RimWorld

RimWorld

(B18) Project: Red Horse
26 Comments
CocoBat 8 Sep, 2019 @ 3:59am 
Will these ever be updated to 1.0? :T
veil 31 Jan, 2019 @ 3:29pm 
1.0? Im actually only really interested in the apparel and weapons, since some arnt on the standalone apparel and arsenal mod
Chicken Plucker  [author] 27 Aug, 2018 @ 10:56pm 
For the reports regarding multiple of these factions crashing your game, it's always because of mod conflict, I unfortunately have no control over what mods can be causing issues and I don't have the time to sort through what may be causing them.

Best I could recommend, which is what you guys have been doing anyway, is just enable one by one if you have many mods enabled. Personally, I don't use many especially for testing, so I do not get the same issues you guys could
Chicken Plucker  [author] 27 Aug, 2018 @ 10:54pm 
Announcement:

Bloody hell lads, B19 is out.

Here's the plan:

- Update Rimmu-Nation clothing and Rimmu-Nation weapons, all other mods follow after
- US Military, British Military will be affected by an overhaul of Fatigue textures
- Flag patches facing wrong directions will be fixed in B19 with new textures for Crye stuff
- Incorrect naming will be fixed for many items
- Mementos will be removed for B19 (Project Red Horse items)
- Gonna fix that annoying issue with Tribals spawning with Apecs parkas or camo jackets
- UAC and DOOM mods not forgotten, will be updated
- More factions
- A17 mods like Deadpool and Deathstroke mod not forgotten, last priority.
- Others, Rush B P90

Notes:
- Tacticool Radio and Tacticool Fridge temporarily removed until the codes patched
- Mechanoids/Tanks, APCs and MRAPs temporarily removed for factions until codes patched.
- Thought about a Rimworld series

More progress reports here:
https://ludeon.com/forums/index.php?topic=40519.75
JustNU 20 Aug, 2018 @ 5:47am 
Yours mods seems highly unstable for me. Game crashes randomly when they activated with no
errors or output_log. Im gonna wait till 1.0 (0.19) is out. Still good work tho.
gen.mlg564 2 Aug, 2018 @ 7:16pm 
can we have all them at one?
Hawkins 22 Jul, 2018 @ 2:37am 
said it before ill say it again.. i love your mods:steamhappy:
Digo 3 Jul, 2018 @ 12:08am 
ok thanks man i really support this i cant wait!!
Chicken Plucker  [author] 2 Jul, 2018 @ 3:56am 
@Artyom - Maybe for 1.0, B18 would be a waste of time for patching cause it will be outdated soon and CE will be updated with new stuff for 1.0. Even then I cant make promises cause I have more factions to make for project red horse, and also a ton of patches to do
Digo 2 Jul, 2018 @ 1:37am 
is it possible to put CE patch please
Chicken Plucker  [author] 1 Jul, 2018 @ 3:07pm 
@User - Sorry for the late reply, no they dont. Any mod that adds new weapons without a CE patch is not CE compatible.

@DiES - LIke I said, the factions are memory heavy, the game isnt as optimised as I would wish it would be, those 207 are already a lot, but these faction mods make things worse. I'm glad you could at least enjoy few
User ¯\_(ツ)_/¯ 28 Jun, 2018 @ 6:26am 
Do your Mods work with CE?
DiESF1RST 25 Jun, 2018 @ 7:45pm 
@ Chicken: im running about 207 to be exact. So far, Umbra, British, and Elite work in my mod list, but seems like any combination of the others seem to crash thing. (no im nmot running Hospitality at this time)
Alexander 25 Jun, 2018 @ 12:39pm 
Yeah, it might be memory cap, there was something about memory in logs. That's a shame I can't use it with my other mods :/
Chicken Plucker  [author] 25 Jun, 2018 @ 11:52am 
Okay guys here's the deal and I won't sugar coat it, it's highly likely the memory cap. These content mods in Project Red Horse are memory intensive combined, especially with Rimworld's limited performance help, you will have to be minimalistic with mods or just use a few of these factions.

When I play with these mods I have less than 30 mods and most of them are mine (biased, rip) and the rest are QoL. I don't think its a mod conflict, I believe it's the game's memory cap, enabling too much mods can trigger all mods to be disabled or for the game to get fussy in other ways.
Alexander 25 Jun, 2018 @ 11:11am 
I don't know why, but I have a problem with these mods recently. I can't start a new game, map generation gives errors in logs, and stops world generation. Without these mods, my game works without any problems. I have around 50 mods, but they shouldn't be conficting with your mods.
Chicken Plucker  [author] 25 Jun, 2018 @ 6:54am 
@D1ESF1RST - How much mods do you have enabled? Is it estimated to be around 20-40+ mods?
DiESF1RST 25 Jun, 2018 @ 6:30am 
these are crashing my game, they are likely clashing with other mods but i dont know which.
Chicken Plucker  [author] 25 Jun, 2018 @ 5:14am 
@Netch
@Alexander
@Binkow - Thanks guys, especially Binkow mah boi and your old A17 patches :rbchicken:

@Covirt Cat - Not for B18 no, but for 1.0 there might be. B18 is soon coming off and me making a CE patch is now a waste of time since CE will be updated and overhauled as well as soon as 1.0 is officially out
Chicken Plucker  [author] 25 Jun, 2018 @ 5:13am 
@Godlike Pieman - Only 2 call of duty factions since I wanted to make some smaller ones with no vehicles, I know COD always liked making everybody spec ops with their own tacticool uniforms, it was perfect for the set.

Otherwise, 2 of the other ones are original, I took some inspirations, the others are from other games or come from real life. There are plans for Fallout factions, Halo factions and whatever else factions from many other games such as MGS.

@Dominique901 - More to come bro, good to see you as always
Covirt Cat 24 Jun, 2018 @ 11:22pm 
will any of the mods have Combat Extended versions?
Binkow 22 Jun, 2018 @ 5:28pm 
Great job as per usual, Chicken.
Alexander 22 Jun, 2018 @ 9:44am 
Nice mods.
nietzsche 21 Jun, 2018 @ 4:24pm 
Gosh I love yar modz boi, thanks for your work Chicken! <3
GodlikePieman 20 Jun, 2018 @ 2:27pm 
Sooo...call of duty factions?

Excellent work nonetheless
Dominique901 19 Jun, 2018 @ 8:54pm 
Six faction mind blow