RimWorld

RimWorld

URMC
408 Comments
ƎNA 22 hours ago 
"Faction URMC has null relation with PlayerColony. Returning dummy relation."

Idk what this means, but debug is spamming with this error. It started after installing CE(dev)
ohm3463 Sep 9 @ 12:53am 
can you please do what you did with the urmc combat groups for all the others you add with updates like the tox and engineer please i like to use it as a guide for the different groups
RandomEdits Aug 24 @ 5:00pm 
As a side note, please get the Engineer update out first. I very much would like to builders building my outpost.
RandomEdits Aug 24 @ 4:54pm 
Looks like the pants update is confirmed boys!
Cross Contam <33 Aug 13 @ 7:55pm 
This will go perfect with my VFE: Incectoids playthrough.
(Ik I spelled that wrong <33 )
Honest Dragon Aug 10 @ 5:13am 
in a future update will you be able to dress and arm the mechs with whatever you want?
BigGovernment Aug 5 @ 4:59pm 
Green power! Thanks pphhyy!
Fenc Aug 5 @ 8:21am 
thank you bro, greatest update ever, natural green color
pphhyy  [author] Aug 5 @ 7:51am 
your supposed to make pants with it,since in game pants arnt actually visible figured no one would care and would just make normal pants
but now im gonna make fatigue pants SO YALL STOP ASKING lol

also the armor when made should pop out green NOT white
Flashpoint Aug 5 @ 6:29am 
The Colonial Fatigues do not have leg protection, colonists have an uncovered groin debuff when just wearing the Fatigues. I think that is a bug?
Fenc Aug 3 @ 11:26am 
samme, i love the marine green color but i hate that it comes out white
Jervdiest Aug 3 @ 4:34am 
When you make the armour it is coming out as white armour, but how do you get the marine green armour? (or how to change the white one to those)
jadabandon Aug 3 @ 1:05am 
@crafty1983 going to give this marines faction and that xenomorph faction a try, thanks for linking it!
crafty1983 Jul 31 @ 6:10pm 
found a mod that makes your playthrough a little more aliens esque.

https://steamcommunity.com/sharedfiles/filedetails/?id=2873545234&searchtext=xenomorph
BigGovernment Jul 31 @ 2:36pm 
Raider time!
Pepperoncino Jul 27 @ 5:47am 
Hi,

I have noticed that there is yellow warning regarding what I assume is interaction of this mod with hospitality.

FactionDef pphhyy_Faction_URMC must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in URMC.

I am not sure if this is real issue or just fault of my massive mod list (help, I can't stop adding mods)
Manic Mercenary Jul 26 @ 11:01am 
I can't wait to see the lore on the raiders. They look awesome.
Meister Pizzaman4343 Jul 23 @ 11:48pm 
@Inked Altho I would recommended Craft with color mod, as it have more color customization options
Meister Pizzaman4343 Jul 23 @ 11:44pm 
@Inked you can try using the Craft with Color mod, or the styling station from the Ideology DLC, either way you gotta need dye, which you can get by growing and harvesting tinctoria plant.
Inked. Jul 22 @ 7:26pm 
Is there a way to force armor I make myself to have appropriate coloring? My produced armor comes out white as opposed to the standard green and doesn't look as good.
pphhyy  [author] Jul 22 @ 7:25pm 
The goliath armor as well as both the armors added by the tox update are now Vacuum usable

@acidity the mod does not require any of the dlc but it does require the VE framework mod
some of the mods contents do need dlcs but they just wont show up in game if you dont have said dlcs, so there should be no conflict

@Fenc the spec ops stuff will let you cloak your pawns, the wepons will have a huge damage increase but less range, hopefully incentivising you to get close and shoot while invisible
Acidity Jul 22 @ 2:29pm 
Hello!, Excited to use this mod! I was just wondering if this mod requires a specific DLC, some mods are labelled with the DLC requirement. The reason i'm asking is because I seem to be getting a error every time I load into the game. An example is this one "Could not resolve cross-reference: No RimWorld.XenotypeDef named Baseliner found to give to URMC.CharacterDef pphhyy_Character_PvtJenetteVasquez" and this is the case with 6 other characters. I may have misread something and am missing a requirement. Appreciate any help to resolve this :)
Would be cool if you were able to call in support with the system from royality DLC.
Watermelon Face 72 Jul 18 @ 12:46pm 
I cannot express how pumped I am for the planned updates to be finished. Every single one looks awesome
Positive Position 5 Jul 18 @ 5:19am 
Love the mod - can't wait till some of the armour has vac protection. One small bug I've found when playing CE with the Generic Ammo option enabled. "M43 pulse rifle Mk2 (Charged pistol) has no available ammo types" - which somehow cascades into mapgen failing to create any factions other than the first URMC base. Can totally work around it by enabaling that option post world creation, but just thought I'd post it here to let you know - Thanks!
Fenc Jul 17 @ 10:48pm 
hey, do you think making one of the light armors only take the middle slot would be a good idea? i end up skipping the recon armor since they seem practically the same as the light armor
Fenc Jul 17 @ 10:04am 
since im here asking, what will the spec ops stuff do?
Fenc Jul 17 @ 9:55am 
@pphhyy oh nice, would be great against dormant mechanoid stuff, i look forward to it
Manu30 Jul 17 @ 4:59am 
Will they make armor that can withstand space for the DLC?
pphhyy  [author] Jul 16 @ 11:17pm 
@fenc yes, the armor will come with breaching charges for destroying structures
and the weapons will also be for destroying structures
Fenc Jul 16 @ 8:27pm 
will the engineer armor and weapon do anything special?
Prophet Jul 16 @ 4:45pm 
1.7?
Seti Jul 16 @ 9:33am 
The ideology for them is completely bugged currently, just blank, with no memes or precepts
pphhyy  [author] Jul 15 @ 10:16pm 
@max or anybody who wants to re-balance the CE side of it, if you know how to XML you can go right ahead, ill even have it added to the mod if its well balanced and fun

as it stands the CE version is not the focus; vanilla is. i dont use it and nether do the people currently patching it for CE. So its kinda alot of guessing, since we dont wanna spend a ton of time on making it balanced for CE

that being said IF they are as good as the CE charge weapons then theres nothing to balance, thats how they are supposed to be with vanilla lol
maxthedog1235ali Jul 15 @ 8:20pm 
I absolutely love this mod and everything it has to offer but as of right now my only complaint is that the guns are very overpowered playing with CE, when going up against someone in power armor they absolutely cut them down in one or 2 bursts rendering the rest of the weapons in the game useless. the armor pen and damage is very high and I was wondering if there is anyway around this mod being too OP. please lmk what i can do for balancing I would love an odyssey play though with this but as of Rn with using CE I am gonna have to leave this out until.
Hyderlic Jul 15 @ 4:20am 
all hail the mod keeper for he has returned, oh say can you see by the dawns early light......
Lattekahvi Jul 15 @ 3:20am 
thank you <3, i have missed the pearl tech PDWs so much in my odyssey playthrough
ToastedToast Jul 14 @ 11:27pm 
Great mod with brilliant aesthetics, thanks for all the hard work

May everyone who comments "1.7?" in a few years on your mod pages die instantly
williamb1995 Jul 14 @ 10:37pm 
Thx my lord
pphhyy  [author] Jul 14 @ 7:35pm 
@startled frogo
Yes, some of the existing armor will get vac seal too though
A Startled Froggo Jul 14 @ 7:26pm 
I've been using this mod as my go to armor for a long time now but with odyssey I need stuff which is airtight.
Are you planning a vacsuit variant release any time soon?
Dick Sledge Jul 14 @ 6:57pm 
Amazing. First mod I thought of when I saw the new DLC. Keep up the amazing work!
Asher The Ranger Jul 14 @ 6:26pm 
Praise the lord and pass the ammunition!
pphhyy  [author] Jul 14 @ 5:06pm 
it is 1.6 now!
BigGovernment Jul 13 @ 2:29pm 
Pretty sure 1.6 is done on github. Someoneeee is just being lazy
Uriel Septim VII Jul 13 @ 11:52am 
sooo running this in my 1.6 looks like everything but the weapons work. the weapons are just not showing up.
Sir CoppaGB Jul 13 @ 8:07am 
Yeah we need this lol
Hyderlic Jul 12 @ 10:59pm 
rooting for this mods update, one of my must haves.
Mr. Bob Jul 7 @ 4:56am 
aughhh 1.6 urmc my beloved
turbo∞love Jul 6 @ 3:20pm 
will the new content just be for 1.6?