RimWorld

RimWorld

66 ratings
MIM - WH40k Death Guard
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
23.639 MB
26 Nov, 2023 @ 7:19am
20 Aug, 2024 @ 3:12am
65 Change Notes ( view )

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MIM - WH40k Death Guard

In 2 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
Description
Summary
Standalone Death Guard Faction mod from MIM - WH40k Factions.

Basic concept of Chaos Factions is, the same as previous version, pure enemy which bring some balance to heavily overpowered player Space Marine colony. That is why their hediffs are little bit too strong, but enough to slaughter post-humans and let you not be boring in later play-through.

This mod adds a Death Guard sub faction, along with their Culture, Earnable Royal Titles, Custom Startings and Apparels.

New Faction


New Gene-Seed


Side Effect


New Game mechanism
Nurgle's Rot
Very dangerous disease - your pawn will never be cured from this disease until their very death. Most of Death Guard's attacks generate (except melee attacks - all of their melee weapons basically give your pawn Nurgle's Rot build up without generating gases) green gases and if your pawn stays there, the Nurgle's rot build up will be started. Cannot be tended, cannot be cured - the only cure is their death.

Walking Pox
Blight Launcher now has two firing modes - one for Nurgle's Rot, another for Poxwalker blight gas. If your pawn stays in white gases, walking pox build up will be started. It cannot be tended, cannot be cured - once the process has done, they will attack anyone in their sight. Give them a peace by killing them.

Cures
Currently only one cure available - if you use Psycast mod (which means requires Royalty DLC), you may have a chance to learn diseased healing. Further abilities to cure these foul diseases will be added along with updates for Adepta Sororitas and Adeptus Ministorum.

New Races
Sassy Nurgling
Beloved sassy nurling will be spawned as a tamable animal with Advanced trainability.

New Xenotype
Poxwalker


New Fortification
Death Guard Walls and Embrasures
Spread pollution within 5 radius (Requires BIotech DLC to enable this function). Have slightly better stats compare to vanilla structures. Requires Death Guard research on Chaos (MIM) tab.

New Scenario


New Apparels
  • Total 29 Death Guard armor parts (including Armor, Helmet and Backpack) added. (Steam keep deleting attached images with no reason, so some armors are missing on above screenshot.)
  • (Requires VFE - Pirates) 1 set of Helbrute armor.

To Do List
1. Fortification: Miasmic Malignifier

Recent Update
20/08/2024: XML update
- 1.5: Several issues which happened if Biotech DLC is NOT enabled now fixed.

Recommanded Mods

Warhammer 40.000 - Genes
Warhammer 40.000 - Psycasts

By Phonicmas.

Great mods for Space Marine Genes and Psycasts!

Optional Mods

MIM WH40k Thousand Sons
MIM WH40k Fallen Angels
MIM WH40k World Eaters
MIM WH40k Emperor's Children

MIM WH40k Adeptus Astartes Core
MIM WH40k Necron Core
MIM WH40k Genestealer Cult Core
64 Comments
emitbreaker  [author] 24 Apr @ 6:39am 
@cuerno Vehicles are currently marked as low priority while enemies cannot handle them properly. But once the vehicle framework became stabilized, will consider it.
cuerno 22 Apr @ 2:36pm 
dude amazing work, as a DG fan, i could be more happy for the way you represent all the grampa love, if may coul have a request, add an add on for veicles of deathguard
cloudwill 18 Apr @ 3:06am 
Hey emitbreaker, sorry about the delayed response. And I meant to update. I'm not sure if something updated, but next time didn't mess with the scenario editor. If it comes up again I'll def. keep hold of the log.
Tucker 14 Apr @ 11:38am 
Omg Im blind and didnt notice that! Thanks
emitbreaker  [author] 14 Apr @ 4:42am 
@Tucker Check the imperial one - on right top side, you could see the small grey triangle. Click there then you could see them. Check the screenshot on Core mod's end as well :)
Tucker 14 Apr @ 2:12am 
I dont seem to have the Chaos crafting table appearing in my production list even though I have all the research done for it.
emitbreaker  [author] 11 Apr @ 10:36am 
@cloudwill The ammo thing is because of recent change - the original method caused massive save/load related error, so instead of using vanilla reloadable ammo, I completely changed them to a weapon granted ability. Since it is ability, they don't consume any ammo at the moment. I do recognize that there is new functionality to give charges to ammo, but not sure is that work without Anomaly or not.

BTW, about scenario editor, would it be possible for you to share log just after when the UI broken (disappeared button) happened? I suspect it shows an error popup at your end, and hugslib may help you to push the log to GitHub.
cloudwill 9 Apr @ 2:52am 
oh and just to clarify, not CE ammo, just normal. with character editor I can change edit the weapons, but I'm actually not sure what they should be shooting :)
cloudwill 9 Apr @ 2:51am 
Oh no worries at all, and take your time. I also noticed that certain weapons don't seem to have any ammo connected to them. Specifically the 2 Deathguard spray weapons and the helbrute variant.
emitbreaker  [author] 8 Apr @ 6:15am 
@cloudwill Sorry I just saw your message - let me check it at my end, but I have a business travel from tomorrow til this weekend, so it may takes time. Sorry for the inconvenience caused.