RimWorld

RimWorld

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Star Wars KotOR Resources and Materials
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Mod, 1.5
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54.008 MB
25 May @ 1:42pm
14 Jul @ 11:49am
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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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ABOUT Humanoid Alien Races REQUIREMENT:
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Previously in 1.4, the KotOR Weapons & Armor mod was borrowing special code made by Taranchuk to allow for the second <colorTwo> color channel to be used on worn apparel graphics, which is a feature I used on virtually all apparel in the mod. At this time, that code is still in the process of being overhauled for 1.5 as part of a joint effort between myself and several other modders. Without this code, all apparel in KotOR Weapons & Armor will be missing colors.

THANKFULLY, I have accidentally discovered that Humanoid Alien Races adds this functionality in, meaning proper armor coloring will be preserved if HAR is loaded.

FOR THE TIME BEING, please use HAR when running KotOR Weapons & Armor until our new code for multiple armor colors is finished! Thank you for your understanding!








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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://steamproxy.net/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
Immortalus - drew the Sith Lord apparel and lightsabers
Slamurmum - commissioned and donated the Sith Lord apparel and lightsabers
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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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:
50 Comments
guy762  [author] 27 Jul @ 10:11am 
@ToooMuchSalsa unfortunately that info isn't written down anywhere beyond what's in the mod preview images. I've tried several times to write a walkthrough guide, but it's too much of a time investment when I've got more mods to work on instead

underground Tibanna pockets can be mined with the vanilla Deep Drill, and Cortosis can also be found underground or rarely in surface veins. both can be bought from some of the new orbital traders this mod adds
ToooMuchSalsa 26 Jul @ 2:18am 
@Lee @guy763 absolutely love your mod. Great work! I was wondering where I could get more info on the resources? Maybe a walkthrough guide somewhere? I am trying to figure out how to mine Corsair. I also just discovered Tibanna underground and have no idea how to get it. Is this info in your Discord?
guy762  [author] 21 Jul @ 2:00pm 
@pinkiatlantes aside from the cloaking device, SoS2 buildings won't use any of the resources from this mod (yet). it should be perfectly compatible otherwise!
pinkiatlantes 20 Jul @ 11:08pm 
This mod compability for Save our ship 2?
guy762  [author] 18 Jul @ 11:38am 
@Shariul yes, you'll need to restart the game after enabling the option. it will apply to all credits including those already on the map
Shariul 18 Jul @ 1:39am 
Yeah. Having the same problem as fella below. Cant pick up credits at all. Pawns just stands there. Do you need to restart game after enableing "weight for credits" in options? Since reloading the save didnt change anything. Are thouse credits that allready on the map will always be 0 weight?
Makakenzou 17 Jul @ 7:34am 
@guy762 yeah I was hesitant posting here since I wasn't sure if this is due to the mod or with the deck itself. I just find it odd of all mods I have installed, this one is having an issue. Regardless I may as well bring it up in case someone else has a similar situation.
guy762  [author] 17 Jul @ 12:28am 
@Makakenzou I'd have no idea, I didn't even know you could use mods on the steam deck

are there any other deck users here who've had problems?
Makakenzou 16 Jul @ 7:16pm 
So I have run into an issue when running this mod on a steam deck. It seems to trigger an error about it being a "incompatible or corrupted mod." It works with no issue on my actual PC, so im kinda of lost as to why it is doing it on the deck. I did read the text you wrote about Rimpy since I use it, but no issues on the PC with it.

I have tried re-downloading and verifying the files. No change.
guy762  [author] 14 Jul @ 2:18am 
@mrclumps8973 tbh I totally forgot SoS2 engines require fuel too and I only realized they did after I published this mod. I'll go back and tinker with those systems as I work on the KotOR Vehicles mod where its being used as starfighter fuel