RimWorld

RimWorld

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Rimhammer - The End Times - Dwarfs
 
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Mod, 1.0
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12.953 MB
Jun 1 @ 10:11am
Jun 17 @ 3:31pm
12 Change Notes ( view )

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Rimhammer - The End Times - Dwarfs

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Description
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.
-Quests.
-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://discordapp.com/channels/543200702755897354/543288479921209374

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

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Changelog
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1.0.0.4 2019-06-12
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Fixed image masking / color issues on a few of the dwarven doors. Tweaked male/female likeliness to make males no so prevalent.

1.0.0.3 2019-06-11
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Fixed an issue with the dwarven sculpting spot; should work normally now in terms of being reinstallable and have Build Copy functionality.

1.0.0.2 2019-06-10
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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.

1.0.0.1 2019-06-05
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Altered shield chances to take damage. It was way too high!

1.0.0.0 2019-06-02
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Release date.

0.1.0.0 2019-05-31
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Balanced all items against core. Considering development done.

0.0.1.0 2019-04-16
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Turned over to play testing team on Discord.

0.0.0.1 2018-12-28
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Development started.
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134 Comments
SickBoyWi  [author] 6 hours ago 
@buffsboy474 Yes to LotR, although there are some redundancies. Not 100% sure on the medieval mod, but you can give it a go. The code for the base Rimhammer The End Times mod is doing some of the same stuff that the Medieval mod is doing. If it tosses an error, it should be safe to ignore.
buffsboy474 7 hours ago 
Is this compatible with the Medieval Mod and LOTR mod?
Deathwalker9876 22 hours ago 
Great work man, looks really good.
SickBoyWi  [author] Jun 17 @ 3:34pm 
Hey @bell3636 The slayers will show up with caravans and what not. Sometime they'll be wearing helms, so it may not be obvious. They're all nudists, but the AI may put clothes on them if it's cold. The events that get you pawns have a random chance to be a slayer instead of a regular dwarf. So things like prisoner request quest, or downed refugee. If you play the slayer scenario, the chances of getting more slayers is higher.
SickBoyWi  [author] Jun 17 @ 3:32pm 
UPDATE:
1.0.0.5 2019-06-17
========================
Added miner helm, complete with it's own light and the ability to turn it on and off.
bell3636 Jun 16 @ 8:52am 
I'm absolutely in love with this mod. Thank you so much for your obvious hard work!

How do i come across Slayers? i haven't met any yet as visitors, or salves for sale. Are they a separate faction?

As for the Gyrocopters, there is a Cargo Pod Transport [1.0] Mod that may be an interesting inspiration to you for Gyrocopters, i know i always use it when i'm doing more futuristic games and it could be an interesting variation for the Dwarfs.
SickBoyWi  [author] Jun 15 @ 3:17pm 
@Peri - Some type of message bird isn't a bad idea. It'd be delayed messages with a chance for them never to arrive. Not sure how to implement that, but I think anything is doable.
@macc858 - Your opinion is noted. We discussed several ways to add gyros without having them flying around the map. The best idea yet is like slower transport pods that can be refueled at the destination and used to fly back. I don't see them being used on a player map as something that can be fought with; more of a global thing.
Gimrrin Jun 15 @ 5:26am 
I think that Gyrocopters are a good idea. If he can create it, it will be insanely good and funny
macc858 Jun 15 @ 3:33am 
plz dont add gyrocopters gona make things complicated as you then not only gota add in every flying creature for each race but may make the game broken and not ina good way as all you gota do is get a whole bunch of flyers make a caravan with erm go raid outposts also dwarfs had their own form of comunication through engineering and rune work dont need to steal skaven tech
Perimedion Jun 14 @ 4:20am 
I was looking around for a mod that adds recycling wooden weapons, didn't find anything sadly.

Uhhhh.....pigeons? I doubt dwarfs would use pigeons tho.
I suppose if gyrocopters are added, that would be a decent (also canonical) form of communication, but at that point magic might already be in.
But as for actually rapid communication, the only other alternative would be to nick skaven tech, which is about as contrary to the whole idea of playing as dwarfs as it gets.