RimWorld

RimWorld

MIM - WH40k Necron Core
215 Comments
Hawks356 {HE} 1 hour ago 
idk if its a bug on my end or the mod, but i tried to load up a new game and the necrons were just the bodies of normal baseline's
Penguinire 9 hours ago 
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  [author] 10 hours ago 
@Penguinire Fixed! Please update this mod.
Penguinire 10 hours ago 
No pressure, its impressive work you did so far and thanks for reply ^^
emitbreaker  [author] 10 hours ago 
@Penguinire You are right - missing patch will be pushed soon.
Penguinire 10 hours ago 
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  [author] 6 Aug @ 9:03am 
@HK-47 Done - please update Anomaly Library once again. Sorry for the inconvenience caused.
emitbreaker  [author] 6 Aug @ 8:59am 
@HK-47 Oh shoot... I made mistake on research prerequisite... Hotfix will be deployed soon. This makes me really confused...
emitbreaker  [author] 6 Aug @ 8:57am 
@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 Aug @ 8:21am 
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  [author] 6 Aug @ 8:06am 
@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
HK-47 6 Aug @ 8:01am 
Your a god send man. Thanks a lot
emitbreaker  [author] 6 Aug @ 1:37am 
@HK-47 Please update Anomaly Library. Now you can summon Necrons by using ritual.
emitbreaker  [author] 5 Aug @ 10:22pm 
@HK-47 Hmm... Let me check it once again. It's kind of random, same as base Anomaly Events, but let me see if I could remove restriction for Necrons.
HK-47 5 Aug @ 9:24pm 
I started as Necrons, and yes, I was using the Anomaly Library. But I haven't gotten a single Necron event at all. And all I have are 2 spiders, about 10 scarabs. Thats my faction. And I am level 2 with the monolith, but I don't have a single Necron
emitbreaker  [author] 5 Aug @ 7:46pm 
@HK-47 It depends on you are using my Anomaly Library or not. If you are not using Anomaly Library, you need to secure techprint from Empire, Mechanoid or Necrons and proceed research line starts from tomb citadel (NC) -> primary awakeners (NC) and so on.

If you uses Anomaly Library, same as all other Entities, they will randomly come to your base as a part of Anomaly event. You need to found Canoptek Spyder to start primary awakeners (NC), necron warrior for raider force (NC) and so forth.
emitbreaker  [author] 5 Aug @ 7:42pm 
@MrSharkey It must be a super bombing LOL
HK-47 5 Aug @ 6:46pm 
How the heck do you unlock new necrons?
MrSharkey 5 Aug @ 3:52am 
me when i summon ten thousand scarab swarms and watch my enemies dromn in a swarm of little critters: :)
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
emitbreaker  [author] 24 May @ 3:34am 
@arckimeige I just updated core mod - now I think the rendering issue has gone, if it was conflict with HAR.
emitbreaker  [author] 24 May @ 2:59am 
@arckimeige I think the issue with HAR is happening once again, unfortunately...
arckimeige 24 May @ 2:45am 
thanks for the help
arckimeige 24 May @ 2:43am 
it might have been one of the other mods because now it's working just fine
emitbreaker  [author] 24 May @ 2:40am 
@arckimeige Just checked but with necessary minimum mods w/o DLC I can see the models properly. I think that maybe kind of rendering conflict that 1.5 has brought into. Let me check with HAR as well.
arckimeige 24 May @ 2:35am 
i'm going to try purging my mod list except this mod and the requirements
emitbreaker  [author] 24 May @ 2:16am 
@arckimeige I haven't seen any issue without anomaly mod, but let me double check with no DLC at all.
arckimeige 24 May @ 2:13am 
i don't have any dlcs
emitbreaker  [author] 24 May @ 1:17am 
@arckimeige Hmm... do you use my anomaly mod as well? it turns them to anomaly, so if you don't activate monolith, they will not show up.
arckimeige 24 May @ 12:54am 
didn't work
arckimeige 24 May @ 12:52am 
i'll try reinstalling the mods
arckimeige 24 May @ 12:46am 
i have both sub factions that why i'm confused
emitbreaker  [author] 24 May @ 12:33am 
@arckimeige have you added any one of sub faction mod as well? otherwise you can only see the Darazak, NPC only hostile factions there.
arckimeige 24 May @ 12:27am 
i just played the mod and no models will show up? i have looked through my mod list and nothing is wrong any ideas?
arckimeige 24 May @ 12:25am 
also cool warframe icon
emitbreaker  [author] 24 May @ 12:07am 
@arckimeige Currently I have less passion to vehicles simply because I can't find any use of them in my play through. But in the long run, they are part of the plan with some other missing models :D
arckimeige 23 May @ 11:56pm 
i'm gald to see this mod has been updated and as a recommendation i'd love to see necron vehicles like the doom stalker or the ark transport
emitbreaker  [author] 22 May @ 12:59am 
@CreepyHamster Done. Please update this mod.
emitbreaker  [author] 22 May @ 12:47am 
@CreepyHamster What? I though I've already did that. Give me few hours.
CreepyHamster 21 May @ 11:57pm 
Hello, is it possible to make it compatible with SOS2, what I mean is that all necron constructs won't die of decompression in outer space. What I am trying to do is to create one of the Cairn-class Tomb Ship.
Vecardi 18 May @ 2:24pm 
@emitbreaker take a look at the discussion, since you dont get a notification :)