RimWorld

RimWorld

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CVN/GrimWorld 40,000 - Ocularis Terribus
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Mod, 1.5
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3.366 MB
May 17 @ 11:37pm
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CVN/GrimWorld 40,000 - Ocularis Terribus

Description
“ENOUGH FIRE IN THE RIGHT PLACE CAN SOLVE ANY PROBLEM.”





This is the new framework for the Grimworld 40,000 mod series.

Ocularis Terribus will eventually become the primary framework for GrimWorld in the coming months. It aims to fully replace the current framework.

This has code sourced by both Grimworld and Coventech in a partnership and as such this has minimal content on it's own. It only adds core functionalities leveraged by other mods in the series.

Any content added can be subjected to changes in the future as we look in to ways to improve our mod and contents.


This mod is a framework, and as such it adds minimal content besides functionalities that are pulled by the mods that use it as a dependancy. Besides code, there may be a few icons and minimal textures for each of the following assemblies. Author's names are noted to each assembly's nicknames.

  • Animal comp (by Sandwish) - Allows units to have bonuses from terrain types (applies a hediff based on terrain and/or weather).

  • BM Apparel set ( by BlackMarket420 & Taranchuk) - A special code which grants a pawn a hediff when they're wearing a specific set or combination of clothes.

  • BM Heavy weapons (by BlackMarket420 & Taranchuk) - Allows weapons to have custom requirements, such as special apparel such as backpacks, ammo from these apparels and more.

  • CloneVat (by Lee) - Allows the creation of clones from nothing besides a building/structure, for specific xenos aplications.

  • Coloring tool (by Maxim) - A special apparel tool that allows switching between multiple masks and the application of up to 3 colors per item, in a custom interface.

  • Custom research blueprint (by Epsilon) - A custom made research blueprint utilized as a requirement for researches without the use of the Royalty DLC as a requirement for the mod series.

  • Damage tiers (by Taranchuk) - Code for special grav weapons. Scales the damage of a weapon with the weight the target, up to a certain limit.

  • Deployable utility (by BlackMarket420 & Taranchuk) - Allows custom weapons that can be deployable as utility structures (weapons that can be carried and used by a pawn, but that can also be deployed as mannable turrets).

  • Eridanus quests (by Eridanus) - Lets a player set their parent faction, while better directing and helping the player to receive appropriate quests/relations through it.

  • Explosive jump (by Sandwish) - A special code which grants a pawn with specific apparel the ability to jump and deal damage on landing.

  • Homing projectile (by Taranchuk) - Allows for the creation of homing projectiles that can follow targets.

  • Parry shield system (by Sandwish) - Shields which can parry, reflect melee/range attacks and negate damage in melee combat.

  • Psy damage (by Sandwish) - Code for special psy weapons. Add properties to scale damage of a weapon with the "psy sensitivity" of target or wielder.

  • Shields and weapons tag system (by Sandwish) - A custom tag system that allows your pawns to equip shields without additional mods. These shields stay hidden until the pawn is drafted.

  • Shotgun pellet system (by Taranchuk & BlackMarket420) - Adds a verb that adds copies of the projectile to the initial shot with equal stats, to better emulate "shotgun fire".

  • Taranchuk's laser code (by Taranchuk) - Adds options for the addition any kind of beam, sustained, pulse, among others for projectiles; with perameters to customize these to the specifics of the weapon, such as sweeping, hitbox size, speed, life time, and more.

  • Weapons switch code (by Blackmarket420) - Weapons which can switch between being uses, becoming range or melee at the pressing of a button.



Q: What does this mod adds to my game?
A: This is a framework. It houses code integrations from both CVN and GrimWorld. This doesn't add any content directly to your game.

Q: Can I use this when making my own mods?
A: This framework can be used by anyone, if something is interesting for you, feel free to include this framework on the required list for you mod. Keep in mind, taking the dlls or other assemblies out of this mod for your own content isn't allowed.

Q: Discord server?
A: Sure, here are the joining links for Coventech's Discord server[discord.com] and for GrimWorld's Discord server[discord.gg].

Q: Will you keep updating this mod?
A: Yes, but this is a framework and it will only receive code.

Q: I'm having Linux incompatibilities or my Linux version is not working properly with this framework.
A: Linux users may need to use ProtonDB. This is due to an issue in the painting tool.

Q: Is this mod Combat Extended compatible?
A: Sir, this is a framework.

Q: What about GrimWorld, are new mods planned for the GrimWorld series? What are the next updates for it?
A: Yes, you can take a look at GrimWorld's publicly released roadmap. More information can be seen in our discord servers, together with spoilers!

Q: I prefer Github or I want a Github repository, can I have it?
A: Yes, you can get mods through GrimWorld project's Github page[github.com].


Specifics of each contributor noted next to each assembly's nicknames.

ShunTheWitch: Coding Lead, mod manager & Coventech's Witch.

Eridanus: Coding and C#

Maxim: Coding and C#

Sandwish: Coding and C#

Taranchuk: Coding and C#

Blackmarket420



Special links
Coventech
JerryTheCultist's Ko-fi page[ko-fi.com]
Shun The Witch's Ko-fi page[ko-fi.com]
Coventech's Discord server[discord.com]

GrimWorld
GrimWorld's Patreon page[patreon.com]
GrimWorld's Discord server[discord.gg]
Eridanus's game making Discord server[discord.gg]

[discord.gg]

In case of errors or other problems, please write in the comments or on the discord, reach the team in the questions section.
8 Comments
ShunTheWitch  [author] 19 hours ago 
@Sunlight88
So the defs would be the same for most things so it should generally be fine once things switch over however swapping right now would not be since we have not updated the various modules yet, tho I will say both cores can load at the same time iirc.
so in the small window between switching over when some modules have (iirc bloodpact will be first) means we'll have to see.
Sunlight88 19 hours ago 
@ShunTheWitch: I am already using Grimworld 40,000 right now. So, if you change cores or fuse the mentioned mods, will I be able to continue my current save or will it break? I will need to freeze my mod list then.. Thanks :-}
ShunTheWitch  [author] May 19 @ 6:19pm 
Description already answers that, it will become the primary core for grimworld in the coming months, it houses code integrations from both CVN and Grimworld.
O'Seven May 19 @ 6:17pm 
So,what's the function of this mod?
Is it the core of another series of mods?
Is it related to the existing Grimworld 40,000 mod?
刀刀闪 May 18 @ 9:09pm 
Awesome work!
rout May 18 @ 11:24am 
Awesome work!
Yashka PivoBeer May 18 @ 3:47am 
We can expect an analog mod Corruption in the near future?
Capitano Foxy May 18 @ 2:32am 
Keep the Good work