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RIMWAAAGH — Orks of RimWorld [1.6] — WIP

RIMWAAAGH adds a new Ork race to RimWorld. The theme is clear: spores, scrap, massive silhouettes, and a physiology that breaks human norms. The goal is a fun, readable addition that integrates cleanly with the Biotech DLC. The project is under constant development, with community feedback guiding every step. •WIP The mod is in active construction. Many systems are still being built or refined. Final textures are not all ready. Balancing remains intentionally cautious. Expect stat tweaks and structural adjustments between updates — stability and clarity come first. Support the WAAAGH! If you enjoy the project, don’t forget to Like 👍 and Favorite ⭐ the mod on Steam. It helps visibility and lets you get notified when new updates release. Every click grows the Waaagh! Current Features • Functional Ork Spores The Ork spore vats serve as the experimental core of the mod. They grow new Orks directly from fungal spores — Orks that literally rise from the ground once mature. • Xenotype & Gene System Genes and xenotypes create convincing size variations without breaking clothing or armor visuals. • Caste Spawning System Spores now generate Orks with proper caste distribution: | Ork Count | Xenotype Effect | Description | | --------- | ---------------- | -------------------------------------------------------------- | | 1–5 | Weak Waaagh | Minimal bonuses, unstable psyche | | 6–15 | Gathering Waaagh | Slight boosts to mood and melee | | 16–30 | Proper Waaagh | Noticeable stat increases, faster recovery | | 31–50 | Big Waaagh | Significant aura strength, faster spore growth | | 51+ | Great Waaagh! | Full aura potential, high mood, increased Weirdboy sensitivity | • “Love Filth” Gene A unique Ork gene adds a need for filth, reversing the usual Beauty mechanic. Orks and Snotlings feel better when surrounded by dirt and grime. • Authentic Ork Names All Orks now use true Ork-style names from custom rule packs — no more humans named Bob in your Waaagh. • WAAAGH! Ability Warbosses can unleash the WAAAGH! — a temporary aura that boosts nearby Orks’ combat performance. It ends if the Warboss falls. • New Scenario: “The Three Snotlings” A hard tribal start featuring three Snotlings with minimal gear. Grow spores, survive, and one day rise to become a Warboss. • New Castes: Mekboyz, Painboyz, and Weirdboyz Mekboyz craft and tinker with machinery. Painboyz handle crude Ork medicine and surgery. Weirdboyz are volatile psykers channeling raw Waaagh energy — often explosively. What’s Coming Next • Squigs – living fungal beasts bred for food, war, or entertainment. • Expanded Weirdboy psycast tree inspired by Vanilla Psycasts Expanded. • Config options to tweak spore rates, caste balance, and Waaagh effects directly in-game. Compatibility & Saves Adding the mod mid-save may cause issues. Starting a new colony is safest. Load RIMWAAAGH after your race and gene frameworks to avoid conflicts with StatDefs, pawn rendering, or Harmony patches. If in doubt, share your mod load order. Feedback & Balancing All ideas and balance feedback are welcome. Include in your report: Game version Mod list Steps to reproduce HugsLib or Player.log file (Optional) Screenshot for visual bugs Balance changes are documented in the changelog. Localization French is the source language. English translation is actively maintained. Community translations are welcome if terminology stays clear and Ork-themed. Credits & Method Concept, code, and temporary assets: Why Some XML and C# sections were co-written and tested with ChatGPT, then reviewed manually. Non-commercial community project. No monetization. Compatibility patches and sub-mods are allowed with credit. The main repository is the reference for updates. Legal Notice Fan project — unofficial and unaffiliated. “Warhammer”, “Warhammer 40,000”, “Waaagh”, and related terms are trademarks of Games Workshop Limited. This mod contains no proprietary content and is a transformative fan work shared in community spirit.