RimWorld

RimWorld

557 ratings
Obsidia Expansion
14
2
6
2
5
4
3
3
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.2, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
203.943 MB
Jun 17, 2021 @ 12:27pm
Jun 30 @ 7:28pm
121 Change Notes ( view )

Subscribe to download
Obsidia Expansion

In 1 collection by Lored
Obsidia Expansion - Legacy Collection
15 items
Description

The main innovation of the mod is the Obsidian Empire faction, from the planet of the same name Obsidia(the faction is initially hostile). New researches of Obsidia technologies, their equipment, weapons, etc. There is a possibility of obtaining new resources.
Gears of the Obsidian Empire are divided into 4 main corpus:
  • OMC - Obsidia Military Corpus - Use weak but rapid-fire weapons. Equipped with standard medium power armor.
  • OTC - Obsidia Tech Corpus - Use energy weapons of acid, cryo, EMP and fire elements. Equipped in light power armor with good protection from harmful effects.
  • OCC - Obsidia Crusaders Corpus - Use a slow weapon with blast ammo. Equipped in highly protected heavy power armor.
  • OEC - Obsidia Exalted Corpus - Use universal armor-piercing weapons equipped with a blade for melee. Equipped in light power armor designed for psi casters.
Obsidia Drifter Clans(or ODC), rejected Obsidia Empire. Divided into 3 main factions:
  • Obsidia Syndicate Clan - Change is sudden, violent, and a necessary force to ensure the planet can return to a state of growth. Obsidia Syndicate Clan see themselves as merely the instrument of this change. Their goal is to raiding and robbing their more productive neighbors.
  • Obsidia Renegade Clan - They are sworn protectors of what little remains of the free colonies. Their goal is to restore order by bringing prosperity and direction to the violent world.
  • Obsidia Pilgrim Clan - They embody the cold vacuum of space - heartless and bent on taking anything left unprotected. Driven by profits. Their goal is to enrich themselves by trading with hi-tech neighbors.
Also, ancient and dangerous - Crimson Arachna Cult and forgotten, rejected and abandoned - Obsidia Empire Sins!





In general, the mod adds:
  • Faction: 7
  • Power Armor: 79
  • Power Armor Headgear: 47
  • Weapons: 460
  • Persona Weapons: 204
  • Apparel: 75
  • Bionic: 99
  • Flora: 20
  • Fauna: 69
  • Mechanoids: 28
  • Entities: 3
  • Resources: 48
  • Relics: 7
  • Drugs: 17
  • Scenarios: 3
  • Genes: 32
  • Vehicle: 9
  • Research tree, various buildings, workbenches, etc.
[docs.google.com]

  • DLC's
  • Vanilla Expanded Mods
  • Exosuit Framework
  • Mechanoid Upgrades
  • And much more...

Q: Is this mod CE compatible?
A: At the moment, no.

Q: Is CE compatibility planned?
A: This information is classified.

Q: Will this mod work on 1.0, 1.1 or another game version?
A: Mod only supports the versions stated in the description.

Q: Is this a completed mod?
A: Yes. But mod will continue to develop if necessary.

Q: Is this mod vanilla friendly?
A: Maybe. But keep in mind most of the items are better than the standard game samples.

Q: Is this mod save game compatible?
A: Maybe. But due to the fact that the mod introduces a new faction, research, resources, etc., I still recommend using the mod with new saves.

Q: Where to craft new items?
A: Weapons crafts at the Obsidia Weapon Workbench. Persona weapons at the Obsidia Persona Table. Armor crafts at the Obsidia Armor Station. Resources and medicines are synthesized Obsidia Synthesis Printer.

Q: There are too many recipes in the workbenches!
A: Yes, there is such a problem. Therefore, I recommend using this mod or a similar analogue to solve this problem.
Translation
  • English - included
  • Ukrainian - included
  • Russian - included
  • German
  • If you would like to translate this mod into your native language, you are free to do it.
Special thanks
For excellent character illustration lns_owl Instagram[www.instagram.com] / Steam

[ko-fi.com]
Popular Discussions View All (2)
147
1
Jun 27 @ 1:57pm
PINNED: Bug reports / Баг репорт
Lored
53
Dec 13, 2024 @ 6:05pm
PINNED: Suggestions / Предложения
Lored
516 Comments
Jkdude Jun 28 @ 12:24pm 
Слаймы на карте ломают некоторые квесты, чтоб зачистить те же лагеря нужно еще бегать и убивать слаймов
Lored  [author] Jun 23 @ 7:08am 
@Bustly If you mean adding abilities to modules that don't exist in the game. I can't do that because of the mechanics of the game and my skills.
Bustly Jun 23 @ 4:44am 
i'm aware that aura modules are in the mod, i'm saying that I think there should be more! not just auras or regular modules, but special ones like, again, the privateer module.
Lored  [author] Jun 22 @ 10:25pm 
@Bustly Well, aura modules are already there, they were added for the Obsidia Drifter Clans. Regular ones have an 8-tile radius around the pawn, and the heroic versions go up to 12.
Just a heads-up though: they won’t show up without the Vanilla Expanded Framework installed.
Bustly Jun 22 @ 10:16pm 
yea something like an aura module, just very close range. in general i just love the module system, it feels like a rimworld-equivalent of a class system
Lored  [author] Jun 22 @ 10:13pm 
@Bustly You mean something like Aura Module?
Bustly Jun 22 @ 10:10pm 
also blackwolf you should some mods that manage your colony's tech level/raid tech level more. obsidia has been known for years to completely murder your new colony because a single obsidian raid happens lmao
Bustly Jun 22 @ 10:08pm 
i'd be interested in more unique modules like the privateer. one i had in mind was a spotter module, giving some bonuses to a nearby pawn (like 1-2 tiles at most) that help with long-range shooting. some increased range, accuracy, etc..
Bustly Jun 22 @ 10:05pm 
lol it never ends, does it?
I.[S]ynTax[X].? *,..,* Jun 18 @ 9:59am 
@Lored you´re a legend, couldn´t imagine a playthrough without your art. Thanks!