RimWorld
Warhammer: Deathjacks
65 件のコメント
Mlie 2023年5月5日 10時52分 
Made an update of this:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2971780621
Hope it helps anyone!
Sneaky Markus Kruber 2022年12月10日 16時09分 
Great Warhammer Faction mods, I'm loving them! Any hope/chance updates for 1.4?
Gearhammer 2022年8月1日 11時21分 
Yeeey
KompadT  [作成者] 2022年7月29日 5時21分 
Hey sorry took a while. Been rather busy with work stuff. But ey bless ya, here's an update for you @Gearhammer
Gearhammer 2022年7月27日 11時57分 
1.3 update please?
Poney-Demoniaque 2022年4月23日 5時31分 
Gearhammer you deserve this 1.3 update brother
Gearhammer 2022年4月14日 10時42分 
Still waiting for 1.3 update?
Gearhammer 2022年1月30日 12時20分 
Any chance for updating this mod in 1.3?
Gearhammer 2021年11月8日 0時43分 
1.3 update?
Sgt_Muffins 2021年7月27日 1時16分 
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 2021年7月22日 6時28分 
1.3?
Raging Bull 2021年7月21日 4時35分 
been enjoying the mod till 1.3 made it scream at me.
Lufian 2020年4月27日 5時54分 
I want to know more about the Middenland mod hahaha
Oh, Daddy Friedrich 2020年1月26日 21時17分 
Thank you :)
KompadT  [作成者] 2020年1月26日 19時02分 
@OutboundLegend
Use it as you wish, I don't mind.
Oh, Daddy Friedrich 2020年1月26日 18時17分 
@KompadT would you allow me to modify the colors to middenland and include you as an author?
KompadT  [作成者] 2019年9月16日 4時28分 
@stroke
No it's just a faction, with a small scenario start.
test 2019年9月15日 8時30分 
is it a race?
Wreth 2019年8月29日 15時14分 
"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 2019年8月29日 15時12分 
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  [作成者] 2019年8月29日 11時30分 
@Wreth
No? what? XD
of every possible thing to add? :X
Wreth 2019年8月29日 9時46分 
So they are adding these to total war warhammer in the new DLC
Modraneth 2019年8月22日 14時34分 
thank you dude :)
KompadT  [作成者] 2019年8月22日 12時57分 
@Modraneth
I did change it, so it should work fine now with low tech playthroughs.
>.o
Modraneth 2019年8月22日 12時08分 
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  [作成者] 2019年8月22日 1時14分 
@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 2019年8月21日 13時53分 
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  [作成者] 2019年6月6日 14時34分 
huh... that's... haaaa~~
Xd
Greenie /Taxibutler 2019年6月6日 14時12分 
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 2019年6月6日 14時03分 
kk, ill work on it
KompadT  [作成者] 2019年6月6日 14時01分 
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 2019年6月6日 13時44分 
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  [作成者] 2019年6月6日 13時19分 
hmm, do you have any overhauls?
Greenie /Taxibutler 2019年6月6日 13時09分 
Screenshots here
Without fuel
With Fuel
Greenie /Taxibutler 2019年6月6日 13時06分 
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  [作成者] 2019年5月24日 7時37分 
@WetSanchez39
Thanks, glad you like em.
DietNihilist 2019年5月23日 20時30分 
Love your race mods, keep up the good work
Tankbuster 2019年5月12日 18時19分 
Thanks, it works perfectly now!
pgames-food 2019年5月11日 16時16分 
1 patch to rule them all :)
KompadT  [作成者] 2019年5月11日 12時50分 
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 2019年5月11日 11時56分 
If/when you make all the other empire factions, will you eventually make a super mod with all the different empire factions together?
Keijokainen 2019年5月10日 9時29分 
Yeah it does, thanks!
KompadT  [作成者] 2019年5月10日 7時36分 
Alrighty, It should work with End Times now.
SickBoyWI fixed it in the base mod.
KompadT  [作成者] 2019年5月9日 15時22分 
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 2019年5月9日 14時33分 
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  [作成者] 2019年5月9日 14時12分 
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 2019年5月9日 13時31分 
Can this be added in a running save? (of course with faction discovere mod there)
KompadT  [作成者] 2019年5月8日 17時02分 
I might understand if the scenario has problem generating with End Times. But there's shoudn't be any other problems.
KompadT  [作成者] 2019年5月8日 16時53分 
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.