RimWorld

RimWorld

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Outland - Core
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Mod, 1.3, 1.4, 1.5
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33.448 MB
16 Feb, 2022 @ 9:59am
15 Apr, 2024 @ 5:43pm
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Outland - Core

In 2 collections by Neronix17
Outpost 21 Mods
50 items
Outland Series
14 items
Description
Outland is my series of Medieval/Fantasy mods designed to eventually turn RimWorld into a totally viable fantasy game (doesn't lock/limit tech!). More modules will be added over time based around specific themes and factions, see the collection linked above for what modules are currently available.

This is the Core module of the Outland series of mods, required for the other modules, it includes anything used by multiple other modules.

The furniture and decor as of 1.4 is now in a separate module here, if you're wondering where that content has gone that's where you'll find it now.


The wiki is abandoned, it was cumbersome, advertisement ridden and horrible to try and keep updated. So here's a brief look at what's in the mod with some pretty pictures.











Incompatible mods:
  • Medieval Overhaul - Overlapping mechanics and features, not hard incompatible but also won't be supported specifically. You can use settings in both mods and Resource Dictionary to make recipes use the same costs from whichever mod you prefer.
  • Blood and Bones - Conflicts when used alongside this and Rim of Madness. No worthwhile solution could be found currently.

Included are patches to make these other mods compatible with the features of Outland:
  • Rim of Madness - Bones - Natively patched so the bones are compatible, Outlands bones take over but they are stat wise intentionally the same. Outland also includes retextures for the furniture, items and apparel in RoM-Bones.
I would heavily recommend against adding Outland to an existing save with any of those, patches can have unintended and unpredictable consequences.

Unsupported:
  • CE - Not supported, up to them if they make a patch. I don't use it.

Otherwise I am not aware of any incompatibilities.


First of all I recommend checking out the collection linked at the top of the description for the listing of Outland modules currently available, no point in me listing them all here and having to update the description every time one comes out (which I would absolutely forget to do).

List of mods that are recommended specifically for playing with alongside this mod:
  • Mod Medicine Patch - Allows modded medicine to show up in the Health tab for better control over what your pawns use!


I have done a decent amount of testing myself, but things will of course slip through the gaps. So...

If you have an issue to report you MUST include a HugsLib log (Ctrl+F12) or I can't help in most cases.


  • Why not do [random content] as a standalone?
    Because I don't want to.

  • How long has it taken to do all this by yourself?
    The series started serious development around mid 2021, actual time on this module is unknown.

  • Can/does this disable tech that doesn't fit for the setting?
    No! But it is something I'm working on, a module specifically for converting or changing anything from vanilla to make sense as part of the medieval/fantasy theme. It's not likely this will be done before most of the planned modules are though, it's a HUGE task to complete.

  • What do the Arcane genes do?
    They weren't intended to be included in the public version yet, so they do nothing you can use them for, it's part of a magic system that's not finished yet and that's all you'll find out through this.


- Neronix17 - Art, XML & C#.
- Gloomylynx - Much of the wooden furniture is based on the Gloomy Furniture mod made by them.
- Rim of Madness - Bones - The bones are based on theirs to keep consistency.
- The creators of the used frameworks for those.

(CC BY-NC-ND 4.0)[creativecommons.org]

[www.patreon.com]
Popular Discussions View All (1)
4
1
31 Jul, 2022 @ 10:59am
Additional Patches for Rim of Madness - Bones
The_Holy_Reagan
190 Comments
long250203 2 Jan @ 8:02am 
okay thank you :steamhappy:
Neronix17  [author] 2 Jan @ 7:57am 
It's mostly just choosing which mod you want to handle bones, and Resource Dictionary adjusts recipes to cope with whatever one you prefer.
long250203 1 Jan @ 6:20pm 
Has anyone using this mod alongside Medieval Overhaul? Do they need lots of re-setting?
Reddie 24 Nov, 2024 @ 1:00am 
I was looking for missing kalocite but it being in standalone makes sense, can't wait for the module :steamthumbsup:
gold_talisman 29 Oct, 2024 @ 6:17am 
Cool cool, thanks for replying and for making the mod in the first place! Looking forward to the new module ♥
Neronix17  [author] 28 Oct, 2024 @ 2:54pm 
Was moved to a magic specific module that’s not out yet when 1.5 came out. Didn’t make sense to be in Core when its main use was going to end up in one module.
gold_talisman 28 Oct, 2024 @ 12:42pm 
I started a new save and don't have kalocite growing anywhere, and I don't have it in the research tree. Did something change and I'm missing a module for it suddenly? I really need grimstone to build :P
Dr Jimothy 24 Oct, 2024 @ 10:47am 
Rimpy is saying that this requires HAR. When I look at the About file of this mod, though, it's just set to be loaded below HAR, not be dependent on it, so I assume Rimpy is being a silly billy.
That said, I wanna check: safe to use without HAR?
DrKartoffelsalat 21 Oct, 2024 @ 5:06pm 
Ah, good to know. In that case, i might just wait until this gets a full update for my non-MO-Medieval run, because this is such a great base for it (really would love to see a medieval cooking stove and potentially heating solution like a hearth as well).
Neronix17  [author] 21 Oct, 2024 @ 2:08pm 
To prevent recipe dropdown overload (too many recipes makes it a pain to look through), I thought I made a setting for inheriting already but that might not be pushed to the public version yet.