RimWorld

RimWorld

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RimTrek
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Mod, 1.1
File Size
Posted
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6.277 MB
29 Mar, 2020 @ 6:22am
12 Apr, 2020 @ 10:16am
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RimTrek

Description


Consider this mod up for adoption, feel free to update to 1.4 or integrate it with you're own project.

RimTrek Shuttles Incoming v0.4

This mod adds Star Trek: Elite Force Inspired Hazard Team Suits and Helmets in appropriate Command, Operation and Science Division colours.

Things are generally in the very early stages of balancing and testing, with new items being added as regularly as I can make them (see the below version log for the roadmap). I’m very open to suggested additions or balance tweaks to help make RimTrek as good as it can be.

Version 0.4 ‘Shuttles Incoming’ now live for Easter Sunday. Description to be updated shortly.

Description
Your wayward Star Trek crew finding survival in the Rim is tough? No longer.

Introducing the Elite Force Hazard Team. First designed during the traversal of the Delta Quadrant by the U.S.S. Voyager, now modified for the Rim.

Upon Voyagers return, Hazard Teams and their Borg inspired technology were slowly introduced to other vessels and situations, including the U.S.S. Enterprise-E, the U.S.S. Sovereign and the U.S.S Titan.

What's included

  • Hazard Suits and Helmets integrated into Juvia's research tree. The Suit adds a range of buffs to your pawns and is relatively cheap in comparison to the helmet. The helmet is significantly pricier, but the enchantments are much more varied.

  • 12 range weapons have been added. The Type 2 Hand Phaser and Type 3 Phaser Rifle are just reskins of the ones included in Juvia's mod, the other 10 are brand new and offer greater versatility and specialisation over the above

  • Type 2 Phaser Advanced An advanced military phaser, more compact than its Type 3 counterparts. Making up for its lack of ranged precision with increase discharge speed and short range accuracy.

  • Type 3 Phaser Compression Rifle A larger version of the multi-shot Type Two Advanced Phaser. The Compression Rifle excels as a support and crowd control armament at short to mid-range.

  • Type 3 MK I Dispersal The MKI represent a stark departure from standard Federation phaser design principles, focusing on the rapid dispersal of energy over a wider area, for greater stopping power. The limitation is that the phased energy loses cohesion quite quickly, reducing its effective range.

  • Type 3 MK II Assault Phaser Rifle The MK II represent the pinnacle of combat versatility, and as a result has become the mainstay of ground forces and standard issue to security forces on board most vessels, stations and installations. Limited only perhaps by its lack of specialisation.

  • Type 3 MK III Precise Phaser Rifle The MKIII dominates at range, unleashing a phaser beam of unmatched stopping power and precision. Less common amongst security forces due to its more unwieldy nature. In the right hands however, sharp-shooters can takeout almost any threat before their weapons are in range.

  • Phaser Assault Minigun The Phaser Assault Minigun is only deployed in the direst of circumstances or used when assaulting the most entrenched opposition. Unleashing a relentless hailstorm of phaser pulses on to a target which few would expect to endure.

  • TR-116 Snipper Rifle The TR-116 fires tritanium bullets at such velocities they appear to be near instantaneous in landing a deadly blow. Due to the immense projectile speeds and integrated exographic targeting sensors its battle field range is virtually infinite.

  • TR-120 Incendiary Pulse Launcher The TR-120 shoots a burst of 3 incendiary explosives with good accuracy and wide explosive dispersion. Ineffective on its own, but excellent in a supporting role. This weapon can be used to quickly clear brush in large areas or to detonate existing explosive traps.

  • Tetryon Pulse Launcher A shoulder mounted Tetryon Pulse Launcher capable of self-replication of munitions. this launcher represents an exceptional threat on the battle field and is capable of killing multiple opponents simultaneously. As such its use in any engagement must first be authorised by Star Fleet Command.

  • Infinity Modulator The I-MOD was originally developed to respond to the Borg threat, its design has been modified recently to be effective against a verity of machines and cybernetically enchanted lifeforms and those employing personal shields.

    Requirement

    This mod is massively inspired by Juvia’s “Star Trek: Races” mod, which is required as the technology for making your own Hazard Suits is dependent upon researching Enhanced Fibers.
    You must load RimTrek after Juvia’s Star Trek: Races.

    I am hugely indebted to Juvia for inspiring this mode. I have learnt so much from poking around Juvia’s mod files; without them I simply would not have been able to bring you my work. If you enjoy my mod and you’ve not already, please go ahead and like and favourite Juvia’s Star Trek Races Mod!

    Incompatible mods
    No known incompatibilities, please comment if you find any.

    Known Bugs
    Not sure if this is a bug with this mod or not, but I’ve notice during testing that on some character models when wearing the helmet, rather the showing the characters face through the transparent visor it shows the ground texture below. I’ve only seen this happen the once, but I’m not sure how to fix it yet.

    Version 0.2 had an error in the latest XML file, Hot Fix v0.25 has resolved this and the helmets should now appear as normal and error messages have been resolved.

    Disclaimer
    This is quite literally the first mod I’ve ever created, so thank you in advance for any feedback or words of support, this means a great deal to me. I've been using other mods for years but didn't truly appreciate simply how much work goes into making one until I made one my self.
    Don't forget to up-vote and favorite.

    This mod is an original work, based upon Star Trek owned by CBS and Paramount, and Star Trek: Elite Force published by Activision.

    Upcoming Features.
    • Version 0.2 will include matching Hazard Team Helmets (and any bug fixes).
    • Version 0.3 will add a range of hand weapons. The phaser set to stun and helmet light are on my to-do list.
    • Version 0.4 will add Star Trek Shuttle of various sizes. At present these are texture replacers for NECEROS’ “SRTS Expanded”. The textures are already complete at this stage, but I felt it was important to complete the core experience before expanding the content.
    • Version 0.5 will add some additional variations on the standard uniform. This is going to a bit of a deviation from cannon, but will colour code all the game skills into their own subdivision uniform colours. Making spotting your cooking or crafting paws easier!

    Much later future plans:
    I feel like the Terran Empire would lend its self-much more readily to the imperfect and chaotic realities of life on the Rim. Definitely something of a pipe dream at the moment, but if initial reception is good, it’s something I’d love to work on.

    Requesting features
    You can request features or share your ideas on the discussion page, they are warmly received.

Popular Discussions View All (2)
3
15 Jul, 2020 @ 2:42pm
PINNED: Suggested Features and Improvements.
mattdanw
0
29 Mar, 2020 @ 7:15am
PINNED: Bug Reporting.
mattdanw
73 Comments
mattdanw  [author] 18 Apr, 2024 @ 9:53am 
Hi @Horschdt This mod has been very kindly adopted by Zaljerem linked below and its updated to v 1.5. Their version also doesn't have Star Trek Races as a dependency but will integrate with it if present. Star Trek Races doesn't look to have been updated to 1.5 and the error you are describing are probably to do with that mod.
Horschdt 14 Apr, 2024 @ 9:30am 
Is the mod still cared for? The new expansion broke some races/ items to the point where some layers become invisible whenever a star trek race enters the screen. Pawns and items no longer render but when you scroll away from the pawns it gets rendered again.
Chazz Hazzard 6 Feb, 2023 @ 2:20pm 
A shame its abandoned, I still think this is one of the best Trek mods out there.
I will hope someone will pick it up again one day
GoldenRobot 6 Feb, 2023 @ 10:13am 
If you can give me a brief rundown of what's needed in terms of maintainance & upkeep I can give it a go. Currently the most I've done is assist in creative work for MC & now Bannerlord LoTR mods, but I'm happy to have a crack at it.
mattdanw  [author] 6 Feb, 2023 @ 9:13am 
Hi @GoldenRobot, This mod isnt support anymore and is up for adoption to anyone that wants to take over. As for the ships and logistic numbers being wrong, this mod never made any changes to the SRTS ship mod, except to reskin their ships. You've either ran into a bug due to this mod being for v1.1 or you need to flag it to the SRTS team. Thanks
GoldenRobot 27 Jan, 2023 @ 8:07pm 
the fuel/distance & tonnage payload is waay outta whack on this mod, numbers are way too low, making the ships effectively unusable.
mattdanw  [author] 9 Jul, 2022 @ 5:20pm 
Thanks very much, I'm currently playing with the Outpost 21 Star Trek (beta) mod, which is waaayyy more polished than mine. But i've been toying with ideas how I can integrate it into that mod. I'm just a little reluctant to have to redo the uniforms as they took ages, and the weapon balance was never great.
Chazz Hazzard 9 Jul, 2022 @ 12:42pm 
The best Trek mod out there. would love to see it modernized. thanks for your hard work nonetheless, my dude
mattdanw  [author] 5 Dec, 2021 @ 3:09am 
I'm giving 1.3 a go, If i find myself getting back into the game, I might see what I can do.