RimWorld

RimWorld

Ancient Rim - core
122 Comments
TurtleShroom Jun 25 @ 6:24pm 
I have continued this Mod for V1.6 as part of the Ancient Rims Mod: https://www.steamcommunity.com/sharedfiles/filedetails/?id=3507862392 .
GangsterGary2024 Mar 28, 2022 @ 7:05pm 
how does copper work? I have a fueled smelter but i cant do anything with the copper ive collected and when i try to lay power lines it says i need a different kind of copper
Mlie Apr 15, 2021 @ 1:35pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2458180650
Hope this helps anyone!
jasonstuart921 Mar 23, 2021 @ 12:28am 
please update it would be well appreciated
Earl of Wessex Jan 2, 2021 @ 11:53am 
Does anyone have the expertise to port this to 1.2?
Earl of Wessex Dec 4, 2020 @ 1:12am 
If you could update this, it would be grand! Thank you!
GrimoireODS Nov 18, 2020 @ 1:08pm 
Hee man could you make this compatible with HCSK if you ever update https://github.com/skyarkhangel/Hardcore-SK .
76561198037870106 Oct 9, 2020 @ 7:27am 
update hombre
dylob Oct 3, 2020 @ 4:35am 
update
Slamurmum Sep 25, 2020 @ 7:45am 
Someone please update to 1.2 :/
Zer0 Aug 28, 2020 @ 3:40am 
It seems to work but, it's not populating into the world for me. Tried the game for 2 days and there was some crashes but not sure if it was this mod as i had to force quit or let it catch up. Rimworld asks to add colonies during game play and the messages says error.
Kepi Aug 15, 2020 @ 4:44am 
1.2?
Wayfarer Aug 4, 2020 @ 12:23am 
I'm having an error with the pawnapparelgenerator, apparently I can't generate new worlds because of it? It was working a few days ago, only mod I added to the list was universal fermentation.
☭ Karl Marx ☭ May 19, 2020 @ 7:16pm 
is this mod compatiable with ongoing games
(≡◉‿‿◉≡) Apr 15, 2020 @ 2:49pm 
Does the mod removes modern stuff? such as guns
koni  [author] Mar 15, 2020 @ 5:06am 
@Micro Jordan: With that mod list it will take a while to find out.
@Tinker Tailor: I don't have discord or similar things. I think the easiest way to report bugs is to start a new discussion here or comment at my mod page in the ludeon forums if you have an account there.
the_c0rpsman Mar 11, 2020 @ 12:32pm 
Hi Koni, great stuff you're working on. Is there a place (like a discord) to report bugs? I've found some bugs when it comes to stuff like weaponry not properly being classified as weaponry in the game, armors not being sold-able/bought-able by traders, masterwork stuff not properly having art labels, and sieges with sandbags (I think my most recent game save was broken due to a siege).
Bareback Hussein Obama Mar 5, 2020 @ 8:48pm 
i only did it once with this mod list. DyneDenethor's 1.1 Working Mod List
koni  [author] Mar 2, 2020 @ 1:51am 
@Micro Jordan: Because it seems like you are the only one with game changing bugs you may help me to fix them. Please answer the following questions to narrow down to a solution:
Maybe there is a mod incompatibility. Can I see your mod list please?
Does this error occur with my faction mods disabled?
How often did this error occur?
And did the game crash/black screen/etc.?
koni  [author] Mar 2, 2020 @ 1:44am 
@Dizzy Ioeuy : Please check the change log.
PS: Because JecsTools is in 1.1 now shields will be back soon.
Dizzy Ioeuy Mar 1, 2020 @ 12:59pm 
Are the shields still in this mod? I don't see them.
koni  [author] Mar 1, 2020 @ 8:30am 
@Micro Jordan: At the moment I don’t know what to do against this. In my test runs this error occurs once in a while and I didn’t found out why. Still thanks for reporting.
@Kappi: Oh, cool. Then I’m going to re-implement stuff..
Kepi Mar 1, 2020 @ 8:02am 
btw jecs tools are updated
Bareback Hussein Obama Feb 29, 2020 @ 9:46am 
was playing for a few hours, then it looks like the game tried to spawn a pawn or something and just started shooting all these red error messages in dev menu
koni  [author] Feb 29, 2020 @ 12:16am 
When did this happen?
Bareback Hussein Obama Feb 28, 2020 @ 10:32pm 
something is jacked up
Bareback Hussein Obama Feb 28, 2020 @ 10:31pm 
RandomElementByWeight with totalWeight=0 - use TryRandomElementByWeight.
Verse.Log:Error(String, Boolean)
Verse.GenCollection:RandomElementByWeight(IEnumerable`1, Func`2)
RimWorld.PawnApparelGenerator:DMD<DMD<GenerateWorkingPossibleApparelSetFor_Patch0>?-492493696::GenerateWorkingPossibleApparelSetFor_Patch0>(Pawn, Single, List`1)
RimWorld.PawnApparelGenerator:DMD<DMD<GenerateStartingApparelFor_Patch2>?-1977384960::GenerateStartingApparelFor_Patch2>(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:DMD<DMD<GenerateGearFor_Patch1>?1598516608::GenerateGearFor_Patch1>(Pawn, PawnGenerationRequest)
Verse.PawnGenerator:DMD<DMD<TryGenerateNewPawnInternal_Patch0>?-1033610496::TryGenerateNewPawnInternal_Patch0>(PawnGenerationRequest&, String&, Boolean, Boolean)
Bareback Hussein Obama Feb 28, 2020 @ 10:31pm 
Could not get new name (first rule pack: NamerPersonGreece)
Verse.Log:Error(String, Boolean)
RimWorld.NameGenerator:GenerateName(GrammarRequest, Predicate`1, Boolean, String, String)
RimWorld.NameGenerator:GenerateName(RulePackDef, Predicate`1, Boolean, String, String)
RimWorld.PawnBioAndNameGenerator:NameResolvedFrom(RulePackDef, String)
RimWorld.PawnBioAndNameGenerator:DMD<DMD<GeneratePawnName_Patch1>?1742891392::GeneratePawnName_Patch1>(Pawn, NameStyle, String)
RimWorld.PawnBioAndNameGenerator:GiveShuffledBioTo(Pawn, FactionDef, String, List`1)
RimWorld.PawnBioAndNameGenerator:DMD<DMD<GiveAppropriateBioAndNameTo_Patch1>?502478464::GiveAppropriateBioAndNameTo_Patch1>(Pawn, String, FactionDef)
Verse.PawnGenerator:DMD<DMD<TryGenerateNewPawnInternal_Patch0>?-1033610496::TryGenerateNewPawnInternal_Patch0>(PawnGenerationRequest&, String&, Boolean, Boolean)
Bareback Hussein Obama Feb 28, 2020 @ 10:27pm 
I dont think this works with 1.1...
Ickura Feb 24, 2020 @ 1:59pm 
Thabks for updating the mods, I just love the roman aesthetics.
BukTaki Jan 20, 2020 @ 1:41pm 
I love your work great job
Lanthrudar Jan 10, 2020 @ 7:00pm 
Ok, so make the range much shorter then, since I don't think they should have the range of a modern rifle, with the same accuracy, plus a almost constant stun effect.
pgames-food Jan 8, 2020 @ 8:58pm 
maybe the speed of the sling x the mass of the lead (which is quite heavy) was enough to go through things (e=MC2 i think) ;)
ClutsyGinger Jan 7, 2020 @ 7:00am 
Have any of you guys seen how ancient slings ammo work? They were about 4 grams of melted lead molded in the basic shape of a bullet. They were nasty and made a whizzing sound. there could go through shields and skulls. It is thought the energy might be like a 9 mm bullet.
ClutsyGinger Jan 7, 2020 @ 6:52am 
Is there a Wool Loom Workbench in this mod?
FrontLineF0dder Nov 5, 2019 @ 8:51pm 
The sling is much more in line now. Projectiles move a little slow to where it looks odd, but now i'll need to kit my men out with more than a tier 1 ranged weapon when I'm pushing a couple hundred thousand wealth. Good Job! Now I might actually have to consider arbalests.
koni  [author] Nov 5, 2019 @ 3:19am 
@Lanthrudar: The plasteel recipe does now make plasteel, there was a little mistake
@elyttek : Those weapons should now be more balanced. If they still feel op please tell me
Lanthrudar Nov 4, 2019 @ 5:29pm 
The sling stun is so OP its crazy.
FrontLineF0dder Nov 3, 2019 @ 7:56pm 
A note on the weapons: The melee are decently balanced, but with a group of folks armed with slings I can murder most things. Both ranged weapons are a little unbalanced. The sling more so.
Lanthrudar Oct 27, 2019 @ 1:45pm 
Thanks @koni I could never find where to do it, the smelter had a recipe that made steel twice (two different recipes) where one required synth thread. I assume that was supposed to make plasteel, but it never did and I gave up trying even with everything possible researched in the game.
koni  [author] Oct 27, 2019 @ 9:28am 
@Lanthrudar  You can create plasteel only at the electric smelter after researching plasteel creation which requires steel creation and advanced fabrication.
@Daedalus see what ethan7757s told. I want AR to keep a kind of vanilla friendly.
@Wreth I’ve made the javelins like this when vanilla pila did 30 damage. I might change this soon.
@Chaoticrow Idon’t know how AR brings guns back. Can you give more information like your mod list please?
@sergio.arauzo I think I need to know more..
koni  [author] Oct 27, 2019 @ 9:28am 
@Stucka_ / Luca this means I’m already working on it thought very slowly as I lost the opportunity to maintain AR for a quite long time.
@Tinker Tailor Corpsman Spy, JC I’m unlikely to patch CE myself because I don’t use it.
@Kappi do you have further information like the debug log or your mod list?
@urbani The stockpile bug is fixed now. What are male shields? Maybe they are based on different code as AR shields are done with JecsTools. At the moment I don’t know how to change how sieges work. For now I use the vanilla AI but I’ll look how the authors of Vanilla Factions Expanded have solved this.
@PartyCowboy Thanks for telling. I’ve taken care of it.
FrontLineF0dder Oct 22, 2019 @ 2:00pm 
Sergio Alien races, namely an orc sub-faction caused the issue for me.
LittleRedSonja Oct 9, 2019 @ 10:34am 
There is some sort of incompatibility between this mod and something else, that makes the right click not working. Only way i found to resolve the problem is removing these mods. Anybody else suffering the same or any idea?
Stucka_ / Luca Aug 29, 2019 @ 3:44am 
could you maybe also add in bronce age egyptian armor and weapons ?
Fidel Castro Aug 25, 2019 @ 3:26pm 
I know that this has been asked a lot of times, but is it going to be a CE patch ? I REALLY would like to play your mods with it
Chaoticrow Aug 25, 2019 @ 5:06am 
Doesn't this mod remove guns and modern tech?
Since I've installed Ancient Rim, guns, spacers, mechanoids and all of those shiny modern stuff appeared again. I've installed Medieval mods which do remove them, but when they're installed with Ancient Rim, the guns are back.

Could anyone give a tip about that stuff?
Wreth Aug 22, 2019 @ 6:54am 
Isn't javelins doing 25 damage extremely powerful?...
ethan7757s Aug 19, 2019 @ 12:03pm 
Daedalus i mean in vanilla compacted steel and machinery spawn on the map
Daedalus Aug 18, 2019 @ 10:15am 
Just a suggestion for immersion : Bronze isn't a naturally occurring metal, but an alloy. Instead of spawning bronze as metal in the world, you could instead spawn tin and make a job to produce bronze by smelting copper with tin.
This mod handles it like that and I used it quite a while, before I discovered Ancient Rim.