RimWorld

RimWorld

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MIM - WH40k Necron Core
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Mod, 1.4, 1.5
File Size
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10.884 MB
23 Nov, 2023 @ 6:42am
5 Jul @ 9:14am
86 Change Notes ( view )

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MIM - WH40k Necron Core

In 2 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
Description
Summary
Core Libraries for Necron Faction mods from MIM.

The mod itself doesn't give you any new functions, but it is necessary if you want to play Necron sub factions.

By adding this mod to your mod list, you will have;

1. New Races

Total 17 New HAR / Non-HAR based races will be added. More specifically, Canoptek Scarab Swarms, Canoptek Spyder, Warrior, Immortal, Flayed One, Deathmark, Lokhust Destroyer / Heavy Destroyer / Lord, Skorpekh Destroyer / Lord, Hexmark Destroyer, Lych Guard, Triarch Praetorian, Plasmancer, Lord, Overlord. Some designs remain as an rust, old version, but they will be updated soon or later.

Race system works based on your mod list;

In case of vanilla, it works as vanilla race names "Necron". The race has apparel restrictions.
With HAR and without Biotech, it works as HAR race. Huge starting time remains same.
With HAR and Biotech, it works as vanilla race with Xenotype of "Necron". HAR won't intervene to this race.

There are several known issues though, especially when you don't use HAR;

Known Errors for Non-HAR
Starting new scenario from Necron sub faction mods sometimes forcefully give apparel to Spyder as well as foods. In that case, if you open the Gears tab, you may see transparent screen. Don't panic, and click to drop all inventory and apparels. That will solve the issue. I'll keep trying to solve this issue as well.

Also, due to the narrow name pool, you may often see the error related to pawn's name - ignore it for now.

Lastly, their body size not properly scaled yet - I need to fix some coding for Vanilla, and add few more genes and Xenotypes for Biotech.

2. New Pawn spawning mechanism - Awakening Protocol

To increase your Necron Army, you have to finish necessary researches and digging up your fella Necrons. By right clicking them, you can activate deactivated Necrons as your new pawn.

3. New Pawn Resurrection mechanism - Reanimation Protocol

Death is only temporal for Necron, and you can produce Reanimation Protocol easily and cheaply. This works as a resurrection serum for Necron races and only. But be aware, they still face with Resurrection aftermath for a while.

4. New Resource - Necrodermis

It is artificial material of Necrons and you may need a lot of them for your playthrough. Luckily, your Canoptek Spyder and Plasmancers can reproduce this resources from Steel or Plasteel.

5. New Hediff / Gene (only if you have Biotech on your mod list) - Biotransference

Most Necrons are useless except battle - Biotransference disables most of your pawn's needs and social interaction, as well as all but violation worktype. Some of Royals may have a memory of Needs, and they might be acting as if they have the needs.

Crafting / Research / Construction, etc are heavily depended on Canoptek, more likely Scarab Swarm as a basic worker, Canoptek Spyder as early period researcher and reproduce 1 Scarab per a day by using ability, and Plasmancer is the only one who can research and craft all the Necron technologies.

Xenotypes for Necron (no functions, but just to avoid NPC necons come with other Xenotypes in case if you have Biotech. But this is only intended them not to have any other Xenotype since they are physically impossible to be genetically modified.

5. New Race-wide Ability - Living Metal

If you have Biotech, all Necrons who have xenotype of Necron will be spawned with ability called "Living Metal". You can cast this ability to self once per a day. Using this ability will remove one of the each following wound hedffs from your pawn - Blood Loss, Cut, Stab, Bruise, Bite, Gunshot, Scratch, Burn, Surgical Cut, Crack, Crush, Chemical Burn, Shredded, Frostbite and Missing Body Part.

Missing body part is still kind of messy since it only can remove one hediff per casting, so if your pawn lose their hand, you can only recover hand but fingers will be remained as missing part.

If you don't have Biotech, open DevMode and add the skill to your pawn.

6. Build / Craft restrictions (For HAR only)

Basically, Necron buildings, weapons and Necrodermis are not possibly built / crafted by baseline pawns. You need Canoptek Swarm, Canoptek Spyder and/or Plasmancer to produce and build them - Canoptek Swarm can build all the buildings and craft Necrodermis / Reanimation Protocols. On top of that, Canoptek Spyder can do lower level researches and crafting weapons for Warriors / Immortals / Flayed Ones. Plasmancers can do everything as per they are the masters of Necron technologies.

To properly use this mod, you have to use at least one of this sub faction mod.

Recent Update
30/6/2025: 1.6: Fixed compatibility issue with VEF.

Optional Mods

MIM WH40k Szarekhan
MIM WH40k Sautekh

MIM WH40k Adeptus Astartes Core
MIM WH40k Genestealer Cult Core
MIM WH40k Chaos Core

MIM - WH40k Ideology
MIM - WH40k Royalty
MIM - WH40k Anomaly
Popular Discussions View All (2)
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285 Comments
emitbreaker  [author] 5 Jul @ 9:15am 
@All Sorry for the mess but due to the memory leakage in 1.6, I decided to demote this mod from 1.6 and separately launch 1.6 compatible mods. This mod will not be updated any further since I have to drastically change mod structure in 1.6.
emitbreaker  [author] 21 Jun @ 6:34pm 
@&:névtelen|||ellenállási|||ve Yes they cannot perform art, cooking, warden, doctor, childcare and art by their backstory level. If you need resources, kill random animal and covert their corpse into necrodermis, or do construct roof over wood so that you can forcibly let them cut the tree (or placing tile to remove the stump.)
Hello i tried bunch of different necrons (canoptecs, swarms, warriors, immortals, plasmancers, lords) but none of them seem to be able chop trees. Is it okay or maybe destroyers/flayed one can do this? How do i manage this problem?
Toine10000 6 May @ 6:28am 
I will test with the updated core.
emitbreaker  [author] 5 May @ 8:01pm 
@Toine10000 Sorry for belated response. I was out of my mind for another framework mod. You Flayed One issue has been fixed by Core mode few weeks ago. And about bolter thing... I guess it would be fixed at the same timing, but you mean, the issue persist under the latest Core Mod?
Toine10000 28 Apr @ 5:10am 
@Emitbreaker
Did you find my problem?
If so, did you patch it on Necron Core or on 40k Core?

Non-Necron question
The "bolters" that have a "rapid fire additional projectiles by +1" bonus now only fire 1 bullet per bullet when I place them and then pick them up again (when resetting the equipped gear, changing weapons, or other things), work normally when I close the game and I don't re-equip the previous actions.

Is this normal? Patched? Because it doesn't generate errors in the logs.

Thanks in advance
emitbreaker  [author] 27 Apr @ 5:46pm 
@Vanidas I just tested in-game - it may very confusing but (Sautekh) variant will gives you spawn sautekh variant pawns even though the item looks like Szarekhan variant.

However, since 1.4 patched, vanilla injecting skin and hair color gene forcefully so their skin color may look similar - this is pinned in my to-do list to bypassing the vanilla skin recoloring logic, but not implemented yet.

I'll update Awaken Protocol's visual when I retourch / redesign necrons.
emitbreaker  [author] 27 Apr @ 5:41pm 
@Vanidas That sounds odd - will check it.
Vanidas 25 Apr @ 3:03am 
Quick question: how do I color my Necrons or make use of the black/green variants seen in the pictures? I've tried both Szarekhan and Sautekh, and I can't seem to use anything except the standard bronze variant.