RimWorld

RimWorld

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MIM Warhammer 40k Adeptus Astartes Core
   
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Mod, 1.6
File Size
Posted
Updated
9.341 MB
9 Jul @ 9:36am
13 Jul @ 6:45am
6 Change Notes ( view )

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MIM Warhammer 40k Adeptus Astartes Core

In 1 collection by emitbreaker
MIM WH40k Mod Collection 1.6 Migration Completed
32 items
Description
Don't need sub faction mod if you don't plan to play as specific faction
Now all role playing purpose Gene-Seeds are migrated into Core Mod, so if you prefer other Warhammer 40k mod's assets, you don't necessarily use sub faction mods. But for full functionality it would be better for you to use this core library.

Summary
Core Libraries for Adeptus Astartes Faction mods from MIM Warhammer 40k mod sets.

The mod itself only gives you common armors and abilities, as well as chapter neutral gene-seeds. There is no NPC factions or chapter oriented armors and wargears in this mod - if you want to use them, you need to put corresponding chapter sub mods into your mod list.

This mod contains
Cultures


Abilities
Captain


Chaplain



Apothecary


Librarian


Techmarine


Lieutenant


Dreadnought (Requires VFE - Pirates)


Blood Angels


Dark Angels


Space Wolves


Black Templars



Terminators





Scouts



Storm Shield


Relic Shield


Apparels
Storm Shield


Relic Shield


Fortifications




New Mechanism: Modular Power Helmet
Power armor also to be modulated in the future, but requires entire redesign of armors.


New Mechanism: Modular Power Armor


Recommanded Mods

Optional Mods

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8 Comments
emitbreaker  [author] 11 Jul @ 7:04pm 
@Strutty Ah, but if you are asking 1.6 in general, it depends on your assets. New version of unity preload most of the assets during the starts up, so like my mod in 1.5 which had so many custom assets, starting rimworld consumes 8 to 20 gb of memory so you need to optimize your assets. That's basically what I am doing now.
emitbreaker  [author] 11 Jul @ 7:00pm 
@Strutty Copy and paste 1 line for vacuum in stats, or just adding relevant gene to xenotype is good enough for odyssey. Plus if you want to add custom scenario, see core or odyssey scenario add copy and pasting two blocks and basically that's it.
Strutty 11 Jul @ 6:00pm 
hey mate, I know it only just came out today - how hard will it be to update for odyssey? ie even just to give the armour vacuum protection?
emitbreaker  [author] 11 Jul @ 11:08am 
@PURE VARGOS In Space Wolves sub faction mod, which is in migration process, but yes. It's quite rare mutation tho.
PURE VARGOS 11 Jul @ 10:58am 
do you have wulfen in this pack?
emitbreaker  [author] 11 Jul @ 4:07am 
@mikecordes It's layered, so first of all, you have to let them wear Power Armor Inner Frame. Then, wear power armor, shoulder pad, and then powerpack.
mikecordes 10 Jul @ 3:36pm 
How do you have pawns wear the power armor? If I choose 'force wear' it gives crosshairs, and they won't put it on.
darkskandinav.komrad 9 Jul @ 2:51pm 
Thank you so much for migrating this all to 1.6