RimWorld

RimWorld

[WH40K]Adeptus Mechanicus: Magos Xenobiologis
1,072 Comments
ant_king 11 Oct @ 6:56pm 
if you have time can you make tyranids playable pls
Ogliss  [author] 1 Oct @ 2:13pm 
@< blank >
should be fixed
Ogliss  [author] 1 Oct @ 2:06pm 
@Copywright
as tentech said, i dont have the DLC, makes utilising it kinda tricky!

@HotdogMoisturiser
can you elaborate a bit? they seemed fine in testing
< blank > 16 Sep @ 7:06am 
When loading these mods with Dual Wield, I don't get the Adeptus Mechanicus Mod Options.
TenTech 15 Sep @ 1:27am 
It's been updated to work with the latest vanilla update, but I don't think it's taken advantage of any new game mechanics or anything.
Copywright 14 Sep @ 12:56pm 
How does this mod interact with the Odyssey DLC? Anyone an idea? Thanks!
sense 12 Sep @ 11:47am 
Credo di aver sparato ai Tiranidi più volte di quante righe di codice abbia questa mod. Davvero, l'hai fatta mentre bollivi la pasta? Perché sembra programmata con un cucchiaio di legno
HotdogMoisturiser 10 Sep @ 4:49pm 
The tyrinid swarms need optimising makes the game chug
TenTech 1 Sep @ 11:33am 
The vanilla elf ears are... over-exaggerated.
cooldude808 31 Aug @ 9:36pm 
are the playable xeno races going to get their own xenotypes
TenTech 26 Aug @ 6:06am 
I suppose I shall tolerate playing as the mon-keigh, for now...
Ogliss  [author] 25 Aug @ 6:21pm 
and now its updated......hopefully no foul warp taint made its way in!
PremierVader 17 Aug @ 10:12am 
Would have been so nice to at least have this mod updated so that we can have lots of 40k enemies!
gorp 27 Jul @ 5:37am 
1.6! i beg!
TenTech 22 Jun @ 4:20am 
Uh oh, looks like Phonicmas is coming for Ogliss' job... Rimdark 40k, clever name.
ChiliDogSniffer 20 Jun @ 11:30am 
Okay so there is a strange issue where all mechanicus races have no body. I mean that as in they don't have any torso, it's just empty space and not even clothes appear
The Doom Slayer 16 Jun @ 8:54am 
pls playable tyranids
from a tyranid 40k main
TenTech 17 May @ 3:42am 
This is the base mod, the rest are just weapons and playable factions (and Ogliss' version of the Dual Wield mod). You probably shouldn't have been playing without it in the first place.
General Stukov 16 May @ 8:10pm 
This mod seems to undo some things with replace everything, the pintle mounted heavy bolter is not going over sandbags instead it replaces them. I used all your wh40k mods besides this one and it seemed to be working fine at the time but when adding this that's when the weirdness started happening
girk 2 Apr @ 3:26am 
Can I use their dropped gear? hope someone can answer
TenTech 24 Feb @ 5:14am 
Remove all other mods and see if it still misbehaves.
Potato0 23 Feb @ 2:36pm 
I'm wondering if there are enginseers in this mod, because im unable to control my enginseers in the game (draft them or any of those commands), or is this from another mod?
Moriarty 18 Feb @ 1:34pm 
Great mod. Seams to be working but a bit afraid every time i start game it gives an red error about acces building The Adeptus Mechanicus mod is trying to access a field (buildingList) in the Alien Race Framework that no longer exists or has been changed.

here is a hugslib log https://gist.github.com/HugsLibRecordKeeper/8e367545925985440d0ea995e13e120b

To save you time big mod list it starts the error log at 6376

Might this just be a false error or is it a problem that will cause problems whit my new save?
RandomEdits 15 Jan @ 2:24am 
Can you make a version that's just the Adeptus Mechanicus?
TenTech 9 Nov, 2024 @ 11:55pm 
Antagonists only, I'm afraid. Same as Necrons.
Doggocide 9 Nov, 2024 @ 10:49pm 
Is there any way I can play as tyranids? If anyone knows how, that would be amazing!
DG Noir 9 Nov, 2024 @ 1:09am 
sorry wrong mod.
DG Noir 8 Nov, 2024 @ 3:33pm 
Experiencing an error in my game where tau and either kroot or vespids equipping as many gas masks as are available causing severe lag. just a heads up to the author and possibly helping anyone with sudden lag issues
Flame Hashira 28 Sep, 2024 @ 10:18pm 
@TenTech Will do, thank you.
TenTech 28 Sep, 2024 @ 9:59pm 
My first suggestion is always a mod conflict. Remove the non-Ogliss mods, see what happens. If it works, add each mod one at a time until you find the culprit.
Flame Hashira 28 Sep, 2024 @ 11:33am 
I can't destroy the crashed space hulks or ships from this mod or even interact with them, anyone else having this problem?
Bilbo Ballbag 10 Sep, 2024 @ 8:42am 
@slayazes they must be wearing purple
SlayaZes 11 Jul, 2024 @ 10:08am 
I have a weird bug, the Shoota Boyz are invisible, i can see their weapons but not them. the other Boyz are fine.
[KOR]안녕 27 Jun, 2024 @ 11:51am 
Mecha Kunis and Sisters of Battle factions are not visible on the map, is there a workaround?
KitKatHexe 24 Jun, 2024 @ 9:05am 
Maybe a later add-on could classify Daemonic entities as Anomalies?
IJHicks 14 Jun, 2024 @ 6:53am 
There where no errors it seemed to happen when there was 2 or 3 visitors wearing the mechanicus robes and quite far into a play through.

I will reinstall the mod and get you a save file if needed.
Ogliss  [author] 11 Jun, 2024 @ 10:37pm 
@Tyrant
Thats where Google can come in Real handy!
Tyrant 11 Jun, 2024 @ 4:39pm 
@Ogliss I dont know how to post logs and i saw tthat BigBird already did. I deleted the beastman file and the planet generated like normal, so that's definitely the problem on my end thanks
Ogliss  [author] 11 Jun, 2024 @ 12:42pm 
ah, ok, so on a hunch, can you delete the beastman file in AdMechXeno\1.5\Mods\AlienRaces\Defs\ThingDefs_Races? i have a feeling its a file i forgot to update- its not actually in use so deleting it should be fine
BigBird 11 Jun, 2024 @ 11:19am 
@Ogliss I neglected to include that the mod persists to not work when I remove the 1.4 mods. I'll post another log. My apologies.
Ogliss  [author] 11 Jun, 2024 @ 9:49am 
@Tyrant
no logs?, literally nothing i can suggest without em!
Ogliss  [author] 11 Jun, 2024 @ 9:48am 
@BigBird
well i Think i see the issue, your using mods that havent been updated for 1.5, im afraid i havent pushed the updates for the Xeno subrace mods (Tau, Eldar, Orkz)
Tyrant 11 Jun, 2024 @ 7:43am 
i am having the same issue as bigbird, cannot generate planet when starting a scenario.
BigBird 11 Jun, 2024 @ 6:59am 
@Ogliss Thank you for the speedy reply. I just left a couple logs with comments on your github page, linked in the bugs report discussion above.
Ogliss  [author] 10 Jun, 2024 @ 10:06pm 
@BigBird
can you generate a hugslib log after attempting to gen a new world? probobly shed some more light on whats happening.

@IJHicks
apologies, thought id replied.
Thats a bizzare issue, im not seeing it on my end, any errors popping up? as above a hugslib log generated after youve triggered it might shed more light on the situation.
Ogliss  [author] 10 Jun, 2024 @ 10:06pm 
@Megumin's Itty-Bitty Milkers
while i do have lots of plans for the nids, thats pretty unlikely im afraid, i Really struggle to work out how they would even function as a playable race in rimworld.
Nids dont really do Colonies, and as a colony simulator, alot of rimworlds `normal` gameplay loop doesnt really apply to them(Social, Plants, Animals, Crafting, Mining, Medicine, Cooking), they dont recruit people in the traditional sense, they dont deal with diploamacy or trade. All you can really do with them is wipe everyone out, and personally i feel thats better left to an RTS game, not to say it will Never happen, but its not likely to be any time soon......probobly when ive run out of Other things to do(if i ever get that far....).
Genestealer Cults on the other hand are Much more likely to show up at some point, just a matter of textures.
BigBird 10 Jun, 2024 @ 7:39pm 
This looks amazing! I'm excited to use it, but so far I either can't generate a world or I load a world that has only one settlement in it. I'm new to this, so maybe I'm missing something. I've been playing with my load order to make it work to no avail. Any help i appreciated! Thank you.
IJHicks 30 May, 2024 @ 4:10pm 
Getting this issue

Pawns, animals and weirdly doors disappear unless the camera is at a specific zoom and location in relation to said things.

Thought it could be an issue with other mods, so stripped it all the way back to just the, Core, Factions added and adeptus armoury and this mod and it still happened, removed this mod and pawns all appeared back as normal.
WarmedPrism420 19 May, 2024 @ 11:46pm 
Btw love the mod it all looks great love the great unclean one however I have one question that i've wanted in rim world so badly by any chance will the tyranids be a playable faction with therir
own mechanics
Daddy Down Under 16 May, 2024 @ 6:33am 
hells yeah, thanks for the update. i just found the series proper and im HELLA keen to start my mechanicus run with all the goodies. thanks for the good work man