RimWorld

RimWorld

Rimhammer - The End Times - Beastmen
332 Comments
SickBoyWi  [author] Oct 11 @ 7:11am 
UPDATE: Fixed throwing ax and spear so brawler doesn't get upset when carrying them. Does require a new mod dependency. Does not break existing saves.
Monte Sep 29 @ 8:55pm 
I mean, I dropped them in from unloaded to loaded in those positions.
Monte Sep 29 @ 8:54pm 
@SickBoyWi I had the same problem, but by manually dropping them at the bottom of the Endtimes mod load order - Empire, then Beastmen below - it seems to have cleared the error. At least, it isn't actively complaining.
SickBoyWi  [author] Sep 20 @ 6:01am 
@Fion - I'll add a defect. Any where I'm generating a pawn, there's a way to ensure they're a baseliner. The defect will be on Discord. You can disable the DLC that causes xenotypes, and that will fix the issue for now.
Fion Sep 20 @ 1:48am 
ungor and dwarves are some of the races I have been having problem with.
Fion Sep 20 @ 1:47am 
Definitely not friendly with some mods and xenotypes as they overwrite at times and make other pawns either invisible or have pink boxes and you have to set the character to baseliner for them to be properly seen.
Rat Sep 19 @ 9:59pm 
yes boi yes:respect_soldier::Rat_Laugh::deadrat: waitin for my race yes:Rat_Laugh:
SickBoyWi  [author] Sep 17 @ 6:50am 
@Orphan - Thanks! Sorry it took so long. It's quite the project getting all these mods updated for 1.6. I'm reeeeeally burned out on it.
Orphan Sep 16 @ 12:30am 
Love you so much man
SickBoyWi  [author] Sep 15 @ 10:14am 
UPDATE: Ready for 1.6.
SickBoyWi  [author] Sep 10 @ 1:17pm 
@Mr. Slayer - You should hit up the Discord. We can get your issues sorted out. This mod is currently being worked on for 1.6, so if you're on 1.6 that would explain why it isn't working.
Mr Slayer Sep 7 @ 2:34am 
Could you consider making it a generic mod adding custom faction? I've been a fan of Warhammer Fantasy for more that 30 years now, but to my great asspain your mods don't work and I'm too dumb to figure out why :/ I want me some Gors in my Rimworld so bad...
SickBoyWi  [author] Apr 5 @ 6:44am 
@EruTheTeapot - I think I did remove the Empire requirement for Beastmen a while ago, due to this issue. Technically they both require each other, so references to each out should be in both. If you pulled the line from the About file, I have no idea what RimPy would be keying on, as that's where that info is configured. If you open a defect on the Discord, and give me a modlist, I could probably figure it out.
SickBoyWi  [author] Apr 5 @ 6:40am 
UPDATE: Fixed issue with Pestigors not spawning with proper back stories.
EruTheTeapot Mar 31 @ 9:52am 
Cheers for reply, checked both of the About files. There wasn't Empire listed in the Beastmen About File but in the Empire there was the Beastmen requirement line. Deleted the line and saved, restarted the RimPy and all. Still getting the error though
SickBoyWi  [author] Mar 30 @ 6:39am 
@EruTheTeapot - You can open the about file for one of the mods, and remove the dependency for the other one. I thought I did that at one point, but perhaps that was overwritten. Without RimPy, you won't have a problem.
EruTheTeapot Mar 30 @ 6:29am 
Is there a way to work around Empire and Beastman mods depending on each other and creating loop?
Using RimPy and was worried about starting a run with those, cheers for the amazing mods :)
SickBoyWi  [author] Mar 15 @ 9:34pm 
@Average - It's a ranged weapon with an explosive effect. Very powerful, but dangerous to friends and foes alike if they're in the blast radius.
Average Genestealer Mar 13 @ 12:30am 
Also, what does Tzeentch's special weapon do? I never really sacrificed anything to him because cultivating plants is c*vilised behavior and cutting berries is ung*r behavior
SickBoyWi  [author] Mar 11 @ 2:27pm 
@Average Genestealer - Those weapons are rather OP, I admit. They do raise colony wealth quite a bit, but are really worth it when you're slaying foes left and right.
Average Genestealer Mar 11 @ 10:56am 
I figured it out. This starts snowballing once you get an axe of khorne or any strong item the herdstone gives you. I have two minotaurs, one with a nurgle flail and one with a khorne axe. Plus ungor support with a whip of slaanesh. They SHRED any enemy they encounter.
Average Genestealer Mar 11 @ 9:44am 
How do I sacrifice corpses to the herdstone?
SickBoyWi  [author] Feb 8 @ 10:04am 
@Metroxide - They have their own custom set up. What type of stuff from vanilla expanded biomes/other mods? If it isn't already patched, I could do so.
Metroxide Feb 6 @ 4:15pm 
Does the old growth forest work as a vanilla forest and get stuff from vanilla expanded/biome mods?
SickBoyWi  [author] Feb 1 @ 6:14am 
UPDATE: Added additional detail on how to use to the meat smoker.
SickBoyWi  [author] Feb 1 @ 6:01am 
@Girdon - I need you to take that to the Discord. I need more info, including a modlist, and this format sucks for trying to fix defects for folks.
SickBoyWi  [author] Feb 1 @ 5:54am 
@Nairagorn - Dude, I told you wrong. You need to make Brined Meat at a cook fire or cook work bench, and that will get put into the smoker. Sorry. I got my brines and my cures mixed up. I will update the descriptions on the smokers to state this, so it isn't a question ever again!
Girdon Jan 31 @ 7:53am 
i had to shorten my previous comment to post it, sorry. Here is the rest :


at RimWorld.Planet.World.WorldTick () [0x00016] in <cd7169108ea74757aa50c5b33d275c15>:0
at (wrapper dynamic-method) Verse.TickManager.Verse.TickManager.DoSingleTick_Patch2(Verse.TickManager)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
Verse.Game:UpdatePlay ()
Verse.Root_Play:Update ()
Girdon Jan 31 @ 7:52am 
Hello, i might be dumb. but i am getting this error every tick, and my pawns cant work.

System.TypeLoadException: Could not load type of field 'TheEndTimes_Beastmen.Building_MassiveHerdstone:currentOfferingGod' (8) due to: Could not resolve type with token 010000e3 (from typeref, class/assembly TheEndTimes_Magic.DarkGod, RH_TET_Magic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null) assembly:RH_TET_Magic, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null type:TheEndTimes_Magic.DarkGod member:(null) signature:<none>
at (wrapper dynamic-method) RimWorld.Planet.SettlementDefeatUtility.RimWorld.Planet.SettlementDefeatUtility.CheckDefeated_Patch1(RimWorld.Planet.Settlement)
at RimWorld.Planet.Settlement.Tick () [0x00019] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00029] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.Planet.World.WorldTick () [0x00016] in <cd7169108ea74757aa50c5b33d275c15>:0
Nairagorn Jan 30 @ 10:59am 
@SickBoyWi yup, tried that, nothing happens. I select a hauler pawn, right click the cure and I can tell them to pick it up, but nothing about taking it to the smoker. If I drop it on the floor I can tell the pawn to haul it back to the shelf or eat it, that's all.
SickBoyWi  [author] Jan 30 @ 7:04am 
@Nairagorn - It's a hauling job, so make sure you have haulers around. You can select a pawn, and force it by then clicking on the cures (or maybe it's the smoker itself), and telling them to fill the smoker.
Nairagorn Jan 21 @ 9:55am 
@SickBoyWi I hadn't! But I've now researched it and have produced about 40 cooked cures, however they are not being taken to the smoker. All my pawns are locked inside now due to a chaos storm (seems like beastmen shouldn't be bothered by that?) and they're all hanging around idle, both haulers and cooks, but they won't do anything with the cure or the smoker
SickBoyWi  [author] Jan 20 @ 4:31pm 
@Nairagorn - Make sure you've done the proper research to make the cooked cure.
Nairagorn Jan 19 @ 10:06am 
@SickboyWi Thanks for the reply! I just checked and "disgusting slop" is allowed for their meals (I didn't enable it, it was already on). I also can't find "cooked cure" to make at the campfire or bonfire. Gotta be a mod conflict somewhere, I suspect (based on nothing other than it also has a cauldron buildable) Rimworld of Magic
Kathedirector Jan 19 @ 9:01am 
@SickboyWi same issue. Can't seem to make cauldron work.
Do not have "extract X meals" button, as stated in @Nairagorns comment.
My beastmen are always hungry, despite having lot's of meat in stock. They do not eat anything, as a result they die of malnutrition.

I can't seem to figure out what's wrong...
cauldron - check
slop buckets - check
food allowance - check
using chatgpt to find mod conflicts - check (it works btw)
read all pages of comments - check :'(
SickBoyWi  [author] Jan 18 @ 10:30am 
@Nairagorn - For the cauldron, make sure you set your beasts allowed food under food allowances to allow the Disgusting Slop option. If there isn't anything in the area, they will eat it. Regarding the smoking pit, cook up a cooked cure at a cook fire, then a hauler will put that into the smoker to smoke.
Nairagorn Jan 16 @ 3:10pm 
How does the cauldron work? I've got a slop bucket with meat in it, it's fueled up, but it doesn't seem to be doing anything. My beastmen won't use it, and clicking the "extract X meals" button does nothing.

::edit:: smoking pit too, only option is to fuel it, does nothing otherwise. I am using a bunch of other mods, mostly related to medieval overhaul, must be an incompatibility somewhere :(
SickBoyWi  [author] Jan 12 @ 11:24am 
UPDATE: Patched in the Map Beautification Project for the Beastman Old Growth Forest biome, requiring either the Biome Kit, or Regrowth: Core mod to make it happen in game.
SickBoyWi  [author] Oct 6, 2024 @ 9:58am 
@Bones - I removed the dependency in the Empire mod. If folks don't have it, it's going to cause problems, so I may add it back in at some point.
Bones Oct 6, 2024 @ 9:22am 
How does one edit it. I got into both XML files and delete things like

<packageId>SickBoyWi.TheEndTimes.Beastmen</packageId>
<displayName>Rimhammer - The End Times - Beastmen</displayName>
<steamWorkshopUrl>https://steamcommunity.com/workshop/filedetails/?id=2020384947</steamWorkshopUrl>
<downloadUrl />

But I still get the loop of needing each other.
SickBoyWi  [author] Jul 28, 2024 @ 7:26pm 
Update: Defect fixes.
SickBoyWi  [author] Jul 18, 2024 @ 12:30pm 
@EruTheTeapot - That's likely because they both require each other. I guess I could remove one of those dependencies, but it seems like RimPy should be able to handle that. You can go in the About.xml file in About folder of the mod and remove one of the dependencies yourself too, only take a minute.
EruTheTeapot Jul 17, 2024 @ 11:32pm 
Hello, long waited update on one of my fav mod series man :)
One thing to note, I'm getting a loop of dependicies for Beastmen and Empire in RimPy. That is preventing me from "Sorting" other mods too unless I deactive these two
SickBoyWi  [author] Jul 17, 2024 @ 8:34am 
Updated for 1.5
SickBoyWi  [author] Jul 17, 2024 @ 8:11am 
This should be released for 1.5 today yet.
Rex705 Jul 9, 2024 @ 4:44am 
1.5?
SickBoyWi  [author] Feb 10, 2024 @ 7:06am 
UPDATE: Error fixes / tweaks as listed on Discord suggestions and bugs areas.
SickBoyWi  [author] Jan 2, 2024 @ 2:42pm 
@Vulture - I have had others state on the Discord that there's some open issues with xenotypes, and pawns that are added to the game using the Humanoid Alien Races framework mod. I believe what you're seeing is that bad interaction. The HAR team is supposed to be working on that. I can check their Discord to see if there's any update.
Vulture Jan 1, 2024 @ 7:58pm 
Thank you for updating the requirements.

That being said I'm having an issue, beastmen are bleeding into xenotypes. Some of my custom-xenotype pawns end up headless/weird. When I look at them more closely with Prepare Carefully they're either using (weird) or trying to use (headless) Ungor headparts, as far as I can tell it might be somehow connected to "Oops all BUGPARTS"
Vulture Dec 31, 2023 @ 3:05pm 
I told you almost 2 years ago this also requires the Empire, Dwarfs, and core mod. You acknowledged this fact. Came back and downloaded it yesterday only to find It still does. For #$&@ sake either fix it or update the bloody requirements! :steamfacepalm: