边缘世界 RimWorld

边缘世界 RimWorld

MIM Warhammer 40k Orks Core
116 条留言
emitbreaker  [作者] 10 月 31 日 上午 8:23 
@Frebby Injected related think tree for the mod. Try it and let me know if you still have issue.
emitbreaker  [作者] 10 月 31 日 上午 7:57 
@Frebby Hmm... Seems like some kind of special patch requires for a custom races. Will Try to patch it.
Frebby 10 月 30 日 下午 1:47 
So Ive been playing around with the 40K MIM mods and I noticed that the Orks arent compatable with the "search and destroy" mod which personally makes it really hard to play the race with how fast they spread.

Anyone know how to make it work? Works with space marines, not Orks though.
Faith 10 月 21 日 上午 11:27 
Well, I got up to over a 100 orcs / grots, orcs spawn way way more than grots now and honestly they are terrifying haha. I took 20 naked orcs and just raided everything around me like it was nothing.

Not sure where to post and I have not figured which faction does it, but if I leave my space marine factions on the screen that generates the world, it restricts the number of other factions I can get to spawn. I will keep investigating and come back to you.
Faith 10 月 21 日 上午 8:58 
Logged into the same save and within a minute had 3 orcs spawn and 1 grot. I had 100s or spores around, so not sure how if anything has changed frequency wise, but will start a feral play through now and let you know.
Faith 10 月 21 日 上午 5:11 
Unsubbed and resubbed, will test it quickly later. Going to start a feral greenskin run.
emitbreaker  [作者] 10 月 20 日 上午 6:31 
@GutHorror @Faith Updated Core mod for better spawning logic. Could you please unsub > resub core mod and test once again? So far my local quick test works fine, at least to me.
emitbreaker  [作者] 10 月 20 日 上午 5:25 
@GutHorror @Faith Ummm.... sounds like rng is not the only reason causing this issue. Let me do further tuning for random generation logic...
Faith 10 月 19 日 下午 11:27 
Yeah, I would tone the spawn rate of grots / orcs down potentially to half of what is now. late game, it will sort itself as you will have so many units anyway. First play through (few months back), I also had most of them spawning and not being associated with my faction. I was having to capture them and convert / recruit which was difficult as they are super hard to turn. I guess something changed, but I started storing spores inside my base, which made them my faction.

The Squigs and snots are fine, both can be eaten in a pinch, not that you need it with the fungus tbh. I am early game so I have not experienced the growth from Waagh yet, so interested to see that happen. 20 melee orc boy is already terrifying hahaha
GutHorror 10 月 19 日 下午 12:44 
@emitbreaker @Faith I've definitely had the same problems. The spawning of snotlings and squigs is manageable but for every ork of any kind there's 15-20 grots first so most of the raids on me are handled immediately by a swarm of unarmed grots
emitbreaker  [作者] 10 月 19 日 上午 6:03 
@Wrath Cause sub faction mod is still under development ;(
@Faith That's mathematically possible but sounds odd... Let me check the code once again.
Faith 10 月 18 日 上午 7:30 
This play through gets out of hand fassssst, the orc spore mechanic works great, but probably too good haha

Also, I have 24 grots and not a single orc has spawned apart from the one I started with?
Wrath 10 月 11 日 上午 1:24 
why is it called 'core" if there is no other mods for orks that depends of it ?
emitbreaker  [作者] 9 月 26 日 下午 8:17 
@holytoast625 Nice idea but it sounds like consuming huge in-game performance. Either way, I need to design WAAAGH! so will put the idea onto my to-do list. Thanks a lot ;)
holytoast625 9 月 26 日 下午 5:59 
or not quite wahhg but like the wahhg energy
holytoast625 9 月 26 日 下午 5:59 
i just got a cool idea for wahhg
if a ork kills the other orks might get a social boost towards them
so if ork 1 kills more enemies then ork 2 or 3
they both get a social boost towards ork 1
and it might also give them a stat boost
Wrath 9 月 26 日 下午 3:25 
Wow, that means I can install all of your races mods and face pretty much only 40k factions , AND also developping their techs trees in my colonies ? That's a HUGE addition of depht and content !
emitbreaker  [作者] 9 月 26 日 上午 5:32 
@Wrath You can play as (Feral) Orks, or you can fight against greenskins. It gives you set of researches etc, but no spacer+ tech orks yet.
Wrath 9 月 26 日 上午 3:00 
I mean, wow, you've done an immense work with all the mods in the collection, so my question applies to all of them. Also, do your mods add research trees? Im a new rimworld player and a huge 40k fan, this looks like gold !
Wrath 9 月 26 日 上午 2:57 
So, this to play AS Orks , Against Orks, or maybe both?
emitbreaker  [作者] 9 月 22 日 上午 11:46 
@Blink Welder Gene removed. And still work in progress but Pawn Control partially migrated into 1.6. No mid-save impact for further update as well, but currently force equipping weapons to snotling and control while drafted don't work as intended.

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3465881088
Blink Welder 9 月 15 日 下午 7:34 
@emitbreaker "Simple Non Humanlike Pawn Control" isn't 1.6 yet. No big deal, still super fun.
emitbreaker  [作者] 9 月 14 日 下午 6:21 
@Lank The Dank Those things will be added to this mod with spacy orks... but ETD is unknown.
emitbreaker  [作者] 9 月 14 日 下午 6:20 
@Blink Welder Sorry for being away for so long. Don't get me wrong - i didn't ignored or muted you but was in crunch mode in my RL project and didn’t have time to check Steam.

1. Multiple spore on one cell - it is intended. Use flamers could be the best option.
2. Snotling needs my another mod (simple non humanlike pawn control) to properly use.
3. Gotcha.
4. That must be bugged. Btw do you use my mod with vanilla expanded framework? otherwise, there is no way to render paws bigger than 3x3 (current warboss size)
Blink Welder 9 月 8 日 下午 12:07 
Could you make them get bigger as they get more powerful? I've got an Ork boyz with a "Grow over Waaarg!" of +8.2, so a 960% melee damage, but he's the same size as when he started. Same with Grots. It'd be cool to see them get bigger or maybe change body types.
Blink Welder 8 月 31 日 下午 5:18 
I hate to ask, but could you remove the "Kill Thirst" gene from the Grot xenotype? It can only be satisfied by Melee, not ranged, and combined with the "Week Melee Damage" and "Awful Melee" they can't even kill rats and there's rarely enough downed enemies to micromanage it away once you have 10-20 grots running around.
Blink Welder 8 月 28 日 下午 2:25 
Is there any way to operate on snotlings? I've turned animal sleeping spots into medical but no one wants to cut off their infected limbs. I also haven't been able to train any of them, my guess is that's related. :/
Lank The Dank 8 月 26 日 下午 2:08 
I'm having a blast with this mod! I heard mention of ork augemetics but havent seen them in game. Do I need trade for them? Using healer mech serum for ork perma injuries atm
Blink Welder 8 月 26 日 下午 2:04 
And I found out why fungus is so hard to eradicate, multiple fungus grows in the same cell!

Tick 438826
Inspecting (168, 0, 181) (index: 45418)
---
Orkoid fungus - EMOK_OrkoidFungus44654
Orkoid fungus - EMOK_OrkoidFungus54120
Orkoid fungus - EMOK_OrkoidFungus58799
Orkoid fungus - EMOK_OrkoidFungus63638
Orkoid spore - EMOK_Spore64066


Multiple passes or it's not all gone :D
Blink Welder 8 月 26 日 下午 12:23 
The spore spawning / hatching mod options work opposite of each other, which is fine, but I think that the wording on the descriptions are confusing. As its works now, the "Spore Spawn" setting is a multiplier on a speed, and the "Spore Hatch" is a multiplier on an interval.

It should be something a bit more like:

“Spore Spawn Speed Multiplier” works as a higher number means Orkoid Fungus spawns a spore more often.

"Spore Hatch Interval Multiplier" works as a higher number means the spore takes longer to hatch.
emitbreaker  [作者] 8 月 23 日 下午 10:32 
@All Few more orkoid spawning / hatching related mod options added. Check above new screen shot. You first need to check Change whether count okoid spore on mat to prevent further spore spawning (default: false) to activate these options.

Please update core mod. If you've seen new red line after updating Core mod, please unsub and resub the core mod.
emitbreaker  [作者] 8 月 23 日 下午 9:27 
@Omega You already have. Check the mod option.
Omega 8 月 23 日 下午 9:20 
There has to be some way of toning down the spawn rate, my game started chugging after a while and I was confused as to what happened, then I looked at the top left corner of my map to find HUNDREDS OF SPORES.
Bonduyk 8 月 23 日 上午 2:58 
@emitbreaker Thanks for the mod, it's really cool, I can't wait until the orcs get heavy armor)
emitbreaker  [作者] 8 月 22 日 下午 5:33 
I meant they.
emitbreaker  [作者] 8 月 22 日 下午 5:33 
@Bonduyk For now, the can't use hummies bionics.
emitbreaker  [作者] 8 月 22 日 下午 5:31 
@All At first sorry for my belated response - I haven't had internet access because of moving into my new place for last couple of weeks.

Okay... I haven't reproduced only grots spawns for 200+, but let me check the spawning mechanism once again. Also, I'll reduce the spawning rate and chance while the orkoid got damage - in worst case scenario, I'll add one mod option to disable some of those functions. It may takes time since I'm bit of busy for my RL job. Thanks for your kind patients.
EvilNecroid 8 月 18 日 上午 8:55 
um ok so i killed an ork and it pooped mushrooms and after a while more orks and creatures started to spawn. then a group of traders came by and blasted them. then this Squighog thingy spawned and the traders opened fire with plasma pistols and bam the game froze with a horrible sound and then completely crashed
Bonduyk 8 月 17 日 上午 9:54 
There is no way to store orc prosthetics and bionic enhancements such as arms, legs, spines, etc.
ShadowEater25 8 月 15 日 下午 12:10 
In mod settings, there is a settings for a mod called "MIM Warhammer 40k Factions"
there are settings for orks there
Bonduyk 8 月 15 日 上午 11:58 
@ShadowEater25 How do you limit the orc population in a settlement?
ShadowEater25 8 月 15 日 上午 11:45 
can confirm that orks will spawn if I just reload the save
ShadowEater25 8 月 15 日 上午 11:23 
while the spore cap doesn't work, the orkoid spawn cap does and it stops new spores from growing if number of fungus reaches # number
ShadowEater25 8 月 15 日 上午 11:18 
Ima check if just reloading the save works
ShadowEater25 8 月 15 日 上午 11:18 
how did you manage to get the orks to spawn? just reloading?
Bonduyk 8 月 15 日 上午 11:01 
After loading the save, various orcs began to spawn, but the speed of their spawning is so huge that any computer will go to the moon after a couple of hours of play
ShadowEater25 8 月 14 日 下午 6:47 
22 grots, 10 snotlings, 14 squigs, 11 squighogs, 200+ spores, 350+ orkoid funguses.
And only 1 ork, the one I started with.
ShadowEater25 8 月 14 日 下午 6:38 
Same problem with no orks spawning, only grots, snotlings, squigs, and squighounds.

Another problem is that the spore max cap doesn't work, the other settings do but not for spore cap.
Bonduyk 8 月 14 日 下午 2:20 
Oh, and there are still over 200 spores in warehouses...
Bonduyk 8 月 14 日 下午 2:19 
I think the orc spawn is too fast at the start for 3 orcs after 10 game days I have I don't even know exactly 70+ grots a bunch of squigs and this is despite the fact that I use squigs for meat, I'm even afraid to imagine what will happen next