RimWorld

RimWorld

Rimsenal: Murder diversified
1,144 Comments
SpaceDorf 11 Sep @ 1:35am 
My work here is done.
ZicWaarg 11 Sep @ 12:17am 
"The reactor moved to the Spacer Faction Mod"


Thanks twice, friend. Both for answering the question and for telling me there was a new faction I missed.
SpaceDorf 10 Sep @ 11:22pm 
The reactor moved to the Spacer Faction Mod
ZicWaarg 10 Sep @ 7:04pm 
Hello. Thank for this mod. I have a little question:
when studying the technology "Focused Kinetic Field" the possibility of building a portable reactor was opened. Recently I noticed that it simply disappeared from the technology and from the craft accordingly. Is there a possibility of its return? It was a good alternative to the gravgen energy cell. It gave more energy, but also required constant uranium, while gravgen gives less
greensniperhat 9 Sep @ 3:58am 
Got this error today:
Tried to load duplicate UnityEngine.Texture2D with path: FilesystemFile [F:\SteamLibrary\steamapps\workshop\content\294100\736139206\Textures\Things\Building\SuppressorGun.psd], Length 145975 and internal path: Things/Building/SuppressorGun

Basically remove the .psd file and we should be good.
삼치구이/CeroForGrill  [author] 8 Sep @ 2:35pm 
Change log:

-The singularity projector require a focused kinetic field as a prerequisite.
Red 8 Sep @ 7:49am 
Hey Cero, just wanted to tell you I love your work, I noticed the name change and thought it was about how much you have improved my Rimworld experience in general, just wanted to thank you for all your hard work.
SpaceDorf 8 Sep @ 7:29am 
As long as I play Rimworld I will follow this mod.
On that note.. there is a typo in the first line of the description ( diverCified )
삼치구이/CeroForGrill  [author] 8 Sep @ 2:06am 
Change log:

- The movement speed reduction effect of the Kinetic impact field has been strengthened.
- The name of this mod has been changed from Core to Murder Diversified.

Yes, that’s all.

The reason this mod was originally called Core was simply because it was my very first mod. And out of habit, the name just stuck. However, the name has caused quite a bit of confusion for many people. In truth, the only mod that ever depended on this one was Security Pack—and as of today, even that is no longer the case. So, it’s time to move on.

Of course, this doesn’t mean I’m abandoning this mod. Far from it—there’s still a lot that needs to be worked on. Please stay tuned. I promise I won’t let you down.
逆天者习近平 27 Aug @ 5:41am 
모드배열상 어디에 두는걸 추천하시나요?
Mx.Skylinez 24 Aug @ 10:39pm 
Pawn that carry Jotun AMR almost always self shot and blow up themselves causing instant death when using cover especially tree. Probably not normal right? (running Yayo, Run and gun)
CoffeeFlavored 18 Aug @ 12:47am 
GD medic armor isn't airtight. Is this intentional?
ПΛПО Dragoon 12 Aug @ 9:07pm 
You should probably ask the CE people
Enfamous13 12 Aug @ 8:54pm 
AMR rifle has a magazine count of 90 and uses 30 rounds per shot for ce. Is this the correct value?
ПΛПО Dragoon 12 Aug @ 1:41am 
Thanks for making white versions of some of the armor!
Mr. Bones' Wild Ride 11 Aug @ 8:47pm 
is it just me or does the close combat armor get hurt crazy fast? like ive got a pawn wearing it and every other piece of his gear has been fine but hes gone through like the main bit every time i had him do something
Cappuccino 3 Aug @ 1:14pm 
All of your mods add creative and well-thought-out things and ideas. Also, ALL of your mods have at least one baddie/coomer bait art piece somewhere in the description. Well done, keep it up.
삼치구이/CeroForGrill  [author] 30 Jul @ 1:48am 
- Heat insulation stats of power armor have been fixed.
Lovhes 29 Jul @ 8:58pm 
man, i wish the greydale gears have vacuum resistance, but oh well, they are the 'cheap' option for colonist anyway. so kinda understand why they have no vacuum resistance
Corbie 26 Jul @ 2:10pm 
compatible with CE?


Sorry, I couldn't resist :)
5tratz 26 Jul @ 12:46pm 
I have done this manually, but just letting you know, adding this:

<generalTitle>Title Here!</generalTitle>
<generalDescription>Description Here!</generalDescription>

To your (ResearchTab.xml), give the tab a proper title and description, lol. I just love my game to have everything perfect, of course, remove the PlaceHolders I have already put, use it if you wish, but anyway, thanks for the great mod :Upvoter:
4hollis 20 Jul @ 3:29pm 
How do I reload the micro missiles? It says it needs 10 steel to reload a charge... but how do I actually reload it?
Ruby 18 Jul @ 8:10am 
Hi there,

thanks for the awesome mod. I found a bug, where colonist doesnt care about the modular armor. When checked, it doesnt have any quality and if the 100 durability go 99 or less, they stop wearing it neither cant wear it.
Wintermist 15 Jul @ 11:50am 
I'm wondering if not also some of the Greydale armors should have the ability to operate in vacuum too?
Dust 13 Jul @ 7:48pm 
@rex705 There is a mod for that, though don't know if its updated for 1.6.

Also, anyone know of Odyssey special weapons applies to these? Or only vanilla?
Rex705 12 Jul @ 11:50am 
Would be cool if these were factions
kimchi soup 11 Jul @ 2:51pm 
alert alert we need update!
Phoenix Star 3 Jul @ 10:43am 
While it might be a lot to ask as you probably have a lot to do, is there any chance in a future update of Boots and Gloves for each manufacturer? Aside from more bonuses, mostly because my colonists seem to have issues with losing those specific parts even with a full set of armor.

Yeah, aware it's a problem on my side not outfitting them with bionics but well ... anyway, excellent mod and hope it'll be around for 1.6!
dude like WTF 30 Jun @ 9:48pm 
How does the assault armor short range emp grenade launcher and the artillery armor mortar work?
VMSC777 28 Jun @ 10:45pm 
Thank you for making this mod. Had it permanently loaded since it was released. Not sure if mentioned anywhere, but any possibility of ever releasing vehicles? The quality and art style would go hard.
Azerbaijan_Technology 28 Jun @ 8:33pm 
I don't even mean the oldest texture, like the current ingame texture looks considerable worse than the ones on this exact steam page, I don't get it.
Azerbaijan_Technology 28 Jun @ 8:25pm 
Do you have a version with older textures? The move to conform with the base game's non existent art style by removing all detail is not my cup of tea.
삼치구이/CeroForGrill  [author] 28 Jun @ 8:23pm 
2025/06/29
- Table textures updated
삼치구이/CeroForGrill  [author] 28 Jun @ 6:10am 
2025/06/28
- Some xml fixes.
- Now, the modular system is also applied to the Graydale helmets (for 1.6).
SAMUKETTO 28 Jun @ 1:13am 
ey buddies, can u add compatibility with Vanilla Expanded Framework? LOVE ALL YOUR WORK
Avarus 26 Jun @ 8:12pm 
Hi, some armors like the artillery and fire support have lower resolution compared to others.
I see you updated the jotun armor earlier this month. Are you planning to update the rest of them? Thank you for your hard work.
JoeOwnage 22 Jun @ 7:32am 
GD_MSST, YP_BaegYa, and YP_Seoli are erroring because of all the spaces in the def description. (1.6)
ashs 21 Jun @ 1:20am 
why is the armor abilities not working. not even showing
삼치구이/CeroForGrill  [author] 15 Jun @ 1:03am 
2025/06/15
- Jotun armor texture update
Mothman 12 Jun @ 1:00pm 
Any chance we could get a kit of the modular rifle without the launcher? I kinda miss that wacky grip.
삼치구이/CeroForGrill  [author] 12 Jun @ 5:08am 
2025/06/12
- 1.6 (unstable) update
- Weapon and armor stats have been adjusted to match the 1.6 update.
- A micro-missile launcher has been mounted on the Greydale modular rifle.
Capefear56 26 May @ 10:12pm 
The Swarmer is such a bullshit weapon in CE. If you don't have a good helmet, it's guaranteed decapitation because it always hits every single burst.
ShivKnight 17 May @ 8:50pm 
@Anarkius its not recon armor you need. Flak armor is a sneaky requirement tech.
Lieri 12 Apr @ 9:59pm 
Use a mod such as Cherry Picker to rule out other equipment from the game as well as recipes. If it's serious enough of a business for you to only have just those, I suspect you're willing to put some work in to make it happen.
Fray 5 Apr @ 12:25am 
Is it possible to only add Greydale Equipment to the game?
Sirris 30 Mar @ 1:57pm 
@Anarkius check if you have recon armor researched, it should be under there.
Anarkius 30 Mar @ 8:55am 
So some of the armor isn't showing up under bills. Can't craft the armor kits or any of the helmets for greydale. Anyone know what might be causing this?
개이머 21 Mar @ 7:35pm 
좋은모드 감사합니다 꼬치구이님:winter2019happydog:
Lumber Jackson 27 Jan @ 7:21pm 
@Oxcyde Is it just the Greydale armor or have you tried other ones? I've noticed an issue with items that don't have quality needing to be force equipped, like the bandwidth pack, because they won't add them if they are in a clothing schedule.
Oxcyde 17 Jan @ 11:05pm 
Are there any troubleshooting steps for pawns who don't want to equip the headgear and armor from this mod? I have these equipment on their assigned apparel and I can have them force wear them just fine.