont understand it...
SickBoyWi  [author] Jun 24 @ 6:03pm 
@Addicted - I'll make a note to try that in 1.1. I've never used that mod, but perhaps I can make them compatible. Do you get any errors in the log?
AddictedToMosh Jun 21 @ 1:43pm 
this mod does not work good with the pawnbold race. i dont know why but if u have both they mix up. The ogre mod get also the pawnbold look if that helps. after i removed the pawnbolds the dwarves looked like in your pictures.
SickBoyWi  [author] Jun 13 @ 5:26am 
@Fly666monkey - With the next release, dwarfs will have more clothing options. Related to your patch comment: The issue is that these dwarfs have a different body shape, so other clothes look weird. If you scan your local mod folder for the text: onlyUseRaceRestrictedApparel, there's a file called RH_TET_Dwarfs_AlienRace.xml. Just set the two onlyUseRaceRestrictedApparel entries to false instead of true for onlyUseRaceRestrictedApparel, and they will be able to wear anything. Note that it's in there twice. Once for dwarfs and once for slayers. You'll want to remove both so all the lads can wear whatever.
Fly666monkey Jun 4 @ 6:26pm 
May I make a request? Could you make a patch that gives Dwarfs standard pawn bodies so they can use normal clothing?
SickBoyWi  [author] May 4 @ 10:21am 
@Bargian - If you're using the Rimhammer base mod, yes. If you're using the Rimhammer WITH GUNS!! base mod, then no. Royalty is a spacer tech DLC. The rimhammer base mod forces the game into medieval times; they are not compatible. The Rimhammer WITH GUNS!! version leaves the tech stuff alone, so is compatible with Royalty DLC.
Bargian May 2 @ 11:40pm 
should i disable royality for this mod?
SickBoyWi  [author] Mar 12 @ 12:18pm 
@Gearhammer - Good point, now that you mention it. I haven't really had many dwarfs couples form even. I'll look into that.