RimWorld

RimWorld

[WH40K]Adeptus Xenobiologis: Orkoids
1,267 Comments
Sun Ra 30 Sep @ 6:24pm 
WAAAGH!
Ogliss  [author] 30 Sep @ 4:41pm 
@Mechanomical
Should be fixed
fungus issues should also be fixed, as should snotlings working(Maybe)
Ogliss  [author] 30 Sep @ 3:14pm 
@Faith
Wish CE worked with this

@Mechanomical
hmmm i May have not tested it with this loaded

@Sun Ra & Da 'Ard Krumpin Boss & DrFong
Yeah, thanks for letting me know, looks like something changed and the patches that used to run arent
DrFong 30 Sep @ 12:24pm 
Can't get any more boyz to spawn from da fungus.
Faith 30 Sep @ 9:15am 
Wish this worked with CE
Sun Ra 18 Sep @ 6:32am 
The boyz are restless!
Mechanomical 17 Sep @ 10:24am 
The problem appears to be from the brand new Dual Wield update, if you want to use Orkoids it might have to be temporarily removed so this mod can be updated to be compatible with the Dual Wield update.
Da 'Ard Krumpin Boss 13 Sep @ 9:41am 
OI!! Da Orkoid fungus fields aint worken again!!
Sun Ra 12 Sep @ 7:33pm 
Not getting any creatures from harvesting Orkoid fungus. I'm only using this mod and dependent mods.
The Ozzman 1 Sep @ 10:58pm 
oh hell yea! i love your stuff :saradomin:
Ogliss  [author] 26 Aug @ 3:37pm 
1.6 update pushed
crawpergia 22 Jul @ 6:46pm 
do snotlings regrow their arms? i very recently had a snotling lose both arms from an ork brawl
Wazabey 1 Jun @ 1:21pm 
Bionic eyes are not where they are supposed to be, but in the center of the face.

Is there any way to fix it?
Potato0 6 Mar @ 8:20pm 
does this work with MIM orks core?
EvilSunzBigMek 27 Jan @ 1:00am 
ok i found out that the small yellow shoota and black slugga just dont work, the other guns seem to just fine
EvilSunzBigMek 26 Jan @ 11:21pm 
my orks arent shooting, they only use guns in melee?
Faith 18 Jan @ 1:02am 
I guess this doesn't work with CE? All the orc weapons seem to only work as side arms with it?
Faith 17 Jan @ 2:00pm 
Thanks Filth, didn't think of that...
o b s i d 14 Jan @ 6:35pm 
Oi ya gitz, it's time ta give dem rim umies a proppa krumpin!
AngerMittens 10 Jan @ 8:17pm 
Fermenter mod is outdated, It cannot make Org Grog anymore.
Requesting functionality be shifted to the upto date processing framework mod.
Lord Of Filth 23 Dec, 2024 @ 10:21pm 
For everyone who asking: How to get more colonists?
In mod options (esc menu and bottom one) there is adeptus somthing mod, look for orks part and there you can set chances for greenskins to spawn from fungus and cocoons.
Faith 10 Dec, 2024 @ 7:02am 
I have played this mod loads and just rely on converting or buying orcs to fill my ranks... hoooooow do you get more squigs, grots and orcs lol?
Spades 28 Nov, 2024 @ 5:18pm 
how do I get more orks?
thundee 25 Nov, 2024 @ 10:04am 
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGHHHHHHH
WOKEGOD 5 Nov, 2024 @ 11:54am 
WAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAGH
Федя пластилин 4 Nov, 2024 @ 3:33am 
ГООООООООООООООООЙДА!
ladkeysladkey 19 Oct, 2024 @ 7:49pm 
WAAAAAAAAAAAAAAAGH
Doom Daddy 13 Oct, 2024 @ 8:58pm 
Gazbag!! Round up da boiz. Wez gunna stomp deez rimgits.
Gameking117 7 Sep, 2024 @ 5:53pm 
could deez boiz werl in sos2?
O-Jay 19 Aug, 2024 @ 4:18am 
I got jumpscared by the WAAAAAAUUUGH!!! 10/10 mod.
CentlDog 10 Aug, 2024 @ 1:20pm 
how do i get more colonist? are they event based or no i need to capture a recuit them?
darkzero 4 Aug, 2024 @ 7:27am 
OUR BOYZ ARE BACK!. Ogliss.... I love you.
odinmobi 12 Jul, 2024 @ 8:08am 
1.5? you mean 1.WARGHHH!
MrSharkey 11 Jul, 2024 @ 5:35am 
when will it be available on steam?
Ogliss  [author] 26 Jun, 2024 @ 7:55pm 
the inital 1.5 build is available on the github under the Dev-1.5 branch
sabal999 26 Jun, 2024 @ 12:15pm 
Please Update!! I need to krump!
XXFQ007 26 May, 2024 @ 9:03am 
@CrunchyKnuts.tv I Agree with that.

And 1.5 Plz:steamhappy:
CrunchyKnuts.tv 19 Feb, 2024 @ 2:29am 
I love the premies but it /definitely/ needs some balancing regarding moods. A few days in to a new colony, and they started beating on each other which was fully expected. But the MOOD DEBUFFS were insane! Way too frequent, too
Oggin 12 Dec, 2023 @ 8:44am 
I recruited an Ork Yoof off of an orbital trader and his hunger keeps dropping dramatically. Like it'll be in the high seventies then drop to 11% out of nowhere. I dunno if it's a problem with this mod or one of the many others but I'm calling him tarrare for the time being.
sassythesasquatch(Real) 5 Dec, 2023 @ 2:45am 
just checked the description of the mod in rimworld and says there are cave squiqs is that something you were planning on adding or i just havent found one yet or do the fungus have to be grown in a cave?
Faith 23 Nov, 2023 @ 3:43am 
Yeah, the grot fightyness is bugged. Sometimes it gets lower through krumping wildlife and fighting etc... mostly it seems bugged. They don't ever seem to start scarps so I don't worry about it. I do however have a HUGE orc, ceramic two handed axe, Orc Ard helm, Ard chest piece, who is also a werewolf that is honestly a mooooonster. He shreds stuff.
sex is scary 21 Nov, 2023 @ 2:20pm 
oi, is it normal that my orks act like grot? they are all like "its too dark" "i eat like a squig" "i slept on the ground" "i eaten another ork (it was a grot)" like they should bother about that and not about krumping the wildlife, also ork dont need a table they can just palm the food and chomp on it, i can get the grot are more sensitive about puny things like that but boys nobs and da boss?? they litterally drink gasoline why would they care??

punching grot dont really work, one day i got an grot that was like "i'm too sad to walk" i punched him, and it didn't wake him up

also i have some issue spawning new orks at the start of the game, my klan barely run for 4day bcs they end up krumping each other after getting rid of the wildlife, how are those gitz suposed to multiply?
sassythesasquatch(Real) 20 Nov, 2023 @ 1:22am 
anyone else grots ain't fighting? when they are full of fightyness
Faith 16 Nov, 2023 @ 7:41am 
the scrappin thing needs taking down a peg or two, (__) fightness and they just fly off. It shouldn't give them such a negative affect after losing a fight also.

Grots should come with Haul already ticked, they shouldn't need training. They should also spawn more frequently. Orcs are particularly lazy and slow (ritely so) but thats cause the grots make there world run. Atm early game x3 grots doing nothing, trying to handle everything is tedious.

Orcs need to be a little more hardy imo... watching one get wrecked by a tortoise in close game today was embarrasing. Regen or recovery from injury probably needs a multiplier also.

Great mod though, I do enjoy it.
Marksnow234 21 Sep, 2023 @ 2:23pm 
my bad, it wasnt the mod
Marksnow234 21 Sep, 2023 @ 1:56pm 
i have a question, is it a feature that orks cannot be recluted? cus like, i dont know if its my pc or not, sorry for being anoying
Tomoyboy 5 Sep, 2023 @ 12:17am 
Is there a way to add modded recipes to the ork versions of some production benches? eg, vanilla expanded stews to the ork stove
Ogliss  [author] 28 Aug, 2023 @ 7:08pm 
@King jong illest
the start issue is related to Humanoid Alien Races overriding the spawning methods introduced to vanilla to support biotech, ive reported it to the author, still waiting on him having time to figure out and fix it, its a little beyond my ability to fix without breaking other HAR features
Doom Daddy 26 Aug, 2023 @ 10:19pm 
Also. I noticed with one of the starts it says I would get a boss and a couple meks or something but I just started with grots instead. Is there a way to fix this or is there a way to get a boss/nobs in your crew besides capturing them?
Doom Daddy 26 Aug, 2023 @ 6:14pm 
That makes sense. Any ideas you have adding onto the mod you plan on doing? Maybe orc vehicles or orc mechs?