RimWorld

RimWorld

Grimworld: Ogryns
Počet komentářů: 70
SpaceDorf 27. pro. 2023 v 3.37 
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3012357076&tscn=1703655624

He is working with this team now, content is appearring there
Faith 27. pro. 2023 v 0.08 
Ripper guns cannot be equipped by ogryn, seems the definition still thinks they are human.
PremierVader 13. srp. 2023 v 8.54 
Hello bro nice mod but can you finish some of the unfinished content? The description for Ogryns shows up literally anywhere anything about the mod is mentioned even in screens it should not be mentioned. Also the weapon descriptions are not yet finished.
HamesTheNames 30. čvc. 2023 v 0.06 
Same question as Fernando Solo, I can't seem to add any sort of bionic organs to my Ogryn, whether its an arm, leg or even spine and heart. Any fix to this?
Fernando Solo 28. dub. 2023 v 12.13 
Are bionics available for ogryns? I can't seem to be able give em any, just wondering should I start troubleshooting from other mods I got or? Love the mod btw.
Sanghelli Lord 16. dub. 2023 v 22.38 
I love this mods keep up the good work.
PremierVader 4. bře. 2023 v 4.51 
Can you make a Biotech only version which does not need Humanoid Alien Races?
Sawtooth44 10. úno. 2023 v 18.39 
one thing ive noticed, you may have put the discription of the xenotype as its name
Average Genestealer 1. úno. 2023 v 11.13 
Can you make a non-biotech version?
Gerewoatle 28. led. 2023 v 19.50 
@Sparky: No problem, just thought I'd ask. I'll try to check if HAR is still having quite so many issues in the meantime. Really enjoying your other mods though, and very much looking forward to what you make in the future!
Sparky  [autor] 28. led. 2023 v 18.46 
Gerewoatle - Unfortunately Biotech on its own didn't have the necessary features to make the Ogryns how I had envisioned and the only other way to get close would have been to link multiple other biotech related mods as dependencies. I would like to eventually make an independent genepack to meet my needs for non human races going forward but that's a ways off on my to do list and outside of what I'm currently capable of.
Gerewoatle 28. led. 2023 v 16.53 
So is HAR always going to be a necessity? It doesn't play nice with quite a bit of Biotech last I checked, and it's not something I'd like to add to my list if it can be avoided.
Rat 22. led. 2023 v 19.50 
ignore the helmet bit of my last post, seems to be an issue on my end with every pawn, not only ogryns
Rat 22. led. 2023 v 14.19 
Also small thing I've noticed, when zooming in close, Ogryns tend to have their lower bodies clip a bit (like very bottom of the spite disappearing) and in bed their helmets will vanish if zoomed in too far
SpaceDorf 22. led. 2023 v 5.36 
@Sparky No Problem. I never managed to finish a mod myself, but I try to help where I can.
Sparky  [autor] 22. led. 2023 v 5.33 
@SpaceDorf - Thanks, I'll try and roll out some fixes once I have some free time
SpaceDorf 22. led. 2023 v 4.37 
@Sparky .. in the OgrynRaceDef.xml
Line 6 and 7

you mixed up <label> and <description>.

you might recheck the lasguns as well, the Hellgun has only "test" as description
Sparky  [autor] 22. led. 2023 v 1.45 
@The Rat - That's a bug I'm aware of, I'm still trying to figure out whats causing that one. Once I have a solution I'll roll out a small update
Rat 21. led. 2023 v 19.47 
so everything associated with ogryns like injuries caused by them has the entire race description there
Deon ☣ 10. led. 2023 v 15.07 
Could you kindly add DLC and HAR in "required" Steam setting for the item? I am sure quite a few people will miss it.
MrSpacePenguin 10. led. 2023 v 13.30 
when you cant afford 40k darktide lmao I love this mod thumbs up man
Sparky  [autor] 9. led. 2023 v 15.30 
@perdu - I'll see what I can do about the text blurbs, thanks for bringing them to my attention
perdu 9. led. 2023 v 13.49 
@Sparky @gumiss Fair enough, point taken. Still having issues with the text blurbs that are shown when you hover over things related to them.

Any plans to add Bone'eads? Hopefully it would be compatible with EPOE :3 Also Warcaskets being able to hold their guns
Sparky  [autor] 9. led. 2023 v 2.35 
@zebra03 - Updated the description to be more clear, hopefully that'll prevent any future confusion
zebra03 9. led. 2023 v 2.07 
Oh nevermind its Humanoid Alien Races, Never heard it called HAR before
zebra03 9. led. 2023 v 2.06 
Whats HAR?
Sparky  [autor] 8. led. 2023 v 18.33 
@perdu - The Ogryns are given poor shooting and have locked weapons as a balancing precaution. The Rippergun/some planned future weapons are all very high damage weapons, having accurate Ogryns right away would make them unreasonably powerful with said weapons. I decided to make it possible but a very slow process to make an Ogryn a skilled shooter for that reason
gumiss 8. led. 2023 v 11.10 
@perdu - ogryns are given access to ranged weapon, but (and this is Ogryn sized butt) they are crap at shooting. They are getting Ripper Gun, basicly a auto shotgun, but with bigger caliber and hard-wired burst limiter so they wont empty magazine too fast. Also, fun fact, ogryns are kinda dumies and often forget to reload their gun, so they are using it as a club. Generally, basic ork is smarter than ogryn, shoots (slightly) better than ogryn, but OGRYN SMASH!! Big boys are mostly used as meele combatants with clubs and shields.
perdu 8. led. 2023 v 10.16 
i dont see the point in giving them poor shooting (ogryns are notoriously given access to quite large weaponry), also i was wondering if you could change the definitions of the race, because currently i keep seeing "the ogryns are a..." blurb in everything
perdu 7. led. 2023 v 14.36 
can u make it so warcaskets can hold the ogryn weapons
Sparky  [autor] 6. led. 2023 v 10.28 
@SpaceDorf - Thanks, I try to keep as close to vanilla functionality as possible so they're just "plug and play" without any additional new systems to learn. The longterm plan is to release small, bitesized mods that cover every aspect of 40k I want to cover, then update each with content updates over time. That way things like the "Melee" pack and "Lasgun" pack grow over time
SpaceDorf 6. led. 2023 v 9.11 
@Wolfette Yeap, that what I like about this mods as well,

also they are small enough to mix and match,
most 40k mods are overstuffed in my oppinion trying to be 40k complete.
Wyrmwood 5. led. 2023 v 23.33 
thank you i love them
Wolfette 4. led. 2023 v 18.43 
@Sparky No I only thought about that after I posted that, you are correct, didn't mean to be rude, which I was. I'd love to help if I can, we're really lacking good 40k mods that aren't just space marines.
Sparky  [autor] 4. led. 2023 v 16.46 
@Wolfette - I agree, what I mean is that since I currently don't have any clothes made for ogryns, a custom body would leave the ogryns with nothing to wear at all
Wolfette 4. led. 2023 v 16.23 
@Sparky Wouldn't that makes sense? Ogryns can't wear much of anything not sized for them. Custom body and a few custom heads would go a long way imho to really make them proper ogryn.
Sparky  [autor] 4. led. 2023 v 15.58 
@Broken Arrow - I'll keep em coming, I have plenty more in the works
Chemically Enhanced Sausage 4. led. 2023 v 15.37 
I greatly appreciate these 40k mod you provide us loyal followers of the emperor.
Sparky  [autor] 4. led. 2023 v 12.51 
@Wolfette - I have toyed around with the idea of giving them a custom body-type, I opted to use a vanilla body for the time being though as I haven't made any armours for them and giving them a unique body would lock them out of equipping any clothes not made for that body
Wolfette 4. led. 2023 v 12.47 
@Sparky Oooooohhhh that makes sense okay, sorry for the misunderstanding. I do have some at-a-glance critiques if you'd humor me, namely the way the ogryns look atm. They feel too big atm and just making them use the fat body doesn't seems like a good fit. I have planned on doing an Ogryn xenotype for a white and what I ended up doing was merging the top part of the hulk body with the lower of he fat body type to get something that looked huge but not just big n' fat.
Grenaders3 4. led. 2023 v 11.51 
Please tell me Ogryns characters have their Intelligence hampered in some way. Cause that'd be hella accurate. also, please keep these coming they're wonderful thank you.
Sparky  [autor] 4. led. 2023 v 11.32 
@Wolfette - Because the Ogryns that spawn naturally in the mod are a mix of Xenotype and HAR race. Starting with just the Ogryn Xenotype will give you an incomplete Ogryn. I fully plan on allowing people to start with Ogryn Pawns, its just that having the incomplete xenotype available in the starting selection is causing unnecessary confusion
Wolfette 4. led. 2023 v 11.29 
@Jack_Hazardous If they are anything like they are in 40k then they will be big, strong, tough, smelly and very, very dumb.
Wolfette 4. led. 2023 v 11.28 
"The Ogryn Xenotype isn't meant to be used by players and is only there until I find a way to hide it from the selection." Ummm, why? I don't understand your logic behind making it impossible for players to start with Ogryn pawns.
Hazardous 4. led. 2023 v 8.14 
Are the Ogryns Orgyns valuable?
Hyeenu 3. led. 2023 v 18.03 
YESSSSSSSSSSSSSS I WAS WAITING FOR SOMETHING LIKE THIS TO DROP, TY SPARKY
Sparky  [autor] 3. led. 2023 v 7.30 
@Paulinou | Павел - If you're dead set on starting with Ogryn colonists then the Character editor mod should work, you'd just need to replace a pawns race with the Ogryn race then make them the Ogryn Xenotype manually. Or just spawn one in with Dev mode. I know that's not an Ideas solution so I'll try and get the starting scenario out soon
Sparky  [autor] 3. led. 2023 v 7.28 
@Paulinou | Павел - Yes Ogryns that spawn in game will have all of the changes and features. The Xenotype on its own is missing the HAR changes, if you just use the Ogryn xenotype on its own then the Ogryns will be smaller and won't be able to use the Ogryn exclusive weapons. Apologies if the Xenotype makes things confusing, I'm trying to find a way to hide it from the starting selection
Paulinou 3. led. 2023 v 7.15 
So if i manage to get my hand on an Ogryn that wasn't created by me it will appear bigger?
Also, is this the only difference between me creating them and your mod spawning them naturally in the game?
Sparky  [autor] 3. led. 2023 v 6.42 
@Paulinou | Павел - Ahh that makes sense. The Ogryns that spawn in game are a custom HAR race that always spawns with the Ogryn Xenotype. That way they keep all the changes I made even if they have children. The Ogryn Xenotype isn't meant to be used by players and is only there until I find a way to hide it from the selection. I do plan on adding a starting scenario that includes Ogryns though