边缘世界 RimWorld

边缘世界 RimWorld

Warhammer: Deathjacks
66 条留言
Vlad Draculea 8 月 13 日 上午 9:38 
please make a new vampire faction
Mlie 2023 年 5 月 5 日 上午 10:52 
Sneaky Markus Kruber 2022 年 12 月 10 日 下午 4:09 
Great Warhammer Faction mods, I'm loving them! Any hope/chance updates for 1.4?
Gearhammer 2022 年 8 月 1 日 上午 11:21 
Yeeey
KompadT  [作者] 2022 年 7 月 29 日 上午 5:21 
Hey sorry took a while. Been rather busy with work stuff. But ey bless ya, here's an update for you @Gearhammer
Gearhammer 2022 年 7 月 27 日 上午 11:57 
1.3 update please?
Poney-Demoniaque 2022 年 4 月 23 日 上午 5:31 
Gearhammer you deserve this 1.3 update brother
Gearhammer 2022 年 4 月 14 日 上午 10:42 
Still waiting for 1.3 update?
Gearhammer 2022 年 1 月 30 日 下午 12:20 
Any chance for updating this mod in 1.3?
Gearhammer 2021 年 11 月 8 日 上午 12:43 
1.3 update?
Sgt_Muffins 2021 年 7 月 27 日 上午 1:16 
Cool uniforms and neat items! The travel pot is very useful. I have one loaded into any caravan I send.

1.3 update please!
Hyeenu 2021 年 7 月 22 日 上午 6:28 
1.3?
Raging Bull 2021 年 7 月 21 日 上午 4:35 
been enjoying the mod till 1.3 made it scream at me.
Lufian 2020 年 4 月 27 日 上午 5:54 
I want to know more about the Middenland mod hahaha
Oh, Daddy Kincaid 2020 年 1 月 26 日 下午 9:17 
Thank you :)
KompadT  [作者] 2020 年 1 月 26 日 下午 7:02 
@OutboundLegend
Use it as you wish, I don't mind.
Oh, Daddy Kincaid 2020 年 1 月 26 日 下午 6:17 
@KompadT would you allow me to modify the colors to middenland and include you as an author?
KompadT  [作者] 2019 年 9 月 16 日 上午 4:28 
@stroke
No it's just a faction, with a small scenario start.
test 2019 年 9 月 15 日 上午 8:30 
is it a race?
Wreth 2019 年 8 月 29 日 下午 3:14 
"Deathjacks (Archers – Regiments of Renown)
These elite archers also have Stalk, Snipe and Vanguard Deployment, enabling them to strike fast, strike first, and remain hidden from view. If well-screened, they can continue to fire without fear of discovery or ranged retaliation."
Wreth 2019 年 8 月 29 日 下午 3:12 
Yes they are adding Empire archers and the Regiment of Renown a unique version of that unit you can only recruit one of is a unit of Deathjacks
KompadT  [作者] 2019 年 8 月 29 日 上午 11:30 
@Wreth
No? what? XD
of every possible thing to add? :X
Wreth 2019 年 8 月 29 日 上午 9:46 
So they are adding these to total war warhammer in the new DLC
Modraneth 2019 年 8 月 22 日 下午 2:34 
thank you dude :)
KompadT  [作者] 2019 年 8 月 22 日 下午 12:57 
@Modraneth
I did change it, so it should work fine now with low tech playthroughs.
>.o
Modraneth 2019 年 8 月 22 日 下午 12:08 
its just that i cant build it for example. because everything above medieval dont show up on my game, that includes components. and i dont see why components. u can even increase the quantity of resources needed. well im just one person asking this, i cant build that because the components, but i dont think the majority of people play like i play.
if you could do that for the minority like me, even the majority wont mind.
but its your call, your project i just voiced my opinion
KompadT  [作者] 2019 年 8 月 22 日 上午 1:14 
@Modraneth
Yeh I can change that, It was more of a way to limit the builiding of stuff. Used it as <complex parts> if anything.
Modraneth 2019 年 8 月 21 日 下午 1:53 
hi, im here asking why the Deathjack table need components to build
its a medieval faction right? so why the components? components are futuristic and are made for eletrical stuff so why i need to use components on this table?
im playing a medieval only playtrough and im using medieval rim, so all futuristic items are deleted that includes the components, so i cant build this table, because it asks me to use components that i dont have in-game. can this be changed to not need components and maybe other item, it would made more sense that way
KompadT  [作者] 2019 年 6 月 6 日 下午 2:34 
huh... that's... haaaa~~
Xd
Greenie /Taxibutler 2019 年 6 月 6 日 下午 2:12 
The first mod I removed was the "No Spacer Weapons"... then it works. I think it caused too many errors and it messed something up (it was causing errors for CE, which was trying to find the stuff removed). Dunno the exact reason, could just be the large amount of mods, or it just felt like breaking it, or its actually incompatible.
Greenie /Taxibutler 2019 年 6 月 6 日 下午 2:03 
kk, ill work on it
KompadT  [作者] 2019 年 6 月 6 日 下午 2:01 
I can't think of a reason as to why any of these mods should mess with the travel pot.
Can only say, disable the latest added ones and try to pinpoint which mod it conflicts with.
Greenie /Taxibutler 2019 年 6 月 6 日 下午 1:44 
I do have a few, but it worked beforehand, so I would assume its one of the new ones, but the only ones that are likely to have done it would be something like "GlitterNet" "PawnMorpher" "Remove Spacer Weapons" or "More Events Mod", and by overhauls, I mean things like Psychology, CE, High Quality Textures, and some others.
KompadT  [作者] 2019 年 6 月 6 日 下午 1:19 
hmm, do you have any overhauls?
Greenie /Taxibutler 2019 年 6 月 6 日 下午 1:09 
Screenshots here
Without fuel
With Fuel
Greenie /Taxibutler 2019 年 6 月 6 日 下午 1:06 
So, I dunno if this is a mod conflict, but the travel pot (with any fuel) comes out to a purple square, with the log saying "Tried to get a resource "Things/Building/Production/DeathjackTravelPotOn" from a different thread. All resources must be loaded in the main thread." and "Tried to get a material from a different thread."
additional error log here (when I clicked it, it had this to say down below): here [pastebin.com]
KompadT  [作者] 2019 年 5 月 24 日 上午 7:37 
@WetSanchez39
Thanks, glad you like em.
DietNihilist 2019 年 5 月 23 日 下午 8:30 
Love your race mods, keep up the good work
Tankbuster 2019 年 5 月 12 日 下午 6:19 
Thanks, it works perfectly now!
pgames-food 2019 年 5 月 11 日 下午 4:16 
1 patch to rule them all :)
KompadT  [作者] 2019 年 5 月 11 日 下午 12:50 
I just dip my toes here and there, poke the sides a bit and twirl around for a week then just blast through whatever catched my interest.
I try to leave alot of stuff open to avoid future conflict with how the mods works.

Most likely >I< won't touch upon making a large Empire mod. If I do end up making a larger portion of the Empire. I might bundle them together if there's to many conflicts or even to many dublicate defs/class/whatever. But if there's no "heavy game load" or impact on the game I will most likely just bind it all together with a patch.
daemonbot 2019 年 5 月 11 日 上午 11:56 
If/when you make all the other empire factions, will you eventually make a super mod with all the different empire factions together?
Keijokainen 2019 年 5 月 10 日 上午 9:29 
Yeah it does, thanks!
KompadT  [作者] 2019 年 5 月 10 日 上午 7:36 
Alrighty, It should work with End Times now.
SickBoyWI fixed it in the base mod.
KompadT  [作者] 2019 年 5 月 9 日 下午 3:22 
yeh, I will have to dig into that. I can't say why this mod would have a problem with world gen with End Times.
Keijokainen 2019 年 5 月 9 日 下午 2:33 
All the other race mods seem to work fine with End Times for me, but for whatever reason this one breaks the generation so that there's only very few faction bases on the whole map. Tried switching up the load order to the one you recommended Humanoid - Deathjack - End Times, but still doesn't seem to work, even when those mods are the only ones enabled.
KompadT  [作者] 2019 年 5 月 9 日 下午 2:12 
Yes, there should be no problem adding it.
If you have a bunch of mods that tweaks vanilla/core stuff maybe do a backup just to be safe.
Dfid 2019 年 5 月 9 日 下午 1:31 
Can this be added in a running save? (of course with faction discovere mod there)
KompadT  [作者] 2019 年 5 月 8 日 下午 5:02 
I might understand if the scenario has problem generating with End Times. But there's shoudn't be any other problems.