RimWorld

RimWorld

Ultima Core
68 Comments
Bowen  [author] Apr 24, 2024 @ 2:08pm 
Goblins need updating. Shouldn't have the old elf ears (didn't really have them in Ultima so not sure why I added them), and Gray goblins aren't gray. Will be fixed tonight.
Bowen  [author] Apr 23, 2024 @ 5:34pm 
Lot of mods still catching up. I JUST got my game going last night. Left a lot of stuff out, swapped out a lot of others. Ignoring quite a bit of red but it looks mostly safe. Caught me first 1.5 (1.4?) bug with the Gwani textures. (Fixed btw)
HappyHappyGameGame Apr 23, 2024 @ 2:26am 
I'm still getting a lot of conflicts with vanilla mods and hospitality. Reducing to make it work, I had to get rid of like 95% of other mods.
Bowen  [author] Apr 20, 2024 @ 10:49pm 
Thanks. Yeah I got a bit sidetracked there for awhile. Then stuff happened. Other stuff taking longer than expected and etc etc. Plus life and all that. Haven't had a chance to test updates yet so feel free to report any issues while I get my own game back in order.
HappyHappyGameGame Apr 20, 2024 @ 10:42pm 
OMG!!! You're back!! What a welcome surprise!!! <3
LordQarlyn Mar 13, 2023 @ 5:56am 
Yes looking forward to the 1.4 update.
Vardath Feb 2, 2023 @ 6:34pm 
Keeping an eye out for an update to 1.4
HappyHappyGameGame Nov 25, 2022 @ 12:45am 
Any news? I miss having Britannia in my game! I'm dying to play a round as Lord British!
Bowen  [author] Oct 22, 2022 @ 3:26pm 
I am currently investigating Biotech for the 1.4 update. It's possible some or all races will be converted to Xenotypes IF you have Biotech installed. Otherwise the races will remain as is and still require Humanoid Alien Races but it may take a little awhile to work out the details.
Vakaria Oct 1, 2021 @ 12:12am 
So dang cool. Thank you!!
Bowen  [author] Sep 30, 2021 @ 10:17pm 
And the Artisan's Guild is now live! It focuses mainly on furniture and decor. As with the BCC, duplicate items will be removed from Core at the end of October. https://steamcommunity.com/sharedfiles/filedetails/?id=2615809268
Bowen  [author] Sep 27, 2021 @ 4:23pm 
I'm not quite to the point where there are specific characters.. but hopefully at some point. :)
L Rizz Hubbard Sep 27, 2021 @ 2:22pm 
Huge huge Ultima fan, always have been. Thanks for these, my dude. Now I can not only kill Lord British, I can make a hat out of him, too.
Bowen  [author] Sep 26, 2021 @ 1:24pm 
Thanks but I was planning the Artisan's Guild anyway.. just didn't know when I'd be working on it. :)
Vakaria Sep 26, 2021 @ 9:23am 
You are so great for putting in all this extra effort. It's much appreciated!
Bowen  [author] Sep 26, 2021 @ 12:21am 
Ok.. so now looking at the Artisan's Guild for all furniture and decor. Going to have some pretty useless but pretty objects in there.. Sadly, anything wall mounted requires special code so those plans will have to wait.. What's left in Core that will be moving there is the display counter. As the straw and pelt piles are appropriate for both Gwani and Goblins they may just stay in Core. I'm a little conflicted about those.
Bowen  [author] Sep 24, 2021 @ 11:04pm 
I'll give it probably until the end of Oct before removing duplicate items from Core.
Bowen  [author] Sep 24, 2021 @ 11:03pm 
And the Britannia Construction Co. is live.. https://steamcommunity.com/sharedfiles/filedetails/?id=2610773618
Vakaria Sep 24, 2021 @ 6:30pm 
This is too awesome! Thank you soooo much!!
Bowen  [author] Sep 24, 2021 @ 5:00pm 
Well the new mod is now TWO new mods. :P Smaller than planned but it seems appropriate. One will be mainly 'construction' type objects, ie walls, floors, columns etc.. the other will have stuff like lighting, chairs & tables, decor etc.. but I'm at a loss where to put the straw and pelt piles.
Vakaria Sep 23, 2021 @ 5:34pm 
Awesome! Thank you so much, Bowen!
Bowen  [author] Sep 23, 2021 @ 4:11am 
Description streamlined a bit. :) Work progresses on the new mod. Might be ready for the weekend. We shall see.
Vakaria Sep 17, 2021 @ 7:26pm 
That is more than fair! I appreciate the thought and the effort!
Bowen  [author] Sep 17, 2021 @ 5:37pm 
Truth be told, I agree and was always a bit inclined to not have those items in Core as they aren't specifically shared (or meant to be shared). I just didn't have a better place for them and don't feel like they're enough for a new mod. There are however, other items I'd like to add. So maybe it's a good time to focus on the building objects I want to put in.

Note though that there will be a transition phase as I don't want to mess up existing games where people are actually using the stuff I'd be moving.
Vakaria Sep 17, 2021 @ 3:40pm 
Hi, Bowen: Thanks for considering this! For myself, the furniture and floors would be a perfect mod together. Apparel is not needed, at least not for what I was hoping for. Thank you!
Bowen  [author] Sep 17, 2021 @ 1:09am 
Ok candidates for splitting up.. all floors, the street lamp and display counter.

I'd rather not move the apparel. It would make things complicated.
Bowen  [author] Sep 17, 2021 @ 1:00am 
The description does need to be updated, but I'm not sure about breaking it up further. The whole point of core is to not duplicate what's in it several times for other mods. As for dwarves and elves there shouldn't be any hard conflicts. Without one of the faction mods you'll won't see much of them at any rate.

I already have most content locked behind research. Can anyone give an example of what exactly you'd like moved?

I'll work on that description..
Vakaria Sep 16, 2021 @ 4:23pm 
@OneShotPaddy: Thanks, this was what I was trying to say, also!
OneShotPaddy Sep 16, 2021 @ 2:36pm 
@Bowen I already have Rimhammer elves and Forgotten Realms both giving elves and dwarves. Is it possible that your mod would conflict? In the future, if you get around to it, I'd really appreciate it if you broke the core down to something with less features apart of the main package. I know that seems strange, but the current description of your core mod makes it difficult to slot it into a mod list when we only want the clothing/architecture.
Vakaria Aug 11, 2021 @ 3:19pm 
@Bowen: Thank you for the reply and the consideration :)
Bowen  [author] Aug 11, 2021 @ 12:35am 
If you mean putting them in a separate mod, it depends on whether or not I feel there's enough content to justify a new mod or not. Alternatively, I could put some content behind required research.. ie: <Culture> Styles.. That's an interesting thought.. I'll consider doing that.
Vakaria Aug 10, 2021 @ 8:49pm 
Would there be any chance to modulate this a bit, such as the floors/carpets are separate from the starting scenarios?
Bowen  [author] Aug 3, 2021 @ 2:09am 
Short answer. No. But I will consider what patching will look like. I plan on adding at least 3 more races at some point, a whole slew of beasties and I'm currently working on an Armoury mod. All of which would need patching. Not that I'm necessarily opposed to that, I just need to know what I'm in for.
Thalia Aug 2, 2021 @ 11:52pm 
Any chance this works with Combat Extended? I really can't handle rimworlds vanilla combat damage calulations.
condottiere Jul 27, 2021 @ 7:30am 
I say all that, having just subscribed but not yet tried these out. I'll come back with more intelligent feedback instead of baseless suggestions, mod unseen. Super excited!
condottiere Jul 27, 2021 @ 7:29am 
This is awesome! I've idly thought a few times about why/how Ultima 6 and 7 captivated me so much. Good computer RPGs tend to give us memorable party members who stick with us for the whole journey (unless the narrative calls for a dramatic death/parting); Rimworld's premise is kind of antithetical to that, with randomly generated pawns.

I hope/bet you're having fun recreating all this. No pressure whatsoever, are you thinking you would want a mechanic for generating semi-random "party member" pawns with a higher chance of distinct Ultima/RPG-style themed characteristics? Maybe as backstories. Like Iolo, the pawn with Shooting 12 2x passion and comes with a crossbow (Vanilla Weapons Expanded or otherwise), or Shamino the swashbuckler, Dupre the knight in full plate, etc.
Bowen  [author] Jul 26, 2021 @ 4:16pm 
Oh you can ignore that. I've been looking at how to get update popup notices to show up in-game and that's one of the few mods that does it so I copied the file over to look at it. RW is just saying "hey there's another copy of this Def" but it's harmless. I'll comment it out until I'm ready to work with it.
Prydzen ᛋᛟ Jul 26, 2021 @ 4:01pm 
there seems to be a broken compatibility in 1.3 with "children, school and learning" causing a "duplicate hugslib.children something" error. It was gone after removing this mod.
Prydzen ᛋᛟ Jul 26, 2021 @ 9:42am 
hmm since i got ultima storage i will give this a try. should fit my fantasy-medieval playstyle just fine.
o tal do Thal Jul 22, 2021 @ 6:38pm 
UO was the game of my life, thank you for this mod.
Bowen  [author] Jul 20, 2021 @ 4:02pm 
More is being worked on. :) Just poking around Ideology today. I need to post an update here in a little bit. HAR made some last minute changes which broke hair. The good news is HAR now supports beards, so dwarves will have beards again.
L Rizz Hubbard Jul 20, 2021 @ 3:29pm 
Aw man. One of my favorite series of all times. Own them all on hard copy in those old amiga boxes. Thanks for this. More Ultima related stuff is always welcome.
Bowen  [author] Jul 19, 2021 @ 8:12pm 
1.3 update is in. For now, dwarf beards will be governed like everyone else. See Change Notes for more details. Also, as I mentioned earlier, JecsTools are no longer required for 1.3+
Bowen  [author] Jul 17, 2021 @ 3:45pm 
So a couple issues that will need to be addressed. Elf ears need a rework for some reason. They no longer seem to align properly with the head (ie head is too narrow) and there are new layer issues etc. Also dwarf beards need to made to work with 1.3.
Bowen  [author] Jul 15, 2021 @ 10:53pm 
I've figured out the basic updates needed. Now I just need to test how badly the races are messed up (if at all) aside from losing the buffs. I've never had issue with JecsTools but I can't really rely on something with no future and for what little I was using it for it just isn't worth the effort. Why can I never find documentation for updates that they "yeah we removed/changed/added this tag"? :P
Yrol Akiyama Jul 15, 2021 @ 10:15pm 
Bowen, Thank you :o) ( NO sarcasm applied. jecs tools is really not good )
Bowen  [author] Jul 15, 2021 @ 10:11pm 
Will be officially dropping JecsTools from 1.3 update as the future of that mod beyond 1.3 is looking bleak. The consequence is that we will lose racial bonuses (for now). I will be looking into an alternative.
melon🍈 Jul 14, 2021 @ 11:45am 
What a cool mod idea! Can't wait to see how things develop.
Bowen  [author] Aug 10, 2020 @ 11:35pm 
I had been hoping to work out a nice portcullis and figured.. well if I'm going to require it in the future it'd be better to do it now and not have a nasty surprise later on.. but if all my custom doorways are in a separate mod that won't be an issue.
Yrol Akiyama Aug 10, 2020 @ 11:15pm 
Yes, i understand that. :o) My Concern was only about the non-optional doors-mod part of this.