RimWorld

RimWorld

MIM - WH40k Blood Angels
28 Comments
emitbreaker  [author] 5 Jul @ 10:05am 
@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.

Since the core mod demoted already, I don't update this mod until 1.6 version is readied.
emitbreaker  [author] 17 May @ 8:44am 
@Your Mom No, it's not that kind of disease. It's just keep triggering the manhunt like mental state continuously, and there is no turning back. That is why I mentioned that the gene-seed is highly role-playing purpose.
Chaos 13 May @ 10:58pm 
How do you control the red thirst? I've tried killing and consuming humans, aliens, animals. I've also tried butchering them and eating the meat that way but it's not reducing the red thirst. Thanks for the help, love your mods
emitbreaker  [author] 14 Mar @ 11:19am 
@Boulderhorn Okay... probably the best option is using Dub's Mint Menu, which gives better bill tab function. Other option is don't do all the researches but focus on what you want to craft.

Third option could be adding each independent workbench for each faction at my end, but I'll keep it as a last resort XD
Dark 9 Mar @ 9:11pm 
Lol No problem, Just was curious on what happened as I had a Death Company member in my colony and he lost his armor, so good to know so I can use the research to make some more.
emitbreaker  [author] 9 Mar @ 8:28pm 
@Dark agh, I just realized that your point - I forgot to mark death company as required research. Will push hotfix asap.
emitbreaker  [author] 9 Mar @ 6:15pm 
@Dark As it was noticed, recent update drastically changed items, which including removal of items. Now, you can craft death company armor by using power armor, death company from Mk7 to Mk4 (Mk6 to Mk4 requires additional corresponding power armor research) + shoulder pad, death company and powerpacks.

They requires Veteran (AA) and Blood Angles research to unlock.
Dark 9 Mar @ 2:46pm 
Hey so, I do not know what occured but with the update today, it did remove the Death Company Power armor from my save, which sucks. It also removed all DC stuff from the research tab, not allowing it to be made.
emitbreaker  [author] 6 Mar @ 8:45am 
@All This mod will be updated within two days my time - supposed to be Saturday UTC+9.
rainbowwilliam 17 Sep, 2024 @ 8:58pm 
FOR THE EMPEROR!
Slamurmum 17 Sep, 2024 @ 4:51am 
Firstly, I love the mods you breathe out and hoping my suggestion comes in good faith and love for the chapter and not sound so demanding. Would it be possible for the Red Thirst/Black Rage a % chance to occur during combat (enemies in range) instead of just a random mental break event during downtime & to compensate a constant negative mood debuff while not in combat.

Also a almost impossible % chance to overcome the red thirst/black rage completely (Possibly by adding an event where a trait is given where both red thirst and black rage traits will be permanently suppressed for the single pawn).
emitbreaker  [author] 20 Aug, 2024 @ 5:53am 
@Ruby You can modify weapon's accuracy at Mod Setting, as it is described in Weapons mod.
Zealot 20 Aug, 2024 @ 5:26am 
Heya, don't mean badly but after playing for a few hours with bolt weapons I have to come to the conclusion that they're woefully terrible. Unless I'm missing something even a Space Marine with max shooting skill can barely kill an unarmored pawn due to it just being a fast but inaccurate grenade launcher with ineffectual results rather than a projectile weapon. I like the idea of stressing bolts being explosive but really performance wise between one or the other making it more like a normal firearm with massive damage is probably more accurate in practice (with a little imagination).
Uriel Septim VII 5 Feb, 2024 @ 7:30am 
wonderful! I love seeing some of the more less talked about things with your mods.
emitbreaker  [author] 5 Feb, 2024 @ 7:00am 
@Uriel Septim VII How about the one on the new screenshot? I quickly drew male body based on Ideology Robe - in-game, it will cover shoulder for south and north, but not east and west
Uriel Septim VII 5 Feb, 2024 @ 6:56am 
Or another option may be to make a set to go with your servitor chips, kind of like a set of armor that the pawn puts on to look like a servitor instead?
Uriel Septim VII 5 Feb, 2024 @ 6:53am 
here is a link not much art but I would think it would be an outer garment that is just a big robe that would go over the fatigues. https://warhammer40k.fandom.com/wiki/Chapter_Serf
emitbreaker  [author] 5 Feb, 2024 @ 5:57am 
@Uriel Septim VII Do you have any recommended model or art?
emitbreaker  [author] 5 Feb, 2024 @ 5:56am 
@Uriel Septim VII Ah, forgot about that!
Uriel Septim VII 5 Feb, 2024 @ 5:48am 
Can you add a chapter serf robe?
Uriel Septim VII 4 Feb, 2024 @ 3:28am 
With ever update.....you make me want to play a new colony....
Faith 31 Dec, 2023 @ 8:15am 
The start of these astartes mods are super painful / slow. Otherwise great models and appreciate the work.
emitbreaker  [author] 20 Dec, 2023 @ 6:45am 
@Witch ~ Nope, Faction core mod doesn't have any apparels. Each faction mod has their culture, apparel, meme etc. If you want to use genes, you need to subscribe optional mod and the sub faction mod. Core mod only requires common, background xmls that assure each sub faction mods' functionality.
Witch ~ 20 Dec, 2023 @ 5:16am 
sorry but Im a bit confused. So this faction, armor and so on are alreay included to the faction Core mod. But if I want it to be combatible with the gene mod I still need to sub to this one?
emitbreaker  [author] 27 Nov, 2023 @ 3:03am 
@Shiroe Hotfix deployed - please update Adeptus Astartes Core mod.
emitbreaker  [author] 27 Nov, 2023 @ 2:56am 
@Shiroe Oh shoot... I made mistake when I fixed the AA / CH core mods. Hotfix will be deployed within next half hours.
emitbreaker  [author] 27 Nov, 2023 @ 12:57am 
@Shiroe That's surely odd - let me check it.
Shiroe 27 Nov, 2023 @ 12:52am 
There might be a small error with the jump packs, or perhaps specifically the sanguinary guard jump pack. As currently when equipped, it appears in "front" of the pawn sprite as opposed to being rendered behind on their back. Not sure why this is.