RimWorld

RimWorld

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[K4G] Empires of Old - Core
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Mod, 1.4, 1.5, 1.6
File Size
Posted
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31.536 MB
22 Mar, 2023 @ 11:33am
12 Jul @ 2:52pm
15 Change Notes ( view )

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[K4G] Empires of Old - Core

In 1 collection by Krazy4Games
Empires of Old
12 items
Description


This is the core module of my Empires of Old series. I always thought the Rimworld was too disconnected from the rest of the galaxy. With this series, I wanted to introduce new alien civilizations to the game and expand upon what was already there.

Some of the content in this mod will not appear without the required DLCs installed.




- 17 new ranged weapons.
- 17 new melee weapons.
- 24 new outfits.
- 33 new helmets, hats, and other headgear.
- 18 new tattoos.
- Tonsure hairstyle.
- Ascetic Instinct gene.




This mod is compatible with CE and VFE – Empire. The new factions will not make use of the new royalty mechanics, such as the Great Hierarchy.

Recommended mod:






Thank you to the RimWorld modding community for answering my stupid questions.

RimWorld is owned by Ludeon Studios.

This work is licensed under CC BY-NC-SA 4.0. To view a copy of this license, visit https://creativecommons.org/licenses/by-nc-sa/4.0/

[ko-fi.com]
203 Comments
Krazy4Games  [author] 18 Aug @ 4:01pm 
@lexcpa324 I did not know that was a feature in Odyssey (I haven’t played it very much). I will consider that for future updates.
lexcpa324 18 Aug @ 1:12pm 
hey, i was wondering if its possible at all for you to make unique variations of the guns added by this mod for Odyssey, like how sometimes you can find weaponry with unique attachments, would be interesting to see a comrade pistol with EMP ammo or an advanced autopistol with engravings.

If you cant or dont want to, fine by me
Apocalypse 2 Aug @ 4:47pm 
i figured it out. thank you for your time and great mod.
Krazy4Games  [author] 2 Aug @ 8:58am 
If you can’t find it I’ll go look and figure out how I did it later.
Krazy4Games  [author] 2 Aug @ 8:57am 
@Apocalypse I don’t remember exactly how I did it. There is probably a patch that removes the lab coat when Anomaly is loaded. All you would have to do is remove that patch.
Apocalypse 2 Aug @ 1:14am 
i'm sorry to take some of your time again. what line do i need to remove in the xml for it to spawn with anomaly. i've found the lines with the conditions and tried to remove them but it only caused the game to crash on start up i'm a bit lost.
Apocalypse 1 Aug @ 1:22pm 
ah it make sense i was starting to think i was blind. thanks for the great mod.
Krazy4Games  [author] 1 Aug @ 9:24am 
@Apocalypse It only appears when Anomaly is disabled. Anomaly added its own lab coat so this one was redundant.
Apocalypse 1 Aug @ 5:42am 
is the cool lab coat part of this mod? i can't find it anywhere.
Krazy4Games  [author] 29 Jul @ 1:44pm 
@qux Probably not. It's not a priority for me and I have other projects that require my attention. You are welcome to create a patch yourself.