RimWorld

RimWorld

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[JDS] Exiled Dawn
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Mod, 1.6
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5.997 MB
3 Jul @ 5:35pm
31 Aug @ 6:39am
10 Change Notes ( view )
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[JDS] Exiled Dawn

Description
As people dont know how a "Credits" section work
or where to find it i am now posting this here.
I HAVE PERMISSION from JangoDSoul.


This adds the "Exiled Dawn" faction and their technologies.

An Industrial refugee society Exiled from another planet, organized along feudal lines.They have lived for thousands of years in exile from the empire, they have a code of warrior ethics and enforced cultural. However they got invaded by powerful outsiders, they fled. Despite losing almost all of their people, their fleet and technology still make them powerful. They will rebuild on a new planet.


-Added Faction called Exiled Dawn
-Added FabricationWorkbench to craft armor and weapons
-Added 7 Melee weapons
-Added 6 Ranged weapons
-Added 7 Headgears
-Added 12 armors


Q: Odyssey Vacuum Sealed armors?
A: Yes The Headguard, Defender, Knight, Royal and King headgears is vacuum sealed.
And so is the Scholar, Knigh, Knight captain and King armor.

Q: CE?
A: Yes, if broken let me know. (running in house CE patch)


- Inspired by kimplate's art called " knight on duty [www.deviantart.com]"
- JangoDsoul: Original creator, Art and coder
- Criz: Continuer, Coder
100 Comments
Ferret 1 Sep @ 7:32pm 
After playing for several hours, I got a (modded) quest to raid an Empire outpost and I received two techprints from this mod.

So for anybody looking for answers, yes. It SEEMS you can still make this armor and weapons without the faction active.
Criz  [author] 1 Sep @ 10:14am 
@Ferret never actually tested with mod active without the faction.
so i have no idea if you can or not.
Ferret 1 Sep @ 8:30am 
Do you need the faction active in order to get the armor and weapons or are they craftable without them? I noticed the research required techprints from the faction. Unsure if they enter the loot pool naturally if the exiles aren't on the map.
Criz  [author] 31 Aug @ 6:37am 
@ccynq you have to more precise. but as a rule of thumb you cant, IF another mods items spawn on "exiled dawn pawns" its because that mod is forcing that to happen.

for example if you have CE enabled they will probaly spawn with backpacks because CE adds a new layer and equipment(backpacks) that goes in that slot/layer and unless i specifically block that it will just happen. in this specific example CE is "forcing" backpacks to spawn.

so give me details other then "one out of 30000 mods in workshop is doing stuff"
ccynq 30 Aug @ 6:08pm 
how do i prevent them from using other modded items
red 13 Aug @ 6:25am 
it honestly might have been me. There were a bunch of other armors (not from this mod) that weren't allowed by default and I may have flagged the comm unit by accident.

thanks for telling me though!
Criz  [author] 12 Aug @ 7:57pm 
they do absolutly nothing. its a enforced spawn utility item so that they stop spawning with other utils they shouldent spawn with. thank you for letting me know its still flagged for being allowed in apparel polycy by default.

will change that in next update.
red 12 Aug @ 6:52pm 
Anybody know what the Comm Unit does? I have a bunch just laying in my base storage and more that my colonists keep prioritizing over other utility items
basedleua 6 Aug @ 4:22pm 
Too manny techprints
★NL★ Revan Black 4 Aug @ 12:01am 
we are so back