RimWorld

RimWorld

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Star Wars KotOR Resources and Materials
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Mod, 1.5
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158.659 MB
May 25, 2024 @ 1:42pm
Apr 29 @ 5:59pm
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Star Wars KotOR Resources and Materials

In 1 collection by guy762
[OFFICIAL 1.5] Star Wars Knights of the Outer Rim (KotOR)
17 items
Description
[github.com]
Adds resources, crafting materials, consumables, and other items from across the Star Wars universe. This is also a shared asset and (temporary) code repository for the Knights of the Outer Rim project.


Things this mod adds: Kolto, Spice & Deathsticks, Durasteel, Bronzium, Cortosis, Mandalorian Iron & Beskar, Rhydonium, Tibanna gas & plasma ammo, new "Ultra" Components, Stygium crystals, Armorweave, Credits, Duracrete, Medpacs, Stimulants, cantina decorations and band instruments, and Sith furniture drawn by Sovereign!


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- Cortosis, Mandalorian Iron, and Rhydonium asteroids will spawn in orbit!
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EXTRA MOD COMPATIBILITY:
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- Save Our Ship 2: The Ship Cloaking Device has been patched to require 25 Stygium crystals when constructing
- RimNauts 2: Three new types of Asteroid have been added: Mandalorian Iron/Beskar, Cortosis, and Rhydonium

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IMPORTANT PATCHES:
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- REBALANCED PLASTEEL: this mod patches the stats and availability of vanilla Plasteel to be closer to its portrayal in Star Wars lore. it is now cheaper, its ore is easier to find, and it is easier to use as a crafting material. however, it also has a smaller hit point modifier (which is still higher than vanilla Steel's). This can be disabled in the new mod options menu!
- SoS2 Ship Cloaking Device - the crafting recipe for these have been patched to require 25 Stygium crystals. This can be disabled in the new mod options menu!

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KNOWN ISSUES:
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- Pick Up And Haul mod - Pawns will be unable to pick up stacks of Credits while using this mod. To work around this, I've added a mod options menu toggle that fixes it, at the cost of adding a (very small) weight value to Credits.

- Some users may be unable to scroll down in the vanilla research UI when on the SWKotOR tab, cutting off some of the research projects from view. I have zero clue what to do about this other than recommending a research UI overhaul mod since I think this is a base game issue, and my research projects & tab seem to be set up correctly in xml. TO FIX THIS I strongly recommend using this mod or another research screen overhaul mod: https://steamcommunity.com/sharedfiles/filedetails/?id=3263594757

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ADDITIONAL NOTES:
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- ABOUT GITHUB FILES: some users have been getting RimPy errors for missing dependencies after previous updates removed them (like the one from February that removed the JecsTools requirement). I guess RimPy doesn't update mod dependency lists that often, and I thought it might be because it's reading the listed dependencies on the Steam workshop page rather than the mod's About.xml. I put the mod files on Github so they don't have to download it through Steam which hopefully will prevent people from getting these errors whenever I remove a dependency






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CREDITS:
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MajesticMadman - drew most of the initial content for this mod
kaitorisenkou - coded many things so this mod was possible
Sovereign - donated the excellent Spice textures as well as some TOR Imperial furniture
Lee - coded many things and did lots of bug fixing
SmartKar - wrote the "running beam" and "bouncing projectile" code for AthenaFramework that is now included in this mod
Immortalus - drew the Sith Lord apparel and lightsabers
Slamurmum - commissioned and donated the Sith Lord apparel and lightsabers
NelsonArts - additional art
guy762 - drew everything else, wrote most xml

The Sound Departments for KotOR 1&2, Jedi Outcast & Jedi Academy, Battlefront 1, Republic Commando, and especially David W. Collins - it wouldn't be Star Wars without the sound effects!
KotOR 1's 2D GUI artist Rob Sugama - 75% of this mod (and future content) is based off of the tiny 48x UI sprites from the original two games

Jecrell - Projectile deflection code and associated XMLs which this mod will now be "forking" instead of having a hard requirement for JecsTools.


SPECIAL THANKS:
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Alite - took over management of vital AthenaFramework code which let us remove it as a requirement for KotOR Weapons & Armor!

strategywiki.org's KotOR 1&2 walkthrough guides - amazing source of information on the original games. Seriously, whoever ripped all the item sprites deserves a raise!

Sithspecter's KotOR 1&2 High Quality Blaster mods - I tried not to copy this amazing work *too* closely, but it was still a spectacular reference to have while drawing all of this!

David Hibbeln, Derek Watts, and the rest of the KotOR 1 Art Department - I love the KotOR 1 art direction so much I made this mod. It inspired me with wonder when I was a kid and it still inspires me today.

Aelanna in the Rimworld discord - helped me write the C# component of the "ionization" code and gave me a working example of what I was trying to do to base it off of

Mile's Save Thing As Image mod - I actually did use this for the promo imagery, very handy!



Our other mods:


[ko-fi.com]
Popular Discussions View All (1)
0
Mar 5 @ 8:22pm
Ship chunks black outlines are too big
tbone -iwnl-
121 Comments
Captain Frost20 Jun 27 @ 10:49am 
I think this is genuinely the best star wars series of mods for rimworld hands down. I cant wait for the vehicles expansion.
Firebringer4 Jun 23 @ 12:55am 
Why does nihilius equipment require 999 tech prints to be researched? and wheres the actual research option?
Firebringer4 Jun 23 @ 12:54am 
@Sterl-GC actually you can go into your game options (they are where the save button is) go into the "Interface" option, set the UI Scale option to 1.25 and you will see it, then set it back to 2 after you pick your research
N16H7M4RE Jun 21 @ 12:55am 
will any of your mods be updated to 1.6?
Sterl-GC Jun 18 @ 7:39pm 
So I've noticed at least 4 research projects cannot be researched because they appear below everything else and there is no way to scroll to them.
tekdato Jun 18 @ 12:15pm 
hey, I just researched durasteel production but the recipe to produce durasteel doesnt show up in the furnaces. Am I missing smth?
SunsetTzu Jun 9 @ 7:51pm 
Nice job, thanks!
guy762  [author] Jun 9 @ 10:28am 
@Mujahideen I have it in my notes to add in the next update
Mujahideen Jun 9 @ 3:01am 
can colonists get high off rhydonium? if not PLEASE add this, i NEED a saw gerrera pawn when i figure out my mods
guy762  [author] May 30 @ 9:19pm 
@Dressari Pick Up and Haul is (from what I recall) the mod that would allow you to have a pawn carry them in their inventory. I'm not aware of any other currently released mod that adds that functionality in, but a colleague of mine has their own unreleased version of it separate from Pick Up that I'll be adding in to this mod when the code is complete