RimWorld

RimWorld

MIM - WH40k The Hivecult
52 Comments
montaropdf 6 Jul @ 2:09am 
@emitbreaker,

Sad to ear the mods are un trouble, but glad you take the matter seriously and do your best to find a suitable solution.
emitbreaker  [author] 5 Jul @ 10:03am 
@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.
Faith 23 Jan @ 1:09am 
With regards caravan, it seems to be more than just the patriarch and purestrain who have weight issues. Once you click send, you are always over limit (which was not the case on the last screen) so I guess it's an error that is crossing over to them with the genes etc. It's no biggy, just always go a little lighter.

I had one or two graphic bugs, with heads not loading etc mostly with the "Rim Hivers" mods but other than that it's fun. I like the random extra limbs / tail it really makes them stand out in melee and it's interesting what you can create when converting different races.

I have not found a Sang yet, interested to see how they convert.

Yes, I appreciate the Tyrannid stuff would take lots of work bud and you've done so much already haha!
emitbreaker  [author] 21 Jan @ 4:55am 
@Faith Fabrication bench, it is intended one. And slave's ideology... let me check it later. And about caravan - I think I need to do some hard coding, but I'm a bit of busy for next couple of days in my RL job.

And this faction isn't Tyrannid, but Genestealer Cult - including (in the future) Necromunda's odd guys who's kind of abandoned by their hive mind. When I got enough time, will start work on Tyrannid as well as update of Chaos Daemons, which are both challenging to me in terms of graphic asset.
Faith 21 Jan @ 2:33am 
The Purestrain genestealer when in a caravan has a carry weight of 1500kg, but when you form the caravan it changes to a much smaller number around 100kg.

This faction (mostly the Purestrain how is sooo strong) is making me looooooong for a Tyranid faction. Apart from the models which I appreciate would be " tear your eyes out" levels of work, they could be very simple in play style. two or three buildings, steal the fleshbeast's walls/lighting etc from Anomaly, "soup pit" to create biomass, egg-laying queen stolen from Mantodeans continued (different model) and maybe more like a roaming tribe faction rather than a build your base type. Arrive, kill, eat, spawn and leave.
Faith 20 Jan @ 6:42am 
Two things;

The cult Fabrication bench doesn't need any electricity.

Gene kissed x2 slaves and the stay slaves, which makes sense, but they end up with both ideologies the old one and ours.

I guess you can only have one purestrain genestealer at a time?
Faith 19 Jan @ 8:31am 
Great mod, having real fun!

I did get the bug of no drop pods on this one also, but I just loaded up tribal and changed all the pawns myself.

Someone left me a gift of a crown that gives recreation and sleep while researching which I have never seen before.

I also used a Magos earlier to gene kiss a guy and he turned into a pure strain but enemy and ripped my magos head clean off hahah
Reloaded and tried with a different lower run pawn and it was fine. No sure if thats random chance or?
montaropdf 5 Jan @ 1:46am 
ok, that's cool to have another look at the wh40k lore.
emitbreaker  [author] 4 Jan @ 9:50pm 
@montaropdf Lore-wide, unlike other total conversion kind of WH40k themed mods, mine is kind of handful unluckily warp-stormed guys arrived to a rimworld in 5k timeline. So most of the pals on the planet doesn't know what's the Imperium of man, Chaos or Genestealer Cult, hence they just look them as an odd tribesmen or outlanders.

And about there settlement on public, consider it as same as vanilla tribesmen somehow detect or telepathy with other settlements even before they have the technology of communication XD
emitbreaker  [author] 4 Jan @ 9:47pm 
@montaropdf Sorry for the belated response - texture pack isn't required anymore for both 1.5 and 1.4. It is a legacy mod that when whole of these mod set was integrated under a single mod. Atm I couldn't put the high-res assest into the mod so I split that mod out. For now, every mod has their own high-res assets and most of the designs are updated at least once or twice.
montaropdf 22 Oct, 2024 @ 12:08am 
I have begun a playthrough with this faction, while I begin to see the integration with Royalty, I wonder if anybody have recommendation that fit my requirements as described in the post below?

https://steamhost.cn/steamcommunity_com/app/294100/discussions/0/4518883844568877289/

In fact, I think I would like RimWorld to better integrate the wh40k lore. In wh40k lore, a cult, be it genestealer or chaos, would try to play it low for sometimes, until they are ready to unleash hell on a planet or city, and to avoid oblitaration by the inquisition.

However, as far as I can tell, in rimworld, everybody knowns which faction you are, making it quite difficult to implement it, I suppose.
montaropdf 22 Oct, 2024 @ 12:00am 
Hello,

May I kindly ask you to update the Optional Mods description to state that "MIM WH40k Factions Texture Pack is obsolete", at least for rimworld 1.5?
WarmedPrism420 28 May, 2024 @ 8:38pm 
Lmao that yeah I could imagine however Ill be on standby whenever that is ready sir o7
emitbreaker  [author] 28 May, 2024 @ 7:45pm 
@Megumin's Itty-Bitty Milkers Yes - but may takes time. Recent Lord of Change graphic works completely broken my mental state for drawing art assets XD
WarmedPrism420 28 May, 2024 @ 6:51pm 
@emitbreaker nah it works quite well besides the scenario situation, However I have a question do you ever plan on adding more playable tyranids?
emitbreaker  [author] 27 May, 2024 @ 6:18pm 
@Megumin's Itty-Bitty Milkers Sorry Steam didn't notice me your comment XD I just wanted to know why this issue happens because it may related to some error that I don't know. If you found any issue, please feel free to let me know.
WarmedPrism420 27 May, 2024 @ 12:54pm 
@emitbreaker it would be the hive cult scenario that I would try to edit and your right other scenarios even from this mod are fine however once I touch it to do anything my game starts tripping, however if thats the problem I can just find a way to work around it while still playing the mod thank you great work on making a playable tyranid faction your the one and only that has a mod like this and its gods work, keep up the good work man!
emitbreaker  [author] 27 May, 2024 @ 12:51am 
@Megumin's Itty-Bitty Milkers How did you change the scenario? Cause some races like Purestrain Genestealer / Patriarch are quite delicate to handle, so depends on the changes it may cause certain issue.
WarmedPrism420 26 May, 2024 @ 11:26pm 
Ive been DYING to play this mod but for some reason when I add this specific mod and I go to edit my scenario to add parts or even add specific weapons it bugs out and I cant interact with anything back out does anyone know?
emitbreaker  [author] 23 Apr, 2024 @ 6:46pm 
@Jagan It seems like I gave the workgiver to Fueled cult smithy and normal Electric Smithy. Patch for Weapons mod will be pushed in a couple of minutes.
emitbreaker  [author] 23 Apr, 2024 @ 6:02pm 
@Jagan Oops, will check it, thanks!
Eburi 23 Apr, 2024 @ 2:31am 
No one seems to be able to do work at the Cult Electric Smithy, the crafts don't seem to have a worktype
Eburi 22 Apr, 2024 @ 12:02am 
Thanks! Love all of your mods btw, keep up the good work!
emitbreaker  [author] 21 Apr, 2024 @ 11:38pm 
@SankaZen :D
@Jagan Aberrant or Aberrant Hypermorph, very rare mutation of Acolyte Hybrids.
Eburi 21 Apr, 2024 @ 10:06pm 
What's the correct xenotype for the Aboninant ideology role's "Doesn'tHaveNecessaryXenotype" requirement?
SankaZen 21 Apr, 2024 @ 4:46pm 
youve done it,its beautiful!
Uriel Septim VII 6 Apr, 2024 @ 3:51pm 
Arms not legs just the claw ones I think would look the best.
emitbreaker  [author] 6 Apr, 2024 @ 2:03am 
@Uriel Septim VII Finally. Yet, I'm not sure whether do I need to add arms and legs to him or not. Current visual looks more like snake or worm, rather than what they should have to look like.
Uriel Septim VII 5 Apr, 2024 @ 2:57pm 
ooooooo pure strain?!
emitbreaker  [author] 10 Feb, 2024 @ 12:00am 
@Uriel Septim VII :D
Uriel Septim VII 10 Feb, 2024 @ 12:00am 
thanks! this is great!
emitbreaker  [author] 9 Feb, 2024 @ 4:36am 
@Uriel Septim VII Done. Check and update the GC core mod plz.
Uriel Septim VII 6 Feb, 2024 @ 4:09pm 
WOOHOO!
emitbreaker  [author] 6 Feb, 2024 @ 4:57am 
Got it - will do after the black templars.
Uriel Septim VII 5 Feb, 2024 @ 9:13am 
yeah the emblems would be good.
emitbreaker  [author] 5 Feb, 2024 @ 9:00am 
Ah, you mean, emblems of cults? That could be possible, I guess.
Uriel Septim VII 5 Feb, 2024 @ 8:06am 
Or perhaps a bust of the Magos with the weird head ridges? or something?
Uriel Septim VII 5 Feb, 2024 @ 8:04am 
what about that bug looking one, god I wish I could just post a photo here. but the one here. first photo. https://warhammer40k.fandom.com/wiki/Hivecult
emitbreaker  [author] 5 Feb, 2024 @ 7:48am 
@Uriel Septim VII Purestrain Genestealer is one of my archenemy who always ended up in an odd, terrible drawing. I've tried five times and failed to pass self quality control five times in a row orz
Uriel Septim VII 5 Feb, 2024 @ 7:36am 
Can we get a statue of a genestealer or some other bug themed statue for them to worship at lol
emitbreaker  [author] 12 Jan, 2024 @ 10:08am 
@Mars Albiorix Oh my god. Thanks for the heads up - will add the hard dependency.
Mars Albiorix 12 Jan, 2024 @ 9:23am 
I encountered some sort of error with this mod. The error was a null reference pointer related to a method call about what animals were available in the biome. Basically anything that tried to spawn a random animal bugged out, manhunter packs couldn't spawn, wandering farm animals couldn't spawn, and traders with animals would bugged out. Also on start up I got a red error as well.

seems like the issue is that The GSC Core Mod needs to be higher than this mod. It lists the GSC Core mod as required, but doesn't specify the order. Changing the mod order seems to have fixed the problem for me so far.
emitbreaker  [author] 2 Jan, 2024 @ 5:54am 
@Faith subscribe Hugslib and start the game. Open dev console just after the game started. You can see green button left downside labelled as "Share Logs". Click upload on popup and share the URL with me. Many thanks in advance :D
Faith 2 Jan, 2024 @ 5:53am 
remind me how to share the hugslib please (although I am terrified to run it again tbh). excited for the emperors children, hope they have a cool mechanic.
This mod caused a huge issue somewhere, I ended up reinstalling, deleting all mods and re subbing hahah I was crying, still can't get the game running. It's mods but stuck on initialising constantly -__
emitbreaker  [author] 1 Jan, 2024 @ 9:01am 
@The Don hope so, but rework of this mod has currently lower priority - I'm in the middle of making CE compatibility patches and Emperor's Children. Once both of them have done, I'll have my time to redraw those bionic genestealer designs.... Curse me for my bad art skill level LOL
emitbreaker  [author] 1 Jan, 2024 @ 8:59am 
@Faith Would you please publish full hugslib log and share it with me? I want to isolate what kind of aspect causing issue with what kind of other mod.
Faith 1 Jan, 2024 @ 8:51am 
Well it's this or the genestealer cult core.
Faith 1 Jan, 2024 @ 8:13am 
Hmm this mod seems to yeet all my other mods when I try and run it. Took me a while to figure it was this one
The Don 25 Nov, 2023 @ 11:21am 
Well I will be keeping an eye on your work :D It'd be bloody amazing. I can't wait to wield the four armed emperors hidden seed!