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MIM - WH40k Necron Core
   
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Mod, 1.4, 1.5
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10.884 MB
23 nov. 2023 às 6:42
22 de ago. às 12:01
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MIM - WH40k Necron Core

Em 2 coleções por emitbreaker
MIM WH40k Compatibility List
393 itens
MIM WH40k Mod Collection
46 itens
Descrição
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
23/08/2024: CE Patch added
- 1.5: Missing patch for fortification added. Thanks @Penguinire!

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
Discussões Populares Ver todos (2)
8
20 de mai. às 5:47
Large Weapon
Vecardi
1
16 de mar. às 10:39
Ideas for things to manage
Stake from Jate Farm
214 comentários
Penguinire Há 7 horas 
Well i restarted the game letting it update for some reason no description maybe i did something with modlist but it works at attacking hostile and able to rearm it when i increase fuel level and its terrifying i spawn a pawn for it to attack and pawn poofed lol i love it >.> also do not spawn two of these CoD next to each other they can friendly fire and destroy each other haha so i have to be really careful with it as it shot my poor scarb too p-p well i put it in line of sight to test anyway haha
Will notify you if i find anything else. Take care and good night
emitbreaker  [autor] Há 8 horas 
@Penguinire Fixed! Please update this mod.
Penguinire Há 8 horas 
No pressure, its impressive work you did so far and thanks for reply ^^
emitbreaker  [autor] Há 8 horas 
@Penguinire You are right - missing patch will be pushed soon.
Penguinire Há 9 horas 
Hey thanks for the amazing mod its really interesting to play as necrons but if you do not mind can you check Convergence of dominion really quick as i do not have any details on description like photo above and that problems i usually have with items/buildings that not compatible with combat extended so wanted to notify as i see combat extended mark on the thumbnail ,Thank you and have fun.note i did not test it without combat extended but probably would work normally like other mods i tested with and without CE.
emitbreaker  [autor] 6 de ago. às 9:03 
@HK-47 Done - please update Anomaly Library once again. Sorry for the inconvenience caused.
emitbreaker  [autor] 6 de ago. às 8:59 
@HK-47 Oh shoot... I made mistake on research prerequisite... Hotfix will be deployed soon. This makes me really confused...
emitbreaker  [autor] 6 de ago. às 8:57 
@HK-47 My apologizes, you need to find Flayed one - Warrior just gives you Gauss Tech, while Flayed one gives research for Raid Forces, which unlocks Warrior. Then Necron Lord for Reserved Command, including Lord, Plasmancer. Then Lukhust Destroyer or Lokhust Heavy Destroyer for Destroyer Cults and immortals, Then Triarch praetorian for Destroyer Lords, Deathmark and Hexmark, Lychguard and Triarch Praetorian, and finally Overlord for Overlord.
HK-47 6 de ago. às 8:21 
Fun. Also, I can't seem to unlock new necron technologies despite having a warrior in captivity. And I did start as Necrons, so i had a bunch of technology already unlocked, i just don't know how to advance Necron tech.
emitbreaker  [autor] 6 de ago. às 8:06 
@HK-47 As it is mentioned, later ones, approximately from Destroyer Cults, may be a good enough challenge to your Necron Colony, so prepare well :D