RimWorld

RimWorld

MIM - WH40k Core
833 Comments
emitbreaker  [author] 22 Oct @ 5:20am 
@Screen Observer Ah, CE... I had no chance to properly test under CE environment yet ;(
Screen Observer 21 Oct @ 10:01pm 
? oh really, I got curious before 1.6 and tested the orks in CE and they had armor over 28 to 34 or so. I'll retest it to see if my run could add them now. At the time the only way to fight them was to use sabot rounds or weapons from your mod.
emitbreaker  [author] 21 Oct @ 9:55pm 
@Screen Observer Weapon damages down sized recently so the only bottle neck for you is power armors XD
Screen Observer 21 Oct @ 6:07pm 
I have to say I don't plan to do a "pure" warhammer playthrou but what you have done is amazing. I want to add alot of your stuff but I'm afraid that all your stuff is on its own level and sort of does not work with other mods. As it should be with Warhammer thou. At some point I will do a "MIM run" But for right now I've put too much into my current mod-pack to just abandon it. Good work non the less.:steamthumbsup::steamhappy:
emitbreaker  [author] 20 Oct @ 5:42am 
@WOLF I need to develop one more framework for tau's (and maybe for dreadnoughts as well) battle suits and drones, but still have no idea how to implement it to rimworld with necessary minimum impact to the game performance ;(
WOLF 20 Oct @ 5:37am 
@emitbreaker Ou so basement was needed for rubicon as well. Got it. And thank you for a great mod. BTW i know it's for Community Wishlist, but it's more like a question, so do you have in plans to add Tau as a fraction?

Once again thank you
emitbreaker  [author] 19 Oct @ 6:52am 
@All Now you can craft pure gene-seed basement and Rubicon primaris basement at drug lab once finishing relevant researches. Specific faction-oriented basement still cannot be crafted.
emitbreaker  [author] 19 Oct @ 5:56am 
@WOLF Once again, you need to get the basement by the quest or rewards... I'll change the configure so that you can craft them at your drug lab!
WOLF 15 Oct @ 1:50am 
Hello i kinda don't fully get it for an example i've got 2 Space marines. 1 Raven guard one just space marine. So the thing is both of them got max gen seed lvl and i would like to make them primaris ones. How to do that? Technology is researched btw. Thank you in advance.:dreadnought:
Bloodyfist 7 Oct @ 10:12pm 
@drinklown do you have any ui mods. If you have the new combined tabs one it wil be under make and additional i believe it was called.
drunklown 6 Oct @ 4:01pm 
hey I dont have space marine armor bench I cant find it in debug either any idea how I can fix this ?
Bloodyfist 6 Oct @ 1:58pm 
i tap i am on day 5 and i have 47 pawns
Bloodyfist 6 Oct @ 12:58pm 
@emitbreaker i blinked and i have 25 orks what is going on. rofl glad they eat raw
CanaPeach 6 Oct @ 4:30am 
@emitbreaker i can confirm everything seems to be working as intended.
Thanks again for the great work !
emitbreaker  [author] 5 Oct @ 6:14am 
@CanaPeach Fixed. Please update Weapons mod - best unsub > resub!
emitbreaker  [author] 5 Oct @ 5:49am 
@CanaPeach Okay, seems like CE patch has broken down once again. Would you please name the mod first? That helps me greatly to fix the issue. Hotfix on the way.
emitbreaker  [author] 5 Oct @ 5:02am 
@CanaPeach Do you have any clue of log? So far I've remember, I haven't made any change that completely broken down an existing save since I'm also using my on-going test colony for each and every update.

One possibility is some other mod, like Weapons or AA core hasn't been updated - the other possibility is compatibility with other mods.

Sadly, my current GitHub only contains C# codes and none of the XML are included in.

Could you please share your latest log so that I can fix the issue whatever it is?
CanaPeach 5 Oct @ 4:55am 
Hi @emitbreaker,
First of all thanks a lot for that series of mods, since i discovered your work i cant play without it.

Sadly the update on the 4th October broke my game, I cant load my colony or create a new one.
I checked my mod list and "MIM - WH40k Core" is the only mod that have been updated in my mod list.
I tried to unsubscribe and delete the mod and its still not working. When i try to play without WH40k - Core and its dependencies its working and I I am able to create a new colony.

Question :
Do you have Github ? So it could be possible for us to choose/downgrade mod version if something is breaking due to an update
emitbreaker  [author] 4 Oct @ 4:03am 
@Sellka Sure, let me know if you still facing the issue.
@The_Iron_Bear No, I really hate discord.
@Saltymurf Thanks for the log. It reminds me that I have to update some patches for VFE XD
@Bloodyfist Low tech melee... Hmm... A feral orks run?
Saltymurf 3 Oct @ 7:23am 
disregard my last, It may be related to some Star wars mods Im running, my bad.
Bloodyfist 2 Oct @ 3:57pm 
Any recommendations for run type from the maker of the mod? Current run since i cant run many mods is melee only low tech. Normally i play tranhumanist with ranged only. I do not use hotboxes or other traps. Just a normal killbox or tunnel with little to no traps. I do not have anomaly
Bloodyfist 2 Oct @ 3:23pm 
Hey emitbreaker wanted to tha k you for the work of changing over to 1.6. If you remember me i got an upgrade for ram and now runs all the addons great. Until i found out one of my new sticks are faulty so be a few days again to play. Dam my luck
Saltymurf 2 Oct @ 7:55am 
Just read the comments, I think it might be this mod doing it but I have no clue..... I have never had a problem like it before but after loading into a save the screen is patchy black and i get random streaks of colour and can't do anything other than alt f4 the logs are huge and can't upload the full lol but here's what i did. https://gist.github.com/HugsLibRecordKeeper/baa8e2bea466a65fe9655d9845985d6d
The_Iron_Bear 1 Oct @ 8:51pm 
does this mod have a discord?
Sellka 1 Oct @ 3:33am 
@emitbreaker: would have posted that prior if I knew, sorry. Looked for my logs but they’re in a different spot than they should be.

Seen it was updated recently going to give it another shot when I can.
JackBlackSheep 29 Sep @ 4:21am 
Thank you :)
emitbreaker  [author] 29 Sep @ 4:20am 
@JackBlackSheep Auch... I forgot to add patch for CE to remove additional bullets. Give me few time.
JackBlackSheep 29 Sep @ 3:42am 
Unfortunately I am having the same issue, I've unsubscribed and resubscribed to all of the mods, and I've removed everything but your mods, CE and Harmony, same issue.

Any ideas how I could fix it?

https://pastes.io/error-log-5
Pkingtiger 29 Sep @ 2:37am 
@emitbreaker yup, it was the weapons core mod, thank you for your help!
emitbreaker  [author] 28 Sep @ 1:09pm 
@Pkingtiger It seems like Weapons mod hasn't properly updated. Could you please unsub > resub the mod? what the hell steam's doing now-a-days...
emitbreaker  [author] 28 Sep @ 7:06am 
@Pkingtiger Could you share your log when the game blacked out?
@Sellka Do you have any snippet of your error code?
Sellka 28 Sep @ 5:33am 
Getting map generation errors on attempting to continue my file.
Pkingtiger 28 Sep @ 5:32am 
nope, didn't work
emitbreaker  [author] 28 Sep @ 5:04am 
@Pkingtiger Could you unsub > resub this mod? Things happen sometimes especially when I change structure of the mod folder.
Pkingtiger 28 Sep @ 4:04am 
I don't know how, but the last update of the core mod makes the game end on a black screen when trying to load my modlist, this didn't happen yesterday with the same modlist (only added empire 1.6 and found it was not the culprit), Astartes core (which also updated on the last 24h) seems fine
emitbreaker  [author] 28 Sep @ 12:27am 
@Darzai Fixed! Please update this mod.
Darzai 27 Sep @ 10:05pm 
Wow, you're lightning fast :) Thanks!
emitbreaker  [author] 27 Sep @ 9:56pm 
@Darzai I'm not so sure but at least those auto destroyed items may not the aeldari gears. I'm currently updating core and weapons mod, and the error you've encountered will be removed by next updated.
Darzai 27 Sep @ 9:34pm 
No, just some of your 40k Imperium mods. Then I am not sure what gear was being auto deleted after stripping. It was all happening during a second raid, so it was a bit chaotic and after I forgot about it. It was just my assumption because of the start up error about Aeldari. Sry about that.

This save was just a test run to check some mods themes ( including yours). Next save I am going to use all your mods, because I love them :)
emitbreaker  [author] 27 Sep @ 8:56pm 
@Darzai That's technically impossible because all armors and gears are included in Aeldari Core. I think the Aeldari smithing thing is just my mistake to mark out relevant research from the workbench. Do you use any other mod that includes Aeldari gears?
Darzai 27 Sep @ 8:05pm 
There seems to be a dependency on WH40k Aeldari Core? I created a new game with just WH40K core,WH40k Adaptus Astartes Core, Weapons and Armours. The game gave a red error about Aeldari smithing, but still played fine. But when a raid spawned with pawns wearing Aeldari gear, the gear despawned when stripping them. Note : I never installed/removed WH40k Aeldari Core.

Then I added WH40k Aeldari Core to my game and the error is gone on starting the game. It seems as if WH40K Core expects Aeldari Core to be present? I don't have this problem with the other WH40K faction Core mods I'm not using.
I would like to give you the exact log, but that means removing a core mod, which might mess up my save.
Chaplain 26 Sep @ 6:06pm 
@eitbreaker - thank you sir - you are a blessing - the Emperor protects
emitbreaker  [author] 26 Sep @ 11:09am 
@Chaplain Auch... I forgot to mark few new verbs for them. Update will be pushed by next couple of minutes.
Chaplain 26 Sep @ 8:25am 
error msg for the below
Exception in UIRootUpdate: System.NullReferenceException: Object reference not set to an instance of an object
Chaplain 26 Sep @ 8:03am 
@emitbreaker Hi, update today and turrets cant be build or repositioned on map
emitbreaker  [author] 25 Sep @ 12:54pm 
@All Assembly heavily modified for 1.6. In such case, steam won't update the mod properly, so best unsub > resub this and weapons mod for just in case. You'll see one-shot yellow errors when you load save file, but it won't be harmful - just letting you know that new verb applied to the existing items.
emitbreaker  [author] 25 Sep @ 12:27am 
@Tsumiki Miniwa indeed. Otherwise, there is no differentiation factor with RimDark's gene-based gene-seed XD
Tsumiki Miniwa 24 Sep @ 5:32pm 
so it will now just be an operation like the other gene-seed i assume
emitbreaker  [author] 23 Sep @ 7:07pm 
@Tsumiki Miniwa Auch... I forgot to unmark sub-faction dependency. Will push hotfix to unmark the dependency so you can implant them onto all royalists gene-seed (or black carapace if you use RimDark with my mod). Thanks for your heads up