RimWorld

RimWorld

Astra Militarum Imperial Guard Core Mod v2.61
2,587 Comments
Blackthorn 23 Sep @ 4:39am 
getting slowdowns and total lockups when attempting to view or select Adamantium with this mod. it doesn't report a bug in the debug, just freezes and breaks the music.
Darzai 7 Sep @ 10:49pm 
Some lasguns show a max range of 3. Triplex and M-Galaxy as far as I could find. Grenadier Gauntlet shows a range of 4.
Darzai 7 Sep @ 9:52pm 
@Lamballs00 Same here. 1W from Imperial Solar Panel
Lamballs00 4 Sep @ 4:24am 
Anyone else getting the Imperial Solar Panel only generating 1w of power?
QuantumX  [author] 30 Aug @ 3:05am 
V2.61 release to fix a bug with Flecks
Leithan 29 Aug @ 7:07am 
i put a log of error in the discussions pls check
QuantumX  [author] 29 Aug @ 2:28am 
Updated for V1.6, see Change notes for changes. Only Light testing done, please report any bugs.
QuantumX  [author] 27 Aug @ 9:01am 
1.6 update is being worked on for all my three release mods (Core, Factions, Servitors) Just doing some basic final testing.

NOTE I've only updated and fixed red errors for my mods, I'm not doing extensive testing. Once released you will need to feedback if there are any game breaking bugs.
Leithan 26 Aug @ 2:38pm 
pls 1.6
Zaeryn Carine 19 Aug @ 8:21pm 
Nice. Keep on keepin' on.
QuantumX  [author] 18 Aug @ 7:14am 
Hello, sorry i've been away the last 3 weeks, on holidays with my wife.. No Gaming... So i will likely get this updated in the next week or so, Defo before end of August. But it will just be fixing and getting in compliant with the latest Rimworld version. No new additions.
PremierVader 17 Aug @ 10:19am 
You will be remembered fondly good sir
King 17 Aug @ 4:41am 
Does anyone know if there is a version of the Astra Militarum which is just cosmetic replacements for vanilla assets? I'd love to have a 40 k setting without overhauling game mechanics, or introducing "new" weapons and other systems which change game balance. Purely cosmetic asset swaps would be amazing if anyone knows of a way to make this happen or if there is a mod that does this. Google says there is, but just references this mod...
Dewrill 6 Aug @ 6:50am 
@QuantumX

regardless of Mod-update or not: i too stopped playing before anomaly until recently. Odyssey is sure worth a look. highly recommend giving it a try. great fun.
SunTzu 5 Aug @ 5:58am 
I second that darkzero!
darkzero 4 Aug @ 11:10pm 
Hey QauntumX, thank you for maintaining the mod as long as you have. Its been a core in my list forever.
Motusb0b 14 Jul @ 7:52am 
I hope you will update to 1.6.
Your time and hard work are greatly appreciated!
QuantumX  [author] 14 Jul @ 4:59am 
I will likely update for 1.6 but i don't know when. I pretty much stopped playing Rimworld two DLCs ago. Not sure when i'll get back to it.
Max_E847 14 Jul @ 2:18am 
works for me in 1.6 with 22 other Mods
Mallius 13 Jul @ 6:52pm 
Curious if this will also be at 1.6? Amazing mod for all games I've done in the past.
Asatolf 11 Jul @ 1:25pm 
Will this one continue to be updated??
CptJocker111 10 Apr @ 8:11am 
Do i need a specifik teck to extract brains? I dont get the Option on my prisoner..
[1stAL]Dimitrius 14 Jan @ 11:38am 
Would it be possible to see if there could be any compatibility made with Grimworld? Bc its conflicts in the Brain Category. Anything else works fine.
[1stAL]Dimitrius 14 Jan @ 11:20am 
Never Mind i found it
[1stAL]Dimitrius 14 Jan @ 11:05am 
So, i have one problem, i dont have any mods that should intervene with brain, yet everytime i harvest them they..just simply are normal ass brains not the one thats needed..anyone else has experience with that? I know there are some known problematic mods but i have none that i know of
WJSabey 5 Oct, 2024 @ 11:33am 
You should add the "veinMineable" tag to the new ores so that they can work with the new 1.5 vein mining function, as well as add them to the lists for the deep and long-range mineral scanners.
1longarrow 27 Sep, 2024 @ 11:17pm 
What the heck do I need to do to make the dang Augmentations available for surgery? Other people are having this problem, and yes I have the medkits, but the fricking options won't show up in Operations.
Holynevil 2 Aug, 2024 @ 9:28am 
so i equip my Hunter with ANgelus Pattern Bolter and the game flag them as "not suitable weapon for hunting" ?
LordVorcha 22 Jul, 2024 @ 4:28am 
I am Having the same issue as @Thing 2 and @ Mec354 with the imperial solar panels only producing a max of 1 watt
Cubile Oddity 6 Jun, 2024 @ 9:20am 
@imp0815 if you want to make the embrasure impassable you have to go in the mod file "C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\771341092\1.5\Defs\ThingDefs\Buildings_QXIGC-Security.xml" open it with notepad or an other openner of .TXT file, to localise the correct ligne you need to modify. you can use "crtl f" to look for the word passability that design if you can walk throught a block
<passability>PassThroughOnly</passability>
it is the first one of the file and it is for the baricade you need to look for the one for the embrasure in the file there are notation that tell which part of the code is for what building and you will need to replace the word PassThroughtOnly with Impassable.
Imp0815 21 May, 2024 @ 4:01am 
Quick question, the Imperial Embrasures are walkable like sandbags - is this intended?
mec354 16 May, 2024 @ 3:33pm 
having same problem as thing 2
Imp0815 9 May, 2024 @ 2:13pm 
Have you ever considerd integrating the whole Space Marine creation process in the biotech features?
[T-SuB]John_hmstr 4 May, 2024 @ 4:08pm 
@Why、 also see this problem. Imperial fortifications can be passed through effortlessly.
Borbarad 2 May, 2024 @ 4:42am 
After a While everything turns invisible. It starts wih only stuff from this mod but ultimately affects everything.
Thing 2 30 Apr, 2024 @ 1:41pm 
Having an issue with the imperial solar panels only producing a max of 1 watt not sure if anyone else is having the same issue
Toastkoro 28 Apr, 2024 @ 10:53pm 
Thanks for the effort in mantaining this mod alive
Why、 26 Apr, 2024 @ 8:05pm 
Hello, it seems that the Imperial Defensive Wall can pass through?
Arvay6 26 Apr, 2024 @ 12:44am 
Does this mod still have really bad performance? It's cool otherwise though
Wiegraf Folles 21 Apr, 2024 @ 11:24am 
@QuantumX thank you so much for the update. Here's some immediately noticable issues with Anomaly.
1) Imperial Walls don't allow the new "wall lights" to link to them almost as if they aren't designated as "walls"
2) Fortification walls appear to be really buggy, not allowing for doors to connect. Possibly acting more like "sandbags" or "barricades" rather than embrasures.

If I find more i'll let you know but other than those two it's been working great for me :) Thank you again for the update!
明智之举 21 Apr, 2024 @ 4:41am 
Thank my brother
GodHatesYou! (EOA) 20 Apr, 2024 @ 11:15pm 
Thank you for maintaining this fun mod, so many others didnt make it.
QuantumX  [author] 20 Apr, 2024 @ 12:46pm 
Updated for Rimworld V1.5, only lightly tested, please report any issues.
Thantos567 20 Apr, 2024 @ 8:34am 
it should be fine, I was already able to run the mod with the anomaly dlc before the update with minimal errors
QuantumX  [author] 20 Apr, 2024 @ 2:57am 
Hello, So I've updated the core, fractions and Servitors Mods. I just need to do some testing. I expect to release later today or in the morning. (UK) - Also I dont currently have the Anomaly DLC, so it not currently required for my updated mod, but on flip side i dont know if anything in the DLC will conflict.
Skippy 16 Apr, 2024 @ 9:13am 
Will be awesome to add in Traitor Guard stuff with the Anamoly DLC. Very thematic.
明智之举 16 Apr, 2024 @ 6:17am 
Work is more important,thank the author for taking time out of his busy schedule to update
QuantumX  [author] 15 Apr, 2024 @ 2:06pm 
So My work trip has been extended until the weekend. So will be Saturday / Sunday before i get to looking at the update. My Update will just be about getting it work, hopefully the developer has not changed too much.
Thantos567 12 Apr, 2024 @ 12:53pm 
agreed, I cannot wait to make a inquisition strong hold
Wiegraf Folles 12 Apr, 2024 @ 12:17pm 
Quantum, thank you so much, looking forward to this in 1.5 with containment. I wonder how this will impact the anomaly content. Looking forward to it :)