RimWorld

RimWorld

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Rim-Effect: Core
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Mod, 1.2, 1.3, 1.4
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Posted
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27.095 MB
May 7, 2021 @ 2:44am
Jan 13, 2023 @ 5:40am
21 Change Notes ( view )

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Rim-Effect: Core

Description


[www.patreon.com]




See change notes for any future updates.

05/07/2021: Release



Rim Effect is a large overhaul mod series, adding the story, races, objects, and conflicts of Mass Effect universe into RimWorld. The Mass Effect elements are not meant to stand out, and as such are blended into the RimWorld style by utilising the same naming conventions and writing styles.

Much like Vanilla Factions Expanded, the Rim Effect mod series comes divided into sub-modules, firstly to allow the players to pick exactly what elements they want in their games, secondly to ease the production and design process.

Rim Effect Core is the primary module for this mod series, upon which all other sub-modules will depend. Core module introduces a brand new ultratech faction - Systems Alliance, with their own planet-side bases, apparel, weapons, backstories and structures. It’s certainly the biggest mod ever made by us, and potentially the biggest mod on the workshop right now, featuring dozens of new structures, multiple new power sources, an in-depth ability system with tech and biotic powers, lots of new weapons, apparel, animals and other unique mechanics.

Two new storytellers are also present in the game: John Paragon and Jane Renegade. Using the storyteller is NOT a requirement to play this mod, but those storytellers offer interesting new approaches to the game itself.

These mods will utilise Vanilla Expanded Framework and all the code within it, as well as Humanoid Alien Races framework, kindly provided by Erdelf. As such, both our Framework and Humanoid Alien Races are required to play with this mod.




















































[rimeffect.fandom.com]





We are currently not aware of any issues. If you believe you encountered a bug, please submit a hugslib log alongside an explanation of how the bug occurred. If you don’t do that, I promise you I won’t get back to you. We need the logs to troubleshoot. We don’t need screenshots or your mod lists, or names of your pawns. We need logs.

To get hugslib logs, make sure you have a Hugslib mod running, then go to the dev console and press the green 'Share logs' button. Post the link in the comments.

You might also need to download a Hugslib Token Fix mod if you encounter issues with log uploading.

If you have feedback in regards to a specific mechanic, feel free to leave a comment in the comment section below!



Authors:

Oskar Potocki, Project Lead and Design Lead;
Oracle of Thessia, Secondary Project Lead;
erdelf, Programmer;
Taranchuk, Programmer;
xrushha, Programmer;
Alastair, Artist;
Erin, Artist;
Kriptobaam, Artist;
Neronix, Programmer and Artist;
Helixien, Artist;
Shakesthespeare, Artist;
Sarg Bjornson, Programmer;
Kikohi, Programmer;
Luizi, Artist;
Sparky, Artist;

Sounds sourced from original games. Property of Bioware.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Video shows vehicles. I built them and they are just props! why?
A: We are still waiting for the Vehicle framework to incorporate those as actual vehicles!

Q: CE Compatible?
A: Yes.

Q: There is already a Rim-Effect: Asari of the Rim mod. Why release this?
A: Helixien, author of the original Rim-Effect mod is part of this team. We decided that RimWorld modding community deserves a new, big, expansion-size Mass Effect mod and we should leave the old Asari of the Rim mod behind. The future is now, old man.

Q: I dislike X mechanic, can I disable it?
A: No, the entirety of the mod comes as one package, with every mechanic tied to other mechanics. If you dislike something, simply don’t use it in game - there is plenty of elements in this mod. Avoid the ones you dislike.

Q: Do I need Vanilla Expanded framework for this to work?
A: Yes. It’s a framework with vast amounts of interesting, important code.

Q: Do I need Humanoid Alien Races framework for this to work?
A: Yes. Whilst this mod itself doesn’t add any alien races, funnily enough the Humanoid Alien Races framework includes other bits of code we found useful.

Q: Where are other Mass Effect races?
A: They will come in future modules. This module is only focused on building the foundations of the series by adding an Alliance faction, lots of new spacer furniture, abilities etc.

Q: Can I add it to an ongoing save? Can I remove it?
A: Yes, you can add it whenever you like. You cannot however remove it, so make sure to backup your save!

Q: Does this mod remove anything from vanilla game?
A: No. Whilst we brand it as overhaul, what we mean by that is that it’s massive, and it’s bound to change the way you play late game, however not one element of the vanilla game is changed, removed or otherwise altered.




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Popular Discussions View All (26)
3
May 28, 2023 @ 9:24pm
Bug Report: AllowedWorkTypes error using VFE - Mechanoids and Rim-Effect together
𝐖𝐑𝐄𝐓𝐂𝐇𝐄𝐃
4
Jun 26, 2023 @ 8:49am
Tending problems?
Big Island Pineapple
2
Jun 14, 2023 @ 2:44am
Wiki doesn't work
Demandro
1,321 Comments
crafty1983 10 hours ago 
Thanks dragonsphotoworks.

Rimeffect Legacy is up. Found it by accident today. Happy happy, joy joy.
dragonsphotoworks 17 hours ago 
If do go to github and have issues. People can give you step by step directions on how to do it all if need.

But for users yes steam would be easier.
crafty1983 Apr 30 @ 8:25am 
I think I'll just wait and hope this eventually gets put up on the workshop.... unless the person incharge says they aren't putting it up, then I'll go to github.
dragonsphotoworks Apr 29 @ 2:23pm 
Also managing updates to mods lot easier on github.
dragonsphotoworks Apr 29 @ 2:22pm 
pull from hub.. and then just upload file to steam. Not really hard just need follow the folder structure. Its dealing with steam thats the issue. As it tends to bork uploads and updates to mods.
As well as issues when people sub to the mod it doesnt always update or download mod properly. Why some prefer github or other services to steam.
crafty1983 Apr 29 @ 1:44pm 
Nah. Not too sure how many screwups my game or my comp could handle. lol

Is it hard to upload a mod from github to the workshop? (really curious)
dragonsphotoworks Apr 29 @ 1:40pm 
Try it few times and you will get better over time. Next thing you know you will be making own mods as well :-) How i started lol
crafty1983 Apr 29 @ 1:39pm 
I'm terrible at modding games. That's why I like the workshop. His choice though.
dragonsphotoworks Apr 29 @ 1:32pm 
github not too bad once get used to it. Took bit but even i got it lol.. though been while since i messed with it.
MapleBlack Apr 29 @ 12:13pm 
if only using github was easy i always get stuck lol