RimWorld

RimWorld

Rimhammer - The End Times - With Guns!!
69 Comments
Kamen Rider Nexus May 1, 2020 @ 9:52am 
Ah, ok...sorry I didn't notice it...
SickBoyWi  [author] May 1, 2020 @ 4:47am 
@Kamen. Sorry. It was, I rereleased it in order to make sure no one had compatibility issues. https://steamcommunity.com/sharedfiles/filedetails/?id=2008718043
Kamen Rider Nexus Apr 25, 2020 @ 12:39pm 
Do you have an ETA as to when this will be updated. If not, that's fine, I just wanna know...
SickBoyWi  [author] Feb 27, 2020 @ 9:44am 
@tarrand54 - Working on it now! It'll be uploaded as a new mod when I have it done for 1.1.
SickBoyWi  [author] Feb 23, 2020 @ 5:04pm 
@EliteRexx - Yep!
EliteRexx Feb 23, 2020 @ 6:35am 
Hello There, does this mod still add the floor braziers & what not that the default Rimhammer mod adds?
SickBoyWi  [author] Jan 26, 2020 @ 5:48pm 
I'm uploading a fix now that should take care of the issue @CrazyOdd and @Iron_Skin mentioned.
viranto Jan 26, 2020 @ 5:19am 
Thanks for this version of the mod. I'm not a fan of lose something of the maingame. I like to have more. For me it is better then the medival mod.
Iron_Skin Jan 25, 2020 @ 1:11pm 
@SickBoyWi - I am also having CrazyOdd's issue. please fix soon <3
SickBoyWi  [author] Jan 21, 2020 @ 12:31pm 
@CrazyOdd - Shoot. I have to update this, since I added the recipe into the other Rimhammer mod (the medieval one). I'll make a note to get this updated. Should be in the next day or so.
Silent Service Jan 20, 2020 @ 2:46pm 
cant believe youve done this in about 40 hours, great work
CrazyOdd Jan 20, 2020 @ 10:14am 
Seems there is an issue, using this version of the normal Rimhammer core mod.
"Could not resolve cross-reference to Verse.RecipeDef named RH_TET_AdministerHealingPotion (wanter=recipes)" https://gist.github.com/85b7bae1d72dd88e83b0b9f341e6c768
SickBoyWi  [author] Nov 23, 2019 @ 8:36am 
Updated to the most recent version of the medieval mod. This will now add all kinds of things, as mentioned above.
SickBoyWi  [author] Nov 15, 2019 @ 9:11am 
@Roguesaber - When I release an update to this, there will be settings to control how far south the chaos wastes extend. Therefore you could push them really far north and south if you wanted. Ideally I'd do away with this mod, and have a setting in the other Rimhammer - The End Times mod that left the tech stuff alone. That's where this will go at some point here.
Roguesaber Nov 12, 2019 @ 6:27am 
Can we have a mod option to limit or randomize the Chaos Wastes and Wastelands?
Saul Nov 10, 2019 @ 5:55am 
By the way, Chaos Storm is not sure what kind of event.
Saul Nov 10, 2019 @ 5:53am 
Still, this mode works well. The best monster I've ever seen!
SickBoyWi  [author] Oct 29, 2019 @ 2:49pm 
This mod will get a big update once I finish the Beastmen mod. Stay tuned folks.
SickBoyWi  [author] Oct 29, 2019 @ 2:49pm 
POST IN THE DISCORD IF YOU NEED ASSISTANCE!
SickBoyWi  [author] Oct 29, 2019 @ 2:49pm 
@사울 Thanks!
@Etherdreamer - Not yet.
Emilie Sackenball Oct 26, 2019 @ 2:23am 
This have an CE compatibility inside?
Saul Jul 17, 2019 @ 7:29am 
i love this mod. not error character editer!
SickBoyWi  [author] Jul 12, 2019 @ 8:20am 
@solcrux - I have yet to add the mod settings to do that. It is on the list though. Once I finish the CE patch for the Dwarfs mod, I'll get to several little items, including that one. Stay tuned.
solcrux Jul 9, 2019 @ 5:20pm 
how to adjust the latitude of chaos waste spawn?
EvilNecroid Jun 13, 2019 @ 7:10pm 
sweeet
SickBoyWi  [author] Jun 13, 2019 @ 2:21pm 
@EvilNecroid - Maybe when I do Chaos I'll see if can have a spell that lets them conjure (or transform a pawn) into a spawn! Sounds fun.
@Sh33p - Any scenario that holds stuff from specific mods that were later unloaded will cause errors at start time. They don't really cause any other issues though, as long as you aren't actually playing that scenario.
EvilNecroid Jun 13, 2019 @ 8:10am 
would be cool if u could somehow release Chaos Spawns on an enemy raid :p
Unexpected Katz Jun 13, 2019 @ 12:17am 
Hmmm...now when you mention it - i was usin gcustom scenario, but i'm 100% certain nothing there was from rimhammer. I had geothermal research done and lowered colonist to pick from to 3 (from vanilla 8). Do you think it still could be issue just becasue it is custom?
SickBoyWi  [author] Jun 12, 2019 @ 9:30pm 
@Sh33p Perhaps you created a custom scenario? If you start the game and have custom scenarios that have things that no longer exist you'll see errors. Safe to ignore though if you aren't playing any of those scenarios.
Unexpected Katz Jun 12, 2019 @ 8:16am 
Okay okay, i managed to resolve that issue. I uinstalled rimworld and deleted all files left (both in steamapps and appdata/locallow) and no more red errors. Simple solutions are always the best. I hope it will help someone else too.
Unexpected Katz Jun 10, 2019 @ 9:51am 
This error occured in main menu just after game loaded up mods and was ready to load game (or start new). This was after i uninstalled rimhammer and rimhammer dwarfs, but it showed me that error like game thought this races should be in game, but they wasn't (which is true because i deleted this mod before this error). I am using that mod which manages non-vanilla factions. Alien framework something...maybe since your races don't need AlienTools (or whatever it is called), but yet it manages them regardless, it now goes crazy. It's not like it makes may game lag or freeze - i just thought it may be useful for you as mod creator.
Also i did started new colony after deleting rimhammer (that's pretty obvious, since i was playing on chaos wastes back then).
SickBoyWi  [author] Jun 10, 2019 @ 6:59am 
@Sh33p - If you're using a save file with these factions in it, you're boned. You'll have to start a new game when you remove the mods. The base Rimhammer mod that messes with the biomes will behave differently depending upon whether you load it before or after other mods that mess with the world map generation. If it isn't working how you like one way, try reversing the mod order on any world gen altering mods, and see the result that way. It'll definitely make a difference.
Unexpected Katz Jun 8, 2019 @ 7:17am 
Log for better insight:
Failed to find RimWorld.FactionDef named RH_TET_Dwarf_KarakMountain. There are 164 defs of this type loaded.
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:GetNamed(String, Boolean)
FactionControl.CustomFaction:get_FactionDef()
FactionControl.Main:Init()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch2(Object)
Verse.Root_Entry:Update()

It is same thing for all 3 races, but only 1st string change adequatly for race name.
Unexpected Katz Jun 8, 2019 @ 6:52am 
Any guide to uninstalling? After unchecking it from modlist and reloading game it shows red error with "failed to find rimworld.factiondef named RH_[there are few records: Dwarf_hill/mountain; chaos monster;]. There are 164 defs of this type loaded". I used both RimHammer Unlimited and other mod for dwarfs, but i wasn't interested by in on current stage.Also chaos wastes was a bit weird, as other mods does not work so well with modded biomes, unless there is patch. So i have to stick with vanilla locations for now.
So yeah, any solution to that error?
Double0racle Jun 7, 2019 @ 4:54pm 
EvilNecroid if you see this, it shouldn't be too hard to find the image for the chaos spawn, and either make a mod or just straight up replace the normal rimworld colonist images. I'm not the creator of this mod, I just happen to know that rimworld is pretty easy like that.
SickBoyWi  [author] Jun 4, 2019 @ 7:35am 
Not currently. There are no sentient ones. I am working on a chaos mod, which will have cultists, marauders, and chaos warriors. That's in the queue after Beastmen, Empire, Tomb Kings, and some others though.
EvilNecroid Jun 4, 2019 @ 6:34am 
so i cant play as these chaos pawns?
Koro Jun 3, 2019 @ 12:17pm 
Thanks for all the hard work.
SickBoyWi  [author] May 13, 2019 @ 6:31pm 
@EvilNecroid I'm almost done with Dwarfs. Then I think it's beastmen. Kompad has some basic mods out there for Chaos stuff. We're incorporating what he's done into race releases for this mod; as I get to them. The friggin' dwarfs have taken over 5 months of work now.
EvilNecroid May 13, 2019 @ 6:38am 
i just wanna be chaos
Demonlord09 May 11, 2019 @ 10:44am 
Fair enough. It didn't break anything that I know of, just showed that silly error every time a colonist grabbed a snack. You know, I read through your description when I first installed this mod and completely missed the discord link. I'll grab that for later.
SickBoyWi  [author] May 11, 2019 @ 5:32am 
Lol. Sorry. I wrote all that before looking at your second comment. It's definitely the Bones mod. It should be fixed.
SickBoyWi  [author] May 11, 2019 @ 5:31am 
@Demonlord I don't recognize that thing it's referencing: Thing_ROMB_Marrow. Is that coming from another mod? I added some null checks to the code, to account for things. Some mods add things that break the standard mold of how things done. It's hard to account for everything. I think the fix I just pushed will fix this. Have a go at it. Sorry for the issues. I appreciate you sending me the errors. I have some playtesters on Discord, and I've tested the crap out of this; it's just impossible to account for every other mod out there.
Demonlord09 May 10, 2019 @ 9:11am 
Seems to be a minor conflict between Rimhammer and the Rim of Madness - Bones mod. At least, I think so. Saw this late last night every time a pawn tried to eat Bone Marrow from said mod. What I don't understand is what would be conflicting between the two.
Demonlord09 May 10, 2019 @ 9:10am 
Next up on the list of silly half-broken things:
JobDriver threw exception in initAction for pawn Sharr driver=JobDriver_Ingest (toilIndex=14) driver.job=(Ingest (Job_3146270) A=Thing_ROMB_Marrow870391 B=(165, 0, 157)) lastJobGiver=RimWorld.JobGiver_GetFood
System.NullReferenceException: Object reference not set to an instance of an object
at TheEndTimes.Harmony_Ingested.IsChaosMeat (Verse.ThingDef) <0x00019>
at TheEndTimes.Harmony_Ingested.Ingested_PostFix (Verse.Thing,single&,Verse.Pawn) <0x000fd>
at (wrapper dynamic-method) Verse.Thing.Ingested_Patch1 (object,Verse.Pawn,single) <0x005f5>
at RimWorld.Toils_Ingest/<FinalizeIngest>cAnonStorey9.<>m0 () <0x00404>
at Verse.AI.JobDriver.TryActuallyStartNextToil () <0x0071f>
SickBoyWi  [author] May 9, 2019 @ 5:24pm 
The chaos storm frequency is similar to the fallout event, except it can happen right from the start whereas the fallout event won't happen for a certain amount of time.
Demonlord09 May 9, 2019 @ 5:03pm 
Will that impact the other mod that adds coal to regular biomes?
Also, how often are the chaos storms? I actually did start a save in the wastes a while ago but I never actually saw one of the storms or the freaks that they create.

https://steamcommunity.com/sharedfiles/filedetails/?id=1619943968
SickBoyWi  [author] May 9, 2019 @ 10:09am 
Nice! It's a tough biome to live in. At least it was before I added coal. All the updates that I put into the medieval version will be updating to this version shortly. It adds coal, a fueled stove for heat, braziers, wall lights, a bad ass razorgor; plus the chaos guys are a hidden faction now, and will attack you with Spawns and Razorgor. It won't break your save to get the new version, but you will have to go to a new map to get coal. Most of those things don't really matter in a non-medieval game, since you can get electricity anyways, but I want to keep the two versions of the mod in sync.
Demonlord09 May 9, 2019 @ 9:27am 
Cool. You work fast. I think I'll try making a caravan down to the chaos wastes and setting up shop in there.
SickBoyWi  [author] May 9, 2019 @ 7:53am 
@Demonlord09 Should be all set.