RimWorld

RimWorld

MIM - WH40k Thousand Sons
293 Comments
emitbreaker  [author] 17 Jul @ 12:56pm 
Oops, I saw few comments too late ;(
1.6 mod here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3528202480
Uriel Septim VII 18 Nov, 2024 @ 5:48am 
Hey Mr. MiM i had another question about come coding not 40k related I was wondering if you could help me with. its just copy past but I don't know squat about coding.
Sean 2 Oct, 2024 @ 3:49am 
Hey, just had an idea. In Space Marine 2 the Thousand Sons sorcerer guy has a pocket dimension where he keeps Rubricae and daemons. In Alpha Memes there's some abilities that are personal pocket dimensions (I did a playthrough as a colony of pirate fish people, it was awesome) and I got to thinking it'd make a great Tzeentch lore spell for sorcerers to have their own pocket dimesions
whyamihere 21 Sep, 2024 @ 6:23pm 
the gene seed is not working it wont let me implant it o any one and i don't have warhammer genes installed
emitbreaker  [author] 24 Jun, 2024 @ 12:05am 
@sassythesasquatch(Real) Currently, either buy or temporarily summon them by using summon skill - you can get the skill by giving Exalted Sorcerer role if you use my Ideology mod.
sassythesasquatch(Real) 23 Jun, 2024 @ 11:59pm 
sorry to bother with another question but with screamers of tzeentch can you only buy them or is there another way to acquire them
emitbreaker  [author] 22 Jun, 2024 @ 1:58pm 
@sassythesasquatch(Real) Nice Idea except I have to think about how to implement it. I'll put it to my To-Do list.
sassythesasquatch(Real) 22 Jun, 2024 @ 3:59am 
hey with the mutations i was wondering if it is only tzaangor mutations it would be really cool if there were random mutations like claws, tentacles or random eyes because tzeentches whole thing is about change and what better change than completely random change
emitbreaker  [author] 25 Apr, 2024 @ 9:22pm 
@MADhorseKD Fair point. Let me design it for a while - I think I'm gonna bit busy next couple of weeks for my RL, but will do that with other items suggested by other people :D
MADhorseKD 25 Apr, 2024 @ 5:47pm 
or like some sort of Chaplain/apothecary ability, for sure.
Its a warp based affliction, and theres been stories about the Sisters of Battle being able to overcome it (and grey knights and such) by their faith alone.
emitbreaker  [author] 23 Apr, 2024 @ 6:07pm 
@MADhorseKD Whenever Thousand Sons attacks with warpflame damage (something blue or green fire in short), it will remain a spacial gas called Gas on Change on surface. When your pawn stay in there the mutation get started, whether it is humanlike, animal or even mechanoids. Once the mutation get started, there is no way unless you cure it by that specific psycast.

But tbh I didn't think about Black Templars... it's not in a lore, but maybe I can add some ability for Emperor's Champion to cure it by the Faith.
MADhorseKD 23 Apr, 2024 @ 6:57am 
Happy to help, i guess ^^

As a Black Templar player, suddenly losing your marshal to becoming a mutant, seems kinda hard core ^^'
So i guess instead of a blessing (like earning it, cause of some deed to tzeentch), its more like warpflame, and they get mutated by force then?
emitbreaker  [author] 21 Apr, 2024 @ 10:06am 
@MADhorseKD Basically, no way - the only way is using special psycast "temporal manipulation" from Psycast Library. But it's not too serious if you don't care much about their visual - it just turns your pawn to another xenotype, with fixed headtype.

And I just realized that I accidentally added restriction for the special psycast that only one of the Thousand Sons can learn, so I'll remove the restriction.
MADhorseKD 21 Apr, 2024 @ 9:33am 
So, when a pawn of mine gets infected with tis mutation, after being attacked by one of these Tzeentch factions members.

How does one get rid of it?
Sean 15 Apr, 2024 @ 11:29pm 
Might be a little bit before I can test stuff, gotta wait for other mods to update, gotta love that new DLC update waiting time lmao
emitbreaker  [author] 15 Apr, 2024 @ 2:05pm 
@Sean Hey, now psycast for Tzeentch has proper restriction - please update Core, this and Psycast mod.
Sean 2 Apr, 2024 @ 6:57am 
As long as astartes printer goes brr im happy lmao
emitbreaker  [author] 2 Apr, 2024 @ 6:55am 
@Sean Fixed. Update Core mod and Ideology mod - at least the error won't happen at my end.

And I'm caring about Steam's code XD In rimworld, definitely everything is possible XD
Sean 2 Apr, 2024 @ 6:47am 
I mean I'm almost counting on using a heretic astartes printer fleshblob vs winston waves at some point lol
Sean 2 Apr, 2024 @ 6:46am 
>rimworld
>ethical code
lmao
emitbreaker  [author] 2 Apr, 2024 @ 6:30am 
Daemonhost and Daemonculaba would be good options, if daemonculaba won't violate ethical code LOL
Sean 2 Apr, 2024 @ 6:25am 
From what I've seen so far it seems perfect for a radical inquisitor playthrough, imprisoning daemons and experimenting on them, making daemonhosts etc
Also the fleshy growth thing seems good for some kind of nurgle flesh growth thingy lol
emitbreaker  [author] 2 Apr, 2024 @ 6:21am 
@Sean From Biotech it gets better since Ty hired his team, but you know, previous DLCs probably became blackboxed, even for ty himself. But yes, I'm really want to see how to utilize new DLC's functions for death guard or tyranid.
Sean 2 Apr, 2024 @ 6:04am 
Let's hope the next DLC won't be like that, especially given how useful it's mechanics will be for warhammer stuff
emitbreaker  [author] 2 Apr, 2024 @ 5:52am 
@Sean play experience is good, but the source code perspective, it's really less than half baked. Even worse it they don't fix it after a year of launch.
Sean 2 Apr, 2024 @ 5:50am 
I like ideology, at least the gameplay side of it lmao a shame it has these problems.
emitbreaker  [author] 2 Apr, 2024 @ 5:46am 
btw, Ideology is really bad DLC - I use vanilla function to disable pawn's social interactions without any additional code, yet it cases this kind of issue. sigh...
emitbreaker  [author] 2 Apr, 2024 @ 5:45am 
@Sean No harmony itself won't cause issue, but most of the source code using harmony works dynamically, which means it may causes unnecessary ticks. Also, codes need to be initialized in the start up, so small downtime for the game launch.

However, it seems like I have to use Harmony patch for this case - some code fixes will be pushed by next couple of hours; for Core and Ideology mod.
Sean 2 Apr, 2024 @ 5:41am 
Harmony causes performance problems? I didn't know that, it's in every modpack I make lol
emitbreaker  [author] 2 Apr, 2024 @ 5:21am 
@Sean I think I have a clue but the problem is whether can I fix this issue without harmony (which means better performance) or not.
Sean 2 Apr, 2024 @ 5:20am 
I tried googling it, the third result was literally my post here lmao
emitbreaker  [author] 2 Apr, 2024 @ 5:19am 
@Sean Okay... it seems like they have issue with Ideo Style. Let me look into it.
Sean 2 Apr, 2024 @ 4:51am 
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Sean 2 Apr, 2024 @ 4:51am 
Exception ticking Taharqa (at (143, 0, 160)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Pawn_StyleObserverTracker.UpdateStyleDominanceThoughtIndex (System.Single styleDominance, System.Single pointsThreshold, System.Int32 lastIndex) [0x0002b] in <cd7169108ea74757aa50c5b33d275c15>:0
at RimWorld.Pawn_StyleObserverTracker.StyleObserverTick () [0x000fc] in <cd7169108ea74757aa50c5b33d275c15>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Tick_Patch1(Verse.Pawn)
at Verse.TickList.Tick () [0x0015c] in <cd7169108ea74757aa50c5b33d275c15>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
Sean 2 Apr, 2024 @ 4:51am 
All rubricae giving this super vague log thingy, not sure if it's just me tho as my mod list is extensive lol
emitbreaker  [author] 1 Apr, 2024 @ 12:50am 
@Sean Nope. I have some technical background, so basically I'm digging down rimworld's source code by Visual Studio and add my own code if necessary. But recent ChatGPT, or Microsoft Co-Pilot are a good source of starting point since they could give you some sample codes if you ask to them properly.
Sean 31 Mar, 2024 @ 11:57pm 
Weird question, where do you learn to mod? Is there some youtube tutorials or starting point?
emitbreaker  [author] 31 Mar, 2024 @ 11:46pm 
@Sean As a framework for modding beginners, it's very useful and powerful tool, so I'm not so surprised many mods have dependency with. However, the better you learn about the modding, it's difficult to keep everything depend on them while I can't personally add an additional source code. That is a part of reason why I decided to remove hard dependency with them at the beginning of this 1.5 preps XD
Sean 31 Mar, 2024 @ 11:44pm 
Oh man I think it'd be literally years since I played without Vanilla Expanded Framework, so many things rely on it lmao
emitbreaker  [author] 31 Mar, 2024 @ 10:22pm 
@Sean Well then, I'll think about somehow implement toggleable option for that - but it may takes bit of time, at least after Death Guard rework (may takes good enough time to add new models / missed models) and 3 to 4 additional psycast paths. It seems like without Vanilla Expanded Framework, their toggleable option gives me red lines, so I need to learn how to implement my own mod configuration page.
Sean 31 Mar, 2024 @ 8:12pm 
Ohhh the not-wolves of Fenris would argue to the end of time about those Rune Priests lmao they have this whole headcanon on how their psykers work so it's totally not what the Thousand Sons do no siree no way lol
I dunno, I see having a psyker gene as what designates a pawn as a psyker, the psylink is some fancy tech anybody can get. Just an implant or something.
emitbreaker  [author] 31 Mar, 2024 @ 7:33pm 
@Sean Well, Rune Priests are officially a psyker who uses soul of their planet, so I think that's no problem but about Sororitas or Necrons, I think having Psylink is kind of heresy to them LOL

I'm looking into the source code, but there could be some possibility to add similar system, but it may consume huge time and my resources so currently I'm put them under the carpet and focus on additional psycasts for Nurgle, Slaanesh, Non TS Tzeentch and Genestealer / Tyranid.
Sean 31 Mar, 2024 @ 6:26pm 
As for non-psyker factions like Sororitas, Necrons etc, there's already some VPE paths that I see as more like combat styles than warp magic, the Warlord being the most obvious one. A Wolf Lord, for example, or a Necron, or even a Khornate berserker using said path exclusively isn't really doing warp sorcery in my mind... huh, someone's at the door...
=I=
THIS IS INQUISITOR THRAX. THIS USER HAS BEEN TERMINATED FOR WITCHCRAFT AND HERESY. AVE IMPERATOR!
=I=
Sean 31 Mar, 2024 @ 6:22pm 
Ohhh I didn't even think about that. Yeah nevermind I'm a brainlet lmao
emitbreaker  [author] 31 Mar, 2024 @ 12:16pm 
@Sean Well, to be honest, I can't image how does Gene can determine the Psychic ability - technically, I can give both of them something like Tzeentchian caster gene, but then, it means that both Tzaangor and Exalted sorcerer technically have same psychic potential, which doesn't make sense to me. Best could be a mixture of Gene and something else, but for VPE, only available options are either Gene / Meme / Gene AND Meme. Maybe I need to consider about something like faith or something more generic so that can cover abilities for non psychic factions like Sororitas or Necrons.
Sean 31 Mar, 2024 @ 11:22am 
AFAIK the gene restriction is just a single gene per path, no reason multiple xenotypes couldn't have the same one, right? Tho I don't know much about modding so I could easily be wrong lol
emitbreaker  [author] 31 Mar, 2024 @ 11:17am 
@Sean Vanilla plague - I have no idea. I haven't changed those source code, so maybe mod conflict or someone else thing it in the same way, I guess. Mine is solely working with custom gas (not biotech base, but thing-based gas once existed until 1.3) that is hard coded by myself.

About gene restriction thing, I've tried it to VPE but the outcome wasn't so good. VPE's gene limitation only supports 1 genetype, so I can't let both Tzaangor and TS Sorcerers uses same path at all. Probably I can hard code that, but I still have to do some work with Death Guard Plaguecasters, so I'll consider it when I've done the forth path for Nurgle / Death Guard.
Sean 31 Mar, 2024 @ 10:49am 
Oh I've had them get Nurgle's Rot, figured that was intentional. But they also got the vanilla plague disease, lore and game wise I'm cool with that, it's lore accurate, but thought there might have been some back end problems if vanilla diseases were infecting mechs too. But if it's intended no complaints :)
Oh also got a suggestion: You know the mod that makes the psylink paths have gene requirements? Like to be a staticlord you need the staticlord gene etc. Well it'd be cool if the Thousand Sons Sorcerers came with the gene for Tzeentch psycasts. I don't currently use the gene requirements mod but would if it didn't mean my sorcerers couldn't do sorcery lol
emitbreaker  [author] 31 Mar, 2024 @ 10:23am 
@Sean That's nurgle's disease which can be infected to even larger machines in the center of Forgeworld managed by mechanicum. During upcoming Death Guard update, I'll put some more functions to both walking pox and nurgle's rot including permanently kill non-humanlike pawns or, like the archimagos in Forgeworld metallica, suffering infinite disease for the machines XD
Sean 31 Mar, 2024 @ 10:17am 
Hey, not sure if this is due to this mod, but I think the way that tzaangor mutation affects mechanoids makes them able to get normal diseases too. Fought some Nurgle daemons, and now some mechs have the plague but being mechs I can't treat it. If they "die" it's no real problem because they're mechs meaning I can just revive them but thought you might wanna know :)