RimWorld

RimWorld

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The Heaven Forged Celestial
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Mod, 1.4, 1.5
File Size
Posted
Updated
24.660 MB
25 Dec, 2023 @ 8:23am
14 May @ 1:57am
9 Change Notes ( view )
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The Heaven Forged Celestial

Description
This is a re-release of "The Ancient Celestial", which retains most of the original mod's content and includes bug fixes and balance adjustments. Unlike the original mod, this mod will be updated and maintained for a long time in the future, and we welcome any suggestions from players who are interested in this mod.

I hereby declare that all code (xml, dll) and textures in this mod have been licensed by the original authors and their copyrights are protected by laws and regulations. Anyone who publishes, modifies, distributes, steals the code or textures or uses the mod in any way without the written permission of the copyright holder is infringing on the legal rights of the copyright holder, and the copyright holder reserves the right to pursue the legal responsibility of the copyright holder.
Copyright: Frolg, FengXinZi(无辜的刌民), Issac Zhuang, 瑞秋·克劳狄乌斯, 快乐柠檬茶

<Contents>



New Mechanoid units, including four regular units and two boss units.
They can support each other when they are gathered together, or they can unleash a variety of unique skills when they are fighting alone, bringing a whole new test to your colony.

A new boss-level unit, the Heaven Forged Battlefield Destroyer, will challenge you.
He can be actively summoned to the colony by the player and will break through your defenses with his powerful weapons and leaping skills. Defeat him and you will be allowed to create more powerful weapons and armor.


A new boss-level unit, "Tai Hao", a mechanical dragon, is your ultimate challenge.
Face his multiple forms, defuse his heavenly thunderous onslaught, and ultimately defeat him. After this you can create the mod's final armor and medicines, and even create a new dragon to travel the heavens with you.



Decipher the mysterious celestial technology and create brand new armor and weapons.
With these powers, your colonists will be qualified to challenge the most vicious enemies.

Discover the mysterious alchemy room of the celestial by scanning it from a distance and unearth its secrets. Refine more than ten different kinds of immortal elixirs to stimulate the colonists' powerful potential.

<Q&A>

Q: Is this mod compatible with Combat Extended?
A: Yes.

Q: Why is this mod being removed repeatedly?
A: I'm afraid I can't comment. This is a contradiction among our producers, but I can confirm that this version will be stable and continuously updated.

Q: I think this mod is very unbalanced, how do I give feedback?
A: Just leave it in the comments section. We welcome any reasonable suggestion.

Q: Can it be added or removed from the save midway?
A: If you want to add mods mid-stream, you may need vanilla expanded framework to add new factions, and it is not recommended to remove them mid-stream.

<Authors>
FrolgHart: All textures
IssacZhuang: Early dll coding
Ftian: dll encoding
Feng Xinzi: xml and dll encoding
DiamondJ: Early xml coding
Rachel Claudius: Sponsor

<Postscript>
Are you looking for something? It's a kind of thing, similar to a payment QR code. But we don't have those things here, mods should never be a tool for kidnapping others for profit, as you and I insist on.
126 Comments
辉夜 26 Jun @ 7:03am 
大佬、大佬,和mod:Mark That Pawn有兼容报错,能看看吗?
Exception in Verse.StaticConstructorOnStartupUtility.CallAll: System.TypeInitializationException: The type initializer for 'MarkThatPawn.MarkThatPawn' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3E95CFBE]
at SZ.Mech.VerbProperties_Patch.Prefix (Verse.VerbProperties& __instance, System.Boolean& __result) [0x00001] in <5eb22f180ad24d2f806cc2714a604021>:0
at Verse.VerbProperties.get_CausesExplosion () [0x00019] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
- PREFIX SZ.Mech: Boolean SZ.Mech.VerbProperties_Patch:Prefix(VerbProperties& __instance, Boolean& __result)
Espiovvv 25 Jun @ 2:20pm 
Oh cool I didn't know you could do that since I rarely use a long-range mineral scanner, thanks for sharing that information.
Arkitekt 24 Jun @ 10:14pm 
@SS5DEJAN you can also use a long-range mineral scanner. Tune it to Heaven forged alloy and it'll reveal locations which have Celestial Furnaces, which contain different dans, and other materials.
享受食物本身的味道 22 Jun @ 4:05am 
神铸墙壁不能放壁灯,好难受
illustrisTNNG 17 Jun @ 9:25am 
我是中途加入存档的,但是来的天兵都是中立单位,攻击不会敌对,派系也没有通过VEF生成,然后我自己改了一下factiondef,我觉得唯一有用的部分是把logo的中文路径换了,同时把logo重新命名为英文,VFE生成派系时大概率是不支持中文字符的,之后再进游戏VFE能正常生成天兵派系,为了测试召唤的袭击也在拆家了(
SS5DEJAN 14 Jun @ 3:23pm 
@Espiovvv Thank you. I guess im just waiting for the dormant mechs to drop on my map lol
Espiovvv 14 Jun @ 9:46am 
@SS5DEJAN You need to make one of your pawns a Mechanitor, and research Mechtech. At some point you'll have dormant Celestial mechanoids drop at the edge of your map and will only activate if they're being attacked, and will call in more and more dormant reinforcements every day, killing them drops a resource that can be used to make a beacon that calls for a Celestial General (forgot its exact name) which drops an item that can be analyzed at a research bench to further this mod's research. Use these resources to make your own celestial mechanoids to later take on a boss mech dragon called from another kind of beacon.
SS5DEJAN 14 Jun @ 5:39am 
How do I progress in this mod?
Espiovvv 13 Jun @ 10:58pm 
There's a bug with the mech dragon, using either of the movement abilities locks them away permanently, saying they're "in queue", so it ends up being completely unable to fly on either the current map or on the world map despite it being supposed to do so as much as you want, it's kind of annoying, this bug turns the dragon from a mobile fortress to an immobile sentry...
Wyccc 13 Jun @ 10:17pm 
刷出来的袭击是中立的,