RimWorld

RimWorld

335 ratings
Outer Rim - Core
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Mod, 1.4, 1.5
File Size
Posted
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34.660 MB
Jan 16, 2023 @ 2:39pm
Apr 15 @ 4:21pm
25 Change Notes ( view )

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Outer Rim - Core

In 2 collections by Neronix17
Outpost 21 Mods
50 items
Outer Rim
17 items
Description
Core module for Outer Rim, which is a modular Star Wars based mod series, contains most of the basics needed for the rest of the modules along with things that don't necessarily fit into any specific one. We're talking universal research, buildings, resource systems, materials, power, production, turrets, stuff that could be used by any other module as a crafting building or crafting ingredient.

So no, obviously this doesn't include Mandalorians, Clone Troopers or Lightsabers, those will be in their own modules if they're not already in the collection at the top of this description.

There's probably some stuff that isn't listed here in the description that is in the mod but we're talking a couple buildings I forgot about or added in an update. Not an entire force power system or faction with equipment, use common sense and figure it out, because I'm not going to answer every "does it have this in it??" question or we'll be here all day.














Combat Extended is not supported, if they patch this it's up to them to provide support.

Otherwise I am not aware of any incompatibilities. Other Star Wars mods should be compatible since everything I add tends to have a prefix in the defNames to prevent direct conflicts. However, I will not provide support for any issues with overlapping content.



List of mods that are recommended specifically for playing with alongside this mod:
  • Mod Medicine Patch - Allows modded medicine to show up in the Health tab for better control over what your pawns use!


I have done a decent amount of testing myself, but things will of course slip through the gaps. So...

If you have an issue to report you MUST include a HugsLib log (Ctrl+F12) or I can't help in most cases.


  • I have this great idea, will you do all the work?
    Nope, I have enough I want to do.
  • Does this mod follow Legends or Canon?
    The mod series follows its own lore as neither translates perfectly to RimWorld, that said it's primarily based on Canon with Legends where I want to include it, and rarely some fanon.
  • Why can't we have the All-In-One too?
    I'm not maintaining two versions of a mod and modularity is better for users with how RimWorld loads things.
  • How long has it taken to do all this by yourself?
    It's been in development since early 2019. So, a while.
  • Is this a Total Conversion?
    Nope! You can absolutely play it as one if you want to, but the end goal is more of an extension than replacement.
  • I can't find a specific building in the architect menu tab!
    This is one of the mods using my new sub-category system, which allows many more items to fit into a single architect tab, use the sub-category button to navigate the list of sub-categories.


- Neronix17 - Art, XML & C#.
- The creators of the used frameworks for those.
- Lucasfilm & Disney for the basis of this mod, Star Wars. All of it.

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.patreon.com]
Popular Discussions View All (1)
4
Nov 30, 2023 @ 12:54pm
Outer Rim modpack
Deleted Profile
237 Comments
ShamblerDK May 10 @ 9:08am 
What's the point of the underground pipes, if they can be destroyed easily with grenades and such? It makes it super annoying to feed weapons with tibanna, if they pipes are getting destroyed early combat.
Neronix17  [author] May 4 @ 10:34pm 
Not without just manually editing them in devmode.
SkeL May 4 @ 10:30pm 
Hi, there's any way to disable other factions from getting Ideology stuff from the Star Wars factions?
Farron Apr 27 @ 6:32am 
Thanks for the quick reply!
Neronix17  [author] Apr 27 @ 6:31am 
Yes.
Farron Apr 27 @ 6:31am 
Hey am I correct in assuming the Mineral Miner is essentially a resource generator?
Neronix17  [author] Apr 23 @ 9:17am 
There is no such thing as a tibanna geyser. You’re looking for the very much vanilla mechanic of scanning to find tibanna, just like you would for metals and the deep drill.
Meragin ∩ (◣_◢) ∩ Apr 23 @ 9:02am 
I cant find Tibnna geyser also in Dev mode i cant see to spawn it
open debug action menu >>>> spawn >>> spawn thing >>> and than i can spawn tibanna can and device
Neronix17  [author] Apr 21 @ 4:15pm 
It is, you're just ignoring the button for changing the sub-category in the Hypertech tab like you ignored the descriptions questions section.
John Dingle Apr 21 @ 4:05pm 
to build