RimWorld

RimWorld

Mod Integration Mod
37 Comments
TurtleShroom Oct 25, 2022 @ 9:57am 
Thank you!
emitbreaker  [author] Oct 25, 2022 @ 9:19am 
@TurtleShroom Fixed!
emitbreaker  [author] Oct 24, 2022 @ 10:34pm 
Fixed: 1.3: Xml patch operation error for Core / Royalty / Ideology fixed. Thanks @TurtleShroom. For 1.4, currently no ETA for research and other stuffs yet.
TurtleShroom Oct 24, 2022 @ 8:09pm 
Fantastic! Thank you very much. This is in the V1.3 version, BTW.
emitbreaker  [author] Oct 24, 2022 @ 8:08pm 
@TurtleShroom Oops, I though I fixed them all... thanks for letting me know. Will push the fix within today my time.
emitbreaker  [author] Oct 24, 2022 @ 8:27am 
Updated: 1.4 only: Added weapon compatibility between Doom factions (Continued) and [RH2] DOOM. Now UAC / Space Marine factional pawns will come up with new weapons added by the latest mod.
emitbreaker  [author] Oct 22, 2022 @ 11:42pm 
Removed: Rimhammer 40k - Grey Knight related patches transferred to MIM WH40k - Factions mod.
Updated: 1.4: Doom Factions Continued, Fantasy Goblins Updated, Rimhammer - The End Times
Please note that 40k related patches, and probably any WH related patches, would be transferred to other sub mod in the future. Currently
emitbreaker  [author] Aug 25, 2022 @ 4:41am 
@Karchedon Thanks for your comment ;)
Karchedon Aug 25, 2022 @ 12:15am 
thanks for all of your hard work
emitbreaker  [author] Aug 7, 2022 @ 3:31am 
Updated: Removed VWHW armor limitations for The Inquisition / Rimhammer 40k - Grey Knights mod as well.
emitbreaker  [author] Aug 6, 2022 @ 9:17pm 
Updated: Removed weapon armor limitation for rework.
emitbreaker  [author] Aug 2, 2022 @ 6:50am 
Fixed: Configuration for Auto Gun fixed. Necron Heavy Gauss Cannon's damage was configured to Auto gun, hence makes the imperial guards badasses.
emitbreaker  [author] Jul 23, 2022 @ 1:22am 
Updated: Remove some functionalities related to WH40k mods to the sub mod. Further tunes will be made in the future.
emitbreaker  [author] Jul 20, 2022 @ 10:23am 
Fixed: HeavyWeapon Blab Blab Blab on start up fixed (probably)
emitbreaker  [author] Jul 20, 2022 @ 9:46am 
Fixed: XML errors for Grey Knights mod.
Fixed: Missing Dependencies with Grey Knights, Adepta Sororitas, The Inquisition Mod.
emitbreaker  [author] Jul 20, 2022 @ 2:21am 
Updated: Compatibility with Adepta Sororitas mod and Rimhammer 40k - Grey Knight Mod added.
Fixed: Modded armors which are marked as supporting armor for VWHE now reconfigured as an optional.
emitbreaker  [author] Jul 16, 2022 @ 3:22am 
Fixed: Precision refiling self-prerequisite fixed. Thanks @QuarianRex ;)
QuarianRex Jul 16, 2022 @ 3:08am 
You currently have the Precision Rifling tech needing itself as a prerequisite. Locks out this tech and anything else that requires it. This is the bad. Plz fix.

Otherwise great mod. Got me back into 40k Rimworld. Much thanks.
emitbreaker  [author] Jul 15, 2022 @ 9:38pm 
Fix: Fixed few xml errors to reduce error on starting log.
emitbreaker  [author] Jun 25, 2022 @ 10:39pm 
Hotfix: Fixed Imperial Machining table related issue when you use Astra Militarum Mod. The error will be still there, but you can now produce items from Space Marine mod at Astra Militarum Mod's workbench.
emitbreaker  [author] Jun 20, 2022 @ 1:48am 
Hotfix: Fixed few xml errors happened after the original mod got updated.
emitbreaker  [author] Jun 3, 2022 @ 1:09pm 
Updated: Fixed few xml errors
emitbreaker  [author] May 29, 2022 @ 12:14pm 
Fixed bad implementation that caused CTD when you create a new map. Sorry for the inconvenience caused.

Updated:
Core / Common research integration done. Now you have one liner big research tree.
Researches from below mods integrated;
Dub's Rimatomic
Dub's Rimefeller
MendAndRecycle
Fortification Industrial
Fortification Industrial -Nuclear Dawn
Vanilla Brewing Expanded & Coffee and Tea
Vanilla Cooking Expanded & Stew & Sushi
Vanilla Furniture Expanded & Security & Spacer & Production & Power & Farming
Vanilla Weapon Expanded Makeshift

Buildings from Fortification Neolithic and Medieval now needs researches to build.
emitbreaker  [author] May 12, 2022 @ 8:51am 
@Icareel I c. Maybe will dealing with it after my current queue has done :)
Icarael May 12, 2022 @ 4:27am 
I don't think it's the bullet that's the problem, just the stats.
emitbreaker  [author] May 11, 2022 @ 10:21am 
@Icarael That is the reason why I need to recalculate all the weapon stats by 1 or 2 grades after I recognized those weaponry. However, his mod utilizes same bullet definitions across all his mods, and I think it is not a wise decision to modify such factor, so I leave it as it is. Maybe I'll try to put racial / Apparel limitation on them sometime.
Icarael May 11, 2022 @ 9:15am 
I think the KBA Railgun from [RH2] Faction: The Rangers is really strong for an industrial-era weapon. 57 damage and 90% armor penetration for 3 components and 96(?) steel seems a tad OP.
emitbreaker  [author] May 11, 2022 @ 8:44am 
Updated:
1. Cross bow base damages reduced from 17 to 11, Heavy Crossbow's multiplier reduced from 3 to 1.5. Now it should be 16.5 + quality multiplier.

2. Race compatibility and restriction updated for all the elves and dwarves, and some of Orcs and Goblins. However, existing pawn's may not get their racial bonus from LotR mods. Most of race-original researches and buildings now have race restrictions for updated races.
emitbreaker  [author] May 11, 2022 @ 7:56am 
@TurtleShroom Oh, my mistake. I miscalculated damage multiplier. It should be 25.5, not 56. I brought the original damage from Vanilla's crossbow, but it looks like little bit OP. Will push update before I go to bed.
TurtleShroom May 11, 2022 @ 7:30am 
Why exactly does the Heavy Crossbow from the Vanilla Factions Expanded Medieval Mod have a damage of FIFTY-SIX? Doesn't that make it stronger than a Charged Rifle or Mechanoid Rifle from the Vanilla rendition?
emitbreaker  [author] May 11, 2022 @ 6:06am 
@Icarael Yes, Phase 1 and 2, but not fully tested yet. And I intended to configured new stats with armor limitations and adjustments on the research trees, which is not fully implemented yet, so most of the weapons would be quite overpowered.
Icarael May 11, 2022 @ 4:33am 
Interesting. Which modded weapons does this one change? The ones in Phase 1 and 2?
emitbreaker  [author] May 10, 2022 @ 11:51pm 
@pgames-food Indeed. That is why I spent past 3-4 months to sorting things out, yet I feel like its messy. It would be a matter of "Sense", which unfortunately I don't have...

@Holgast Theoretically, warhammer spacer technologies are 35,000 years ahead compare to Glitter Tech lol Besides, I put glitter tech as an upper limits and for enemy only things. To kill your opponents, RH2's mod already provides quite OPed weapons as well in the industrial era lol
Holgast May 10, 2022 @ 7:33pm 
'glitter tech as standard' oh boy
pgames-food May 10, 2022 @ 6:34pm 
hi i wish you well with this balancing mod, with a lot of related mods which will be useful.

balancing takes a lot of time - i probably spent more time trying to calculate with not so great math skills, my rimside recycling mod, than coding... and more time writing down ideas for it on bits of paper :)