RimWorld

RimWorld

MIMIM - 40k Biotech - Geneseed Integration
59 Comments
Epex 29 Nov, 2023 @ 4:07pm 
I was a bit hasty it appears. The modder who made MIM is back but MIM is multiple mods now.
Silver Wolf 00  [author] 29 Nov, 2023 @ 3:44pm 
Yeah, MIM is gone.. Sad days
Epex 23 Nov, 2023 @ 5:53am 
Looks like MIM's creator (which isn't Silver Wolf) deleted it and stopped modding all together.
ASMR gaming 21 Nov, 2023 @ 2:06pm 
what happened to the faction mod ?
ASMR gaming 21 Nov, 2023 @ 5:23am 
yeah seems like his factions mod is gone
Angus Beef 20 Nov, 2023 @ 5:52pm 
MIM seems to be completely gone from Steam...?
SolsticeOfTheWinter 6 Sep, 2023 @ 10:19pm 
can you make this for the new mod, the author split it into 3 different mods and is no longer updating the version this patch is for
Alien goAt 30 Jun, 2023 @ 4:30pm 
Downloaded all the mods required, have all the DLC's. But the game gets stuck on 'initializing' when trying to open the game. Are the loading times just that great or is freezing?
任何邪恶,终将绳之以法 27 Jun, 2023 @ 9:07pm 
Hello, I have a question, I used xenogerm from mature Astarts to implant into my colonists, the black carapace was also generated, but the Power armor kept showing the need for black carapace, but the system generated Astarts can wear power armor, please tell me how to fix the problem
Enclave Tesla Trooper 24 Jun, 2023 @ 10:37pm 
Hello,

First off really great mod, but I have ran into an issue that I was wondering. How do you remove prognoids? I have been looking for a while, but it doesn't show up in my surgery tab. I was wondering if I was missing a research requirement or something. Any help would be appreciated.

Fun and awesome mod, thank you!
Silver Wolf 00  [author] 24 May, 2023 @ 4:01pm 
Well, most of the requirements come from MIM, after all this is a patch for it.. So my requirements are the requirements of MIM + the MIM optionals.. But I'm reworking the full mod and turning it into a stand alone.. so in a couple months that will be up.. Also, considering you are running MIM (which by itself adds like 6 minutes to your start time, which is why Im working on a standalone), just having the optionals doesnt really affect you that much
BumbleBear 20 May, 2023 @ 5:19pm 
Like someone was asking before, do I need all of these required mods? I don't have royalty but the geneseeds and factions seem cool.
Silver Wolf 00  [author] 1 Mar, 2023 @ 3:01pm 
The requisite for black carapace to wear poower armor comes from MIM, you should tell emitbreaker
Moi 18 Feb, 2023 @ 8:45am 
I have too add the black carapace from Astra militarium imperial guard core mod for wearing armor of The inquisition
Silver Wolf 00  [author] 16 Feb, 2023 @ 4:54pm 
Thanks Waghzog, i just started a new job and didnt have the time to fix it.. Easy to grep this.

As for the Imperial Fists, its not a bug but a feature :D They do not have it in their gene-seed, I'm trying to make my mod as lore accurate as possible.. But they do get some other bonuses from their gene-seed so.. there is a counter :D

Pushing update now
Waghzog 16 Feb, 2023 @ 12:47am 
@author
Solved the Sus-an Membrane & Multi-lung errors.
- Replace all mentions of BEWH_Sus-anMembrane with BEWH_SusAnMembrane
- Replace all mentions of BEWH_Multi-lung with BEWH_MultiLung
- Imperial Fists are missing the BEWH_SusAnMembrane altogether, re-add it

Affected files:
- all xml files in the \1.4\Defs\Xenotypes folder
- Xenotype Genes.xml in the \1.4\Patches folder

Easy to achieve using the Notepad++ and the Replace in all open documents button (Ctrl+H, after opening all the docs)
CHOUGH 13 Feb, 2023 @ 9:53am 
Do I need to subscribe to all the front-end mods for this patch to take effect?I just want to play few of them
Sawtooth44 10 Feb, 2023 @ 8:53am 
with the space marines getting all the correct genetics... what about the other races e.g. there is a ton of abhuman races that could be remade as xenotypes even looking past the OG of Ogryns and Ratlings, the Tau have there 5 casts and all could be considered different xenotypes
Silver Wolf 00  [author] 3 Feb, 2023 @ 5:27pm 
Thanks a lot, ill check it tomorrow for a fix <3
willenutt 3 Feb, 2023 @ 11:29am 
im also missing the multi lung and sus an membrane. not sure where to put the error log so i've put https://gist.github.com/bf1ffa7c99b5fe9e0f86d126653778c0
Thesmartone777 3 Feb, 2023 @ 5:15am 
i think this is causing world generation issues, i have a very large mod list, but when i try to have a chapter generate, all factions break and only get one base, if they appear at all, chaos variants seem fine. in game pawns fail to render occasinaly, but other than that they seem to work.
Kronuxar 31 Jan, 2023 @ 2:34pm 
I also noticed a lack of this two genetic modiications in most of the added marine options
forrrr 26 Jan, 2023 @ 5:32pm 
Not sure if it's for this, but missing Multi-Lung and Sus-an-membrane on all the marine factions. Also seems to be some weird bug with some of the Rimhammer Grey Knight but im not sure if it's this or their mod. The AOBA armor doesn't work, you go to draft mode and have no options/buttons to order the pawn
Schnitzel 2 Jan, 2023 @ 3:19pm 
I didnt find out what was solving it but i found a workaround. I edited genes in character editor page instead
Silver Wolf 00  [author] 2 Jan, 2023 @ 10:30am 
@AC-130 try disabling my mod because and check again, because I dont think this is the issue, as I dont add any genes..
Schnitzel 2 Jan, 2023 @ 8:13am 
when i go into the xenotype editor and add genes then save and apply. My pawn gets deleted, no error log so im not sure at all where the problem is coming from if anyone can offer insight
johncarterofmarsblast 30 Dec, 2022 @ 5:29pm 
I figured out the issue with genepacks although it turns out to be problem with MIM Factions not this mod. In the genedef of Poxwalker and Nocturnean there's a line called selectionchance or something like that set to 999.
johncarterofmarsblast 30 Dec, 2022 @ 9:32am 
All the genepacks traders sell show up as poxwalker or nocturnean, I noticed Grey Knights were baseliners too. Hugslib said failed to collect data when I tried to upload a log.
Silver Wolf 00  [author] 25 Dec, 2022 @ 9:05pm 
yes, its normal.. you should only spawn the MIM Factions in your world.. and not all of them of course, unless you want your game slowing to a crawl... only spawn xenos from biologis, and choose necrons from mim or biologis... MIM redos all factions basically and those are the ones I patch because, well they are amaingly done..

as for the culture of the dark angels, that has something to do with MIM and you should tell emitbreaker about that, remember to post a log so he can help you
Favourite Tech 25 Dec, 2022 @ 10:26am 
Question: I got all the mods required to make full use of the patch, together with Adeptus Biologis' xeno mods too. Is it normal that there are a LOT of redundant factions? If so, which ones should I even use? Also, with Ideology, sometimes my xeno colonies spawn with "Dark angels culture" or things like that, which is pretty weird too
Silver Wolf 00  [author] 21 Dec, 2022 @ 5:41pm 
Yeah, should play without any issue, this patches mimim factions without destroying anything but the geneseed in the process
Sen'val 20 Dec, 2022 @ 6:55am 
Oh, to be clear, I am referring to QuantumX's Astra Militiarum mods, I just looked it up, I guess there are others.
Sen'val 20 Dec, 2022 @ 6:53am 
So... should this all play nice with Astra Militiarum mods since, I think those fuse with MIM? I mean... I want it, since I found the Gene-seed gene mod and this was recommended but not sure if I'll need to yank other mods.
Silver Wolf 00  [author] 16 Dec, 2022 @ 12:07pm 
Thats because I took the xenotype from the factions out, so that I could give each pawnkind a special xenotype and different chances of primaris/chosen depending on which unit it is
8015 16 Dec, 2022 @ 7:58am 
I think it was just a visual thing, the faction breakdown in game start read them as 100% baseliners, thus I assumed they wouldn't use the new xenogerms(geneseeds) from the geneseed mod.
emitbreaker 14 Dec, 2022 @ 9:13am 
@Silver Wolf 00 Or I can give them a peace to all imperium factions. I think it would be better for the gameplay. Fix will be released with Nurgle's rot update.
Silver Wolf 00  [author] 14 Dec, 2022 @ 9:04am 
@8015 yeah, disable the imperium from the geneseed mod, as that faction is redundant with MIM (also has no armor or weapons, its just humans with geneseed and rimworld armor), and.. What you mean other factions don't use the gene-seed?
Da_Lizz 14 Dec, 2022 @ 7:48am 
some of the required mods aren't combat extended compatible, for anyone wondering.
8015 13 Dec, 2022 @ 7:02am 
Not a bug or anything but the faction "The Imperium" added by the gene mod is hostile to other Imperium factions from MIM. Specifically noticed this for the catachan, sororitas, inquisition and space wolves. Should one disable that faction? I noticed the other factions don't make use of the space marine xenotype.
emitbreaker 5 Dec, 2022 @ 7:31am 
@Silver Wolf 00 I'm also using your mod for my biotech play-through, so just raise a thread on my mod so that we can communicate ;)

BTW, if you turn off the necron faction, you don't need to use HAR. Some of the functionality would be disabled, but other than necrons are either Human or Biotech based xenos, so the necron is my only pain point.
Silver Wolf 00  [author] 2 Dec, 2022 @ 12:45pm 
@PremierVader phonic has some amazing stuff on the way which I'll add to MIM as soon as possible :D On the meantime (and besides some routine fixing of some stuff), Ill be working on the lore part, adding some descriptions and if I have the time, Ill finally get around to make my own xenotype for every legion so we dont depend on the basic one, which will still be patched in case emit puts out something else that uses it, but in a perfect world and as Im patching the abstracts, we should be good for a while..

Thanks for enjoying my mod <3
PremierVader 1 Dec, 2022 @ 1:48pm 
Hope you get around to all your updates man!
Silver Wolf 00  [author] 1 Dec, 2022 @ 10:03am 
@GthBryce Actually? Yeah ahahah

@Emperors Champion Dragons <3
GthBryce 30 Nov, 2022 @ 5:16pm 
CE commpatible?
Emperors Champion Dragos 30 Nov, 2022 @ 3:35pm 
Thanks for the mod, making 40k fun again on Rimworld : )
Silver Wolf 00  [author] 30 Nov, 2022 @ 5:39am 
Yeah HAR is necessary, its used for a couple daemons and some other stuff that is not really "human"

Aeldari, orks, that stuff...
TinyTooth 29 Nov, 2022 @ 12:47pm 
Is the HAR module necessary? Because "MIM - WH40k Factions" must have a HAR module as a required module. But HAR mods are not compatible with many things currently. . . I wonder if it is possible to run this mod without loading "MIM - WH40k Factions" and HAR mods
Phonicmas 28 Nov, 2022 @ 4:51am 
@Epex I second that
Epex 27 Nov, 2022 @ 8:53am 
I have been sending emitbreaker mod suggestions for a while now and you now also have my attention. Damn one of these days we need to make a Rimworld wh40k discord so we all can work together XD
emitbreaker 27 Nov, 2022 @ 6:19am 
@Silver Wolf 00 I just released small compatibility patch - check my latest comment but long story short, you don't need to keep hediff based Gene-seeds anymore.