RimWorld

RimWorld

MIM - WH40k Adeptus Astartes Core
133 Comments
lordvader12342 11 Jul @ 5:05am 
thanks keep up the good work mate
emitbreaker  [author] 11 Jul @ 4:11am 
@lordvader12342 Fix will be deployed in a minutes.
lordvader12342 11 Jul @ 2:46am 
so im still playing on 1.54 version and the space marine armour crafting table is not loading in the textures
emitbreaker  [author] 8 Jul @ 9:16am 
@Soda Khan Oh did it? Will check it when I migrate this big guy to 1.6 - it may takes few weeks tough.
Soda Khan 6 Jul @ 7:22am 
Hi!
Quick question
Will you be making this compatible sometime in the future with RimDark as the Warhammer 40000 Genes mod is discontinued and replaced by RimDark
emitbreaker  [author] 5 Jul @ 9:45am 
@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.

Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
emitbreaker  [author] 5 Apr @ 5:10pm 
@Probably Tired Oh, wait, I forgot one thing - you may need to make small compatibility patch to put them over Grim World's items without Devmod / Character or Pawn Editor.
emitbreaker  [author] 5 Apr @ 4:28pm 
@Probably Tired Technically, you can put decorative from my mod to Grim World's armor, but visually, it may not look so good.

Especially helmets - their helmet and mine have completely different design concept, so you may see odd graphics in the end.
Probably Tired 5 Apr @ 11:12am 
What's the compatibility like between this and the grimworld power armor?
Can the decorations from this be applied to armor from that one?
matsgudmunds 29 Mar @ 5:28am 
okay thanks
emitbreaker  [author] 29 Mar @ 4:40am 
@matsgudmunds Mid-save is okay, but if you want to add factions to your mid-save, you additionally need to use Vanilla Expanded Framework from Vanilla Expanded team.
matsgudmunds 29 Mar @ 3:29am 
can i add this mid save
emitbreaker  [author] 17 Mar @ 10:32am 
@All New apparel / cosmetic added - Hood (for both Astartes and normal pawns) / Power Helmet Honor badge, Knight (A/B). See above update history and new screenshot for the details.
emitbreaker  [author] 28 Feb @ 7:43pm 
@odinmobi New armors have, same as miniature painting, two stage - battle ready and parade ready. If you focus on armor stats only, all you need is Helmet, Chest and backpack. All other items as purely cosmetic, as it is written in above description, so most likely gives no benefit except they make your pawn identical with others.
odinmobi 28 Feb @ 3:07am 
scratch that i found some ahaha i just need to learn how to make stuff a full set but yeah just a basic build list pre made stuff maybe i dunno?
odinmobi 28 Feb @ 2:38am 
yeah all good Its just like i was doing a Space wolf run and suddenly there isnt armor and putting armor together, also on where are the stats for stuff I was looking at the bits (like new armors trying to figure it like herrading (sorry for bad spelling dysleixc for the win) doesnt have an armor value and yes of course I can. Ill throw an idea into the core so you dont forget bud also thank you so much for putting such creative work into rim rim and listening to people your an awesome game designer man!
emitbreaker  [author] 27 Feb @ 5:29pm 
@odinmobi Ah, but in that case, some part of visuals may not look so good, like helmet rendered over shoulder pad and backpack, especially for the terminators.
emitbreaker  [author] 27 Feb @ 5:27pm 
@odinmobi Name the combination and put it onto Community Wishlist on WH40k Core mod so that I don't forget it. That's not too difficult to be done, but maybe I'll made separated mod for that to avoid messy thing list.
odinmobi 27 Feb @ 10:28am 
hey there bud is it possble to keep some of the armors that are pre made? or to just keep the pretty premade stuff?
matsgudmunds 24 Feb @ 11:47pm 
okay. thanks for the help
emitbreaker  [author] 24 Feb @ 6:31pm 
@matsgudmunds Adding into mid save is okay, but removing during mid save causes troubles.
matsgudmunds 24 Feb @ 9:14am 
can i add this mid save
emitbreaker  [author] 23 Feb @ 4:50am 
@All Space Wolves' modular update significantly delayed due to the changes and overhaul of terminator armors. Barely done for already modular updated chapters - you can see the preview by the newest screenshots above.
emitbreaker  [author] 21 Feb @ 7:01am 
@All Next update includes few removal in Defs - most likely removing Specialists shoulder pads to optimize total # of defs as well as apply to new shoulder pad layers / design.

At the same time, next update includes specialist terminator armors (no shoulder pads, helmet or powerpack since you already have them) with their cosmetics.

Update will be released within a day but it may take time because I have to update textures, apparel / tradetags as well as pawn kind defs of those chapters where already got the modular update.
Yagers 20 Feb @ 10:44am 
Nice and np you do awesome work on an incredible pace.^^
emitbreaker  [author] 20 Feb @ 5:05am 
@Yagers That's not 100% intentional, but because of the tag difference. I almost forgot but Space Wolves uses completely independent tags and etc. I just finished rework of White Scars and next target is space wolves, so please give me few more time.
Yagers 19 Feb @ 10:43am 
Heya again, have recently started a Space Wolves run and just unlocked the power helmet auger, devastator (AA) only to get the info that it does not recognize SW helmets as power helmet.
"Required armor is missing: Any power helmet" Despite my wolves having the grey hunter helmet, the wolf priest and rune priest arent recognized either. Is that intentional?
PS the auger DID work with my regular aquila armored marines on the last run.
emitbreaker  [author] 13 Feb @ 7:40pm 
@Caesious Dragon I suppose that maybe fixed by recent update, but will try to check it with that mod.
Caesious Dragon 13 Feb @ 6:36pm 
@emitbreaker sorry for reply this message so late ,i often use some Alien like ratkin or some race mods ,just like more faction and races settings for gemeplay(some of them not have the female body type) and just find the basic question nl facial will not become bigger as the drawsize change(but the hair will still become bigger as drawsize change)
emitbreaker  [author] 12 Feb @ 12:22am 
@Kamikaze ...You've got the point. Perhaps my translation from Kill team to WH40k rule wasn't aligned to the existing items. Will update the buff later one.
Kamikaze 12 Feb @ 12:21am 
Is there wrong descriptions, or Storm Shield is really 4+ worse then Trench Sweeper and Tzeenchian Sheld (95% in blunt, sharp and heat vs 400%)?
emitbreaker  [author] 10 Feb @ 7:31pm 
@Caesious Dragon And just out of curiosity, what kind of mods do you mind?
emitbreaker  [author] 10 Feb @ 7:28pm 
@Caesious Dragon One firm option is replacing the draw size option by VFE's mechanism, but it eventually forces everyone to use VFE. Also, replacing this logic impacts to almost every aspects of my mod set, so realistically, it could be done when 1.6 or next dlc will be rolled out.

But I'll keep trying to find some workarounds, maybe by dirty code.
Caesious Dragon 10 Feb @ 1:18pm 
@emitbreaker just have a test by character if not see any thing else it is fine to spawn those three races unit ,but not sure if it will cause other problem ,so i guess maybe can add a experiment option for drawsize to compatible with some mod in the future?but it’s based on your opinion
emitbreaker  [author] 10 Feb @ 9:27am 
@Caesious Dragon I meant, I cannot assure XD
emitbreaker  [author] 10 Feb @ 9:24am 
@Caesious Dragon By today's update on Core mod's end, the body type change is limited to Adepta Sororitas only, so your one problem should be fixed.

About body type mods or facial mods, honestly I can assure all the compatibility for them, since they change lots of things and those sucking ittakin head already suffering me enough to make the assets.

The codeset for drawsize of terminator is actually closely tied to body graphic replacer, so it's quite sensitive to change while it could destroy entire Necron, Genestealer and Chaos Daemons. Will find the way but so far, if you have workaround, that could be the best option for now.
Caesious Dragon 10 Feb @ 8:12am 
ummm still have some little problem with the power armor and the terminator to report,the power armor will force to change the body type that will cause some error for some body mod or aliens races and the terminator is 1.5 drawsize though it can make the armor look bigger but it will make texture look strange with some mod like nlfacial or some bodytexture mod( i find the problem and change it now it is fine in my game)maybe u can add a opption to change the drawsize but that two is little problem,one can be change in character editor,about the terminator can change the drawsize with search drawsize in rimpy
emitbreaker  [author] 5 Feb @ 6:31am 
@Caesious Dragon I don't like to use discord personally, but you guys can open a thread on Core mod and ping me ;)
Caesious Dragon 5 Feb @ 5:04am 
@emitbreaker i think u can create discord Channel for people talking about it and u can find someone ease u pressure and make this mod better both,about economy maybe just can let the armor need more resource to create it and look forward to see this mod better
emitbreaker  [author] 5 Feb @ 3:25am 
@Caesious Dragon Good point - I didn't think about it at all. In fact, I may need to revise overall economy of my mod set in a certain point of future; when I started this mod, I had no visibility on in game economy. But it may takes time.
Caesious Dragon 5 Feb @ 12:27am 
@emitbreaker good work u have done my friend but here still have a question that need to change the weight of gene poxwalker that if u check the trader or trade ship they will only sell this gene(i just find way to change it in my own in forum but i think u may need to change it official)
emitbreaker  [author] 4 Feb @ 9:13am 
@All Fixed. Please update Core mod and this mod (best unsub > resub) then if your pawn has Gene version Black Carapace, they can wear my power armors properly.
emitbreaker  [author] 4 Feb @ 8:22am 
@All Sorry for my belated response, and apologize for the confusing configuration for the compatibility with Genes mod. Long story short, you need additional "Hediff" Black Carapace, which is added by this mod to wear. I thought I put compatibility for the mod but it seems like it won't. I'm currently baking the code to fix the issue.
Caesious Dragon 4 Feb @ 8:18am 
@emitbreaker well just have a wrong test ,that still unable to wear armor just if have the wh40k gene seed mod,even the black carapace Traits is force add by Character Editor,maybe still need a optionto close the requirement of armor for the Traits or the gene or hope u can fix it
Caesious Dragon 2 Feb @ 11:54pm 
@emitbreaker I just face the same question as the guy under me that i have no idea how to let my people wear the armor even when they already become a sm(i just used the warhammer40k gene mod too),and my friend u may need to reset the weight of the gene poxwalker and the other one other called black or something the skin gene ,even when u try to buy some gene,u can only see the two kind gene to selled by the trader
科学解析魔法 30 Jan @ 9:34am 
I tried equipping power armor on my custom-created character but failed, even after adding the Black Carapace. The character"s genes were modified from the Gene Primarchs in Warhammer 40,000 - Genes. Could you advise how to properly make the character wear the armor? When right-clicking, I get a "required hediff is missing" message. Currently I can only force-equip it using Character Editor.

Please note this was machine-translated - I apologize for any imperfect English as it"s not my native language.
llllll 29 Jan @ 11:00pm 
@emitbreaker I would like to report an issue. The Black Carapace in Warhammer 40,000 - Genes is not compatible with the updated mod.
Yagers 27 Jan @ 9:59am 
Unfortunately not. I have however decided to spite the situation by munchkining a "solution". Im playing with "warhammer 40k - factions" and the grimworld 40k mods. The former has a power armor in the outer layer, the later a carapace armor for the middle layer. So its not like im going without.
I will sometimes this week try this with minimal mods to see if its sth else braking.
Deshea 27 Jan @ 3:00am 
@yagers did you ever find a solution to this? I'm also unable to put anyone in power armor even with black carapace.