RimWorld

RimWorld

Rimframe: Vatgrown Hate
427 Comments
JerryTheCultist  [author] 2 Oct @ 3:54pm 
@koimono currently no, it'll spit back out whatver it doesnt need however
koimono 2 Oct @ 3:29pm 
just curious is there any way for me to prevent my colonists from hauling away all the materials put into the clone tube?
JerryTheCultist  [author] 27 Sep @ 12:22pm 
@HOOTERS highly unlike thats this mod doing that, likely something else

gonna have to send a log and preferably join the discord if you want better answers then that
Ghostwish 27 Sep @ 9:28am 
Sorry HOOTERS, but my grineer clean and haul. You likely got some kind of conflict going on. Good luck. :(
HOOTERS 27 Sep @ 4:34am 
hey just checking if you have any idea why the grineer wont haul or clean they just sit idle instead
Luckspeare 21 Sep @ 12:44pm 
Ty sir, looking forward to playing.
JerryTheCultist  [author] 21 Sep @ 11:30am 
@Luckspeare should be fixed now, my mistake
Ghostwish 11 Sep @ 7:51am 
Can confirm. The way the Empire is worked into Rimworld is maximum dumb.
Luckspeare 10 Sep @ 3:53pm 
Thanks for checking that out right away. Incredible work on this mod.
JerryTheCultist  [author] 10 Sep @ 11:13am 
@Luckspeare i did a patch abit oddly, royalty has a super stupid thing regarding how the empire works so ill have to fiddle with the patchs operation to get it to not happen if you dont have BnS
Luckspeare 9 Sep @ 6:34pm 
Ah, perhaps I made a bad assumption, but here is why:

I load the mod with BSF, it loads properly.

I load the mod without BSF, I get this:

Could not resolve cross-reference to RimWorld.FactionDef named PlayerColonyGrineer (wanter=permanentEnemyToEveryoneExcept)

https://gist.github.com/HugsLibRecordKeeper/4212a4d0fe7ea47a9639a03e4a4325b1

Thus, I think, okay, it loads with BSF fine, but without BSF it throws an error. But I should have submitted the error and let you come to whatever conclusion is necessary.
JerryTheCultist  [author] 9 Sep @ 6:28pm 
@Luckspeare no i dont, it works without it

the factions and xenotype + cloning are just disabled without it
learn to read and you'd see that
Luckspeare 9 Sep @ 6:18pm 
Need to add Big and Small Framework as an enforced dependency.
JerryTheCultist  [author] 7 Sep @ 9:54pm 
@doom king its made from chemfuel so no
doom king 7 Sep @ 7:31pm 
is grokdrul better then chemfuel ?
Luke TasRook 4 Sep @ 11:21pm 
Looks good. Thanks.
JerryTheCultist  [author] 4 Sep @ 11:01pm 
*sorry i meant to say redownload the mod, its like 2am where i am
JerryTheCultist  [author] 4 Sep @ 11:01pm 
@Luke TasRook download and redownload the mod, we just fixed this bug the other day
Luke TasRook 4 Sep @ 10:55pm 
https://i.imgur.com/3RsBNr1.png I don't have a single item, building or pawn from this mod on the map btw.
Ghostwish 1 Sep @ 8:55pm 
Can do! It hasn't happened since so I half wonder if another mod was updating.
JerryTheCultist  [author] 1 Sep @ 6:25pm 
@Ghostwish no idea this time, could try joining the discord now that its open again for better results to see what might be causing it
JerryTheCultist  [author] 1 Sep @ 6:24pm 
@Sir Whiskerford Meowington III scroll down literally a few messages, ive answered this before
Miku, Miku Beam! 1 Sep @ 6:23pm 
@JerryTheCultist

This mod is awesome, Do you ever plan to do a Corpus or Infested mod?
JerryTheCultist  [author] 29 Aug @ 9:22pm 
@Jetstream Sam

the problem is, guardsmen armor is literally just drudges
its quite literally the same model, so it'd be me reusing the same artwork for them

and iirc scorpions just have a black vatrat hood, thats a maybe since it could be simple

otherwise scroll down abit to see how i feel about adding new stuff anytime soon, when/if i do another update? it'll be beastmaster focused (ignis, halikar, etc)
Jetstream Sam 29 Aug @ 3:02pm 
Adding more armors or weapons? Like for amphis user's Guardsmen armor or for Scorpion units add their special hood. Just like melee lancer have.
wormykle 28 Aug @ 2:09pm 
@JerryTheCultist, well, that's too bad, I was really looking for more Rimframe ! Still thanks for what's already done you guys rock. :broflex:
Rune Balot 28 Aug @ 7:52am 
Thank you for the change I love this shield.:smilechillet:
Rune Balot 28 Aug @ 7:48am 
@QuarianRex That's very kind of you, Thank you!
Ghostwish 28 Aug @ 7:38am 
Aw geez. It looks like the clone vats are on the fritz? https://gist.github.com/HugsLibRecordKeeper/21bf9e1b09d1ded42d11dbc5ea87db52
JerryTheCultist  [author] 27 Aug @ 1:47pm 
@wormykle a corpus module was 85% done, its in limbo due to development issues

sentients had assets made, similar issue

outside these, which will release if and when those issues are resolved
its unclear is work will continue on rimframe, at least for a time, as the team is generally burnt out of warframe due to isleweaver and 1999 being things we really really disliked
wormykle 27 Aug @ 1:41pm 
Hey there ! Thanks for the amazing content ! Given that the discord is unavailable rn, I was wondering if there was ongoing work on Corpus, infested -warframe story spoiler- Sentient, Dax

Thanks in advance :praisesun:
JerryTheCultist  [author] 27 Aug @ 12:33pm 
@QuarianRex

nah i fixed it already, i set the shield to check for shoulders rather then arms now
QuarianRex 27 Aug @ 12:18pm 
@Rune Balot base game removes all child parts on a replaced body part (giving a bionic arm means no hand/fingers/etc.). If the shield needs to specifically be held in a hand, or somesuch, then that is the problem.

I've had similar problems. Use this to fix it...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2739055353
Ghostwish 27 Aug @ 8:53am 
Man, the whole way the Empire was implement seems designed to create frustration...
JerryTheCultist  [author] 27 Aug @ 8:21am 
@Omgwtfbears nevermind no im not

tynan coded noble apparel in a way that requires it to be allowed to spawn on the empire
which would mean empire nobles would start spawning with commander helms

gonna have to find a mod that just disables or tweaks it to your liking, sorry about that man
JerryTheCultist  [author] 27 Aug @ 7:22am 
@Omgwtfbears yeah i dont see why not, i honestly forget nobility clothing is a thing
ill push that fix sometime later

@lloki no idea, ill ask lee but that might just be how the code works
Omgwtfbears 27 Aug @ 4:49am 
Hey, can you please make it so Commander Helmet counts as noble apparel? My grineer dude looks mighty silly in a full suit of armor and a top hat.
Or tell me what i need to change to the defs, i'll do it myself.
lloki 27 Aug @ 4:38am 
Why CloneVat.WorkGiver_HaulToGrowthVat:PotentialWorkThingsGlobal is constantly doing the check for work giver even if there is no single building from this mod on the map?
JerryTheCultist  [author] 26 Aug @ 10:13pm 
@Rune Balot noted then, ill take a look tommorrow
Rune Balot 26 Aug @ 9:36pm 
Yes, you are right. I run several tests with base game atm such as bionic arms and archotech arms. It seems like the problem is still this mod not EBF.:sadcattiva:
JerryTheCultist  [author] 26 Aug @ 9:15pm 
@Rune Balot if you can do test this with a basegame bionic atm please
Rune Balot 26 Aug @ 9:12pm 
Thank you for the reply!Well I double check the mod I had and found maybe that is because the mod "Elite Bionic Framework "which is a mod that change max hp of body parts. So sorry for the disturbing.:sadcattiva:
JerryTheCultist  [author] 26 Aug @ 9:02pm 
@Rune Balot no, no it isnt
ill look into that sometime in the morning, we never tested for that
Rune Balot 26 Aug @ 9:00pm 
Can not equip shield with bionic arms. It says miss body parts, is that a common problem?:cattiva:
JerryTheCultist  [author] 26 Aug @ 3:30pm 
@scions its a functionality in the code that i dont use, the tube isnt balanced for it

if you want to make a submod that enables that mechanic your free to read the documentation we have, and ask lee for help

the functionality i currently use is simply spawning a specific pawnkind with alot of restrictions
scions 26 Aug @ 10:14am 
Do you think it's possible to make a stand alone mode for the cloning mecanics ? So we can clone other xenotype ?
Luke TasRook 26 Aug @ 1:59am 
You're right.
JerryTheCultist  [author] 26 Aug @ 1:25am 
pushed a quick update with a minor raid value adjustment, since while it wasnt quite as bad as the report
some raids felt off

should feel alittle closer to intended now
JerryTheCultist  [author] 26 Aug @ 1:20am 
ive seen maybe 200, which again
max level endgame raid
JerryTheCultist  [author] 26 Aug @ 1:18am 
@Luke TasRook yeah so either you have a mod that effects raids
or your not telling the truth

especially not in power armor, grineer for me at most have spawned 100 men at a MAX level raid