RimWorld
MIM - WH40k Necron Core
Komentarzy: 244
Aravox 8 października o 4:35 
The Necron don't look like Necron at all, and when startting up in Prepare they look human and while it shows HUMAN as their genes to the far right it shows they are selected as Necron.

I don't see a New start mission to be Necron. So this is busted?
Emperor Bourbon 2 października o 14:45 
Cannot start the ressearch tree and am unable to complete the great awakening should I reinstall or am i doing something wrong?
Luan ;) 2 października o 11:35 
how to kill the necrons?
D10z 20 września o 1:35 
And there is the proof: The NRE directly disappears if I fix the bodyType with the "Set body type" debug action.
D10z 20 września o 1:13 
Found one thing that could be involved: The "bad" Scarabs have no bodyType attribute. The visible ones have it:

<story>
<bodyType>Hulk</bodyType>
D10z 20 września o 0:40 
I suspect its caused by an incomplete pawnkind definition, there are MANY errors in the log on starting the game where CE patch operations failed. The name generators for the Necrons also seem to be broken.
D10z 20 września o 0:28 
I got another NRE to look at, the screen starts to flicker black after a one-two quadrums playing the Necrons, the cause seems to be here:

Root level exception in Update(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 28637FFA] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.Root_Play:Update ()
Noromical 13 września o 9:22 
How do I unlock additional Necron Research options?
I understand it functions akin to Anomaly Research, but everything is listed as "Unknown"
Penguinire 12 września o 5:56 
it works now thank you ^^
emitbreaker  [autor] 11 września o 22:53 
@Penguinire Fixed. Please update this mod.
emitbreaker  [autor] 11 września o 22:38 
@Penguinire Let me check it - give me few mins.
Penguinire 9 września o 5:33 
Hello again,how is it going?
Would you kindly check Dispersion Shield really quick as i made Lychguards but it tells me they can not wear it.
Note: i did not read the full comment section and my mashed mods might have affect too thats why i am asking for fast check.
Thanks for the amazing mod its really fun i am amazed by your work.
2922608187 31 sierpnia o 7:01 
@emitbreaker I see.
Regarding the Genestealer Immunity gene in Genestealer Cult Core, I ran some tests and found that carriers don't seem to be immune to the effects of Genestealer skills from raiders, is this a bug?
emitbreaker  [autor] 31 sierpnia o 6:53 
@2922608187 It's not broken. I intentionally blocked Biotransference to be extracted and injected to other pawn since, technically Necron's aren't Genetic issue but engineering issue. This completely blocks Dev Mode as well, and I don't have plan to change it.
2922608187 31 sierpnia o 5:39 
The gene “Biotransferenece” seems to be broken, and adding it using the xeno editor or DevMode does not show up in Pawn's genes.
The “Genestealer Immunity” gene in the Genestealer Cult Core also does not work.
Soda Khan 28 sierpnia o 10:35 
@emitbreaker
Thanks for your fast and hard work!
I will test it and if the issue persist I will update you here.
emitbreaker  [autor] 28 sierpnia o 10:23 
@Soda Khan I think it may linked to the raid point - I put few low tech gurads around the main ritual target, but it seems like lower raid point cease the main target to be spawning. I've changed the value so that main target has at least 85% of the chance to be spawned.

Update will be pushed by next couple of minutes at Necron Core's end - if the issue persists, I'll remove unnecessary options for Lord, Plasmancer and Immortals so that make it easier to call them.
emitbreaker  [autor] 28 sierpnia o 10:13 
@Soda Khan That sounds pretty much odd... let me check it.
Soda Khan 28 sierpnia o 10:02 
@emitbreaker yes the anomaly one.
I have a 100% quiality for the ritual but I cannot get anything else just flayed ones and scarab swarm.
I tried the canoptek spider ritual the necron lord and the plasmancer ritual
They only give me flayed ones and scarab swarm.
I don't know if my luck is that bad or something else cause it.
emitbreaker  [autor] 28 sierpnia o 9:31 
@Soda Khan You mean, of the Anomaly Library? Let me check about it - I think it can cause both swarm and spyder in a random chance.
Soda Khan 28 sierpnia o 8:51 
Hi!
Just wanted to ask if I do the ritual for the canoptek spider should it allways spawn a spider?
I tried it 3 times and it only spawned scarab swarm and there was no spider.
Hawks356 {HE} 25 sierpnia o 9:28 
@emitbreaker Thank you. This mod is one of my favorites.
emitbreaker  [autor] 25 sierpnia o 2:24 
@Hawks356 {HE} & @Leudoberct I think it's partially fixed - now starting scenario pawn selection page properly draw spyders, but their size will be smaller than what it should be. But start a game and save / load fixes this issue. I couldn't find the root cause why this odd issue is happening, but at the very least this could solve your issue.

Plus, if you've already started a save with headless vanilla pawn, saving and loading will fix their rendering issue as well.
emitbreaker  [autor] 24 sierpnia o 22:47 
@Hawks356 {HE} & Leudoberct Okay I just confirmed this issue only happens to the scenario generated starting pawns. Fix will be pushed by next couple of hours.
emitbreaker  [autor] 24 sierpnia o 21:55 
@all sorry I was away from the internet connection for my sudden business trip. Will check it when I've arrived my home
Leudoberct 24 sierpnia o 12:57 
My canoptek spyder just looks like a headless baseline torso.
Hawks356 {HE} 23 sierpnia o 7:20 
@penguinire did not change anything btw
Hawks356 {HE} 23 sierpnia o 7:11 
Penguinire i have Character editor and Prepare carefully so ill turn off character editor and see what happens
Penguinire 23 sierpnia o 4:59 
Hey an update it works now and i can see the CoD discription
Hawks i can see them as bodies without head for some reason but kinda ignored it as it works normally on the map as long they are not dead >.>
Note i use character Editor incase that has effect
Hawks356 {HE} 22 sierpnia o 20:59 
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 22 sierpnia o 13:12 
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] 22 sierpnia o 12:02 
@Penguinire Fixed! Please update this mod.
Penguinire 22 sierpnia o 12:01 
No pressure, its impressive work you did so far and thanks for reply ^^
emitbreaker  [autor] 22 sierpnia o 11:45 
@Penguinire You are right - missing patch will be pushed soon.
Penguinire 22 sierpnia o 11:24 
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 sierpnia o 9:03 
@HK-47 Done - please update Anomaly Library once again. Sorry for the inconvenience caused.
emitbreaker  [autor] 6 sierpnia o 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 sierpnia o 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 sierpnia o 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 sierpnia o 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
HK-47 6 sierpnia o 8:01 
Your a god send man. Thanks a lot
emitbreaker  [autor] 6 sierpnia o 1:37 
@HK-47 Please update Anomaly Library. Now you can summon Necrons by using ritual.
emitbreaker  [autor] 5 sierpnia o 22:22 
@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 sierpnia o 21:24 
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  [autor] 5 sierpnia o 19:46 
@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  [autor] 5 sierpnia o 19:42 
@MrSharkey It must be a super bombing LOL
HK-47 5 sierpnia o 18:46 
How the heck do you unlock new necrons?
MrSharkey 5 sierpnia o 3:52 
me when i summon ten thousand scarab swarms and watch my enemies dromn in a swarm of little critters: :)
emitbreaker  [autor] 26 czerwca o 23:47 
@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 czerwca o 21:16 
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