RimWorld

RimWorld

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Astartes Vehicles (1.6/WIP/noCE)
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
5.244 MB
1 Mar, 2024 @ 12:51pm
25 Sep @ 7:54am
17 Change Notes ( view )

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Astartes Vehicles (1.6/WIP/noCE)

Description



We are excited to present you with a new mod that brings five distinct Space Marine vehicles from the WARHAMMER 40.000 universe to Rimworld.
The mod is built on Smash Phil’s Vehicle framework.
Each vehicle has unique weapons and special mechanics adding a little more strategic depth to your gameplay.
In terms of art, our goal was to combine the iconic style of Warhammer 40K with the original Rimworld aesthetic to achieve a seamless blend of these two universes. We hope you'll enjoy the result!








Lasweapons mechanics vary when the Vanilla Weapons Expanded - Laser mod is active.


The vanilla version uses projectiles that explode on impact, giving a larger area of damage.


The VWEL version uses coherent beams, which are more precise, do more damage, and overall more lore accurate, but do not explode on impact.


Authors:
Mewn Goddess - Art, preview image and infographics.
Amortem - 40K lore consulting, descriptions.
Phonicmas - Harmony patches, 1.6 update, being an absolute biscuit.
Grim Cheese - Mod design, sound design, descriptions, infographics, XML, C# cargo cult programming.

The mod is powered by:
  • Vehicle Framework by SmashPhill
  • Vanilla Expanded Framework by Oscar Potocki
Screenshots include content from the following mods:


If you have any suggestions for the mod or found a bug, feel free to contact me in my Discord @grimcheese1337
123 Comments
Mouse 13 Oct @ 5:56pm 
Vehicle Framework gas been updated so lets hope the this can start using CE again soon
Paulverizer 9 Oct @ 9:58pm 
these vehicles are really cool and well implemented, but their weapon range is absolutely pitiful
jadabandon 9 Oct @ 6:35am 
Gawd I cannot wait for vehicle mods like this one to get their CE fixed, these Warhammer 40k vehicles are just gorgeous~
The Ozzman 1 Oct @ 8:27am 
i adore these vehicles so :saradomin:
Latex Santa 26 Sep @ 2:06pm 
@Benjamin Proverb Test
I wonder if we can expect NPC vehicle use next year...
I'd love to do my Nomadic Tank Lords run then.
Benjamin Proverb Test 26 Sep @ 1:32pm 
I saw a push on Phil's Vehicle Framework github, that solved one of the common issues with CE and Vehicle framework. It was due to a null value for the turret's recoil (most turrets lack it as the weapon barrel recoils rather than the turret). Simply patching a turret with recoil subnode with all zeros can provide a temporary fix until the next Vehicle Framework release with its own fix
Nokinama 25 Sep @ 12:18pm 
I second that- the only issue Iv had is changing ammo types is hit or miss.. and the Mine deployer missiles Do put down a pattern of mines, but for whatever reason they dont detonate when an enemy gets close to them, even coming into contact with them. Otherwise it works great; definitely enjoy the fact that the Incendiary missiles double as area denial too
Benjamin Proverb Test 15 Sep @ 9:17am 
yeah, it was a time it was CE compatible, but not in 1.6. I have seen some weird issues being reporting for 1.6 CE and Vehicles (for other mods) at the moment, and have seen them prior to the current CE Dev release, but nothing in the xml looked wrong, and some things work fine.
jadabandon 8 Sep @ 3:46am 
I am guessing this vehicle mod pack was at one point compatible with CE? After having finally got all of the research needed to build the tanks, they only showed steel and chem fuel as ammo for all of the tanks, double checked with the debug menu that the custom ammo they are supposed to use was present in the game, just that the tanks themselves werent using them...
Wateriercrown5 30 Jul @ 8:21am 
Found it.