RimWorld

RimWorld

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MIM - WH40k Necron Core
   
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Mod, 1.4, 1.5
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10.928 MB
23 Nov, 2023 @ 6:42am
12 Jul @ 10:50pm
73 Change Notes ( view )

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MIM - WH40k Necron Core

In 2 collections by emitbreaker
MIM WH40k Compatibility List
393 items
MIM WH40k Mod Collection
44 items
Description
Try anomaly contents pack (check the link on bottom of the page) if you want more intensive challenge from Necrons.
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.

Recent Update
13/07/2024: XML update
- 1.5: PawnKindDef updated - now all Necron pawns will forcefully become Bald, with 100% chance for No tattoo and bread. Mainly because of error caused by HAR's Tattoo-related Harmony Patch.

Optional Mods

MIM WH40k Szarekhan
MIM WH40k Sautekh

MIM WH40k Adeptus Astartes Core
MIM WH40k Genestealer Cult Core
MIM WH40k Chaos Core

MIM - WH40k Ideology
MIM - WH40k Royalty
MIM - WH40k Anomaly
Popular Discussions View All (2)
8
20 May @ 5:47am
Large Weapon
Vecardi
1
16 Mar @ 10:39am
Ideas for things to manage
Stake from Jate Farm
196 Comments
emitbreaker  [author] 26 Jun @ 11:47pm 
@hovershift About weapon, the lore clearly says gauss is a beam weapon, not a projectile weapon. And traditionally, including Deathmark from your youtube, Necron weapons are visualized as a green beam, so I don't think it's a good idea.

About spyders, well, they are necron construct, not a pawn how has their own will, so if I convert scarab as a mechanoid, so does spyders. Plus, Mechanitor is Biotech-based contents, so if I changed them in that way, people who don't have Biotech cannot properly play the Necron. And that is against my basic modding principle.

But giving mechlink to Necron pawn is a good idea, and I think both Spyder and Plasmancer are good candidates for that.
hovershift 26 Jun @ 9:16pm 
i got reccomendations
instead of the necrons weapons being a beam type like tesserions, they should have projectiles
https://www.youtube.com/watch?v=ZxJ_fPD_MQk
example
another reccomendation is having the spyders be mechanitors automatically and the scarabs be mechanoids
emitbreaker  [author] 19 Jun @ 5:48pm 
@Lasersquid Yeah, they may have a fragment of personality, but at the same time, they are reforged as a standardized weaponry regardless of their background - even if they were mentally or physically disabled, they still can fight as a warrior. So, it feels to me like a cherry picking to give warriors and immortals to a background bonus even though they got vast bonus from biotransference.
Lasersquid 19 Jun @ 8:50am 
Hmm. I've seen pawns in other mods be None (such as the Persona Mechanoid Pawns mod). It might be something from HAR, though, I'm uncertain.

It is strongly implied by most Necron literature that Warriors and Immortals retain fragments of personality. Warriors are "imprisoned" in their bodies, while Immortals often only have enough personality to be able to make snap judgments in the field. In general, they have to have some personality for the Destroyer Cult to dig their talons in, as even Warriors can succumb to their nihilist ideologies.

No problem for the heads up. I'll provide more feedback as it comes to me.
emitbreaker  [author] 19 Jun @ 8:43am 
@Lasersquid If you give them the gendor of None, it will destroy the world gen process - that is why I gave them a gender. That's kind of vanilla specification, so I can't change that thing.

About the backstory, to be honest, I'm still not sure which one is correct - in recent lore, they are just selfless automaton and giving them a different stat doesn't sound good to me for Warriors and Immortals. However, for nobles and cryptek, I do agree and will update the backstory in the future.

And the ability, that could be my mistake. As per the latest rule explains, that skill is designed for vehicles, but technically rimworld don't have them unless you use Vehicle Framework. But if I put it into the consideration, then I have to put dependency with them, so the design is still in progress, while the walkers have their hard coded way of working. Anyway, will fix or update the description later on.

Thanks for the heads up :D
Lasersquid 19 Jun @ 8:31am 
Alrighty, I'll go ahead and list some things. Canoptek constructs (spyder, scarab) are assigned male/female gender as per vanilla, when their gender should probably be 'none'. They're assigned random backgrounds instead of their respective backgrounds. Canoptek Spyder and Tomb Spyder are identical. It'd probably be a good idea to add different backgrounds for each Necron type (i.e. Immortals having different skillsets than Warriors, rather than both of them just being Necrontyr). The Fabricator Array ability for Canoptek Spyders gives "Feel No Pain 6+" within 8.8u to "vehicles", neither of which are defined in the ability. I'll add more feedback when I find things of note.
emitbreaker  [author] 19 Jun @ 8:24am 
@Lasersquid No I don't use any discord. You can contact me here.
Lasersquid 19 Jun @ 7:58am 
Is there a playtest Discord server I can join?
emitbreaker  [author] 29 May @ 1:24am 
@arckimeige That's why none of their building use no power source - if I haven't made a mistake. However, I agree that C'tan battery would be a good option for Monolith or Tesseract vault.
arckimeige 29 May @ 12:22am 
i love the mod works great and i hope in the future to see a necron only power source like a c'tan battery i don't like how the other power sources don't match the necron look