RimWorld

RimWorld

MIM - WH40k Anomaly
47 Comments
emitbreaker  [author] 22 Jun @ 4:08am 
@Flagvanus Updated. Now If you started one of the necron scenario (even if it was mid-save), all necron researches are unlocked for research - yet, you need to create source for Advanced Knowledge.
emitbreaker  [author] 21 Jun @ 6:20pm 
@Flagvanus This mod is designed to make Non-Necron factions hard to access the necron technology, so if you intend to play with Necron Faction, the best idea is not to use this mod. I'll try to make some changes AFTER 1.6 migration.
Flagvanus 12 Jun @ 12:38pm 
So... no Lord summon by Canoptek Spyder? Nobody from started necrons cant use Anomaly to do something with it
D10z 14 Apr @ 5:01am 
@emitbreaker Its not the worst problem when playing Death Guards. :D Making them eat their toxic meals is a tougher challenge with CE.
emitbreaker  [author] 14 Apr @ 4:40am 
@D10z Negative Food... that's yet another interesting issue XD
D10z 13 Apr @ 1:09pm 
The caravan problems are almost completely fixed now, I only get a negative days of food here (with no food loaded).
D10z 5 Apr @ 10:41am 
Too late :D Thank you, I'll give it a run.
emitbreaker  [author] 5 Apr @ 10:07am 
@D10z I pushed small update at Core mod's assembly (no need to restart) to avoid mass multiply for dead pawns. I presume this may fix your issue ;)
D10z 3 Apr @ 5:55am 
Great! I must restart the game again later and remove some already tested factions. It works with baseliners, I am sure now. But I don't get the MIM factions I really wanted to test. :/
emitbreaker  [author] 3 Apr @ 5:36am 
@D10z Ack, that may be because of recent assembly update - I slightly changed Aura ability comp. Will fix it by next update.
D10z 3 Apr @ 4:45am 
See here:

https://gist.github.com/Urwumpe/6809c3c6740a557f769e78a251404eb1

Not sure what effect it actually has, the exception did come up with different Plague Marines, but not with all at the same time.
emitbreaker  [author] 3 Apr @ 4:40am 
@D10z Nurgles gift, you mean, the hediff triggered NRE...? How curious. If you don't mind, please share the detail with me.
D10z 3 Apr @ 2:35am 
First distress call triggered by dev mode,only baseliners and fleshbeasts, caravan mass adds up and stays the same value. So, everything as expected.

Only exception noticed is a NullReferenceException in Nurgles gift, that doesn't seem to have big impacts if not running in dev mode. Maybe a low priority problem to fix. Do you need a stack trace for it?
D10z 3 Apr @ 12:44am 
I think the observed mass is even zero because of the exception, but I can check this in detail, no problem.

Also, I don't specifically expect a logic problem on your end, I wouldn't be surprised if its as easy as an uninitialized attribute while spawning. Its easier to find a bug in existing code than something that is not there.
emitbreaker  [author] 2 Apr @ 8:00pm 
@D10z I meant, first mass > 0.0 CE, second mass > caravan issue.
emitbreaker  [author] 2 Apr @ 8:00pm 
@D10z Mass thing I can check it at my end as well but I haven't seen that sort of issue while I've tested CE previously. Well, I already spent two months only for the visual update, so maybe some condition has been changed.

About the mass, then perhaps the framework's harmony patch somehow intervene to my mod's mass calculation patch for caravans - I basically implemented the patch in very conservative way so that it only count my mod's specific pawns like Space marines and genesteaers, but if the framework change the calculation logic of world map caravan mass destructive (or creative) way, I can't 100% assure about the compatibility.

Could you give me few more details about the situation when and under what kind of condition does it happens? In my current hypothesis from your comment, it seems like the framework somehow calculate pawn's (or their deadbody's) mass carried as their weight, which is quite odd to me.
D10z 2 Apr @ 2:19pm 
... No, I can not remove VF safely from the game without breaking everthing, maybe something was hidden in a cave that I didn't see yet. Have to restart again and look when I get the next opportunity to do the quest, can take a while.
D10z 2 Apr @ 12:55pm 
I don't think its really a Vehicle Framework issue, since it does not show the behaviour without MIM. Also the strange behaviour of the caravan mass calculations exists already for a longer time, it can even cause a immobilized caravan by overloading. I wouldn't be surprised if the two bugs might actually be related. Bugs are like onions, maybe Vehicle Framework is just the first mod to trigger the bug, if its active. There are also some warnings coming from CE trying to load a random item with mass 0.0 into the inventory of a pawn. I'll try to reproduce the bug without Vessel Framework and see what exception comes next. My uneducated guess from the PLM world: Defensive programming resulted in a mass of 0.0 being returned from a catch block of an aggregation function instead of correcting the problem or (re)throwing a finer exception.
emitbreaker  [author] 2 Apr @ 6:46am 
@D10z That I guess something went wrong at Vehicle Framework's end. Honestly I don't use the mod so I have no visibility at the moment, but I can't understand why the framework try to check my mod's races as a vehicle. You'd better to submit the issue to Vehicle framework's end.
D10z 2 Apr @ 1:37am 
The same kind of quest worked today, but not without spawing producing with NullReferenceExceptions. It was a Genesteeler Cult site that send the distress call, Adding the corpses of the deceased GC pawns afterwards to the caravan inventory also caused NullReferenceExceptions.

https://gist.github.com/Urwumpe/44845489b6e0bb29f5b9b4fca2edb358

It again gets triggered in the mass calculations for the (superfluous) Vehicle framework patches, but it seems to be a missing attribute used there. The weight displayed in loading the caravan was stopping below 280 kg, but the actual caravan displays > 1300 kg. The first pawn corpse getting loaded to cause it was a Purestrain Genestealer.
emitbreaker  [author] 2 Apr @ 1:29am 
@D10z Thanks for the log. Very interesting... why Filth affect to the case... I presume something related to custom gases from my mod but no 100% sure. Let me try to look into it but it may takes time... hmm...
D10z 1 Apr @ 11:52pm 
Don't be surprised by the different Ref ID in the GIST, the log file contained an exception that was not displayed in the Log window and which was happening right in the moment the caravan arrived at the quest site, so I updated it. Yeah, there seems to be a huge difference in what the dev mode log window shows and what is actually written in the player.log. The first exception of yesterday was likely just an hiccup from the mass calculations and that is likely just a distraction in that case. I play a Death Guard game here and the log files are actually surprisingly clean now, the quality at MIM has really improved a lot.
D10z 1 Apr @ 11:18pm 
Yeah sorry, I had missed that one after being awake for 40 hours. Looks like its just the mass calculations were off there, which could be likely, the Death Guards I played displayed some weird values there before. But it only affects the Distress Call, the other quests work fine.

https://gist.github.com/Urwumpe/5c17b5befb57f86331cd0d9e5e4e78f8
emitbreaker  [author] 1 Apr @ 8:02am 
@D10z That's one of the duplicated log - could you please give me the first, longer log? These Ludeon guys completely messed up with log system since 1.5, so if you just give me partial log, there is literally no meaningful information at all.
D10z 1 Apr @ 7:48am 
There is a problem with the "Distress Call" quest of Anomaly lately, after the recent updates of Rimworld, when using this mod. When the caravan reaches the site, the quest simple gets deleted. Not failure or success, its just gone and the caravan rests at the world tile.

Exception filling window for RimWorld.Dialog_FormCaravan: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3B77F63C] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)


I suspect its a spawning problem.
emitbreaker  [author] 12 Mar @ 9:23am 
@Liberty Prime Umm... This mod isn't designed for Necron play-through - actually, it's the opposite; make the research difficult for non necron factions. So you need to wait until random necron attack has happened to firstly see those necrons and unlock corresponding researches.
Liberty Prime 11 Mar @ 1:12am 
When Starting out as necrons, How do I Advance My Knowledge of for example Warriors? The easiest way is the Ritual Site but Necrons arent able to use those.
emitbreaker  [author] 6 Aug, 2024 @ 3:19am 
@fat cat I just saw your comment. Modding anomaly is not that so easy stuff as you expect - in fact, it needs to be done by bunch of hard coding only just for one additional Entity attack.
fat cat 15 Jul, 2024 @ 1:41am 
What about add in to do list , a warp/chaos anomalies not only necrons.
Like for example in default anomaly we have few events like attack of hounds/ zombies etc. but you can change for demons you already have (maybe add a plaguebearer) and other warp things
ASMR gaming 10 Jul, 2024 @ 12:18am 
thanks will do
emitbreaker  [author] 9 Jul, 2024 @ 11:09pm 
@ASMR gaming Done. Please update MIM WH40k Core mod.
emitbreaker  [author] 9 Jul, 2024 @ 11:05pm 
@ASMR gaming Hmm... that sounds odd. Just in case, I'll make it disable for NPCs to cast. I guess some sort of unexpected conflict because of those range calculation logic.
ASMR gaming 9 Jul, 2024 @ 7:23pm 
Not sure which 40k warhammer sub mod it is but one of them ( only got those installed and the basic DLCs and no other mods) the teleport homer is not going out unless the pawn that cast it leaves the map, and it has a massive performance cpu and gpu hit (using rocketman to monitor it) , the timer stays at one day and the white flashing circle thing stays on as long as the pawn stays off the map
epicfloor 3 May, 2024 @ 10:25am 
The Emperor protect!
Uriel Septim VII 29 Apr, 2024 @ 2:44pm 
ah 40k...how sick and twisted can we get
emitbreaker  [author] 29 Apr, 2024 @ 5:08am 
@Uriel Septim VII Or you can use Held Human mod to pretend Trazen or even daemonculaba LOL
Uriel Septim VII 29 Apr, 2024 @ 3:50am 
I can now pretend i am anti trazen and capture necrons in statis lol
Chevet Over The Moon 29 Apr, 2024 @ 1:36am 
@TurtleShroom you can use skymods to download an older version of the mod but it might make other problems
emitbreaker  [author] 28 Apr, 2024 @ 9:12pm 
@TurtleShroom Then you can use hediff based gene-seed from my mod instead. It's bit messy, but still better than nothing.
TurtleShroom 28 Apr, 2024 @ 9:11pm 
The reason I asked is because, sadly, that Mod's version of the WH40K Genes ( https://www.steamcommunity.com/sharedfiles/filedetails/?id=3025485862 ) no longer works on V1.4 . An error came up and the author refuses to fix it in the old version.
emitbreaker  [author] 28 Apr, 2024 @ 9:06pm 
@TurtleShroom No hard dependency, but still you can use their assets with mine with less to no conflict. Also, space marines / chaos space marine will use some of their genes if the gene mod is enabled.
TurtleShroom 28 Apr, 2024 @ 9:03pm 
Cool!

Is this Mod connected to this Mod series: https://www.steamcommunity.com/sharedfiles/filedetails/?id=3025477432 ?
emitbreaker  [author] 28 Apr, 2024 @ 7:17pm 
@TurtleShroom Nope, I just reverse engineered anomaly data one by one. But you can freely use my codes if it is helpful to your modding work :D
TurtleShroom 28 Apr, 2024 @ 5:58pm 
How do you make "Anomaly" content work like that? I'm talking about what it means to be an Entity and such. Like, is there a tutorial or guide of some sort on how to do this?
mayonnaise 28 Apr, 2024 @ 9:22am 
god speed! :demoticon:
emitbreaker  [author] 28 Apr, 2024 @ 9:20am 
@mayonnaise mainly for those Chaos Daemons, Necrons and Tyranids, but in a short term, it's my learning curve how to use anomaly DLC properly with other contents. Seems like first attempt went well at least for me :D
mayonnaise 28 Apr, 2024 @ 8:36am 
woah! cool! can't wait to see what you do with this :]