RimWorld

RimWorld

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Star Wars KotOR Resources and Materials
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Mod, 1.5
File Size
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158.659 MB
May 25, 2024 @ 1:42pm
Apr 29 @ 5:59pm
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Star Wars KotOR Resources and Materials

In 1 collection by guy762
[OFFICIAL 1.5] Star Wars Knights of the Outer Rim (KotOR)
17 items
Description
[github.com]
Adds resources, crafting materials, consumables, and other items from across the Star Wars universe. This is also a shared asset and (temporary) code repository for the Knights of the Outer Rim project.


Things this mod adds: Kolto, Spice & Deathsticks, Durasteel, Bronzium, Cortosis, Mandalorian Iron & Beskar, Rhydonium, Tibanna gas & plasma ammo, new "Ultra" Components, Stygium crystals, Armorweave, Credits, Duracrete, Medpacs, Stimulants, cantina decorations and band instruments, and Sith furniture drawn by Sovereign!


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- Cortosis, Mandalorian Iron, and Rhydonium asteroids will spawn in orbit!
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EXTRA MOD COMPATIBILITY:
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- Save Our Ship 2: The Ship Cloaking Device has been patched to require 25 Stygium crystals when constructing
- RimNauts 2: Three new types of Asteroid have been added: Mandalorian Iron/Beskar, Cortosis, and Rhydonium

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IMPORTANT PATCHES:
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- REBALANCED PLASTEEL: this mod patches the stats and availability of vanilla Plasteel to be closer to its portrayal in Star Wars lore. it is now cheaper, its ore is easier to find, and it is easier to use as a crafting material. however, it also has a smaller hit point modifier (which is still higher than vanilla Steel's). This can be disabled in the new mod options menu!
- SoS2 Ship Cloaking Device - the crafting recipe for these have been patched to require 25 Stygium crystals. This can be disabled in the new mod options menu!

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KNOWN ISSUES:
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- Pick Up And Haul mod - Pawns will be unable to pick up stacks of Credits while using this mod. To work around this, I've added a mod options menu toggle that fixes it, at the cost of adding a (very small) weight value to Credits.

- Some users may be unable to scroll down in the vanilla research UI when on the SWKotOR tab, cutting off some of the research projects from view. I have zero clue what to do about this other than recommending a research UI overhaul mod since I think this is a base game issue, and my research projects & tab seem to be set up correctly in xml. TO FIX THIS I strongly recommend using this mod or another research screen overhaul mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3263594757

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ADDITIONAL NOTES:
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- ABOUT GITHUB FILES: some users have been getting RimPy errors for missing dependencies after previous updates removed them (like the one from February that removed the JecsTools requirement). I guess RimPy doesn't update mod dependency lists that often, and I thought it might be because it's reading the listed dependencies on the Steam workshop page rather than the mod's About.xml. I put the mod files on Github so they don't have to download it through Steam which hopefully will prevent people from getting these errors whenever I remove a dependency






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CREDITS:
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MajesticMadman - drew most of the initial content for this mod
kaitorisenkou - coded many things so this mod was possible
Sovereign - donated the excellent Spice textures as well as some TOR Imperial furniture
Lee - coded many things and did lots of bug fixing
SmartKar - wrote the "running beam" and "bouncing projectile" code for AthenaFramework that is now included in this mod
Immortalus - drew the Sith Lord apparel and lightsabers
Slamurmum - commissioned and donated the Sith Lord apparel and lightsabers
NelsonArts - additional art
guy762 - drew everything else, wrote most xml

The Sound Departments for KotOR 1&2, Jedi Outcast & Jedi Academy, Battlefront 1, Republic Commando, and especially David W. Collins - it wouldn't be Star Wars without the sound effects!
KotOR 1's 2D GUI artist Rob Sugama - 75% of this mod (and future content) is based off of the tiny 48x UI sprites from the original two games

Jecrell - Projectile deflection code and associated XMLs which this mod will now be "forking" instead of having a hard requirement for JecsTools.


SPECIAL THANKS:
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Alite - took over management of vital AthenaFramework code which let us remove it as a requirement for KotOR Weapons & Armor!

strategywiki.org's KotOR 1&2 walkthrough guides - amazing source of information on the original games. Seriously, whoever ripped all the item sprites deserves a raise!

Sithspecter's KotOR 1&2 High Quality Blaster mods - I tried not to copy this amazing work *too* closely, but it was still a spectacular reference to have while drawing all of this!

David Hibbeln, Derek Watts, and the rest of the KotOR 1 Art Department - I love the KotOR 1 art direction so much I made this mod. It inspired me with wonder when I was a kid and it still inspires me today.

Aelanna in the Rimworld discord - helped me write the C# component of the "ionization" code and gave me a working example of what I was trying to do to base it off of

Mile's Save Thing As Image mod - I actually did use this for the promo imagery, very handy!



Our other mods:


[ko-fi.com]
Popular Discussions View All (1)
0
Mar 5 @ 8:22pm
Ship chunks black outlines are too big
tbone -iwnl-
108 Comments
guy762  [author] May 7 @ 1:02pm 
@Souvlaki @klemenza66 understood, I have *some* vague idea on what section of the mod might be causing the errors, I'll have to play around with it some more though. most of the other KotOR mods probably aren't broken on Linux themselves, it's just that this one is the one that contains all the custom code and is a requirement for everything except Xenotypes and Lee's mods

@Ganja the Barman nope, it's an additional 'superior' material that's mostly there for crafting higher-tech stuff

@Aranador it's a known issue with the base game's code, I recommend using ResearchPal (https://steamcommunity.com/sharedfiles/filedetails/?id=3263594757) or any other research screen UI overhaul mod

@HyperionGM could be a mod conflict of some kind, are you using Pick Up And Haul or any mod that affects stack sizes?
klemenza66 May 5 @ 1:10am 
@Souvlasky, same here
Ganja the Barman May 4 @ 5:55am 
Is durasteel supposed to replace the base game's steel?
Souvlaki May 1 @ 10:47pm 
I just wanted to update my earlier comments, while the mod will load in windows compatibility mode, it does not get past the scenario selection screen. Clicking the button does nothing. I'm running with only KotOR bare minimum mods and nothing else. Also in native Linux mode Star Wars Xenotypes loads fine, but once I add this mod everything breaks and it has multiple critical errors (not finding resources) on load and removes all mods.
Aranador Apr 20 @ 4:22am 
As this is sort of the 'core' mod for the KotOR mods, I am posting this here : The tech tree with all the mod family is very very tall, and Rimworld's tech tree vertical scroll bar is still broken - making it extremely difficult to browse and select research. Does anyone have a neat-o fix for this issue ?
HyperionGM Apr 18 @ 12:02pm 
It seems like credits can only be moved like 75 at a time by pawns from what I've experienced. Which given how they function is kinda massive impediment to using them at all.
guy762  [author] Apr 2 @ 4:54pm 
@Souvlaki I see, I was testing on xUbuntu but I'll see if its any different on Mint instead. that error is just a missing reference message for some unreleased stuff, should be safe to ignore for now. thank you so much for the feedback!
Souvlaki Apr 2 @ 11:39am 
BTW, I'm using Linux Mint as I saw you were asking for that info.
Souvlaki Apr 2 @ 11:34am 
@guy763 I just tested and removing ThingDefs_LightsaberParts.xml did not help the situation on LInux. It still blew a gasket and disabled all mods. I will mention though, that running in compatibility mode using Proton works fairly well and I only get the following error: Could not resolve cross-reference: No Verse.DamageDef named guy762_ExplosiveDamage_knockback found to give to Verse.ProjectileProperties Verse.ProjectileProperties
guy762  [author] Mar 28 @ 10:54pm 
UPDATE: I have discovered that the culprit of the Linux crashes is this specific file:

3254370945\1.5\Defs\ThingDefs_Items\ThingDefs_LightsaberParts.xml

if you delete this file, then you *should* be able to load into the game when only running KotOR Core + dependencies, though there will be lots of missing reference errors. I do not yet know why this file is causing the game to crash, but if anyone else wants to investigate, we now know where to start looking