RimWorld

RimWorld

The Great War
253 Comments
Grand Admiral Drax 30 Jul @ 1:04pm 
make it 1.6 mate
Sweaty Leech 28 Dec, 2024 @ 6:11pm 
Does this work for 1.5 fine?
Buduler 15 Jan, 2024 @ 8:22am 
Oh, I just see update log. The mine is gone. But, where did adrenaline go? I can't find it on drug policy panal.
Buduler 15 Jan, 2024 @ 8:19am 
in version 1.4, mine and adrenaline doesn't appear.
Laurie 9 Mar, 2023 @ 1:16am 
how does the trench system work? I make a trench the same as the one in the picture, and it turns out that I cant shoot the enemy but they can shoot me
The Admiral 19 Jan, 2023 @ 9:31am 
love the mod, just coming back after a long break from my war crime simulator, gotta ask why the Mine was shut down. that thing was one of the most priceless things in my colony, ESPECIALLY when your in a low steel environment. keep up the good work i any case
eeelick 24 Dec, 2022 @ 7:58pm 
Love the mod. Noticed the old mine and the old wood burning power is gone. The old mine in particular was big help. It's like free steel.
Ðjentle-Rain 29 Oct, 2022 @ 9:36pm 
@Laser Dave im having the same issue the option to build it is gone and my mine i had ingame is gone as well im kinda bummed out
Laserdave 24 Oct, 2022 @ 1:43pm 
is it just me or is the mine gone idk why but after 1.4 the mine is not show up anymore
CyberPrime8 24 Oct, 2022 @ 7:38am 
Love this mod. However getting a small sound bug report from it.

TGWBulletMachinegun sound is missing resolved grains and will not work properly. Report about it to The Great War devs.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
VFECore.Startup:CheckXmlErrors ()
VFECore.Startup:.cctor ()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor (System.RuntimeTypeHandle)
(wrapper dynamic-method) Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch2 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_5 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Emperor 23 Oct, 2022 @ 10:20am 
The fact that this is still here brings tears to my eyes.
Feels  [author] 21 Oct, 2022 @ 8:41am 
Hello, I updated to 1.4 with integration into the normal techtree in mind to smoothe the gameplay and progression. Check the changenotes to see everything I rememberd
CapitanHopper 17 Aug, 2022 @ 5:30am 
the mp18 shots to slow like an semi automatic but it is a full automatic submachine gun. pleas fix if it was not pland
Kyrin Lex 20 Jun, 2022 @ 1:09am 
Is it possible to make Mustard Gas clouds to poison pawns? Currently they get affected by gas in the initial explosion - after that clouds do nothing no matter if you have gas mask or not.
Kyrin Lex 16 Jun, 2022 @ 1:54pm 
Ah, nevermind, they are passible, my bad.
Kyrin Lex 16 Jun, 2022 @ 1:44pm 
Could you make trenches slow but passible?
mrcoolize 14 Jan, 2022 @ 2:21pm 
So the gas is letal and the musterd is just crippling?
Nanks 30 Sep, 2021 @ 7:35am 
Amazing mod!
I really hope, that someday, there will be Vehicles!
Good Job Feels and others!
Feels  [author] 4 Sep, 2021 @ 7:27pm 
Forgot to add the goddam Loadfolders XML, if you ever get stuck don't forget to add the whole file AND the version file plus the CE file
Feels  [author] 4 Sep, 2021 @ 6:57pm 
Well well well, I hope you are happy "Hate me". I integrated the CE patch into the mod, as far as I can tell it works, I also did some slight game balancing with movement reduction and stuff
Dustin Echoes 31 Aug, 2021 @ 1:36pm 
But... But... Vanilla has Lee-Enfield....
Feels  [author] 26 Aug, 2021 @ 7:13am 
Small update for everyone, I made a Combat Extended patch, only took me a week or 2 to do with my friends spamming me with messages containing: Rim-Job. I woudn't recommend it.

It's still work in progress but I'm happy with the result.

Anyting CE related please post that in the right mod page.
Feels  [author] 26 Aug, 2021 @ 7:11am 
@Xzeno This mod offers an alternative branch towards researching(it doesn't disable any research), you don't need the original branch but you can do it if you want to launch your own spaceship or build different weapons
AFoulXzeno 23 Aug, 2021 @ 5:57pm 
Does this mod disable all the other technology so that you're just using WW1 era gear?
Zorelnam 12 Aug, 2021 @ 6:48am 
very nice mod
Feels  [author] 8 Aug, 2021 @ 1:55pm 
Hello people, I updated for 1.3 for anyone that hasn't forgotten this mod, I added a new type of artillery/explosive. It's supposed to give an idea of the even darker side from war. After balancing for an hour or 2-3 I still think it's a bit strong, but anyone hit by this is basically a heap of waste and unusable, unless you really take effort to save them.
Johnny Appleseed 27 Jul, 2021 @ 8:17pm 
could you make this whereit adds factions with uniforms and weapons to their country, then we could have an actual world war 1 planet to fight on
Sgt_Muffins 27 Jul, 2021 @ 1:05am 
Nice mod! I'd love if you'd update for 1.3 please!
My favorite thing from this mod is the Nebelwerfer. Bombardment has never been so fun! It also makes sieges more dire when the enemy sets them up to attack!
The Howitzer is likely my second favorite thing. Poison rounds are great for shooting around your base and not damaging it. The Maxim turret, trenches, barbed wire, landmines, rifles, shotguns, and lamps are great too.

Suggestions:
MP18 is very lackluster. I takes way too long to fire and when is does, it only fires a few shots very inaccurately. I would increase the accuracy a bit and either decrease the time it takes to fire the gun OR instead increase the number of bullets fired to perhaps 10 or 11?

Either way, I've had hours of fun with this mod!
ancient gorilloid warrior 21 Jul, 2021 @ 2:02am 
update please, this is the best mod to play with alongside call of cthulhu
76consive 13 Jun, 2021 @ 6:54pm 
The war to end all wars, for sure
Gnox 14 Feb, 2021 @ 8:36am 
For Krieg !!
HalototheMax89 24 Jan, 2021 @ 2:17pm 
Maybe explore some chemical weaponry, ie mustard gas and the like perhaps an event that happens or something you can inflict on others by firing gas shells giving more of a reason for gas masks
ACE OF ♠ 12 Jan, 2021 @ 5:55pm 
add tanks
ShakingLikeMilk 12 Jan, 2021 @ 9:04am 
can i build a truck in this i forget i have to many mods from around ww1 and the early 1900s
Pame 6 Jan, 2021 @ 8:05am 
Can sombody make a submod of this mod to revive the flametrower?
Armedwithpuns 20 Dec, 2020 @ 4:32pm 
old shells don't seem to be able to fire over mountains?
Patriote 6 Oct, 2020 @ 4:31pm 
Alright, so the uniforms are a bit.. weird? And the textures are poor.. but the buildings are nice
Oversized Overseer 27 Sep, 2020 @ 5:10pm 
Is this compatible with combat extended?
Patriote 25 Sep, 2020 @ 11:21am 
You should add the british/canadian helmet used in the Great War
Feels  [author] 25 Sep, 2020 @ 6:11am 
Woo, update for 1.2! I don't think I added anything but I did a great job doing nothing.
bumpgil 13 Jun, 2020 @ 6:00pm 
I seem to have an issue where I cant make bread. What's needed for ingredients?
TKWolf34 30 May, 2020 @ 11:24pm 
the factions are fixed right
DEADSHOOT 28 May, 2020 @ 2:27pm 
And what is responsible for this - "vehicle bay" ?
Gabe Newell 20 May, 2020 @ 9:38pm 
Can someone confirm, can I pump gas intro a room?
Fylker 1 May, 2020 @ 9:36am 
Will you specialise this with factions?
Nitram 17 Mar, 2020 @ 3:05pm 
for some reason the Nebelwerfer doesnt work on my game. it has shells in it and all. i put a pawns to use it. it loads up the attack circles then nothing it just reload the attack forever.
Feels  [author] 1 Mar, 2020 @ 8:08am 
Oh right, I added a stove, this makes the mod more independend from the standard power path
Feels  [author] 1 Mar, 2020 @ 8:06am 
Hello everyone, I updated the mod, but I forgot to add the 1.0 file. So meaning you can play only on 1.1(I haven't tested it for 1.0 (it might work(Might not(Almost certain it won't)))).

I have been looking into problems you people were reporting but I'm unable to reproduce this, everything works for me. Add more information regarding your problem or I can't do anything about it. Any problems that show up on console command during development mode are pieces of code i'm too lazy to fix.

Also about the vehicle bay, I tried my hand at adding vehicles but failed horrible, so it's for aesthetic purpose only, it could work some day, I have always been excited to add something like a ww1 style mech, maybe some day.

I probably forgot some things, that will follow if I remember
Thundercraft 23 Feb, 2020 @ 12:50pm 
@ [author]
Did you know that there is a file in this workshop download called "WW1.ZIP" that inflates the size of the mod? I managed to shrink down the size, even uncompressed, to barely over 8 MB by deleting WW1.ZIP and the unneeded \Source\ folder.
Sublimieren5446 23 Feb, 2020 @ 8:13am 
why cant my colonists work at the mine, crafting station, and smelter?