RimWorld

RimWorld

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Astra Militarum Imperial Guard Core Mod v2.5
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
File Size
Posted
Updated
26.889 MB
Sep 28, 2016 @ 6:59am
Apr 20, 2024 @ 12:42pm
75 Change Notes ( view )
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Astra Militarum Imperial Guard Core Mod v2.5

Description
Release Version, support 1.1, 1.2, 1.3, 1.4 & 1.5 of Rimworld

CHECK OUT THE OFFICIAL AND UNOFFICAL ADDON MODS BELOW!!!

Best used with QuantumX Faction & ServoSkulls Addons


SINCE V2.0 of Core Mod Turrets are INCLUDED in the mod and the addon is no longer required

WH40k Astra Militarium Imperial Guard Mod, is a core mod to add the Imperial Guard to RimWorld. Why the imperial Guard over the Astartes well for me they fit better into the universe, and are still puny humans that Rimworld can punish... For the Emperor! NEW for V1.7 you can now after extensive research and pain turn your Pawns into Astarte Warriors :)

This mod adds 200+ items, be they physcial items or items coded in like augments, this mod has grown and grown from its humble beginning to be what i believe to be the most comprehensive and stable WH40k mod available. I hope you enjoy using this mod as much as i enjoyed making it.

There are also Official Addon Mods linked below created by me to add to this mod, and expand it.


What’s in the Mod
This mod is the core mod for what I hope will be a series of addon Mods for Astra Militarium, at the moment the following has been deployed into this Mod:
  • Ranged Weapons - AutoGun, Las Pistol, LasGun, Exitus Sniper Rifle, BotGun (T1 & T2), Plasma Rifle, Grenade Launcher, Rocket Launcher and Krak Grenades, webGun,
  • Melee Weapons - Chain Sword, Thunder Hammer, Force Sword, Power Axe, all made at Weapon Fabricator
  • Armor - The standard Pattern Imperial Armor with helmet for all body types. With Flak Plates or Servo Arms to go over the top the enhcance it in different ways.
  • Armor - Carapace and Astarte Armor - Upgraded armor over the Standard Patern Armor. Astarte Armor only for Pawn with Astarte Organs to overcome the negative traits of this armor.
  • Production - Full production integration with dedicated work benches, and new mineable materials in the form of Ceramite, Adamantium and Promethium. Also all Weapons can be recycled back into parts with a slight loss so you can reclaim resources from rubbish builds. Resources have been rebalanced to be better.
  • Cogitators - thats speed up research and manufactring, thses require Human Brains to be built, these are available via doing operation on Pawns to harvest Brains.
  • Architecture - Currently there are custom floor textures, doors, beds, rugs, paradox poker table and statues that will spruce up that interior to bring honour to the Emperor.
  • Research - There is a full customised research tree to all of the above.
  • Power - Imperial Uranium Reactor, Plasma Reactor, Solar Panels, Thermal Plant and Battery.
  • Planetary Extraction - Extract resources from the core of the planet. (Heat Damage Applies to this, keep below 0c)
  • Medical Updates - Many new Augments, that can be implanted into Pawns for major upgrades. Lots of new medical items
  • New Crops - New WH40k Universe crops to grow and use to create items.
At the moment I’m still not 100% on the balancing (I will be tweaking), I’ve tried to make it tough but not harsh, as some of the weapons are quite powerful, and beware adamantium is rare… let me know what you think in this thread.

Change Log
See Change Log Discussion...

Frequently Asked Questions
See FAQ Discussion...

Compatibility & Bugs
  • NOT Compaitable with RimHammer Mod. (Pleasde dont report biugs if you have both Rimhammer and My Mod installed they are NOT Compaitable.
  • NOT Compaitable with CE MOD Mod. (Pleasde dont report bugs if you have both CE Mod and My Mod installed they are NOT Compaitable. I WILL NOT BE CREATING A CE PATCH FOR IT.
  • Should be compatible with Most mods, I have used it myself with many mods. BUT I highly recommend backing up your game if you install this mod into an ongoing save!!!
  • I have tested this mod myself and all “seems” well, but if you find a bug let me know in this thread. BUT this is my first ever real game mod I expect I have missed something, so apologies in advance. But I will be pretty active fixing any issues.
  • Minable resources for Adamantium and Ceramite will not spawn into your game area unless you start a new game, if you use this mod with an existing game you can use the planetary resource extractor.

See Rimworld Forum thread for more detailed info:
Astra Militarum Mod on Rimworld Forums [ludeon.com]

Official Addon Mods that Support Astra Militarium Mod (Created by QuantumX also)
WH40k ServoSkulls - Imperial Guard Addon
WH40k Factions - Imperial Guard Addon


UNOfficial Addon Mods that Support Astra Militarium Mod (Created by Others Modders, i offer no support on these, please approach mod owner for support)
Adeptus Mechanicus: Armoury Addon by Ogliss --> More WH40k Weapons.
Adeptus Mechanicus Magos Xenobiologis Addon by Ogliss --> More WH40k Factions....


Other Credits
Chinese Translation included from V1.44 - VoidVoice (Seperate Version)
這是星界軍-Core的中文翻譯補丁,包含了簡體中文和繁體中文,歡迎下載。


PayPal Donate (buy me a Coffee, i drink alot of it doing this mod) Use the link below if you want to, no problem if you dont
PayPal Donate[paypal.me]

Known Incompatible Mods:
Rimmer Hammer Mod
Brain In a Jar Mod

How to Report Bugs in Mods:
( Fluffys Guide to Bug Reporting ) - Please Read this Guide on Reporting RimWorld Mod Bugs.

Aurathas Youtube B18 PlayThrough:
( Aurathas Youtube B18 PlayThrough ) - Worth a Watch.
Popular Discussions View All (42)
16
Oct 28, 2024 @ 3:38am
PINNED: BALANCE SUGGESTIONS
QuantumX
5
Dec 29, 2023 @ 12:37am
Warp overtaking me
grogsmash
7
Mar 9, 2023 @ 7:34am
Where do i find a Gene seed?
conhobbs
2,566 Comments
CptJocker111 Apr 10 @ 8:11am 
Do i need a specifik teck to extract brains? I dont get the Option on my prisoner..
[1stAL]Dimitrius Jan 14 @ 11:38am 
Would it be possible to see if there could be any compatibility made with Grimworld? Bc its conflicts in the Brain Category. Anything else works fine.
[1stAL]Dimitrius Jan 14 @ 11:20am 
Never Mind i found it
[1stAL]Dimitrius Jan 14 @ 11:05am 
So, i have one problem, i dont have any mods that should intervene with brain, yet everytime i harvest them they..just simply are normal ass brains not the one thats needed..anyone else has experience with that? I know there are some known problematic mods but i have none that i know of
WJSabey Oct 5, 2024 @ 11:33am 
You should add the "veinMineable" tag to the new ores so that they can work with the new 1.5 vein mining function, as well as add them to the lists for the deep and long-range mineral scanners.
1longarrow Sep 27, 2024 @ 11:17pm 
What the heck do I need to do to make the dang Augmentations available for surgery? Other people are having this problem, and yes I have the medkits, but the fricking options won't show up in Operations.
Holynevil Aug 2, 2024 @ 9:28am 
so i equip my Hunter with ANgelus Pattern Bolter and the game flag them as "not suitable weapon for hunting" ?
LordVorcha Jul 22, 2024 @ 4:28am 
I am Having the same issue as @Thing 2 and @ Mec354 with the imperial solar panels only producing a max of 1 watt
Cubile Oddity Jun 6, 2024 @ 9:20am 
@imp0815 if you want to make the embrasure impassable you have to go in the mod file "C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\771341092\1.5\Defs\ThingDefs\Buildings_QXIGC-Security.xml" open it with notepad or an other openner of .TXT file, to localise the correct ligne you need to modify. you can use "crtl f" to look for the word passability that design if you can walk throught a block
<passability>PassThroughOnly</passability>
it is the first one of the file and it is for the baricade you need to look for the one for the embrasure in the file there are notation that tell which part of the code is for what building and you will need to replace the word PassThroughtOnly with Impassable.
Imp0815 May 21, 2024 @ 4:01am 
Quick question, the Imperial Embrasures are walkable like sandbags - is this intended?