RimWorld

RimWorld

Rim Expedition 33
61 Comments
Warult  [author] 19 Sep @ 10:45am 
not for now, i have others projects , like video game and i'm student
Latex Santa 19 Sep @ 1:14am 
Now that I have remembered that this mod exists, I'd really like to hear about future updates to it.
Willem 18 Sep @ 5:42pm 
Any Updates Planned?
Willem 14 Aug @ 8:41am 
It's fixed, thanks.
Warult  [author] 14 Aug @ 3:20am 
Okay, try it now for me, the vampire cure, and the Luciferum doesn't suppress progression. It should work.
Willem 13 Aug @ 5:27am 
@Warult I am not entirely sure, but I think it's either one of these mods: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3546471813&searchtext=mechlord
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3221270722&searchtext=cultivator

These two are the only other modded Hediffs applying to my pawn. (I doubt it's the Psylink or Mechlink doing it)

Either the Mechlord chip starts removing illnesses through its Regeneration being boosted at level 10+, or once my pawn reaches a certain Cultivation Stage, Chronic Illnesses begin automatically Healing. (Think it's the latter but it's best to show both possible culprits just in case)

Seems the best way to change it is some way to make Expedition Progression not count as an illness, or else it'll conflict with other ways of Healing as well.
Warult  [author] 13 Aug @ 1:03am 
what mechanism removes the hediff ?
Willem 12 Aug @ 4:46pm 
Okay, got a problem here: But the Expedition Progression hediff counts as a Chronic Illness, which results in my pawn constantly healing from it, thereby losing all stat gains, can this be changed to some kind of Non-Illness Hediff?
Warult  [author] 11 Aug @ 2:24am 
@Aranador, okay now problems are fixed
Aranador 10 Aug @ 8:41am 
Well, I just finished my Rimworld as an RPG game by defeating the Paintress and saving the world. You're welcome! I quite enjoyed this mod, and I will definitely be keeping an eye on it, and trying it out again once it has evolved a bit more. I really liked the stat level up system in this mod, that part was so good, you could chop it out and post it as a stand alone mod I think. Anyway - thank you for the mod, well done !
Latex Santa 9 Aug @ 1:41pm 
@Willem
Depends on this Paintress' defenses and supernatural properties.
She might evaporate into atoms, or she might tank it all with barely a scratch.
I know of Expedition 33, but have never bothered to watch any gameplay, so I couldn't tell you.
If she doesn't require some very specific magic to beat and is not immune to physical attacks, then she goes POOF.
Willem 9 Aug @ 8:33am 
Finally getting my Gigantic Modpack together with this mod included... time to answer a burning question: Paintress Versus a Barrage of twenty 21 Kiloton Nuclear Bombs.
Aranador 9 Aug @ 7:42am 
Please enjoy your holiday !! I am really enjoying your mod, as I have combined it with a few others to create a strong RPG adventure mod pack, and this mod is doing really well for those parts that are currently implemented. I can see the potential for this mod's further development, but make sure you are enjoying life first :)
Warult  [author] 9 Aug @ 6:59am 
yes, I know this problem I will solve it next week, for now I am on vacation.
Thanks you !
Aranador 8 Aug @ 9:08pm 
And a bugged quest - possibly a place holdeer for something not implemented. a quest turns up that just says ERR. It's path root is Epedition33_ArtifactRecovery. It appears to have no quest nodes defined.
Aranador 8 Aug @ 7:07pm 
A new observation - many trader caravans will turn up with the monsters from this mod for sale, but the monsters have undesirable behaviour, like a Lancer standing at the edge of the map or a ptank that finds one of your colonists and constantly nudges at them. These monsters do not stay with their caravan, do not leave when the caravan leaves, and generally behave uselessly. Is it possible to forbid them from being part of trader caravans?
Warult  [author] 6 Aug @ 8:07am 
humm okay
Aranador 6 Aug @ 4:53am 
And they also do not appear in the apparel policies list, so you can only force people to wear them, and they'll take them off if you clear forced assignments, as it can not appear in their apparel policy.
Aranador 6 Aug @ 4:44am 
Things are improving! I was able to make some expedition boots - although I was unable to have them appear in any stockpile, so they kinda sat there for a while :P
Warult  [author] 4 Aug @ 7:04am 
update for fixing craft on Expedition Armory.
Aranador 2 Aug @ 4:11pm 
Ahh OK :) Thank you for the reply. So far I am really enjoying what this mod adds to the game - it definitely mixes up my normal gameplay habits. I just had a colonist join, and they're old enough that they will die from the grommage soon, and I will not be able to get the research needed to try and save them - it is tragic, and great story.
Warult  [author] 2 Aug @ 10:01am 
Yeah, gray letter: Expedition mission not fully implemented. You have 2 tabs for missions in the head quarter: Expedition mission to beat boss and Research mission (goals)
Aranador 2 Aug @ 8:02am 
I also have another question - I often get a grey letter announcing some sort of mission, but I am unclear as to how I do these - the mission I get from the planning table seems unrelated to these letter missions?
Aranador 1 Aug @ 3:31pm 
I had much more than the crafting skill needed. And trying to 'force' the job did not give the 'below skill needed' error, it was just nothing.
Latex Santa 1 Aug @ 7:09am 
This mod is developing, slowly but surely.
By the time I'm ready to do a horror playthrough, I expect it will be well and truly usable.
Warult  [author] 1 Aug @ 7:07am 
Else thanks you for your comment
Warult  [author] 1 Aug @ 7:06am 
you need minimun skill for make it ? 10 on crafting ?
Aranador 1 Aug @ 5:22am 
Perhaps I am not understanding something - I built the expedition crafting table, and queued up an item - but no one will build it, nor can I force anyone to work at the bench.

Beyond that - I love the 'leveling' system, and the quests to go beat up a baddie so far,
Latex Santa 29 Jul @ 11:09am 
@Warult
Ahhh, you've improved those pawn sprites massively. Thank you.
Willem 28 Jul @ 12:16pm 
Looks fine to me.
Warult  [author] 28 Jul @ 9:29am 
Do you prefer gestrals without legs and arms or with them? (look at the 3rd image of the mod)
Willem 27 Jul @ 10:15am 
Wonder how those Special Abilities of her stack up to my "Overkill" Doctrine, because to say I am bringing Armageddon once I come for her would be an Understatement :), will have fun finding out.
Warult  [author] 27 Jul @ 9:51am 
Join my discord for more question :) :
https://discord.gg/8wGknCH9q6
Warult  [author] 27 Jul @ 9:41am 
Haha if you can beat other boss before and counter her special abilities x) , yes
Willem 27 Jul @ 9:37am 
@Warult: That answers it, if it is just a Quest Map, that's fine, was thinking it worked like the Anomaly DLC Monolith where it is a building on your map, and leaving the map you started on would allow you to call it to whatever new map you settle on, but since it is a Quest Map, that actually answers my question, thanks.

This also means I can pull up to the Paintress in my Modded, Souped-Up Gravship and unleash Absolute Hell on her with its Turrets
Warult  [author] 27 Jul @ 9:26am 
@Willem i don't really understand, but monoliths site is just a map(Quest Map) where you can find Peintress and you need to kill her for stopping gommage event. can you explain more your question ?
Willem 27 Jul @ 9:09am 
Oh yeah: How does this Interact with the Gravship or moving to a new location? Does it work like the Anomaly Monolith where you can call it to any map you are on?
Warult  [author] 26 Jul @ 11:43pm 
wut ?
Latex Santa 26 Jul @ 11:36pm 
@Vexacuz
*French noises INTENSIFY*
Vexacuz 26 Jul @ 8:53pm 
Oh no!

THE FRENCH
WalrusMan 26 Jul @ 5:39pm 
add lune feet???
Warult  [author] 26 Jul @ 2:25pm 
@mynameactually, yeah I forgot to patch that, the pawn still has a mood penalty due to the fact that these are important days. I'll do the update tomorrow regarding these mood modifiers, thanks for this feedback
mynameactually 26 Jul @ 2:16pm 
Seems like pawns will get traumatized even if there are no victims.
Willem 26 Jul @ 1:08pm 
@Warult Yeah, that explains it, looks like I've got to start investing in the Unaging Gene and the Chronopath Psycaster path on my main pawn to avoid issues.
Also: Invest in the Anti-Erasing gear, mod looks VERY Interesting.
Warult  [author] 26 Jul @ 12:42pm 
@Willem the erasure takes place every 60 days and if your pawn is >= the cursed age it will be erased at the time of the incident and not before, does that answer your question? and there are two ways to protect yourself from erasure via in-game research
Latex Santa 26 Jul @ 9:12am 
@Warult
Not at all. I am a crappy tester, I find it to be an annoying occupation.
I admire those that do it, but it really isn't for me.

I'm getting ready to remake the American cult known as Heaven's Gate in my first 1.6 game (they will finally meet their alien overlords by doing the Ideology Archonexus ending XD).
Willem 26 Jul @ 8:55am 
What's there to prevent me from utterly cheesing this with the Chronopath Psycaster path from Vanilla Psycasts Expanded?
If you don't know: Some Chronopath Abilities can age Pawns Up or Down.
And does that first Erasing happen after 15 in game days regardless of Pawn's age or just if the Pawn's age is the same as on the Monolith?
Warult  [author] 26 Jul @ 8:13am 
@Latex Santa you will be my tester x), have you tested the quest system event and the boss fights ?
Warult  [author] 26 Jul @ 8:10am 
@Latex Santa thanks for your comment , i will reshape some sprite sure.
Latex Santa 26 Jul @ 8:04am 
@Warult
The ideas behind the mod are very interesting, I like them very much.
I want this to be a good mod, well-liked and successful.
You're not there yet, it needs a little more work. But you WILL get there.