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MIM Warhammer 40k Necron Core
   
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Mod, 1.6
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9.579 MB
5 Jul @ 9:21am
1 Aug @ 9:45pm
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MIM Warhammer 40k Necron Core

In 1 collection by emitbreaker
MIM WH40k Mod Collection 1.6 Migration Completed
38 items
Description
This is 1.6 compatible version of MIM Warhammer 40k Necron core library.

Summary
Core Libraries for Necron Faction mods from MIM.

The mod itself doesn't give you any new functions, but it is necessary if you want to play Necron sub factions.

By adding this mod to your mod list, you will have;

1. New Races

Total 17 New HAR / Non-HAR based races will be added. More specifically, Canoptek Scarab Swarms, Canoptek Spyder, Warrior, Immortal, Flayed One, Deathmark, Lokhust Destroyer / Heavy Destroyer / Lord, Skorpekh Destroyer / Lord, Hexmark Destroyer, Lych Guard, Triarch Praetorian, Plasmancer, Lord, Overlord. Some designs remain as an rust, old version, but they will be updated soon or later.

Race system works based on your mod list;

In case of vanilla, it works as vanilla race names "Necron". The race has apparel restrictions.
With HAR and without Biotech, it works as HAR race. Huge starting time remains same.
With HAR and Biotech, it works as vanilla race with Xenotype of "Necron". HAR won't intervene to this race.

There are several known issues though, especially when you don't use HAR;

Known Errors for Non-HAR
Starting new scenario from Necron sub faction mods sometimes forcefully give apparel to Spyder as well as foods. In that case, if you open the Gears tab, you may see transparent screen. Don't panic, and click to drop all inventory and apparels. That will solve the issue. I'll keep trying to solve this issue as well.

Also, due to the narrow name pool, you may often see the error related to pawn's name - ignore it for now.

Lastly, their body size not properly scaled yet - I need to fix some coding for Vanilla, and add few more genes and Xenotypes for Biotech.

2. New Pawn spawning mechanism - Awakening Protocol

To increase your Necron Army, you have to finish necessary researches and digging up your fella Necrons. By right clicking them, you can activate deactivated Necrons as your new pawn.

3. New Pawn Resurrection mechanism - Reanimation Protocol

Death is only temporal for Necron, and you can produce Reanimation Protocol easily and cheaply. This works as a resurrection serum for Necron races and only. But be aware, they still face with Resurrection aftermath for a while.

4. New Resource - Necrodermis

It is artificial material of Necrons and you may need a lot of them for your playthrough. Luckily, your Canoptek Spyder and Plasmancers can reproduce this resources from Steel or Plasteel.

5. New Hediff / Gene (only if you have Biotech on your mod list) - Biotransference

Most Necrons are useless except battle - Biotransference disables most of your pawn's needs and social interaction, as well as all but violation worktype. Some of Royals may have a memory of Needs, and they might be acting as if they have the needs.

Crafting / Research / Construction, etc are heavily depended on Canoptek, more likely Scarab Swarm as a basic worker, Canoptek Spyder as early period researcher and reproduce 1 Scarab per a day by using ability, and Plasmancer is the only one who can research and craft all the Necron technologies.

Xenotypes for Necron (no functions, but just to avoid NPC necons come with other Xenotypes in case if you have Biotech. But this is only intended them not to have any other Xenotype since they are physically impossible to be genetically modified.

5. New Race-wide Ability - Living Metal

If you have Biotech, all Necrons who have xenotype of Necron will be spawned with ability called "Living Metal". You can cast this ability to self once per a day. Using this ability will remove one of the each following wound hedffs from your pawn - Blood Loss, Cut, Stab, Bruise, Bite, Gunshot, Scratch, Burn, Surgical Cut, Crack, Crush, Chemical Burn, Shredded, Frostbite and Missing Body Part.

Missing body part is still kind of messy since it only can remove one hediff per casting, so if your pawn lose their hand, you can only recover hand but fingers will be remained as missing part.

If you don't have Biotech, open DevMode and add the skill to your pawn.

6. Build / Craft restrictions (For HAR only)

Basically, Necron buildings, weapons and Necrodermis are not possibly built / crafted by baseline pawns. You need Canoptek Swarm, Canoptek Spyder and/or Plasmancer to produce and build them - Canoptek Swarm can build all the buildings and craft Necrodermis / Reanimation Protocols. On top of that, Canoptek Spyder can do lower level researches and crafting weapons for Warriors / Immortals / Flayed Ones. Plasmancers can do everything as per they are the masters of Necron technologies.

To properly use this mod, you have to use at least one of this sub faction mod.

Optional Mods
MIM - WH40k Ideology
MIM - WH40k Royalty
MIM - WH40k Anomaly

Buy me a coffee if you wish[buymeacoffee.com]
32 Comments
emitbreaker  [author] 1 Aug @ 9:42am 
@Spencer Mahad Yeah, if you plans to play as Necron next time, you'd better to not to add Anomaly Library. That just makes you hurt ;(
Spencer Mahad 1 Aug @ 9:20am 
Oh yes, dark research works, although this method takes much longer than classic research, but in principle everything works. Once again, many thanks to the author. I am a big fan of Warhammer and Necrons in terms of gameplay in Rimworld.
emitbreaker  [author] 31 Jul @ 6:52am 
@Hydra I think I put that explanation in Anomaly Library. As a continuously says, without Anomaly library, all researches work as normal ones.

And Necron ammo should be craftable at normal ammo bench. You have to finish corresponding research on Ammo (MIM) tab, as it is described in weapons mod.
Hydra 31 Jul @ 6:47am 
@Spencer Mahad Do you have mod conflicts that are stopping you from doing the anomaly DLC dark study? You have to initiate or start that to start using and researching necron tech.

And author, can you put this info somewhere so that people who don't know can find it? It took me a while to figure it out on my own, and people who don't know or don't use the dark study like me may have trouble too.
If you have put it somewhere I haven't seen, then please accept my apologies.

Also, is there crafting recipes for necron ammo with combat extended?
I couldn't find the recipes anywhere in any of the core, necron, weapons or sautekh mods of yours. I also tried looking through the files and couldn't find recipes. I tried adding them in the files but it didn't work and I had to reinstall the mods.
Spencer Mahad 29 Jul @ 10:40am 
Sauthekh Awakening and Szarekhan
emitbreaker  [author] 29 Jul @ 9:36am 
@Spencer Mahad I can't get your situation - did you start as a Necron scenario, or start as non-Necron scenario? If your starting scenario isn't Necron, as it is written in Anomaly Library, you have to either perform ritual to call necron attacks or encounter any corresponding necron to unlock the research. As it is written in that mod, the purpose of the library is making it difficult for Non-Necron factions to learn their technology.
Spencer Mahad 29 Jul @ 7:55am 
Okay, if there is such a working version of the research.
emitbreaker  [author] 29 Jul @ 7:24am 
@Spencer Mahad Seems like your log shows no clue of any mod conflict. Did you activate the Monolith? Then, pawn's will doing dark study on the research table, rather then normal research. That gives you the point for Necron Basic Knowledge, which will be used to unlock necron tech.

These researches can be done in parallel with Vanilla research and Anomaly research, since they use their original researching resources only can be generated by Necron Buildings and Necron Pawns.
Spencer Mahad 29 Jul @ 7:07am 
Thank you for your quick response. I am playing with your Anomaly mod. I will send you the logs now.