RimWorld

RimWorld

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MIM - WH40k Fallen Angels
   
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Mod, 1.4, 1.5
File Size
Posted
Updated
28.064 MB
7 Dec, 2023 @ 12:04pm
9 Jul @ 10:01am
39 Change Notes ( view )

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MIM - WH40k Fallen Angels

In 2 collections by emitbreaker
MIM WH40k Compatibility List
374 items
MIM WH40k Mod Collection
47 items
Description
Summary
Standalone Fallen Angels Faction mod from MIM - WH40k Factions.

This mod adds a Fallen Angels sub faction, custom startings and Apparels. If you use Dark Angels Sub Faction mod, Fallen Angels will share their culture as well.

New Faction


Gene-Seed
Their gene-seed doesn't give any benefit or downside.

New Fortification
Fallen Angels Walls and Embrasures
Have slightly better stats compare to vanilla structures. Requires Fallen Angels research on Chaos (MIM) tab.

New Scenario


New Apparels
  • Total 41 Fallen Angels armor parts (including Armor, Helmet and Backpack) added. (Steam keep deleting attached images with no reason, so some armors are missing on above screenshot.)
  • (Requires VFE - Pirates) 1 set of Helbrute armor.

Recent Update
29/6/2025: 1.6 Migration done.

Recommanded Mods

Warhammer 40.000 - Genes
Warhammer 40.000 - Psycasts

By Phonicmas.

Great mods for Space Marine Genes and Psycasts!

Optional Mods

MIM WH40k Death Guard
MIM WH40k Thousand Sons
MIM WH40k World Eaters
MIM WH40k Emperor's Children

MIM WH40k Adeptus Astartes Core
MIM WH40k Necron Core
MIM WH40k Genestealer Cult Core

MIM - WH40k Ideology
MIM - WH40k Royalty

Translation Mods
MIM - WH40k Fallen Angels个人简中汉化 by 慕柯
8 Comments
emitbreaker  [author] 5 Jul @ 10:02am 
@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.
emitbreaker  [author] 11 Apr @ 6:19pm 
@Wolflord89 That right click thing is recoloring your equipped power armor, and because of my stupid mistake, bill wasn't available until few hours ago. Now once you finished required research, you can craft them on the bill tab.

Or, as you can see on the Core mod's screen shot, there is one additional gizmo that supports you to easily craft any parts that you want.
Wolflord89 11 Apr @ 4:51pm 
I've been having an issue with actually creating any of the armor pieces. Each time I try to force a pawn to work on it, I keep getting told 'No power armor to customize'. Am I missing something or is there another way to make the frames and bits?
emitbreaker  [author] 22 Mar @ 9:38pm 
@All Fallen Angels / CSM common assets update in progress. This may take time since some of those new assets require restrospective to Adeptus Astartes assets.
emitbreaker  [author] 18 Feb, 2024 @ 6:37am 
Warpsmith armor may takes little more time than I've expected... I feel like I'm starting to hate Doc. Ock.
emitbreaker  [author] 8 Dec, 2023 @ 5:40am 
@cralis7 When you put the mod into the mod list, NPC CSM / SM pawns will spawn with Xenotype that is defined by the mod. In case of Mutations, I still fully don't understand the mod's mechanism but I want to make some capability for my own play through as well.
cralis7 8 Dec, 2023 @ 1:42am 
You recommend the Warhammer 40,000 Genes mod? Do the MIH mods use the genes? And if so, what about the Warhammer 40,000 Mutations mod?