RimWorld

RimWorld

MIM Warhammer 40k Necron Core
63 Comments
emitbreaker  [author] 36 minutes ago 
@Alguerath Kill them and uses reanimation protocol. It revives them at a full health with very few cost. And you already have on static defense building - convergence of dominion. About the lighting or furniture, let me think about it. I don't think awaken necrons requires to build human-like furniture as per they already have them in their tomb world under the sphere XD
Alguerath 15 hours ago 
Question. Is there a way to practively heal/repair a Necron pawn? Also was thinking if it was possible to add more Necron-style furnitures or material like Blackstone (even if it's not possible to make it dampen Psychic energies), lights or maybe a Necron-themed generator or static defenses, like Gauss Pylons. Very cool series of mods, thank you for your work.
emitbreaker  [author] 19 Oct @ 2:29am 
@delzaron If you want to play as necron, you have to add at least one sub faction mod - otherwise there's no starting scenario, factions, pawns etc. If you use this mod with my Anomaly library with no sub faction mod, the only available necrons are the entity, which cannot be recruited under normal condition.
delzaron 12 Oct @ 12:04am 
tested again. the bug at mod loaed is due to an incompatbility with another 40K serie.

So, I tried the necrons... and there is no start scenario, and no related necron paws except the flayed ones (common and lord).

I saw also a xenotype called Necrons, but it contains only one archeotec gene, called biotrasnferance, wich done nothing to the pawn.
delzaron 11 Oct @ 11:14pm 
your mod seems not compatible with version 1.6. when I load i in the mod list and relaunch the game, it disable all the mods, like I saw when I tried to load 1.5 mos in the 1.6 game version.
delzaron 11 Oct @ 11:03pm 
I spawned a necron by console just to see... they are just waiting here. They only react when an ennemy is spotted. If not, they don't move, they do nothing.

I also don't found the specific scenario for necrons.

And about the c'tans ?
emitbreaker  [author] 26 Sep @ 1:35pm 
@All currently new verb cauases EMNC_ConvergenceofDominion error. Will fixed it by tomorrow.
emitbreaker  [author] 21 Sep @ 5:33am 
@Gnida Agreed. Plasmancer isn't bad but we have two more crypteks and few mechs like wraith. Will put it onto my long term to do list.
Gnida 21 Sep @ 2:18am 
The two known Necron Dynasties are quite enough, but I think they need to add some heroes for each Dynasty. Or at least add Monolith and Cryptek.:steamhappy:
emitbreaker  [author] 20 Sep @ 6:18pm 
@Spencer Mahad You mean, the Ad Mech mod's mononlith? that was fun but not allowed to users to use ;(
emitbreaker  [author] 20 Sep @ 6:16pm 
@Gnida Adding necrons in my way consumes huge in-game resources and that's the point where i'm stuck in. Do you have specific dynasty in your mind?
Spencer Mahad 19 Sep @ 9:14am 
@Gnida был раньше модик на старую версию, там турели были помню и такие жёсткие типочки уничтожители, как танки работали.
Gnida 18 Sep @ 11:29pm 
I hope this mod will continue to exist and be updated with new Necron units or vehicles.
Syl 18 Sep @ 10:10pm 
I assume plasmancer is whats needed to unlock the technosorcery bench research, but they dont seem to be summonable from the ritual, all i get are flayed ones. Either way after hours of raiding/pissing off necrons, i had to use dev mode to force discovery entities to continue researching. Something seems wrong
God_of_Khaos 26 Aug @ 5:10pm 
figured it out.. i had an old 40k mod that i meant to uninstall for being obsolete.. the duplicate screwed up a few things
emitbreaker  [author] 26 Aug @ 6:34am 
@God_of_Khaos Usually they work without any additional force to do, but let me check their thinktree once again.
God_of_Khaos 24 Aug @ 3:02pm 
Cant get Canptek Spyder to do anything without forcing it to do it
emitbreaker  [author] 22 Aug @ 5:34pm 
@Cain Sorry for my belated response - I haven't had internet access because of moving into my new place for last couple of weeks. Those tow are kind of headaches for race mods... Will check what could I do.
Cain 18 Aug @ 11:04am 
I narrowed down the culprit either "Pick Up and Haul 1.6 Forked", or "While You're Up (1.6 patch)".
Cain 11 Aug @ 3:53pm 
Canoptek Spyders can't prioritize research with the "Do Your F****** Research" mod.
Also I'm getting the bug where pawns will wander and almost never work unless forced to do so, a bug I had with HAR races last time I used HAR (like 3 years ago). If anyone could tell me what causes that, it's be much appreciated.
emitbreaker  [author] 8 Aug @ 7:53am 
@[DP] fenrissama Definitely! Please throw it onto Core mod's error logs thread.
[DP] fenrissama 8 Aug @ 7:52am 
If it helps I have the logs for what I think the errors might be
emitbreaker  [author] 8 Aug @ 7:26am 
@[DP] fenrissama Hmmm... let me check the imperium guys... only Space Marines or other imperium factions as well?
[DP] fenrissama 7 Aug @ 3:24pm 
Been playing necrons a while, for some reason every time I raid an imperium faction or get raided by one, my game hard crashes
emitbreaker  [author] 5 Aug @ 6:47am 
@TD9818 Yeah, I didn't decline your request, just thinking about how to fit your request into recent lore. You know, the reason why I've started this mod back in 1.3 was pretty much simply that just want to see how does latest (8ed atm) codex looks and feels like in RimWorld XD
TD9818 5 Aug @ 4:53am 
@emitbreaker Yes, that time has already passed, but Rim is not a board game, it has its own mechanics and conventions that can be used for a comfortable and interesting game) If we go only by codes, we will get a game in "a" click on necrons. I just suggested options, because many people are familiar with the universe from the old rts, but they generally have a different story there ))

These are just suggestions
emitbreaker  [author] 5 Aug @ 4:21am 
@TD9818 I know they used to have them but those gauss turrets went legend in 9ed and they don't even have data sheet now. Also, so far recent texts from the Silent King, they look like using completely different kind of energy source from lesser species. That's where I'm stuck in - best option could be something like Tesseract Vault, but that's too OP for RimWorld XD
TD9818 4 Aug @ 12:56pm 
I don't know the possibilities and limitations for mods, I can just offer, in my opinion, not complicated, but interesting solutions.
You have a wonderful mod, and such little things could add variability to the gameplay (◕‿◕ )
TD9818 4 Aug @ 12:56pm 
As far as I know, they have energy buildings, gauss turrets (including heavy ones), monoliths with god fragment guns on board, pylons. This can be used, for example, for Odyssey, the issue of onboard turrets is acute and I think this could be interesting. I will offer a couple of ideas for development, maybe something will interest (◕‿↼) For example, make some units only for close combat (for example, Flayed Ones), but immediately with a high level of close combat or increased damage (by the way, intimidation could suit them). Add abilities, for example, something for overlords that prohibits enemies in the radius from shooting, or lords to resurrect the fallen in the area without a resuscitation protocol (all this does not contradict the lore). This can be made disposable like a tachyon arrow. You can add a building for generating energy and, in order not to disturb the balance, make it with a limited supply of fuel (for example, for a year) without the ability to replenish it.
emitbreaker  [author] 4 Aug @ 2:23am 
@TD9818 Do they have them? I hope I can add few items for odyssey, but first thing first - I have to finish up the 1.6 conversion and requested Aeldari Core mod ;(
TD9818 3 Aug @ 11:47pm 
The Necron mod line is one of the best. Thanks to the authors! Can you tell me if further development of the mod is planned? new buildings? for example, generators or turrets are themed (I've seen one, but maybe something simpler and cheaper for the early stages of the game)
emitbreaker  [author] 1 Aug @ 9:42am 
@Spencer Mahad Yeah, if you plans to play as Necron next time, you'd better to not to add Anomaly Library. That just makes you hurt ;(
Spencer Mahad 1 Aug @ 9:20am 
Oh yes, dark research works, although this method takes much longer than classic research, but in principle everything works. Once again, many thanks to the author. I am a big fan of Warhammer and Necrons in terms of gameplay in Rimworld.
emitbreaker  [author] 31 Jul @ 6:52am 
@Hydra I think I put that explanation in Anomaly Library. As a continuously says, without Anomaly library, all researches work as normal ones.

And Necron ammo should be craftable at normal ammo bench. You have to finish corresponding research on Ammo (MIM) tab, as it is described in weapons mod.
Hydra 31 Jul @ 6:47am 
@Spencer Mahad Do you have mod conflicts that are stopping you from doing the anomaly DLC dark study? You have to initiate or start that to start using and researching necron tech.

And author, can you put this info somewhere so that people who don't know can find it? It took me a while to figure it out on my own, and people who don't know or don't use the dark study like me may have trouble too.
If you have put it somewhere I haven't seen, then please accept my apologies.

Also, is there crafting recipes for necron ammo with combat extended?
I couldn't find the recipes anywhere in any of the core, necron, weapons or sautekh mods of yours. I also tried looking through the files and couldn't find recipes. I tried adding them in the files but it didn't work and I had to reinstall the mods.
Spencer Mahad 29 Jul @ 10:40am 
Sauthekh Awakening and Szarekhan
emitbreaker  [author] 29 Jul @ 9:36am 
@Spencer Mahad I can't get your situation - did you start as a Necron scenario, or start as non-Necron scenario? If your starting scenario isn't Necron, as it is written in Anomaly Library, you have to either perform ritual to call necron attacks or encounter any corresponding necron to unlock the research. As it is written in that mod, the purpose of the library is making it difficult for Non-Necron factions to learn their technology.
Spencer Mahad 29 Jul @ 7:55am 
Okay, if there is such a working version of the research.
emitbreaker  [author] 29 Jul @ 7:24am 
@Spencer Mahad Seems like your log shows no clue of any mod conflict. Did you activate the Monolith? Then, pawn's will doing dark study on the research table, rather then normal research. That gives you the point for Necron Basic Knowledge, which will be used to unlock necron tech.

These researches can be done in parallel with Vanilla research and Anomaly research, since they use their original researching resources only can be generated by Necron Buildings and Necron Pawns.
Spencer Mahad 29 Jul @ 7:07am 
Thank you for your quick response. I am playing with your Anomaly mod. I will send you the logs now.
emitbreaker  [author] 28 Jul @ 8:56am 
@Spencer Mahad It seems like the research table works for all cases... Could you share your log just after starting the game?

Also, one note that if you enabled my Anomaly library, you have to activate monolith to start ANY dark study, including Necron researches. That's the base design of Anomaly, and it's one of the reason why I didn't put necron odyssey starting scenario yet.
emitbreaker  [author] 28 Jul @ 8:42am 
@Spencer Mahad With my Anomaly Library? If you enabled that mod, Necron research table and all necron researches turns into Anomaly-like dark study, so instead of normal research, you need to studying necron buildings or, if you want, some necrons in holding platform.

And I just tested with and without Anomaly but it works for normal research tables for non-necron factions. Now I'm checking for necrons so give me few time.
Spencer Mahad 28 Jul @ 8:23am 
Hello author, thank you for the update. I have a problem: I'm a big fan of the Necrons, but when I play as them, research doesn't work. I set up a Necron research table, selected the technology available to me in the research tree, and that's it—the research table refuses to conduct research, even though a regular research table works.
emitbreaker  [author] 25 Jul @ 6:40am 
@ilidan584 & @Thunder Dong Fixed! Please update this mod.
emitbreaker  [author] 25 Jul @ 6:31am 
@ilidan584 Thanks for heads-up. It seems like anomaly setting has slightly been changed at 1.6. I'll change configuration and put all necrons into holding platform, instead of prison.
ilidan584 24 Jul @ 4:19pm 
So I got a Necron Lord from a skip abduction but I cant capture it because "no prison area with safe temperature" but I have safe prison beds and anomoly area what do i need to keep a necron lord? I just put him in a cryo casket for now
Commissar Chenkov 24 Jul @ 8:48am 
Weird. Hopefully you can figure out a workaround. Regardless, this mod is must-have for me (as are your others) so keep up the fantastic work!
emitbreaker  [author] 23 Jul @ 9:16am 
@Eburi Ummm... Sounds odd enough. I have bit of pressing RL business last of this weekday, but will look into it by weekend. Sorry for the inconvenience caused.
@Commissar Chenkov That started to happens since 1.6. I'm not 100% sure but it seems like the way of calculating turret weapon damaging has slightly been changed. The same happens to other melta or flamer kind of turrets, yet I couldn't manage to find the root cause out yet.
@Thunder Dong Curse me for a novice. You are right about it. I'll remove that specific gene and consolidate the function into Bietransference.
Thunder Dong 23 Jul @ 3:22am 
On a bit of testing it seems like Biotransference is being affected by tox immunity/resistance genes, as any toxin reistance genes are either overriding it or being overridden by it.