RimWorld

RimWorld

URMC
423 kommentarer
justiceforjoggers For 23 timer siden 
Kick ass presentation, can't wait to fuck around and find out
Zastaver 18. okt. kl. 7:47 
i saw this and i wanted only one thing, as much as i love the pulse rifle. . . can we have one without the UGL?
dj turnt 16. okt. kl. 23:47 
Great mod!
Elth 16. okt. kl. 1:07 
Alot of cool assets in this mod. Any plans to enable an enlistment option for colonists? Chicken plucker had a framework for a couple of his factions.
Bravo-06 15. okt. kl. 22:34 
Get Some!
Tess Tickles 12. okt. kl. 14:01 
Peak mod
BigGovernment 11. okt. kl. 16:11 
@iamian711 working fine for me. Mod conflict likely.
iamian711 30. sep. kl. 9:33 
traders arent requiring any silver to buy items. standards and the wrist mech device also do not function for me. very large mod pack, but can provide logs.
Jetstream 23. sep. kl. 21:44 
Hello! There is a problem with caravans from this faction, i'll open a discussion because there is a problem with comments with more than 1k words.
1111 23. sep. kl. 13:50 
Cant believe this has been out for a year and I never seen before. One of the most comprehensive mods, really stunning, amazingly crisp textures. Thank you sir. One question is there a way to get the turrets to work with the muzzle flashes, the guns work just not the pulse turret.
Dredd 22. sep. kl. 18:08 
Cant wait to see it, but def consider some gears of war looking equipment, URMC could have like a commando set of gear that looks like it lol
pphhyy  [ophavsmand] 22. sep. kl. 15:52 
ill be making more content in November, ill have alot of free time for the winter.
so hold onto your butts
Snooppug716 22. sep. kl. 15:36 
NGl i think this mod could use like. Custom bases? Ah la Soverignty in case one wishes to FIGHT URMC.
Dredd 19. sep. kl. 21:53 
What would it take to get an expansion to this that adds in a gears of war looking faction/group?
Kris 12. sep. kl. 5:52 
I’m using a large mod pack, so I’m not sure what’s causing this. A URMC trader visited my colony and didn’t require silver for outfits or weapons. I could buy everything for free, and I could also give him my items without receiving anything in return. It looked similar to trading with Empire slavers, except those at least improve relations, while here it just feels like a free giveaway. This doesn’t seem intended.
ƎNA 9. sep. kl. 7:38 
"Faction URMC has null relation with PlayerColony. Returning dummy relation."

Idk what this means, but debug is spamming with this error. It started after installing CE(dev)
ohm3463 9. sep. kl. 0:53 
can you please do what you did with the urmc combat groups for all the others you add with updates like the tox and engineer please i like to use it as a guide for the different groups
RandomEdits 24. aug. kl. 17:00 
As a side note, please get the Engineer update out first. I very much would like to builders building my outpost.
RandomEdits 24. aug. kl. 16:54 
Looks like the pants update is confirmed boys!
⎯Alpha-42 "Fembo"⎯ 13. aug. kl. 19:55 
This will go perfect with my VFE: Incectoids playthrough.
(Ik I spelled that wrong <33 )
Honest Dragon 10. aug. kl. 5:13 
in a future update will you be able to dress and arm the mechs with whatever you want?
BigGovernment 5. aug. kl. 16:59 
Green power! Thanks pphhyy!
Fenc 5. aug. kl. 8:21 
thank you bro, greatest update ever, natural green color
pphhyy  [ophavsmand] 5. aug. kl. 7:51 
your supposed to make pants with it,since in game pants arnt actually visible figured no one would care and would just make normal pants
but now im gonna make fatigue pants SO YALL STOP ASKING lol

also the armor when made should pop out green NOT white
Flashpoint 5. aug. kl. 6:29 
The Colonial Fatigues do not have leg protection, colonists have an uncovered groin debuff when just wearing the Fatigues. I think that is a bug?
Fenc 3. aug. kl. 11:26 
samme, i love the marine green color but i hate that it comes out white
Jervdiest 3. aug. kl. 4:34 
When you make the armour it is coming out as white armour, but how do you get the marine green armour? (or how to change the white one to those)
jadabandon 3. aug. kl. 1:05 
@crafty1983 going to give this marines faction and that xenomorph faction a try, thanks for linking it!
crafty1983 31. juli kl. 18:10 
found a mod that makes your playthrough a little more aliens esque.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2873545234&searchtext=xenomorph
BigGovernment 31. juli kl. 14:36 
Raider time!
Pepperoncino 27. juli kl. 5:47 
Hi,

I have noticed that there is yellow warning regarding what I assume is interaction of this mod with hospitality.

FactionDef pphhyy_Faction_URMC must have at least one pawnGroupMaker with kindDef 'Peaceful', or 'permanentEnemy', 'isPlayer' or 'hidden' should be set to true. Otherwise no guests from this faction will arrive. This is a misconfiguration in URMC.

I am not sure if this is real issue or just fault of my massive mod list (help, I can't stop adding mods)
Manic Mercenary 26. juli kl. 11:01 
I can't wait to see the lore on the raiders. They look awesome.
Meister Pizzaman4343 23. juli kl. 23:48 
@Inked Altho I would recommended Craft with color mod, as it have more color customization options
Meister Pizzaman4343 23. juli kl. 23:44 
@Inked you can try using the Craft with Color mod, or the styling station from the Ideology DLC, either way you gotta need dye, which you can get by growing and harvesting tinctoria plant.
Inked. 22. juli kl. 19:26 
Is there a way to force armor I make myself to have appropriate coloring? My produced armor comes out white as opposed to the standard green and doesn't look as good.
pphhyy  [ophavsmand] 22. juli kl. 19:25 
The goliath armor as well as both the armors added by the tox update are now Vacuum usable

@acidity the mod does not require any of the dlc but it does require the VE framework mod
some of the mods contents do need dlcs but they just wont show up in game if you dont have said dlcs, so there should be no conflict

@Fenc the spec ops stuff will let you cloak your pawns, the wepons will have a huge damage increase but less range, hopefully incentivising you to get close and shoot while invisible
Acidity 22. juli kl. 14:29 
Hello!, Excited to use this mod! I was just wondering if this mod requires a specific DLC, some mods are labelled with the DLC requirement. The reason i'm asking is because I seem to be getting a error every time I load into the game. An example is this one "Could not resolve cross-reference: No RimWorld.XenotypeDef named Baseliner found to give to URMC.CharacterDef pphhyy_Character_PvtJenetteVasquez" and this is the case with 6 other characters. I may have misread something and am missing a requirement. Appreciate any help to resolve this :)
Ģ◊иℤ◊⚡ℤ∀муpΛй 21. juli kl. 19:11 
Would be cool if you were able to call in support with the system from royality DLC.
Watermelon Face 72 18. juli kl. 12:46 
I cannot express how pumped I am for the planned updates to be finished. Every single one looks awesome
Positive Position 5 18. juli kl. 5:19 
Love the mod - can't wait till some of the armour has vac protection. One small bug I've found when playing CE with the Generic Ammo option enabled. "M43 pulse rifle Mk2 (Charged pistol) has no available ammo types" - which somehow cascades into mapgen failing to create any factions other than the first URMC base. Can totally work around it by enabaling that option post world creation, but just thought I'd post it here to let you know - Thanks!
Fenc 17. juli kl. 22:48 
hey, do you think making one of the light armors only take the middle slot would be a good idea? i end up skipping the recon armor since they seem practically the same as the light armor
Fenc 17. juli kl. 10:04 
since im here asking, what will the spec ops stuff do?
Fenc 17. juli kl. 9:55 
@pphhyy oh nice, would be great against dormant mechanoid stuff, i look forward to it
Manu30 17. juli kl. 4:59 
Will they make armor that can withstand space for the DLC?
pphhyy  [ophavsmand] 16. juli kl. 23:17 
@fenc yes, the armor will come with breaching charges for destroying structures
and the weapons will also be for destroying structures
Fenc 16. juli kl. 20:27 
will the engineer armor and weapon do anything special?
Prophet 16. juli kl. 16:45 
1.7?
Seti 16. juli kl. 9:33 
The ideology for them is completely bugged currently, just blank, with no memes or precepts
pphhyy  [ophavsmand] 15. juli kl. 22:16 
@max or anybody who wants to re-balance the CE side of it, if you know how to XML you can go right ahead, ill even have it added to the mod if its well balanced and fun

as it stands the CE version is not the focus; vanilla is. i dont use it and nether do the people currently patching it for CE. So its kinda alot of guessing, since we dont wanna spend a ton of time on making it balanced for CE

that being said IF they are as good as the CE charge weapons then theres nothing to balance, thats how they are supposed to be with vanilla lol
maxthedog1235ali 15. juli kl. 20:20 
I absolutely love this mod and everything it has to offer but as of right now my only complaint is that the guns are very overpowered playing with CE, when going up against someone in power armor they absolutely cut them down in one or 2 bursts rendering the rest of the weapons in the game useless. the armor pen and damage is very high and I was wondering if there is anyway around this mod being too OP. please lmk what i can do for balancing I would love an odyssey play though with this but as of Rn with using CE I am gonna have to leave this out until.