RimWorld

RimWorld

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Star Wars KotOR Resources and Materials
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Mod, 1.5, 1.6
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106.932 MB
May 25, 2024 @ 1:42pm
Aug 24 @ 7:20pm
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Star Wars KotOR Resources and Materials

In 1 collection by guy762
[OFFICIAL 1.6] Star Wars Knights of the Outer Rim (KotOR)
18 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!


~~~~~~~~~~~~~~~~~~~~~~~
- Cortosis, Mandalorian Iron, and Rhydonium asteroids will spawn in orbit!
~~~~~~~~~~~~~~~~~~~~~~~








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EXTRA MOD COMPATIBILITY:
~~~~~~~~~~~~~~~~~~~~~~~~
- 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

~~~~~~~~~~~~~~~~~~~
IMPORTANT PATCHES:
~~~~~~~~~~~~~~~~~~~
- 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!

~~~~~~~~~~~~~~
KNOWN ISSUES:
~~~~~~~~~~~~~~
- 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







~~~~~~~~~
CREDITS:
~~~~~~~~~
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
Ranger Rick - graciously let us use code from the Fallout Collaboration Project!
Lee - coded many things and did lots of bug fixing
ShunTheWitch - graciously let me use the HomingProjectile code from Taranchuk
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, 2, 1 (2015), 2 (2017), Empire at War, 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:
~~~~~~~~~~~~~~~~
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!

PastorHaggis - solved the mystery of the Linux incompatibility



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-
173 Comments
⚡ÆLP⚡ 14 hours ago 
when update will come
PanicOregon281 Aug 23 @ 7:15pm 
just realized i should provide the log, because more than anything this is probably some conflict or another mod fiddled with worldgen in their mod update
https://gist.github.com/HugsLibRecordKeeper/513a377c89fe0309459e90e05be5e01c
PanicOregon281 Aug 23 @ 6:46pm 
anyone else getting this with the KotOR mods, had to use visual exception to catch it without a crash to desktop? confirmed on my end, i get this error only when KotOR is loaded.


Exception in Verse.LongEventHandler.ExecuteToExecuteWhenFinished: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E55DCB92]
at Verse.BuildableDef.ResolveIcon () [0x00081] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.ThingDef.ResolveIcon () [0x00000] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.BuildableDef.<PostLoad>b__78_0 () [0x00021] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00089] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
guy762  [author] Aug 23 @ 2:14am 
@tachi my updates from that week hadn't touched anything world generation-related. is it still happening currently?

@Spank Daddy couldn't find anything notable in the log, but those errors are from mostly unused code so they should be safe to ignore

@⚡ÆLP⚡ should be safe to ignore and fixed when I push the next update

@MacB00k_Man it requires the Mandalorian Equipment research project

@Luckspeare good catch, will be fixed in the next update push
Luckspeare Aug 22 @ 11:26pm 
More HugsLib log.

https://pastebin.com/SpJWxcSk

The following mods work fine without errors:

Harmony
Loading Progress
Better Stacktraces
Hugslib
Mod Manager (Continued)
XML Extensions
Star Wars : The Force - Lightsaber
ModularWeapons 2


But if I add the Star Wars KotOR Resources and Materials mod at the bottom of those, I get red errors that start as shown below, and as shown more fully in the error log linked above.

---

XML error: Could not find parent node named "guy762_KotORpartOverlay_pockets" for node "ModularWeapons2.ModularPartsDef". Full node: <ModularWeapons2.ModularPartsDef ParentName="guy762_KotORpartOverlay_pockets"><defName>guy762_KotORpartOverlay_pockets_hvy</defName><attachedTo>guy762_KotORMount_overlay_hvy</attachedTo></ModularWeapons2.ModularPartsDef>

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
MacB00k_Man Aug 22 @ 10:33am 
How do I make beskar, I got the mandalorian iron and plasma furnace but there’s no option for it
⚡ÆLP⚡ Aug 18 @ 12:15pm 
Spank Daddy Aug 17 @ 7:53am 
Hello! Love the mod! I was getting an error that said something about missing spinning projectile (and a few other errors im not sure if they are important). Here's my hugslib:

https://gist.github.com/HugsLibRecordKeeper/e2512837efc2be9deaa87d09956cc649

Any help if these are important or conflict with one of my many 300 mods is appreciated! Thanks again!
tachi Aug 16 @ 10:15am 
I think your most recent update broke my save. I was playing this morning and my save was fine. i came back 3 hours later and steam finally downloaded your update. Upon loading my save a good portion of my mountain are gone as if theyre hollow now. Theres no errors in my logs removing terrain from my save but I cant really think of any other mods that would be causing this. out of the couple mods that updated upon coming back to my save yours is the only one that i think affects terrain generation.
⚡ÆLP⚡ Aug 14 @ 3:38pm 
any update? for errors