RimWorld

RimWorld

Grimworld 40,000 - Angels of Death
676 Comments
Mazursky Nov 6 @ 3:49am 
The lasguns lasers works very well.
Mazursky Nov 6 @ 3:47am 
hey! If I turn off CE no ammo, will the plasma gun shoot regular ammo? My problem is that plasma guns shoot like any other.
none of the scout armor is loading in.
Failed to find any textures at Things/Apparel/Armor_Scouts/Shoulder pads/Scout_sp_modelA_Hulk while constructing Multi(initPath=Things/Apparel/Armor_Scouts/Shoulder pads/Scout_sp_modelA_Hulk, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
The rest is too long to post
Ramjazz Nov 3 @ 6:52pm 
Not part of CE or in their discord, but taking a look at their Github, I can see there's already been a patch request for Grimworld posted a month & a half ago, as well as experimental patches for download you could use if you need something now(but might not work). I'd read up what would work for you or not on the threads.

Not sure on a timeline, since it seems they have to do some additional balancing for some new equipment/vehicles I believe, as well as the defNames issue. But they are aware of it, so I'd just sit tight for now. Or if you know XML/modding, can even help them out as well / follow what Mutterbilk posted below for a temp fix.
Clashgore  [author] Nov 3 @ 2:58am 
We dont handle CE ourselfs, ask CE team
GAMER X Nov 2 @ 2:36pm 
I would like to have an estimate of exactly when they will fix CE so that the mod can finally be used to play again.
big bad demon Nov 1 @ 12:09pm 
when will ce be fixed by the devs
fazebillcosby Oct 25 @ 5:39pm 
mutterbilk canpakes is a national hero
✪ Mutterbilk Canpakes Oct 25 @ 1:55pm 
@Misuk

I forgot to mention, in the Combat Extended File, some defnames that you need to replace are not in the "<defName>(thing)</defName>" format, some of them have "defName=(thing)" too. There is an easy way around this though,

Find the outdated defName, copy it, and paste into your CTRL+F bar. Then, copy the up-to-date defName and begin replacing all the instances of the old defName you find.
✪ Mutterbilk Canpakes Oct 25 @ 1:50pm 
@Misuk

This was a possibly unnecessarily long guide to modify the files, but I hope it helped! Let me know if there are any parts confusing to you.
✪ Mutterbilk Canpakes Oct 25 @ 1:48pm 
@Misuk

Next, find the Combat Extended mod folder.

Open ModPatches > Grimworld Angels of Death (or whatever mod you are looking to modify, works for Core Imperalis and Talons of the Emperor too!) > Patches > Grimworld Angels of Death (yes, again) > CE_Patch_Melee_Weapons

Now, CTRL+F again for Relic Powersword (do NOT use the defname, you will NOT find it, since the whole reason you are doing this is to replace the outdated defname) Now that you have found the "relic powersword" section, CTRL+F for "defName" and it will find all instances where you will have to paste your new defname. For the Relic Powersword, there are a total of 7 instances you have to replace, but for other items there may be more or less. Personally, I recommend CTRL+F'ing for <defName> from the start, then replacing the items as they come up rather than item by item to make sure you haven't missed any.
✪ Mutterbilk Canpakes Oct 25 @ 1:48pm 
@Misuk

For an actual procedure using the Relic Powersword as an example:

Open the mod folder for this mod > version (1.6 or 1.5) > Defs > ThingsDefs_Misc > ThingsDefsWeapons_Melee

In the ThingsDefsWeapons_Melee file, CTRL+F for "<defName>" (alternatively, you could search for the specific defname of the item you want to change, but when patching for, say, the chainsword, you would need to know the defname beforehand, which defeats the purpose of looking for it). CTRL+C whatever name is between <defName> and </defName>.
✪ Mutterbilk Canpakes Oct 25 @ 1:47pm 
@Misuk

Fortunately, defnames for each item are usually confined to a single file, as in the case of both this mod and combat extended. (for example, the stats for Relic Powersword all appear under ThingsDefsWeapons_Melee.xml in this mod's files and there are no references to the defname for it in any other file within this mod). This means you only need to replace the defnames that appear in that file only to change that item.

(before you start modifying files, I recommend you Select all (CTRL+A), copy (CTRL+C), then paste into some document (google document works) for safe keeping in case you corrupt something on accident.
✪ Mutterbilk Canpakes Oct 25 @ 1:47pm 
@Misuk

For sure! It's essentially just coding, but each "defname" defines an object with that name. For example, the Powersword in this mod has the defname "GW_AOD_Powersword," which is distinct from the defname for the Relic Powersword, which is "GW_AOD_Relic_Powersword."

Defnames are essentially arbitrary, but they must be consistent, as some coding is inherited by ParentNames (far beyond what you need to know unless you intend on heavily altering the files).
fahad.c Oct 25 @ 12:36pm 
Is the colour bug still present?
Misuk Oct 25 @ 2:20am 
@✪ Mutterbilk Canpakes
Thank you very much, but could you give me a slightly more detailed procedure on how to fix this "defname"?
Arxis241 Oct 22 @ 6:50pm 
also if you do intend to patch it yourself, be sure to copy the weapon def and not the bullet def.
✪ Mutterbilk Canpakes Oct 21 @ 11:10am 
@梦魇缝合怪
CE patches can be found under the CE mod folder (can be found through the "mods" tab in the main menu of rimworld>advanced options>open folder). The file path is 2890901044(the mod's workshop ID)>ModPatches>Grimworld Angels of Death>...>CE_Patch_(whatever item)

Almost every defname in the CE patch above is outdated, but if you ctrl+f for "defname" you will find every instance that needs to be replaced for CE to find the correct item to rework. Other than that, no changes or modifications are necessary to the files. Hope this helps!
✪ Mutterbilk Canpakes Oct 21 @ 11:10am 
@梦魇缝合怪
There's an all-encompassing "course" on rimworld .xml-file tampering here: https://rimworldmodding.wiki.gg/wiki/Basic_Concepts

But, if you're specifically asking about tutorials for this mod in particular, I haven't found anything about it. I have some suggestions that might help though!

VERY basically, every item in this mod has a unique "defname" which represents an item. Each defname is given stats in the code (<accuracymedium> for example, codes for a ranged weapon's accuracy at medium range), but Combat Extended (CE) completely overhauls all the vanilla stats under the defname. So, CE has to replace those vanilla stats with parameters compatible with CE.
梦魇缝合怪 Oct 17 @ 5:08am 
@✪ Mutterbilk Canpakes
Hello, are there any more detailed tutorials available?
DG Noir Oct 14 @ 3:47pm 
hello. i am well aware that there are much larger concerns but i thought that it was worth informing the creators that the astartes bolter, storm bolter and the bolt rifle primaris use (cawls one), appear to have the ranged and damage stats switched (atleast in the stats page) if the info panel is to be believed.
Биржевый рынок Oct 10 @ 11:02am 
Can i somehow only download vehicles from this mod or disable anything besides vehicles?
✪ Mutterbilk Canpakes Oct 9 @ 2:31pm 
Weapons are no longer supported in CE because the <defname> in the CE patch is outdated (under CE_Patch_Guns). If you copy/paste the current defnames from the appropriate weapons into their respective places, the mods are perfectly compatible again. (defnames for Angels of Death mod can be found under the mod folder > version (1.5 or 1.6) > Defs)

To clarify, this is not a compatibility issue on this mod's side, but rather that Combat Extended had added a patch in their mod in the past, but for whatever reason the defnames no longer match. Hope this helps somebody!
General P Oct 6 @ 2:25am 
Seems like power sword is broken - doesn't deal any damege and\or misses every strike and also looks kinda small
道镜 Oct 3 @ 2:57am 
It seems that the weapons no longer support CE.
SpaceDorf Oct 2 @ 10:12am 
SPACEKING !!!
Xaga Oct 2 @ 9:31am 
For those wondering, color system is broken rn because of new update, but they're working on fixing it!
Foehammer Oct 2 @ 3:35am 
The shields appear to allow colonists to sometimes parry vacuum damage. Very funny but I assume not intended lmao. Banger mod
76561198097082354 Oct 1 @ 10:01am 
got a bonar in my power armor this ♥♥♥♥ hurts
RedCloud53 Sep 27 @ 6:10am 
@Gamergasm Theres a patch that uses the coloring system from RimDark, you should use that while they fix the army painter.
Sharp hamburger Sep 27 @ 2:58am 
i guess the painting mechanic is not working / not made yet ? or there is some way to paint them
Gamergasm Sep 26 @ 8:55pm 
@Clashgore I'm loving the mod so far. is there a way i can color my marines? id love to not have all white armor. if they is a way i'd love to know.
Porknelius Sep 25 @ 1:11pm 
I wish this used the warcasket system. There is an alternative here if anyone wants: https://steamcommunity.com/sharedfiles/filedetails/?id=3486910367
武装皮卡丘 Sep 23 @ 11:35pm 
Well, I like your mod very much. However, your Space Marine vehicles do not seem to be "flying" but rather moving on the ground. Is this normal? Is it because I haven't downloaded any dependent mods?
TuViejaEnTango Sep 22 @ 2:45pm 
Are the astartes armors vacum resistant?
PilzEtosis Sep 19 @ 4:46pm 
FYI, for reasons I can't begin to explain, the ultra sniper rifle is really small when equipped.
tsuragi Sep 18 @ 11:59pm 
For shields with prosthetic arms...
Prosthetic No Missing Body Parts (Continued) resolved the issue for me
Hambleduger Sep 17 @ 8:54pm 
Hey I was having an issue recoloring the armor in this mod am I stupid or missing somthing?
Church Sep 17 @ 9:31am 
@WatchWolf From my understanding, vanilla bionics dont have hands or feet, perhaps thats the problem?
kr124607 Sep 15 @ 7:19am 
好像已经不管了
Alpharius Sep 14 @ 2:01am 
heya just noticed that the predator tank is missing from the mod, tried to look for the def through cherrypicker and it's just not there
GhoulNik Sep 7 @ 7:59am 
This mod looks awesome!!
Any plans for implementation warcasket system from VFE pirates?
Clashgore  [author] Sep 4 @ 4:04am 
About CE ask CE
Clashgore  [author] Sep 4 @ 4:04am 
then you cant do it with bionic hands, its vanilla thing not our
WatchWolf Sep 3 @ 7:53pm 
When trying to equip shields it says I am missing body parts. I have tried with power armor on, without power armor on, no melee weapon, with a melee weapon that specifically states it can be used with shields. Do bionic limbs conflict with shields maybe? Not sure if I am just missing something simple.
Rockydo Sep 3 @ 5:37am 
Any news for CE compatibility ? The mod says compatible and it is listed in the CE compatibility page but the weapons are not supported when loaded with CE. Don't know if it requires an update on their side or in this mod directly.
SpaceDorf Sep 1 @ 7:39am 
I consider adding Angels to my RimDark run because I really miss heavy Bolters.

Anything else seems to much
lizi061 Sep 1 @ 2:42am 
if i use the rimdark mod and the space marine take weapon,i will feel weapons are too samll:steamsad:
Beats-With-BothHands Aug 31 @ 8:04pm 
was it a dream? i swear you added thunder warriors and sisters of silence and it was peak. im sold it was you because of how neat the page was and the art style.

feel like im going crazy trying to find this mod, if you didnt make it would really cool if you did.
azure_wolf_22 Aug 26 @ 8:53am 
kinda a shame ya hard to do away with the rankings and Xenogenetics for now, but understandable