RimWorld

RimWorld

MIM - WH40k Death Guard
64 Comments
emitbreaker  [author] 24 Apr @ 6:39am 
@cuerno Vehicles are currently marked as low priority while enemies cannot handle them properly. But once the vehicle framework became stabilized, will consider it.
cuerno 22 Apr @ 2:36pm 
dude amazing work, as a DG fan, i could be more happy for the way you represent all the grampa love, if may coul have a request, add an add on for veicles of deathguard
cloudwill 18 Apr @ 3:06am 
Hey emitbreaker, sorry about the delayed response. And I meant to update. I'm not sure if something updated, but next time didn't mess with the scenario editor. If it comes up again I'll def. keep hold of the log.
Tucker 14 Apr @ 11:38am 
Omg Im blind and didnt notice that! Thanks
emitbreaker  [author] 14 Apr @ 4:42am 
@Tucker Check the imperial one - on right top side, you could see the small grey triangle. Click there then you could see them. Check the screenshot on Core mod's end as well :)
Tucker 14 Apr @ 2:12am 
I dont seem to have the Chaos crafting table appearing in my production list even though I have all the research done for it.
emitbreaker  [author] 11 Apr @ 10:36am 
@cloudwill The ammo thing is because of recent change - the original method caused massive save/load related error, so instead of using vanilla reloadable ammo, I completely changed them to a weapon granted ability. Since it is ability, they don't consume any ammo at the moment. I do recognize that there is new functionality to give charges to ammo, but not sure is that work without Anomaly or not.

BTW, about scenario editor, would it be possible for you to share log just after when the UI broken (disappeared button) happened? I suspect it shows an error popup at your end, and hugslib may help you to push the log to GitHub.
cloudwill 9 Apr @ 2:52am 
oh and just to clarify, not CE ammo, just normal. with character editor I can change edit the weapons, but I'm actually not sure what they should be shooting :)
cloudwill 9 Apr @ 2:51am 
Oh no worries at all, and take your time. I also noticed that certain weapons don't seem to have any ammo connected to them. Specifically the 2 Deathguard spray weapons and the helbrute variant.
emitbreaker  [author] 8 Apr @ 6:15am 
@cloudwill Sorry I just saw your message - let me check it at my end, but I have a business travel from tomorrow til this weekend, so it may takes time. Sorry for the inconvenience caused.
cloudwill 7 Apr @ 6:26pm 
Hey there awesome creator of all things 40k. First off, I adore your mods, the other 40k mods out there are great, but your faction specific modular mods are amazing and add so much to really feel like you are playing a unique faction. That said...so I did notice after a lot of trial and error that for some reason this Deathguard specific mod seems to be causing a glitch on the scenario editor screen, in that the back button disappears and the only way I've figured out how to get out of it is to close the game. Also totally realize it might be a compatibility issue with another mod, but I did test down from my 800 mod list to this mod and maybe a conflict with one of the other 40 mods I have left in the last list. Sorry, not a computer person, so hopefully that all made sense.
juju 17 Feb @ 2:25pm 
I'd like for the pawns to look more like poopghouls when they are sleeping in beds, as things stand they look like normal humans
Kamikaze 14 Feb @ 10:42pm 
I`m not demand anything, or whatsoever, (maximum - just suggesting) i`m just point the things, i`ve found interesting in this or other mods. That calls "testing". Public testing. I didn`t mean any insult, harrasment, whatever.
So, calm down, please, for the sake of your neurons, you`re gonna need them for better things.
Also - sorry for mistakes or poor choises of words, if i made some - English is not my native language, i had (and have) no ill intentions, and i`m really greatfull for your job. I`ve played all WH40k mods for Rimworld - this collection is the best, and i`m not flatter a single tiny bit.
Just want it to be even better, as Emperor Children say - there is no limit to perfection. :)
emitbreaker  [author] 14 Feb @ 4:45pm 
@Kamikaze If you requesting new contents, raise it to community wishlist thread. And basically, this mod is do it fucking yourself kind of mod, which means I made this one from the scratch since no other guys did it for me. From that perspective, I already shared my art assets in the Core mod's end, so if you think its as easy as you bluffing, go and get it and make your own mod.
emitbreaker  [author] 14 Feb @ 3:58pm 
@Kamikaze so what?
Kamikaze 14 Feb @ 1:12pm 
If you`re not tired of me yet - there`s another awkward thing about this mod - DG have an armor set for Apothecary, but don`t have a role for him in ideology, on the other hand - they have a role for Warpsmith - Boilogus putrifier, but don`t have an armor set.
emitbreaker  [author] 14 Feb @ 10:28am 
@Kamikaze CSM power armors are not reworked yet.
Kamikaze 14 Feb @ 9:52am 
Another thing i`ve noticed - my pawns wearing DG power armor above inner frame, without Black Carapice, and without "power armor overload" debuff. Is it normal?
emitbreaker  [author] 13 Feb @ 10:14pm 
@Kamikaze Read their lore carefully - they are not satisfied with their current state, including Motarion himself.
Kamikaze 13 Feb @ 10:05pm 
Another thing about the DG - why they bothered with absence of beauty or comfort so much, when they themeselves have -999 beauty debuff from Blessing of Nurgle, and that blessing turn them in pieces or rotting flesh, which can hardly feel anything, but consequences of that "blessing"? And they celebrating that rotting, they enjoy it! Somehow, i can`t imagine a DG with a sense of beauty, or something that give them comfort, wich common man wouldn`t find disgusting, at very least. Shouldn`t those needs be disabled, like in Anomaly`s Inhumanisation?
emitbreaker  [author] 13 Feb @ 6:07pm 
@Kamikaze that mod always makes things complicated XD
You could find and implant named black Carapace (Death Guard) or black Carapace (NPC Death Guard) from either mission rewards (RNG) or, if you use my Royalty Submod, by obtaining royal title from them and/or using permission.

Implant it to your pawn gives the hediff to your pawn.
Kamikaze 13 Feb @ 11:43am 
Ok, i have a Warhammer 40.000 - Genes in mod list. How to get Nurgle blessing to my pawn, wich pawns in DW scenario have from the start? How to make a pawn Death Guard?
odinmobi 30 Jul, 2024 @ 4:29am 
awesome ill do that
emitbreaker  [author] 29 Jul, 2024 @ 9:32am 
@odinmobi You can put it on Core mod's community wishlist thread. I don't use discord at all.
odinmobi 29 Jul, 2024 @ 7:24am 
is there like a discord or something i can send you a little list of feedback maybe?
emitbreaker  [author] 29 Jul, 2024 @ 5:15am 
@odinmobi Oh, that sounds good. Let me takes time to think about it - will pin it on To-Do list :D Thanks for the feedback!
odinmobi 29 Jul, 2024 @ 4:08am 
cheers man its awesome too know, it probably says it somewhere but dyslexia makes it harder to read thank you!

loving my death g run just wondering if you could maybe add a pox walker mine or something? like the annomaly death mine but for pox walkers or something?
emitbreaker  [author] 27 Jul, 2024 @ 6:47pm 
@odinmobi You need to use Vanilla Faction Expanded - Pirates. Then, complete research of helbrute and Death Guard on Chaos (MIM) research tab, as well as basic warcasket research from VFE Pirates. Then you can convert your pawn to Helbrute on Warcasket Foundry.
odinmobi 27 Jul, 2024 @ 9:13am 
how do i get the big thing in image two?
s_okl 10 Jul, 2024 @ 1:31pm 
thanks a lot for really quick update:steamthumbsup: True nice modder
Doggias 9 Jul, 2024 @ 2:19pm 
Oh, that broke my modlist
emitbreaker  [author] 9 Jul, 2024 @ 10:21am 
@s_okl Done. Please update this mod.
emitbreaker  [author] 9 Jul, 2024 @ 10:18am 
@s_okl My apologizes, update will be deployed in a minutes. Thanks for the heads-up!
s_okl 9 Jul, 2024 @ 9:58am 
(part 4)
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
s_okl 9 Jul, 2024 @ 9:58am 
(part 3)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.DirectXmlLoader.DefFromNode_Patch4 (System.Xml.XmlNode,Verse.LoadableXmlAsset)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.LoadedModManager.ParseAndProcessXML_Patch3 (System.Xml.XmlDocument,System.Collections.Generic.Dictionary`2<System.Xml.XmlNode, Verse.LoadableXmlAsset>,bool)
Verse.LoadedModManager:LoadAllActiveMods (bool)
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
Verse.Root/<>c:<Start>b__6_1 ()
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
s_okl 9 Jul, 2024 @ 9:58am 
(part 2)
XmlExtensions.CustomXmlLoader:ObjectFromXml<Verse.VerbProperties> (System.Xml.XmlNode,bool,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ListFromXml<Verse.VerbProperties> (System.Xml.XmlNode,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ListFromXmlReflection<Verse.VerbProperties> (System.Xml.XmlNode,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ObjectFromXml<System.Collections.Generic.List`1<Verse.VerbProperties>> (System.Xml.XmlNode,bool,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ObjectFromXmlReflection<System.Collections.Generic.List`1<Verse.VerbProperties>> (System.Xml.XmlNode,bool)
XmlExtensions.CustomXmlLoader:ObjectFromXml<Verse.ThingDef> (System.Xml.XmlNode,bool,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ObjectFromXmlReflection<Verse.ThingDef> (System.Xml.XmlNode,bool)
s_okl 9 Jul, 2024 @ 9:57am 
detailed error log is (part 1):
Could not find a type named MIM40kFactions.Verb_ArcSprayPlagueflamer
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch6 (string)
Verse.ParseHelper:ParseType (string)
Verse.ParseHelper:FromString<System.Type> (string)
XmlExtensions.CustomXmlLoader:ObjectFromXml<System.Type> (System.Xml.XmlNode,bool,System.Xml.XmlNode,string)
XmlExtensions.CustomXmlLoader:ObjectFromXmlReflection<System.Type> (System.Xml.XmlNode,bool)
s_okl 9 Jul, 2024 @ 9:54am 
I find that Verb_ArcSprayPlagueflamer is removed from Core mod but is used in ThingDef_EMCH_DeathGuard_Items.xml in \1.5\Defs\ThingDef_Misc\Apparel\CSM\DeathGuard which will cause error when loading
fat cat 15 Jun, 2024 @ 12:29am 
Lately I can't open rimworld somehow , but I will try to make log with fat death guards if you really wish to read it
emitbreaker  [author] 14 Jun, 2024 @ 7:12pm 
@Gruul Hmm... that's so odd... I think I really need your log to analyze at my end.
fat cat 14 Jun, 2024 @ 1:27pm 
They have astartes genes you created (i was really happy when see you update astartes genes , i maybe wish you made something like in warhammer 40k genes but of course to every little detail like you always did and not like makeshift created by them)
emitbreaker  [author] 13 Jun, 2024 @ 9:28am 
@fat cat And about the Nurgling, that kind of thing requires additional codes and/or dependency with other mod. Will pin it to the to-do list for now :D
emitbreaker  [author] 13 Jun, 2024 @ 9:27am 
@fat cat Ah-ha, I've got your point. That's because you didn't put a proper xenotype when you edited your pawn. Would you please give the Xenotype of Death Guard to your pawn? It will gives your pawn few hediffs, including the one allow them to wear the power armors.
fat cat 13 Jun, 2024 @ 6:47am 
And the last one i didnt knew if there a propper place for suggestion , but maybe you knew admech mods , and in his mods on 1.4 playable orkz fraction snotling was animals too but was able to do some simple work i thought maybe if you able nurglings should be able to do somethig like plant (the nurgle garden) plants or atleast show some intelectual acitvity
fat cat 13 Jun, 2024 @ 6:42am 
Also i didnt hired fat space marines , i made them via pawn editor at game start
emitbreaker  [author] 12 Jun, 2024 @ 3:25am 
@fat cat I need your log since if you hired proper Plague Marine, they shouldn't be spawned with Fat body. I guess it sounds like some sort of mod conflict - would you please throw your log to Error Logs thread on the MIM WH40k Core mod?
fat cat 12 Jun, 2024 @ 3:15am 
Hi! I noticed when Plague marins with fat body type goes left they power armour on body didnt show and they naked but with helmet , i hope you will fix that bug!
emitbreaker  [author] 28 May, 2024 @ 9:02am 
@DadRadSkittle Ah, and the yellow line either. It says something about the texture, but the texture is already being loaded by the vanilla game, so I don't need to reduce the startup performance of the game for only eliminating that one or two lines.
emitbreaker  [author] 28 May, 2024 @ 8:58am 
@DadRadSkittle And fixed. As well as wrong research prerequisites for Death Guard Gene-Seed Fragment :D
emitbreaker  [author] 28 May, 2024 @ 8:56am 
@DadRadSkittle Neither of them are critical error and you can ignore them. First one is just label rename failed - will fix it asap. Second one, I think I've already posted it on Core mod but it's an additional patch for HAR - otherwise all renderings fails if HAR is enabled. If you don't have HAR, you may see the error but it won't do anything at all.