RimWorld

RimWorld

MIM - WH40k Necron Core
285 Comments
emitbreaker  [author] 5 Jul @ 9:15am 
@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.
emitbreaker  [author] 21 Jun @ 6:34pm 
@&:névtelen|||ellenállási|||ve Yes they cannot perform art, cooking, warden, doctor, childcare and art by their backstory level. If you need resources, kill random animal and covert their corpse into necrodermis, or do construct roof over wood so that you can forcibly let them cut the tree (or placing tile to remove the stump.)
Hello i tried bunch of different necrons (canoptecs, swarms, warriors, immortals, plasmancers, lords) but none of them seem to be able chop trees. Is it okay or maybe destroyers/flayed one can do this? How do i manage this problem?
Toine10000 6 May @ 6:28am 
I will test with the updated core.
emitbreaker  [author] 5 May @ 8:01pm 
@Toine10000 Sorry for belated response. I was out of my mind for another framework mod. You Flayed One issue has been fixed by Core mode few weeks ago. And about bolter thing... I guess it would be fixed at the same timing, but you mean, the issue persist under the latest Core Mod?
Toine10000 28 Apr @ 5:10am 
@Emitbreaker
Did you find my problem?
If so, did you patch it on Necron Core or on 40k Core?

Non-Necron question
The "bolters" that have a "rapid fire additional projectiles by +1" bonus now only fire 1 bullet per bullet when I place them and then pick them up again (when resetting the equipped gear, changing weapons, or other things), work normally when I close the game and I don't re-equip the previous actions.

Is this normal? Patched? Because it doesn't generate errors in the logs.

Thanks in advance
emitbreaker  [author] 27 Apr @ 5:46pm 
@Vanidas I just tested in-game - it may very confusing but (Sautekh) variant will gives you spawn sautekh variant pawns even though the item looks like Szarekhan variant.

However, since 1.4 patched, vanilla injecting skin and hair color gene forcefully so their skin color may look similar - this is pinned in my to-do list to bypassing the vanilla skin recoloring logic, but not implemented yet.

I'll update Awaken Protocol's visual when I retourch / redesign necrons.
emitbreaker  [author] 27 Apr @ 5:41pm 
@Vanidas That sounds odd - will check it.
Vanidas 25 Apr @ 3:03am 
Quick question: how do I color my Necrons or make use of the black/green variants seen in the pictures? I've tried both Szarekhan and Sautekh, and I can't seem to use anything except the standard bronze variant.
emitbreaker  [author] 17 Apr @ 6:49pm 
@Toine10000 Ah hopefully, it's relatively easy one to fix. Hotfix will be deployed after code sanity check.
emitbreaker  [author] 17 Apr @ 6:43pm 
@Toine10000 Hmm... the first patch seems likely related to CE but after that, it seems like something is interfering to VFE's patch operation. I didn't thought there could be such a conflict with VFE. Will check it but I'm kind of busy this weekend so the delivery could be next week. Thanks for your kind heads-up and sorry for the inconvenience caused.
Toine10000 17 Apr @ 6:41am 
Yo, it's been a while since I've bothered you XD
Currently, locally, I don't know if this problem has been resolved, and ChatGPT is having trouble helping me.

https://gist.github.com/HugsLibRecordKeeper/8a17c3e6f58dbaee3715ff81c52d3c93#file-output_log-txt-L8589

Basically, FlayedOne activates his Terror Ability, and the second he dies, all the pawns freeze (basically, it crashes the game).

If the problem has already been resolved, don't hesitate to let me know.
emitbreaker  [author] 14 Apr @ 4:39am 
@RAVENS If you put my anomaly library into mod list, all necron researches acting exactly same way as of Anomaly, but requires to find corresponding Necron units to unlock. Best not to use them if you want to play as Necron.
RAVENS 13 Apr @ 11:56am 
Hello there, how do we upgrade in the necron research ? I've been trying to play as Sautekh but i only got spiders in my colony. All my necron research are locked... ?!
Tomoyboy 11 Apr @ 11:57pm 
Ah alas, it looks like it does :/,

I did try adding an increased healing factor to the spyders abilities and that seemed to work well, it just doesn't restore parts. but I suppose the current living metal ability does that.
emitbreaker  [author] 11 Apr @ 6:15pm 
@Tomoyboy Regeneration option may require Anomaly. That's one of the headache for me ;(
Tomoyboy 11 Apr @ 3:46pm 
Thank you!

I think I may have figured out adding living metal to Biotransference, you can add <regeneration>50</regeneration> in the Hediffs_BodyParts_Biotransference.xml I just put it under <partIgnoreMissingHP>true</partIgnoreMissingHP> but I'm not sure if it matters where it goes.

But so far its working a treat!

It does require Anomaly to work though, as that DLC added regeneration ability.

Thanks again, loving the mod :D
emitbreaker  [author] 11 Apr @ 10:09am 
@Tomoyboy Warrior / Immortal stat sounds like bug - will deep dive into it. And about Genes - you know, Biotransference is actually not a genetic matter, but more likely engineering matter. All the reason why I put them as a gene is to above necrons having other kind of genes which may reduce the lore-friendliness.

But living metal sounds cool. In fact, that was what I was thought in a first time when I developed this mod back in two years ago, but I had much less coding skill at the moment. Will put it on to my to-do list for necrons.
Tomoyboy 10 Apr @ 2:10pm 
Also, I recognise that modding is voluntary work, and I love what you've done with this and the associated Necron Mods, but I do have some suggestions if you are open to them?

Living Metal- could you make this a hediff with a flat healing rate, like the ghouls have in anomaly, rather than a daily ability?

Could be tied to the biotransference archite gene, or even its own gene so constructs have it too.

Just seems more inkeeping with a self repairing body as it also restores destroyed body parts without the trouble you were having with the current ability.

Additionally you could keep the current ability for lords as a bonus, or give it to tomb scarabs as an applyable ability like the sanguphage coagulate to heal damaged units.

There's my 2 cents anyway, love your work and excited for Tesla weapons!
Tomoyboy 10 Apr @ 3:18am 
Is there a way to ensure that warrior/immortal necrons can have decent combat stats? I've had a few come in with 0 levels and passion for shooting and melee
emitbreaker  [author] 31 Mar @ 5:39pm 
@PapaJuicy Most likely they won't attack you for first two in-game years XD
PapaJuicy 31 Mar @ 1:38pm 
added this mod along with the adeptus astartes mod.... im just regular pawns with some guns. got raided by 2 necrons with claws.... absolutely devestated me lol. downed all 5 pawns, and burnt my camp. stole my child.... very fitting. great mod
Grimnir 14 Mar @ 12:24pm 
Ty. Ill try disabling that and see how it goes. In the interim I just raided a fellow necron village to get some unlocks lol
emitbreaker  [author] 14 Mar @ 12:15am 
@Grimnir As I commented on Anomaly library's end, if you plan to as Necron Faction, applying that mod isn't good idea. In fact, that mod is designed to make the research difficult for non-Necron factions, but it also increase the difficulty of Necron walk-through as well. I advise not to use them if you want to play as a necron, otherwise you have to keep waiting until fortune favor you.
Grimnir 13 Mar @ 12:47pm 
I can't figure this mod out. I have spiders and swarms but they can't do a ritual to summon the flayer or the warrior to progress. I'm unsure how to get past just spiders and swarms. I have several of each necron building. Including 5 tombs that will only allow me to make more spiders or swarms. All are set to study.
emitbreaker  [author] 2 Jan @ 9:48am 
@All HAR Compatibility patch published - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?edit=true&id=3398845846

Thankfully, my old codes still work for new HAR.
emitbreaker  [author] 2 Jan @ 5:12am 
@High Lord Corvo Let me look into it later, after fixing the body type issue.
emitbreaker  [author] 2 Jan @ 5:11am 
@ASMR gaming As it is stated on the Core mod, all my mod and its assets are open to everyone to freely add, change, modify or reuse unless GW says no, since I have no right on Warhammer 40k IP. You could find original PSDs (a bit outdated though) on one of the thread on Core mod's end.
emitbreaker  [author] 2 Jan @ 5:09am 
@Misty I do love to do that, but that part seems like hard coded somewhere in the base game, so I can't avoid to the base game keep giving them random skin color. I'll try to hard code to fix the issue, but currently have no time to spare for modding because of my reallife job.
emitbreaker  [author] 2 Jan @ 5:08am 
@PaleKing2 Sorry for my very delayed response - if you play with my Anomaly subcore mod, there is random event that causing underground attack of necrons - but if you want to play as Necron, the best would not to use that mod... That mod intended to make difficult for non Necron play-through to access Necron techs.
emitbreaker  [author] 2 Jan @ 5:05am 
@Aravox As I replied on other thread, I think that may a compatibility issue with HAR. Will check latest version of HAR later if my reallife job allows me to take some time. Sorry for the inconvenience caused.
emitbreaker  [author] 2 Jan @ 5:03am 
@Emperor Bourbon Sorry for my very delayed response - I think it's same case with Noromical's case - if you use my Anomaly subcore with Anomaly DLC, all necrons as considered as Entity, so you first need to encounter with them by random event to unlock the researches.
emitbreaker  [author] 2 Jan @ 5:02am 
@Luan ;) Mmm... it depends on your mod / DLC configuration. If you use Anomaly DLC, then you need to kill them twice while they shall return after their first death.
emitbreaker  [author] 2 Jan @ 4:54am 
@D10z Sorry for my very delayed response because of my reallife job. I do agree with your observations - let me look into it.
emitbreaker  [author] 2 Jan @ 4:52am 
@Noromical Sorry for the delayed response - it happens if you enabled my Anomaly Sub core mod. In that case, like the anomaly entities and their corresponding researches, you first need to encounter with Necrons to unlock the research.
Emperor Corvo 27 Dec, 2024 @ 8:10am 
Problem. I am unable to create Standard Gauss Power Cells to load Necron guns with (Combat Extended)
ASMR gaming 26 Nov, 2024 @ 1:43am 
seems @emitbreaker has vanished, was there any open source of this ?
ASMR gaming 20 Nov, 2024 @ 7:25pm 
emitbreaker can we just open soruce all of this as it appears you have given up on it
Misty 17 Nov, 2024 @ 11:34am 
@emitbreaker I would like the patch to change the genotype of Necrons, add a genotype for the absence of hair and for white skin so that the colors are displayed correctly, because due to randomness they are given the colors of people's skin and it does not look good.
PaleKing2 16 Nov, 2024 @ 5:03am 
How can I summon other Necrons if spyders and scarabs are not psychically sensitive?
Aravox 8 Oct, 2024 @ 4:35am 
The Necron don't look like Necron at all, and when startting up in Prepare they look human and while it shows HUMAN as their genes to the far right it shows they are selected as Necron.

I don't see a New start mission to be Necron. So this is busted?
Pope Durk the Oblockian Shoota 2 Oct, 2024 @ 2:45pm 
Cannot start the ressearch tree and am unable to complete the great awakening should I reinstall or am i doing something wrong?
Luan ;) 2 Oct, 2024 @ 11:35am 
how to kill the necrons?
D10z 20 Sep, 2024 @ 1:35am 
And there is the proof: The NRE directly disappears if I fix the bodyType with the "Set body type" debug action.
D10z 20 Sep, 2024 @ 1:13am 
Found one thing that could be involved: The "bad" Scarabs have no bodyType attribute. The visible ones have it:

<story>
<bodyType>Hulk</bodyType>
D10z 20 Sep, 2024 @ 12:40am 
I suspect its caused by an incomplete pawnkind definition, there are MANY errors in the log on starting the game where CE patch operations failed. The name generators for the Necrons also seem to be broken.
D10z 20 Sep, 2024 @ 12:28am 
I got another NRE to look at, the screen starts to flicker black after a one-two quadrums playing the Necrons, the cause seems to be here:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 28637FFA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Root_Play:Update ()
Noromical 13 Sep, 2024 @ 9:22am 
How do I unlock additional Necron Research options?
I understand it functions akin to Anomaly Research, but everything is listed as "Unknown"
Penguinire 12 Sep, 2024 @ 5:56am 
it works now thank you ^^