RimWorld

RimWorld

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Protocol Anomaly: Syndicate
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Mod, 1.6
File Size
Posted
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51.411 MB
4 Sep @ 1:19am
4 Oct @ 10:12am
12 Change Notes ( view )
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Protocol Anomaly: Syndicate

Description

The Shattered Syndicate once was an oppressive ultratech corporation that ruled Morsian Prime, now scattered across the rim after their war with Darkotech. Though forced to abandon their homeworld, their expertise in anomaly containment, weaponry, mechanoids, and bionics can be yours - if you join their faction, or purchase from their traders.

This mod also adds new quests and a Syndicate trader, giving you opportunities to increase favor within the faction and rise through their corporate ranks.

GitHub:
Leads to the GitHub page[github.com]










































Q: Is this compatible with CE?

A: No

Q: Is this a reference to space station 13/14?

A: It wasn't intended, since I have never played those games

Q: Is the mod compatible with Vanilla Expanded: Empire?

A: Short answer: No
Long answer: Due to how it's coded any mod that adds an empire-like faction isn't compatible with VE:E

Q: Why is the Syndicate permanently hostile to me?

A: The Syndicate function similar to the empire in code, so the syndicate is permanently hostile to everyone but certain factions that are listed inside the code (These being the base Rimworld starts).


This was a commissioned mod and would highly recommend and suggest you check out their other works!

Artists:
DetVisor: Exterminator Armor, and artistic advice
BlackMarket420: All buildings & ancient variants of the anomaly structures
DanDMan68: Synapse Armor, and Judicator Armor
Elseud: All Mechs & their corrupted variants, and artistic advice
ghastlyskull: Revenant Helment, All plasma weapons, All mechanoid weapons, Syndicate Capsule, Data Chips, Mind-wake serum
ruffy: Syndicate operative in Thumbnail

Coders:
Nalzurin: C#, and some sections of XML
ghastlyskull: Majority of XML

Artwork permissions / Code permissions:
Dark archotech wall & Dark archotech original provided by Shadowcelebi
Ancient Concrete, Glass Wall, original provided by bread mo || Ancient Urban Ruins
Input Console original provided by Oskar Potocki
Plasma Bullet original provided by DetVisor
RangerRick: Provided C# code and XML code for the syndicate capsule

Also a special thanks to all those who helped with ideas and provided feedback for the mod inside discord!

If you'd like to support future projects, your donations are always welcome and appreciated!:
[ko-fi.com]



Popular Discussions View All (2)
20
25 Oct @ 4:32pm
PINNED: Issues
ghastlyskull
4
5 Oct @ 1:16pm
PINNED: Suggestions
ghastlyskull
124 Comments
Killer29687 30 Oct @ 11:40am 
@varulv16 issue for me is doing empires whole family dead start... its 50/50 on if the deserters are friendly or not when i start
CodeRen 28 Oct @ 3:08pm 
the swords from this mod and only the swords are spawning in huge when pawns from the syndicate visit my colony
Varulv16 16 Oct @ 3:13pm 
Hello I have the empire mod and deserter mod but so far everything have worked without issue when I spawned the Quests so yey I think.
ghastlyskull  [author] 11 Oct @ 5:34pm 
@Kokorocodon I don't know a whole lot, but seems like something went wrong when opening up a syndicate capsule
Kokorocodon 11 Oct @ 2:15am 
Getting this silly thing, don't know what it means so I just wanted to share.

Error in Protocol Anomaly: Syndicate, assembly name: Rick_ItemBox, method: CompUseEffect_ItemBox:DoDrop, exception: System.MissingMethodException: Method not found: bool Verse.GenPlace.TryPlaceThing(Verse.Thing,Verse.IntVec3,Verse.Map,Verse.ThingPlaceMode,System.Action`2<Verse.Thing, int>,System.Predicate`1<Verse.IntVec3>,Verse.Rot4)
[Ref F71B84BC] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
System.Runtime.CompilerServices.AsyncMethodBuilderCore/MoveNextRunner:InvokeMoveNext (object)
ghastlyskull  [author] 9 Oct @ 4:38pm 
@Epicmonk117 they can be found in this mods crashed ship quest, which the spawner for crashed ship quest has a chance to spawn in the derelict syndicate bases
Epicmonk117 9 Oct @ 2:49pm 
Hey, how do I get the anomalous mechanoid from this mod to spawn? Do I just do a Void Provocation, or is there something special I need to do?
ghastlyskull  [author] 8 Oct @ 11:43am 
@Alt It should and will update the mod once I get back home
Alt 7 Oct @ 11:57am 
Shouldn't the exterminator set have vacuum resistance? Considering that practically all the other armors have some
ghastlyskull  [author] 29 Sep @ 4:53pm 
@Sage I will look into it