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Star Wars KotOR Resources and Materials
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Mod, 1.5
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54.219 MB
25 мая в 13:42
21 сен в 1:27
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Star Wars KotOR Resources and Materials

В 1 коллекции, созданной guy762
[OFFICIAL 1.5] Star Wars Knights of the Outer Rim (KotOR)
Предметов: 15
Описание
[ko-fi.com]


[drive.google.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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- Cortosis, Mandalorian Iron, and Rhydonium asteroids will spawn in orbit!
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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:
~~~~~~~~~~~~~~~~
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:


[ko-fi.com]
Комментариев: 73
Kigra 17 окт в 18:08 
I downloaded the whole collection, and when I try to generate a world, the whole game just crashes. Anyone had the same issues or a solution for this?
guy762  [создатель] 6 окт в 14:00 
@miked2681 lmao yeah I hated that about trying to play fallout 4. it's a real slippery slope once you start tinkering too, I started out just trying to figure out how to add working jedi/sith to the game and it's now been two years since I last ran an actual playthrough
miked2681 6 окт в 13:37 
@guy762 thanks for the quick response. Your mods look interesting and I look forward to seeing what may come with a vehicle and starfighter mod!

I do have a fair amount of experience modding existing Rimworld mods in the past (just for personal use, nothing published) so I'm sure I can pick and choose and get things working however I may want with enough time and effort. My problem is I often spend so much time trying to mod things that I get burned out before getting to enjoy the game lol.

Much respect to all of you modders who put in so much work in developing and maintaining all of these mods.
guy762  [создатель] 6 окт в 13:14 
@miked2681

KotOR Resources & Materials can be used alongside the outer rim core mod with the help of this material replacer patch: https://steamproxy.net/sharedfiles/filedetails/?id=3265479858 , though it should be noted that a lot of things in the outer rim core are hardcoded to give its own version of their materials, so the patch unfortunately won't be able to fix every inconsistency

the other two KotOR mods are purpose-built for the old republic era, so you can probably skip them
guy762  [создатель] 6 окт в 13:14 
@miked2681 the Discord link should be in the mod collection's description (under the subscribe button on this page)

Star Wars Xenotypes can be used in place of the outer rim aliens mod pretty easily I'm told, you would just need to manually set up xenotype spawn rates for the outer rim factions using this mod: https://steamproxy.net/sharedfiles/filedetails/?id=2891975564

Star Wars Force Psycasts has no incompatibilities with the outer rim mods, and this patch mod will integrate force users into the outer rim factions (I think): https://steamproxy.net/sharedfiles/filedetails/?id=3265498201
miked2681 6 окт в 12:21 
Is there a discord for this group of mods? I'm wondering about the best mix/match of this and/or Outer Rims mods to be able to play in the Imperial Era. I've just recently returned to taking a look at Rimworld after more than a year of not touching the game, and seeing all the mods that look interesting gets a bit overwhelming to try and figure out what I want to use and what all is compatible.
Flash 26 сен в 13:05 
Perfect!!! Cant wait for it!!!
guy762  [создатель] 26 сен в 12:27 
@Flash yes, I'm aiming for December 6th. it will cover all factions from the Old Republic era, not just the underworld ones
Flash 25 сен в 16:54 
any release date for the underworld factions mod?
guy762  [создатель] 23 сен в 12:00 
@Smock nope, Kolto is vendor and quest-reward only