RimWorld

RimWorld

Warhammer: Deathjacks
65 Comments
Mlie 5 May, 2023 @ 10:52am 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2971780621
Hope it helps anyone!
Sneaky Markus Kruber 10 Dec, 2022 @ 4:09pm 
Great Warhammer Faction mods, I'm loving them! Any hope/chance updates for 1.4?
Gearhammer 1 Aug, 2022 @ 11:21am 
Yeeey
KompadT  [author] 29 Jul, 2022 @ 5:21am 
Hey sorry took a while. Been rather busy with work stuff. But ey bless ya, here's an update for you @Gearhammer
Gearhammer 27 Jul, 2022 @ 11:57am 
1.3 update please?
Poney-Demoniaque 23 Apr, 2022 @ 5:31am 
Gearhammer you deserve this 1.3 update brother
Gearhammer 14 Apr, 2022 @ 10:42am 
Still waiting for 1.3 update?
Gearhammer 30 Jan, 2022 @ 12:20pm 
Any chance for updating this mod in 1.3?
Gearhammer 8 Nov, 2021 @ 12:43am 
1.3 update?
Sgt_Muffins 27 Jul, 2021 @ 1:16am 
Cool uniforms and neat items! The travel pot is very useful. I have one loaded into any caravan I send.

1.3 update please!
Toxic Rat 22 Jul, 2021 @ 6:28am 
1.3?
Raging Bull 21 Jul, 2021 @ 4:35am 
been enjoying the mod till 1.3 made it scream at me.
Lufian 27 Apr, 2020 @ 5:54am 
I want to know more about the Middenland mod hahaha
Oh, Daddy Friedrich 26 Jan, 2020 @ 9:17pm 
Thank you :)
KompadT  [author] 26 Jan, 2020 @ 7:02pm 
@OutboundLegend
Use it as you wish, I don't mind.
Oh, Daddy Friedrich 26 Jan, 2020 @ 6:17pm 
@KompadT would you allow me to modify the colors to middenland and include you as an author?
KompadT  [author] 16 Sep, 2019 @ 4:28am 
@stroke
No it's just a faction, with a small scenario start.
test 15 Sep, 2019 @ 8:30am 
is it a race?
Wreth 29 Aug, 2019 @ 3:14pm 
"Deathjacks (Archers – Regiments of Renown)
These elite archers also have Stalk, Snipe and Vanguard Deployment, enabling them to strike fast, strike first, and remain hidden from view. If well-screened, they can continue to fire without fear of discovery or ranged retaliation."
Wreth 29 Aug, 2019 @ 3:12pm 
Yes they are adding Empire archers and the Regiment of Renown a unique version of that unit you can only recruit one of is a unit of Deathjacks
KompadT  [author] 29 Aug, 2019 @ 11:30am 
@Wreth
No? what? XD
of every possible thing to add? :X
Wreth 29 Aug, 2019 @ 9:46am 
So they are adding these to total war warhammer in the new DLC
Modraneth 22 Aug, 2019 @ 2:34pm 
thank you dude :)
KompadT  [author] 22 Aug, 2019 @ 12:57pm 
@Modraneth
I did change it, so it should work fine now with low tech playthroughs.
>.o
Modraneth 22 Aug, 2019 @ 12:08pm 
its just that i cant build it for example. because everything above medieval dont show up on my game, that includes components. and i dont see why components. u can even increase the quantity of resources needed. well im just one person asking this, i cant build that because the components, but i dont think the majority of people play like i play.
if you could do that for the minority like me, even the majority wont mind.
but its your call, your project i just voiced my opinion
KompadT  [author] 22 Aug, 2019 @ 1:14am 
@Modraneth
Yeh I can change that, It was more of a way to limit the builiding of stuff. Used it as <complex parts> if anything.
Modraneth 21 Aug, 2019 @ 1:53pm 
hi, im here asking why the Deathjack table need components to build
its a medieval faction right? so why the components? components are futuristic and are made for eletrical stuff so why i need to use components on this table?
im playing a medieval only playtrough and im using medieval rim, so all futuristic items are deleted that includes the components, so i cant build this table, because it asks me to use components that i dont have in-game. can this be changed to not need components and maybe other item, it would made more sense that way
KompadT  [author] 6 Jun, 2019 @ 2:34pm 
huh... that's... haaaa~~
Xd
Greenie /Taxibutler 6 Jun, 2019 @ 2:12pm 
The first mod I removed was the "No Spacer Weapons"... then it works. I think it caused too many errors and it messed something up (it was causing errors for CE, which was trying to find the stuff removed). Dunno the exact reason, could just be the large amount of mods, or it just felt like breaking it, or its actually incompatible.
Greenie /Taxibutler 6 Jun, 2019 @ 2:03pm 
kk, ill work on it
KompadT  [author] 6 Jun, 2019 @ 2:01pm 
I can't think of a reason as to why any of these mods should mess with the travel pot.
Can only say, disable the latest added ones and try to pinpoint which mod it conflicts with.
Greenie /Taxibutler 6 Jun, 2019 @ 1:44pm 
I do have a few, but it worked beforehand, so I would assume its one of the new ones, but the only ones that are likely to have done it would be something like "GlitterNet" "PawnMorpher" "Remove Spacer Weapons" or "More Events Mod", and by overhauls, I mean things like Psychology, CE, High Quality Textures, and some others.
KompadT  [author] 6 Jun, 2019 @ 1:19pm 
hmm, do you have any overhauls?
Greenie /Taxibutler 6 Jun, 2019 @ 1:09pm 
Screenshots here
Without fuel
With Fuel
Greenie /Taxibutler 6 Jun, 2019 @ 1:06pm 
So, I dunno if this is a mod conflict, but the travel pot (with any fuel) comes out to a purple square, with the log saying "Tried to get a resource "Things/Building/Production/DeathjackTravelPotOn" from a different thread. All resources must be loaded in the main thread." and "Tried to get a material from a different thread."
additional error log here (when I clicked it, it had this to say down below): here [pastebin.com]
KompadT  [author] 24 May, 2019 @ 7:37am 
@WetSanchez39
Thanks, glad you like em.
DietNihilist 23 May, 2019 @ 8:30pm 
Love your race mods, keep up the good work
Tankbuster 12 May, 2019 @ 6:19pm 
Thanks, it works perfectly now!
pgames-food 11 May, 2019 @ 4:16pm 
1 patch to rule them all :)
KompadT  [author] 11 May, 2019 @ 12:50pm 
I just dip my toes here and there, poke the sides a bit and twirl around for a week then just blast through whatever catched my interest.
I try to leave alot of stuff open to avoid future conflict with how the mods works.

Most likely >I< won't touch upon making a large Empire mod. If I do end up making a larger portion of the Empire. I might bundle them together if there's to many conflicts or even to many dublicate defs/class/whatever. But if there's no "heavy game load" or impact on the game I will most likely just bind it all together with a patch.
daemonbot 11 May, 2019 @ 11:56am 
If/when you make all the other empire factions, will you eventually make a super mod with all the different empire factions together?
Keijokainen 10 May, 2019 @ 9:29am 
Yeah it does, thanks!
KompadT  [author] 10 May, 2019 @ 7:36am 
Alrighty, It should work with End Times now.
SickBoyWI fixed it in the base mod.
KompadT  [author] 9 May, 2019 @ 3:22pm 
yeh, I will have to dig into that. I can't say why this mod would have a problem with world gen with End Times.
Keijokainen 9 May, 2019 @ 2:33pm 
All the other race mods seem to work fine with End Times for me, but for whatever reason this one breaks the generation so that there's only very few faction bases on the whole map. Tried switching up the load order to the one you recommended Humanoid - Deathjack - End Times, but still doesn't seem to work, even when those mods are the only ones enabled.
KompadT  [author] 9 May, 2019 @ 2:12pm 
Yes, there should be no problem adding it.
If you have a bunch of mods that tweaks vanilla/core stuff maybe do a backup just to be safe.
Dfid 9 May, 2019 @ 1:31pm 
Can this be added in a running save? (of course with faction discovere mod there)
KompadT  [author] 8 May, 2019 @ 5:02pm 
I might understand if the scenario has problem generating with End Times. But there's shoudn't be any other problems.
KompadT  [author] 8 May, 2019 @ 4:53pm 
I would go with Humanoid - Deathjack - End Times.
I might have to check over so there's no problem with the end times mod, since the update.