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Rimhammer - The End Times
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Mod, 1.3, 1.4, 1.5, 1.6
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48.499 MB
25 lutego 2020 o 10:55
27 lipca o 11:33
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Rimhammer - The End Times

W 3 kolekcjach stworzonych przez SickBoyWi
Rimhammer: The End Times - Medieval - Required
Przedmioty: 13
Rimhammer - Medieval - Dawi / Empire
Przedmioty: 48
Rimhammer - The End Times - Beastmen - Medieval
Przedmioty: 38
Opis





NOTE: AS OF 1.4: THIS MOD NO LONGER AFFECTS GAME TECHNOLOGY LEVEL. IT IS RECOMMENDED THAT YOU USE THE RIMEDIEVAL MOD TO ACCOMPLISH THAT EFFECT.

This mod is intended to add Warhammer Fantasy themed goodness into your RimWorld experience. This mod, and the extensions that come after it, will provide a high medieval fantasy version of RimWorld set in the old Warhammer universe, during The End Times.

The Rimhammer mods should be placed at the bottom of your mod list. Place the base Rimhammer - The End Times mod at the bottom, followed by the Rimhammer - The End Times: Magic mod, then put the race/faction mods under it (order doesn't matter for the race faction mods, as long as they are loaded after the base Rimhammer and Rimhammer Magic mods).






























I make the Rimhammer mods for the love of RimWorld, Warhammer, and all types of coding. This was the first mod in the Rimhammer series, and I really wanted to bring a Warhammer experience to RimWorld. This mod laid the groundwork for that, and kicked off a multi-year project that has been much fun and a big hit.


[www.patreon.com]
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[www.patreon.com]
[ko-fi.com]

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Popularne dyskusje Zobacz wszystkie (2)
1
9 lipca o 9:11
High blood not want to share bedroom
SirStart
3
2 sierpnia o 10:49
Chaos corruption
HermieTheCrab
Komentarzy: 349
Kerthilas silverfox 29 października o 16:24 
any plans to add vehicle framework functionality in the future? would be fun to see each factions vehicles added
Arch_ 18 października o 10:55 
@Volmaaral you can use the incident tweaker mod to turn if off permantly
gamer9999 18 października o 10:00 
I have a question is compatible with medieval overhaul ?
sassythesasquatch(Real) 2 października o 23:10 
it would be cool if the chaos storms affected human colonists more harshly like them growing a tentacles or other mutations that could benefit or hinder them so we can have a Norsca like faction (or even a minor chance of a colonist turning into a chaos spawn from to many mutations) or make a need to prepare for chaos storms far more dire

kind regards Norsca's one and only fan
SickBoyWi  [autor] 15 września o 10:11 
@Volmaaral - You can remove the chaos Storm from the list of things that happens in your scenario before you start. Alternatively, if it starts, just go to the dev menu, select End Game Condition, and end it manually.
SickBoyWi  [autor] 15 września o 10:10 
Update: 1.6 tweaks.
Volmaaral 22 sierpnia o 23:36 
Looks like I commented on an old version on accident, though this is the one I subscribed to. Any way to turn off the accursed chaos storms? I’m not even in the wastes, but this storm is driving me ballistic. The corruption buildup is way too fast.
Alaska 6 sierpnia o 13:38 
it seems i cannot actually use either curing or pickling. possibly an issue with the mods i have other than this one.
krokotai 28 lipca o 9:21 
1.6 :D thank you
Doggias 28 lipca o 8:40 
this boy really is sick wtf