RimWorld

RimWorld

MIM - WH40k Core
581 Comments
ShadowEater25 11 hours ago 
May it please be fixed, I wanna play as orks who scrap together a gravship and terrorize the galaxy, but I need numbers and resources and that requires spores to be working please
ShadowEater25 13 hours ago 
The update for the orks fixed the fungus popping out spores, but now the spores aren't hatching into more fungus or orks
emitbreaker  [author] 11 Jul @ 7:45am 
1.6 Odyssey update - now all power armors and void armors (and helmets) provides vaccum resistance that is required for Odyssey space activity.
Bloodyfist 9 Jul @ 11:26am 
Thank you for hte work. the 1.6 conversion is running well. i have all the current updated and all of vanilla extended with others for a total of 240 mods running great.
Demoman 8 Jul @ 7:20am 
Russian translate here?
ImAnon2547 8 Jul @ 4:54am 
@Emitbreaker Protects!
emitbreaker  [author] 7 Jul @ 10:09pm 
@All Status report - Thanks to hard works by Devs, memory usage in peaktime reduced to 17gb from 128gb. Which means, if I can successfully reduce textures and # of items, it could be reduced further. However, when you add other mods upon this mod set, memory usage will still hits the upper limits of your own - this is because from 1.6, Rimworld has changed base Unity version and Unity engine has changed their way of memory management at that version.

So major factions will not be available at 11th July since I have to rework the textures and reducing total # of items, more like as it was in 1.4.

Plus, this causes significant code inconsistency, I will not provide any further support for 1.4 or 1.5 once 1.6 migration has done.
emitbreaker  [author] 7 Jul @ 10:05pm 
@whyamihere Basically my mod won't intervene other mod, so you can use them if you can accept stat difference, etc.
whyamihere 7 Jul @ 7:13pm 
can you use rimdark with this or no ?
Bloodyfist 5 Jul @ 1:05pm 
Sorry to hear but i am glad the roblem was figured out
emitbreaker  [author] 5 Jul @ 10:58am 
@All This is one bad new for everyone, but in worst case scenario, with current 1.6's physical memory allocation, I cannot continue faction mods that uses custom apparels or armors. To fix this issue, I have to strip assets to 10% of current states, but after few hours of calculation, I've realized that it is physically not possible.

Let's see that the devs can do for next 1 week, but if this issue won't fixed by 10th July of my time, I'll forcibly demote all my mod to 1.5 and not support 1.6.
emitbreaker  [author] 5 Jul @ 8:59am 
@Bloodyfist Hmm... it seesm like this memory leakage only happens in 1.6. I put Adeptus Astartes and White Scars into the mod list and try to start the game - in 1.6, they consumes 20gb in peaktime then reduced to 10 gb, while in 1.5 they only consume 1gb, regardless of asset type (whether .png or .dds). I guess recent changes in rendering system may consumes or causes memory leakages.

I think I'd better to cut down def variations for 1.6 to avoid this issue.
emitbreaker  [author] 5 Jul @ 8:33am 
@Bloodyfist Okay, now I've got your point. Sorry, my local desktop uses 128gb of memories, so I really didn't think about the memory usage and today I just confirmed that it consumes roughly 70gb in a peaktime. Probably assets causes this issue - one option is remove unncessary subfaction mod from your list, which is basic concept of my mod set. another is using RimPy and change the assets to DDS file. I'll try to do that at my local end, and if it works, will repush my mods with dds.
Bloodyfist 30 Jun @ 3:56pm 
Bloodyfist 30 Jun @ 1:03am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3512630393
think i did this right. this is what i just tried to launch an got a memory crash but then set all of vanilla expanded and 50 other mods on an launched fine.
Bloodyfist 29 Jun @ 7:21pm 
I gave up on it after putting the post i had. I was trying to run it with only ur mods installed that were 1.6. And harmony. Have 32 gb of ram and turned off chrome during launch. I am changing my mod list tonight aince vanilla just updated i will through ur mods on first to see if it happens still.
emitbreaker  [author] 29 Jun @ 7:17pm 
@Bloodyfist Could you share your modlist? I'm keep running performance testing with full set of 1.6 migrated modules, but so far they work without issue. One guess at my end is, since my desktop has extra rich computing resources for development and running several servers, so maybe too many graphic assets over-consuming your graphic / physical memories during the loading process. Could you reduce sub-faction mods to necessary minimum level and try the same?
SAMUKETTO 29 Jun @ 12:43pm 
i fcking LOVE YOU emitbreaker!!!!THANK U SO MUCH
Bloodyfist 29 Jun @ 12:16pm 
I am aware not all was updated to 1.6. I only had the 1.6 ones as stated in my first post.
ImAnon2547 29 Jun @ 10:35am 
Thanks admin Ill get to testing.
emitbreaker  [author] 29 Jun @ 9:53am 
@Meat.40SW & @SAMUKETTO Fixed - I really want to automate these deployment jobs XD

Haven't checked Odyssey yet but maybe I need to update weapons, especially power weapons and force weapons to align with new ignoring shield function, as well as adding space-related gear stats just like SOS2...
ImAnon2547 29 Jun @ 9:48am 
Thanks admin. I cant wait to do my White Scars run with Odyssey.
emitbreaker  [author] 29 Jun @ 7:56am 
@Meat.40SW Wait, does VFE already come to 1.6? Wow, that's unexpectedly fast for them, since they usually launch the update after official update has released. Let me check the new version with compatibility.
ImAnon2547 29 Jun @ 7:21am 
Im another with mim 40k and VEF issues on 1.6. Cant start a game with any MIM 40k and Vanilla Extended framework enabled. Really love these mods, but need the VEF for a lot more so mim 40k has to get sidelined.
emitbreaker  [author] 28 Jun @ 7:11pm 
@SAMUKETTO Basically, all my mods have compatibility with VFE. Some function, like rendered size bigger that x1.3, switching apparels, etc, comes from and only available if VFE ins enabled.
emitbreaker  [author] 28 Jun @ 7:10pm 
@Bloodyfist Not all modules are migrated to 1.6 yet, so simply putting all module may causes unexpected crash. Filter mods by 1.6 and so far at my local end, all migrated modules work as intended with no issue. Could you please throw your error log to above Error Logs thread if possible?
SAMUKETTO 28 Jun @ 1:12am 
ey buddies, can u add compatibility with Vanilla Expanded Framework?this mod has compatibility but the others of MIM WH40K doesnt have. LOVE ALL YOUR WORK
Bloodyfist 23 Jun @ 5:58am 
I am trying to run this on 1.6. with all 1.6 updated add ons and harmony no other mods my ram hits max and pc crashes shortly after. had a hundred so mods before trying this.
MarHimdar 6 Jun @ 5:46pm 
i think i found my crash logs what information would you need or how could i just send over the notepad file
MarHimdar 6 Jun @ 5:26pm 
@emitbreaker honestly i have been trying to figure out how to do that. i will put it into my game by itself and try and share the crash logs
DaddioPB1 6 Jun @ 1:57pm 
How to acquire Necrodermis?
emitbreaker  [author] 6 Jun @ 4:08am 
@MarHimdar Sorry for my belated response. Would it be possible for you to share either your log on crash, or mod list when you've faced the issue? I need further diagnosis to figure out the root cause.
MarHimdar 1 Jun @ 4:33pm 
after further investigation and going through every single mod it seems to be just the adeptus astartes core and related mods that are causing the game to crash.
MarHimdar 1 Jun @ 4:57am 
HI it seems for some reason anytime i add the WH40k mods my rimworld is not loading up and crashes. I just got done playing yesterday tried to load it up today and it only worked after taking out all of the WH40k mods with rimpy. would you possibly have a solution for this problem?
Soapie 19 May @ 10:24am 
Thanks for letting me know, I'll see if I can get it working! If not... well, I guess my servitor can have bathroom breaks now and then.
emitbreaker  [author] 17 May @ 9:00am 
@All Sorry for my belated response.
@Tafka That sounds odd... I just tested at my end but it works as intended. Could you share me your log?

@MilkingDragon Will check it again. That isn't intended action, and might be some code degraded while I updating something. Thanks for your heads-up.

@Soapie That's one typical issue of that mod. the mod forcibly inject hygiene needs regardless of vanilla activity. I supposed to add the countermeasure into the source code, but not 100% sure whether did I put them in a proper way or not.

TL; DR - change configuration at Bad Hygiene mod's end. As far I know, that's the best and 100% assure way of fixing your issue.
Soapie 16 May @ 12:30am 
Great mod! Got my first servitor today and it's great that they're infinite free (albeit limited) labour. Ran into an issue where their bladder/hygiene needs (from the dubs bad hygiene mod) aren't disabled like it's supposed to. Not sure why though, this mod is loaded after bad hygiene, and I see in the servitor hediff xml that it's supposed to remove the need like the others.
MilkingDragon 12 May @ 3:38am 
I'm using this mod pack, along side Phonics 40k Genes, when i ascend my space marines using his method, and equip the SM armour from this mod, it says they have power armour overload, is this because the progenoid glands haven't developed in the pawns or is it a mod conflict or something? simply put am i missing something? (they have black carapace)
Tafka 10 May @ 5:44am 
If I activate all MIM WH40k mods. Then I lost Necron Tomb, -Smelter, Techno sorcery, Impearium armor crafting table...
emitbreaker  [author] 6 May @ 11:54am 
@Siriser19 & @Khoavy192 Fixed. Please update this mod.
emitbreaker  [author] 6 May @ 10:44am 
@yeezy_stream & D10z well, I reduced damages of those weapons a month ago, but the main cause is their damage type. Unlike normal bullet, those weapons use heat damage, which basically none of armors provides additional defense against the type. Will consider to change the damage type after I've finishing up new framework for Non Humanlike pawns acting like humans.
emitbreaker  [author] 6 May @ 10:41am 
@Khoavy192 Will check it - I haven't intended to do that, so perhaps kind of code conflict.
@Delendar you have two options - one is editing xml files directly at your local end, or using Adeptus Ministorum mod that allows pawn who wear mechanikum power armor get thier belief of Cult Mechanicus. It will give some random ability that allow your pawn summon mechanoids or turrets for a limited time.
emitbreaker  [author] 6 May @ 10:39am 
@Siriser19 Sorry I missed comments on this page - I think I got the issue. Recently I've changed the way of rendering but forgot to set ignorance of VFE's texture rendering logic. Will made a patch asap.
@Codovan For servitor, it's impossible because they don't actually wearing apparel but it's fixed graphic. For mixing Adepta sororitas and Astartes armor is technically impossible atm because I'm too lazy to draw all the details for not designated body types so that if pawn doesn't have Hulk Body type for astartes and Female body type for Sororitas, it will render some low detailed armor only.
D10z 6 May @ 9:43am 
I agree that the Psiloi Combustor is a bit OP, especially when they appear in masses. But I also don't know how the meltaguns are in the tabletop for comparison.
https://yeezy.com/ 5 May @ 11:17pm 
Hi is anyone finding the Psiloi Combustor with melta guns/lasguns insanely OP or do I just suck? Having a hard time to counter them as they're absolutely spamming attacks that can one-shot anything, I'm using Yayo's Combat but set up only for my colonists
Delendar 2 May @ 3:10pm 
Hello! First things first, thank you for the mod, this is beyond incredible. Secondly, i'd like to ask, would it be possible to somehow be able to craft the servitor chips? I'm playing a 1 techpriest + only servitors run, but all the servitor equipment requires the chip, which i cannot make so im limited to servoskulls, psilois and kataphrons. Or if you'd be so kind to tell me in which file i can find these parameters i'll tweak them myself. Again, thank you!
Khoavy192 1 May @ 6:51am 
Hello, after the latest update, the genome of the Space Marine will force the colonists to become bald and unable to change other hairstyles
Codovan 1 May @ 6:32am 
Hi I ask this here because this is the lastes updated Mod of your series. Is it possible to get a mod that remove the restrictions of the equipments. Example i want a servitor to not use the red bodysuit but use the rest of the servistor armor or i want to mix sister of battle servo armor with spacemarine ones and so on.
ˢʸᵇᵃᵘSiriser19 30 Apr @ 6:27pm 
Hello, had a recent issue with the "Space marine body" gene that this mod gives pawns when they have the "Space marine" xenotype from Warhammer 40,000 genes mod. Where it makes the pawn abnormally massive cosmetically. And this only started happening when the 4/28 update came out.
emitbreaker  [author] 24 Apr @ 6:36am 
@PapaJuicy Sorry was a bit busy with Starwars Celebration and creating new framework for Orks and possibly reused for Tyranid and Ta'u (for drone) / Votan (Ironkins). You need to craft corresponding gene-seed fragment - implant it will increase your pawn's gene-seed level.