RimWorld

RimWorld

Rim-Gnoblins
179 Comments
SiCall Nov 18 @ 11:50pm 
I wish it was actually feasible to play a gnoblin colony. But the extra metabolism is extremely punishing when you hit a colony pop above 5-6 gnoblins. There is just not enough meat on the map itself to sustain it and with them being poor planters, its not sustainable either to turn to grown food.
Frost Oct 25 @ 11:41pm 
you promised skaven WHERE ARE THEY!?
Stevie Wonder Gaming Sep 7 @ 10:46am 
Idk if this is intentional but the gnoblins are sometimes calculated as extremely low wealth (like 150 to 400 per guy instead of like 1750 for basically the same guy standing right next to him), meaning that for raid calculations I've been getting like 3 goblins were there would have been one human, and these three goblins are all kitted out like any normal raider. Maybe it's just me (and I am playing at 250% threat) but it's a bit ridiculous gameplay wise. And I have no idea why some are counted as being so low value, sometimes it's a child that's 300 wealth, sometimes its a 30 year old. I devmode spawned some raids and it's about 25% of the gnoblins are less than 500 market value in their info tab. The wealth calculation just says "character quality x10%". I can only assume it's a problem with me right now and my weird amalgamation of mods but if someone can enlighten me as to wtf is going on I'd be thankful.
Schadock [The Angeloids] Aug 29 @ 5:02am 
a mod called "Talias Brewery" made it so they can do multiple processes in one building, hopefully you can copy that to do more body types
YANnima Aug 23 @ 11:45pm 
xqc
Nicathaniel Aug 21 @ 2:09am 
Oh, and how can I get them to ferment dwarfs, elves and hobbits in the Lord of The Rim setting? They only work with human humans. And since only elves and dwarfs attack me, my gnoblins are dying from lack of drugs.
Nicathaniel Aug 20 @ 3:22pm 
I have no research tab for gnoblin stuff, what did I miss or do wrong, please?
doshwopitout Aug 10 @ 9:02pm 
Any chance you can move the Gnoblin research to the main tab instead of a separate one?
штефик Jul 31 @ 10:50am 
love those little bastards
cwan Jul 19 @ 2:42am 
@Vex Thank you :)
Hammer Goblin Jul 18 @ 1:59pm 
Nheheheheh! -Goblin noises-

Read the Desc, can't wait to see Skaven-like xenos.
kongkim Jul 18 @ 11:57am 
Cool thx :)
Vex  [author] Jul 18 @ 11:40am 
@cwan @kongkim Fixed!
Schadock [The Angeloids] Jul 18 @ 5:30am 
@Vex the maker of the "[SYR] Processor Framework" mod is experimenting with adding multiple processes on one building, worth keeping an eye on.
kongkim Jul 18 @ 3:52am 
Yah get same error as below.
cwan Jul 18 @ 2:36am 
This is the error Phant0m5 mentioned: Config error in Gnoblin_HeavySoldier: required apparel can't be worn together (Apparel_PlateArmor, VFEM2_Apparel_HeavyLeatherArmor)
Schadock [The Angeloids] Jul 17 @ 8:48am 
@Vex Bah i guess there is a downside to the update, should i find a workaround ill let you know tho
Vex  [author] Jul 16 @ 11:21pm 
@Schadock [The Angeloids] VE framework changed their processing code, so it no longer accepts multiple ingredient or ingredient categories.
Bobbarækus Jul 16 @ 8:52pm 
The drug addiction is simply too hard to manage in a stone age/neolithic game. They don't start with dreg coffin knowledge and all the gnoblins are dead/dying from withdrawal before it can be researched with the basic research spot. Not to mention the heat required - if you start in a biome hot enough for the dreg process to work without constantly refuelling bonfires, corpses and meat begin rotting almost instantly. Definitely a great race, but the genetic addiction doesn't feel balanced for anything but a standard/high tech colony.
Schadock [The Angeloids] Jul 14 @ 8:04am 
is it normal for the dreg coffin to only allow "humanlike corpses" and no longer animal or insect ones?
Battl3bee Jul 12 @ 2:21pm 
no way my ranked teammates are in rimworld
Phant0m5 Jul 10 @ 2:39am 
So it seems there's an issue with the heavy soldier when VFE Medieval 2 is installed, because the heavy leather armour and the vanilla plate take up the same clothing slot and they're both required apparel. Throws a red error.
Potato Gaming Jul 2 @ 1:44pm 
Suggestion: the gnoblins talk about their lives, (if living in a mountain) talk about how they live in the mountain, and etc. also make it work with text bubble mod :steamhappy:
Comestibles Jun 28 @ 12:59pm 
true
Bloodyfist Jun 27 @ 9:02pm 
VeF has been changed so these mods do not work with it
saibher Jun 27 @ 3:11pm 
@Walshe I also had this issue. disabled mod and it fixed the problem.
Vex  [author] Jun 27 @ 11:20am 
@Vectrix Oh okay lmao, though tbh I think the base intimacy mod covers everything pretty well from what I've seen, and I'm not the best with #C cross-mod patches so I don't wanna break anything.
Vex  [author] Jun 27 @ 11:18am 
@Walshe It sounds like an issue with your game itself, try repairing your rimworld files.
Walshe Jun 27 @ 11:00am 
Your mod is currently unplayable to me in 1.6, when i try to start my new colony and i choose the scenario i click "next" and the button doesn't work, in the beginning i thought it was conflicting with another mod since i'm using with other 30, but when i tried to only use Gnoblins, VEF and Harmony the problem persisted
Vectrix Jun 26 @ 5:08pm 
i did not mean it that way it was just me saying i thought you might like this new mod with yours
Vex  [author] Jun 26 @ 4:29pm 
@Vectrix I'm not adding forced handholding.
﴾HMCS Québec﴿ Jun 26 @ 10:32am 
Vanilla Expanded Framework has been updated and it seems they've changed quite a bit of things. Mods that use VEF gotta be updated to match it.
https://github.com/Vanilla-Expanded/VanillaExpandedFramework/wiki/16Changes
downhillchaos Jun 24 @ 1:43am 
how am I supposed to get more of them if they are so ugly lmao
Vectrix Jun 21 @ 5:07pm 
can you add any compatibility with the intimacy mod
Bloodyfist Jun 19 @ 11:36pm 
Thank you. and i really hope skaven is in the works. Love skaven
Vex  [author] Jun 18 @ 3:21pm 
@Bloodyfist Everything that doesn't need VFE still works fine.
SanguineStevey Jun 17 @ 12:41pm 
can you add Hobgnoblins a stronger, faster, smarter and taller sub-species and genetic evolution with above average human lifespans
Bloodyfist Jun 16 @ 9:30pm 
Was confused with so many things being updated but the mods they require are not. So how do u know this mod will work if u cant use it.
Vex  [author] Jun 16 @ 1:15pm 
You don't, not yet at least until it does update.
Bloodyfist Jun 15 @ 6:57pm 
How to run this since vanilla expanded not updated?
Vex  [author] Jun 14 @ 9:21am 
Thank you! Glad you're enjoying it!
Tybo Jun 12 @ 1:15pm 
Thanks for the super quick 1.6 update! This mod is one of my all time faves!
zeus57007 May 26 @ 1:59pm 
I'm not a g-noblin, I'm not a g-nelf, I'm a g-nome, and you've been gnomed!
Inerael May 23 @ 9:02am 
Looks great ! Thanks you ! Does someone know if it add a goblin faction ?
Ayna Feb 7 @ 8:57pm 
are gnoblins what you get when you mix a goblin with a gnome? :P
AnaeL- Feb 2 @ 10:12am 
thats bad.
Vex  [author] Dec 17, 2024 @ 9:34am 
@Nickolok Yeah but it won't be out any time soon, life be strangling me fr
Nickolok Dec 15, 2024 @ 9:37pm 
Do you still have plans on making a skaven race?
Vex  [author] Dec 5, 2024 @ 8:42am 
@Nonamo I'm seeing them spawn fine with vanilla rates. Xenotype Spawn Control is a bit wacky, it's either some kind of issue, or a settings cache bug.
Lulu Dec 4, 2024 @ 7:07pm 
I'm running Xenotype Spawn Control, and noticed the various Gnoblin_ pawnkinds are set to 65% baseline, 35% Gnoblin; and I would think most if not all of these would be Gnoblin exclusively. Is that intended, or is XSC maybe changing the weights?
For Factions, I'm a bit amused to see Pirates and Savages have Gnoblin set to 1500% and 9990% respectively - some presumably that's as expected :mhwhappy:
Not entirely sure how pawnkinds are used, other than maybe spawning for events or colonists?