RimWorld

RimWorld

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Rimhammer - The End Times
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Mod, 1.0
File Size
Posted
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20.285 MB
29 Dec, 2018 @ 7:32am
11 Jan, 2020 @ 7:36am
42 Change Notes ( view )

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Rimhammer - The End Times

Description
THE 1.1 VERSION CAN BE FOUND HERE: https://steamproxy.net/sharedfiles/filedetails/?id=2007275942


Discord link: https://discord.gg/UCmQbCT

This mod is intended to add Warhammer into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe.

The Rimhammer mods should be placed at the bottom of your mod list. Place the base Rimhammer - The End Times mod at the bottom, then put the race/faction mods under it (order doesn't matter for the race faction mods, as long as they are loaded after the base Rimhammer mod).

This is the base mod for the Rimhammer mod series, and sets up the groundwork for the other mod extensions that will arrive in the future such as the races.

Things that this mod currently does:

Removes everything in the game after the medieval time period. No electricity. No guns (well, some races will have guns later on (i.e. Dwarfs and Empire). No bionics. This includes removing things that would therefore have no game effect, such as solar flares, and tweaking the description on things that are still flavorful, such as toxic fallout. Since the game was not originally designed to stay at a medieval technological time, the mod also adds important things to fill the gaps that vanilla Rimworld left:

-Adds coal as a mineable resource that can be used to fuel stoves, forges, and such.
-Adds a furnace stove that can be used to cook at, as well as keep a room warm.
-Adds a floor brazier that can be used for light, and heat.
-Adds wall sconces for lights, to keep the rooms looking better.s
-Adds two methods of food preservation: pickling (for meat and veggies) and curing (for meats, significantly extends shelf life of meats, but requires some effort).
-Replaces the modern electric smithy with a wood/coal fueled smithy
-Adds chaos monsters as a new hidden faction that will attack your colony. Current list: Chaos Spawn, Razorgor, Jabberslythe, and Tuskgor.

-Adds a new victory quest: Great Chaos Portal Journey. Journey to the great chaos portal, and destory it to save the old world (and win the game)! Finally a medieval game win condition!
-Adds new quests: Nearby Jabberslythe Lair that needs to be cleared out, nearby Small Chaos Portal to destroy.

-Adds Chaos Wastes biome. Makes all non ice sheet tiles around the north and south poles into Chaos Wastes biome rather than what they'd be otherwise. There are settings built in to control how far south the chaos wastes extend.

-Adds a map event called the Chaos Storm. While a Chaos Storm is raging, any pawn not in shelter will have a new health condition applied, which increases the more they are exposed to it. The new health condition is Chaos Corruption. As the Chaos Corruption level increases, the likelihood that the pawn (non-animal) will go into a Berserk mental state rises. If the Chaos Corruption level becomes high enough, the pawn may turn into an abomination; the Chaos Spawn. If that happens: the pawn is considered dead, and can’t be redeemed.

Pawns that see a Chaos Spawn will have a negative mood penalty applied; however, pawns that see a dead Chaos Spawn will get a positive mood boost. If a pawn somehow reaches a Chaos Corruption level of 100% without becoming a Chaos Spawn, that pawn will die.

Eating meat from a Chaos Spawn will increase a pawn's Chaos Corruption level, potentially causing the Chaos Corruption issues mentioned above, and cause negative mood modifiers.

Animals exposed to Chaos Corruption may go maddened, but will not turn into a Chaos Spawn.

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FUTURE PLANS

Implement the various races present in the Warhammer Fantasy world.

I will try to add all the races from Warhammer as playable races, with loads of extras and themed items/quests: Lizardmen, Orcs and Goblins, High Elves, Dark Elves, Daemons of Chaos, Chaos Mortals, Skaven, The Empire, Bretonnia, and so on. The human factions may be combined into one release. We may even add a few of the lost races like the Fimir if we get far enough. We will be adding magic, beast riding, and etc as well. Every race will have their own special attributes/effects that reflect how they are in the Warhammer universe.

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Discord link: https://discord.gg/UCmQbCT

Discuss this at Ludeon: https://ludeon.com/forums/index.php?topic=47626.0

Buy me a coffee: https://ko-fi.com/sickboywi

If you'd like to speed up the process of release, please consider supporting me on Patreon. The more support I get, the more motivated I will be to create more races/factions. https://www.patreon.com/SickBoyWI

This mod took many, many hours of work. Special thanks to the Lord of the Rims series for inspiration, and for some great examples to get me going. Also, special thanks to the people at the Ludeon forums who answered my programming/config questions. This series will likely not be released fast. I'm one person, and the amount of work involved is significant. This first mod took easily over forty hours of work.

Super special thanks to Discord users "Dino's Bar and Grill" for the forge/anvil texture, and Rebelrot for the super sweet chaos spawn and razorgor images!!

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Changelog
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1.0.0.25 2019-09-07
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Added sharpened stakes security buildings.

1.0.0.24 2019-09-07
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Tweaked cured and pickled foods. They can now be used to cook meals, and uncured/unpickled foods won't be on by default for meal jobs. Added bulk curing and pickling vats, and additional research to unlock them. Added bulk jobs for making cures and pickling.

1.0.0.23 2019-09-02
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Updated caravans so that they will carry coal, and may carry magical artifacts.

1.0.0.22 2019-08-31
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Added new event: Found Abandonded Technology. Similar to vanilla Space Ship Chunks Drop; the discovered items can be disassembled for components and steel. Added horse.

1.0.0.21 2019-08-30
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Added menu categories for various things to simplify finding things in the menus (for instance chaos corpses). Combined the meat of all chaos beasts into one type of meat: chaos meat. Excluded all chaos meat from the cook jobs by default.

1.0.0.20 2019-08-23
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Added new end game quest: Great Chaos Portal. Added new monsters to chaos monsters faction: Jabberslythe and Tuskgor. Added two new map quests: Jabberslythe Lair, and Small Chaos Portal. Added three magical artifacts: Wand of Resurrection, Potion of Healing, and Rod of Flaming Death. Retextured the Anvil/Forge. Changed how harsh the Chaos Storm is, pawns will turn into spawns less, and go berserk less. Increased the lifespan of pickled and cured foods.
Popular Discussions View All (2)
1
7 Oct, 2021 @ 11:25pm
Generating the world is not possible
Boris Ursus
0
13 Jun, 2023 @ 12:30pm
Anvil and forge not making weapons or armor.
Rowdimus
269 Comments
Classygreen 14 Dec, 2022 @ 4:16pm 
Would be greatly appreciated if a mod option to disable or modify the likelihood of a chaos storm happening was added.
Casual 25 Jul, 2022 @ 1:47pm 
How does the pickling and curing vat work? I've made a bit of unpickled food and cooked cure, do I just need to wait for them to finish pickling and cooking or something? I can't set any bills on them, so for now I'm assuming they work like a rack or something and I just need to wait.
Jessksch 27 Feb, 2022 @ 11:52pm 
Any way to remove chaos storms completely? I tried when I created a scenario to remove weather threats but these storms still occur :(
Hidden 14 Dec, 2021 @ 10:05am 
i need morr statue to pray for forgivness for using filthy necromancy called "wand of resurrection"
Erikkustrife 27 Nov, 2021 @ 8:28pm 
@Latex Santa You forgot the /s on your comment man lol. Fun fact Games Workshop hasnt changed their rules on any of this stuff at all. They just renewed them.

Also I really do hope your being sarcastic as arch is one of the worst people in the entire world to get any news from at all, the man was banned from pretty much every group due to his blantly terrible ideals and friends.
Latex Santa 5 Aug, 2021 @ 10:34pm 
@SickBoyWi Games Workshop has gone insane, and will soon start to hit modders with copyright claims, DESPITE FAIR USE LAWS. I heard it on Arch's youtube channel. People! Save the files on your hard drives! Modders! Back up your work! We must be ready for the worst.
chryssjanzonio 2 Jul, 2021 @ 8:14pm 
is this compatible with other faction and world mods? like vanilla extended
Bane Canada 3 Jun, 2021 @ 12:33pm 
@SickBoyWi

When I try to put the Cooked Cure into the Curing Pot using the right-click drop down (I think that's allow tool). Sometimes I only get 'clean room' then when they go to bed... I can suddenly do 'fill the pot'.

No error that I can find. And the first one in a new settlement always fills. I'm playing empire.

Just wondering if I'm missing something like - you have to wait 24 hours before putting the cooked cure into the pot or something.
Bane Canada 2 Jun, 2021 @ 1:49pm 
@SickBoyWi - Clever mod, I'm liking it so far.

@Filthy Archer - have you tried dnGREP - I use it to hunt down those kinds of errors.. that and Reddit. You can use it to sift through all of the mod folders for entries that match key words from the error log.

Once you get good with it, you can use it to search all of your downloaded mods for a term like "MicroelectronicsBasics" and it will tell you which mods in which folders have that term. It really helps me narrow things down in a few minutes.
SickBoyWi  [author] 1 Apr, 2021 @ 1:32pm 
@Aledroid - There's something in some mod that's referencing either that tech directly, or something that requires that tech to make it. If you can post a HugsLib log on Discord, you'll get help right away, much quicker than here.