RimWorld

RimWorld

MIM Warhammer 40k Adeptus Astartes Core
59 Comments
vega050 31 Aug @ 12:18am 
So as someone who plays a lot of the table top. Any word on maybe a... grey Knight pack? or update?
wurui_0224 23 Aug @ 1:59am 
@emitbreaker No worry
emitbreaker  [author] 22 Aug @ 5:09pm 
@wurui_0224 Sorry, I haven't had internet access because of moving into my new place for last couple of weeks. I saw another comment from drugs mod... let me look into it.
wurui_0224 10 Aug @ 10:42am 
@emitbreaker Thanks. I have found that on the previous replies. Btw, there is another thing. When I try to upgrade the gene seed from the surgery, it said I don't have the ingredients. Although I have enough ultra medicine in my storage and also change the allowed med. it still cannot do the upgrade surgery.:steamsad:
emitbreaker  [author] 9 Aug @ 3:51am 
@wurui_0224 I put one screenshot on Core / Weapons mod, but first, find Imperium armor crafting table. Click right-upper hand side triangle. You can see all other tables there. I'll put the same screenshot here too.
wurui_0224 8 Aug @ 10:58am 
@emitbreaker Thanks!
emitbreaker  [author] 8 Aug @ 9:19am 
@Kanon Ah... sorry for the confusing. Terminator armors have their own dedicated mantles, because of their armor south design is far different from other armors. Check mantle (terminator) or something like that.
Kanon 8 Aug @ 9:13am 
Thanks for the reply, I had no problem with pawns being able to wear terminator armors, it was just that the ones that were wearing terminator armor could not wear mantles (capes) it still gives me "Required Armor is missing: Any Space Marine Armor" message, which doesn't happen with pawns wearing regular power armor, like the aquila. Thanks for the help!
emitbreaker  [author] 8 Aug @ 7:53am 
@Kanon Could you please try to do the same once again? I tested with all terminator armors but if you properly put inner frame on your pawn, you could let them wear the terminator armors.
emitbreaker  [author] 8 Aug @ 7:32am 
@Kanon I'm currently brushing up overall apparels and their layers. Update will be pushed soon.
emitbreaker  [author] 8 Aug @ 7:31am 
@wurui_0224 You cannot make them. Only either from random reward, or by getting title from any space marine faction with my Royalty library (+ you have 1 permission for that as well).
wurui_0224 8 Aug @ 2:35am 
I am confused how could I make the pure geneseed basement
Kanon 7 Aug @ 2:25pm 
For some reason, it is not allowing me to equip mantles with Pawns wearing terminator armor, it says: "Required Armor is missing: Any Space Marine Armor", I'don't have that problem with pawns wearing regular (i.e. Aquila, etc) power armor. Any help is appreciated, amazing mod otherwise!
emitbreaker  [author] 7 Aug @ 7:20am 
@jsalasbrenes Which mod do you specifically meant to? This is for version 1.6 mod, and none of the 1.6 chapter sub faction mod has such text on the mod page, so you should've confused with one of the up-to-1.5 mods. Besides, this mod already has compatibility with RimDark 40k mod, so you can use the mod instead.
jsalasbrenes 7 Aug @ 2:48am 
in the space marines chapters mods its says that i need the warhammer 40k genes mod. now that the mod is discontinued what should i do to my astartes have the genes?
KingLyndon 2 Aug @ 7:18am 
@emitbreaker no pressure was just wondering thats all take your time and get other core races out, love the mods
emitbreaker  [author] 1 Aug @ 9:51pm 
@KingLyndon I have to rework the subfaction mod for 1.6 - and the process is in stuck because I have started new race mod for Aeldari. Will resume the conversion process soon or later. Sorry for the inconvenience caused.
KingLyndon 1 Aug @ 8:46pm 
is the Ultramarines in the works at all? also thank you for the amazing mods your hard work and dedication the the 40k universe is appreciated keep it up
emitbreaker  [author] 25 Jul @ 5:40am 
@ButterJoey Okay, clam down and give me few more details. What kind of mod do you use? Like, if you are using HAR-based races that doesn't use vanilla body types, armors may rendered as red box. Could you please share your log or at least mod list for the deep dive?
ButterJoey 23 Jul @ 10:11am 
Hi I need some help. Whenever I use these 40k mods the armor doesnt load and are just massive red X's. Anyone know how to fix this
emitbreaker  [author] 23 Jul @ 9:23am 
@Strutty Thanks for your kind support ;)
@Pelik0s That happens from time to time XD
@Martenzo Silly me - will fix it later. perhaps massive replacing and brainless copy and paste caused that.
@matsgudmunds after major chapter / legions? I'm interested in those fan made marines, including of Dornian Heresy and Lionel Heresy.
Pelik0s 22 Jul @ 1:13am 
@Strutty well ill be damned aint I a retard thanks dude
Strutty 21 Jul @ 7:54pm 
@Pelik0s in the building menu, right click the astra militarum table as if you were trying to build it out of other materials, you'll find the space marine table there. It got me good too
matsgudmunds 21 Jul @ 4:47am 
dumb question but will you ever make the angry marines
Martenzo 21 Jul @ 4:44am 
Noticed a series of typos: Powerpacks of the Mark VI Cor vus armor set are all named as "Powerpack, cro vus". True for the generic (AA) and the (DA), (RG) and (NL) variants in faction submods I have installed, and likely other faction submods I don't have installed as well but I haven't checked. Probably a typo that got copy-pasted.

Other parts of that armor set are all correctly named "corvus" when searching in the list.
Pelik0s 21 Jul @ 3:41am 
Really love the work put into this mod series havent encountered any major issues except for one which is that I need a space marine armor crafting table to make space marine power armor however I cant find it anywhere in the build menu even though Ive researched all required prerequisites I even tried buidling the astra militarum crafting table in case it had to be crafted and install through it that crafting table works fine however I still cant find the space marine one I have a pretty big modpack however except fro combat extended I dont think I have mods that should conflict with this one so I find it quite odd that I cant find it anywhere maybe you have an idea how to solve this?
emitbreaker  [author] 20 Jul @ 5:08am 
@lyonsnightshade To upgrade your pawn's geneseed, you need to finish corresponding researches and prep proper items.

If you put Black Templar's gene-seed basement, you can only use and perform Black Templar's Gene-seed Fragment.

Each Gene-seed has pair of basement and fragment - basement dictates which fragment you could use.

To perform non-generic (i.e. Black Templar, Imperial Fists) gene-seed upgrade, you have to finish Gene-Seed (MIM) research as well as corresponding faction research (i.e. Black templar research for Black Templar Gene-seed)
lyonsnightshade 20 Jul @ 3:39am 
Also, the only medical operation I could do was the BT - the research tree also does not unlock other medical operations
lyonsnightshade 20 Jul @ 3:38am 
Ah yeah, it might have been another mod - I think I was able to figure out what the basement means - it's stuck at lvl 1 though - I can't perform the upgrade
emitbreaker  [author] 20 Jul @ 1:40am 
@lyonsnightshade Black Carapace - if you don't use any other Gene-Seed mod, the last level (pure: lv 19, chapter oriented geneseeds which have missing organ: lv 17) of Gene-Seed gives Black Carapace, as per the lore.
lyonsnightshade 19 Jul @ 11:53pm 
Not sure if this has been addressed (here or elsewhere), but i'm getting Power Armor Overload, even with Black Carapace - what organ is exactly needed for this?
emitbreaker  [author] 19 Jul @ 5:22pm 
@Stuart Is your pawn baseliner (Human with no other xenotype) and Male?
Stuart 19 Jul @ 11:47am 
Because i think im being dumb, what are the requirements to implant geneseed. I have 1 x basement 10x geneseed fragment, a boatload of glittertech meds, and have research dark angles, ravenguard, geenseed and rubicon primaris but have no options under medical operations to implant.

Am i ttrying to do it wrong or am missing something? Trying to figure it out before playing the guess which mod is an issue game (i have only your mods for any 40k stuff but mods for other things.)

Thanks in advance
emitbreaker  [author] 18 Jul @ 2:34am 
@Martenzo Ummm... that sounds odd. First, the alert you've mentioned probably come from RimDark's end, which means, there should be no basement in your game. Rather, you may have black carapace, which is kind of very simplified version of hediff based gene-seed.

To implant that, as it is written above, you first need to finish Gene-Seed research. Also, if you plans to faction-oriented gene-seed, you have to finish faction specific research (like Space Wolves research from Astartes (MIM) tab for space wolves).

If you are not using RimDark mod, perhaps some other Gene-seed mod intervening, and unfortunately, that's out of my support.
Martenzo 18 Jul @ 2:28am 
How exactly is the Gene Seed Basement system supposed to work in this mod? I have a basement, five glittertech medicine, and I don't seem to have the option to implant it in any of my recruited non-astartes characters. In addition, I keep getting a "Progenoids ready to be harvested" alert, but there's no operation to actually extract them. (I also get that alert for other Astartes in the world that aren't even in my colony: the pawns I didn't pick at the start)
emitbreaker  [author] 17 Jul @ 12:48pm 
@Semi-Solid Snake Yes, if you want to use ANY armors, you need to use at least on sub faction mod.
Semi-Solid Snake 17 Jul @ 11:24am 
So, if I'm reading your comments correctly, this mod specifically doesn't add any astartes armors? Because I was looking for the scout armor, but didn't find any in the research screen or the work bench.
emitbreaker  [author] 17 Jul @ 9:28am 
@*DD* Psyco Yeah, I also wanted to kept it as it used to be, but this new game engine won't allow me to do so ;(
*DD* Psyco 17 Jul @ 9:11am 
right yh sorry i can read but getting the info i need can be hard, so i did think it might just be me not understanding why i reached out, okay thank you for getting back to me buddy, and thank u for the mods <3
emitbreaker  [author] 17 Jul @ 7:29am 
@*DD* Psyco Nope. All common power armors gone, because of 1.6's (more specifically, new unity that Rimworld 1.6 is using) way of memory management.

They are all intentionally removed, and I have no plan to revert them back. As you can see above, you can use this mod without sub factions if only you are using other warhammer 40k themed armors included mods, like RimDark or GrimWorld.
*DD* Psyco 17 Jul @ 5:03am 
hey mate i got curious n started looking at the files, i ended up downloading the one marked as 1.5 and i noticed a 1.6 folder, and that one had all the things i think was missing, so im guessing what has happened is you have accidently gone into the wrong folder, and youve ended up actualy updated the 1.5 one to 1.6 xD if im wrong i spologise, but just from looking at the files with my limited understanding, it looks like 95% of the files for this mod have ended up in the 1.5 version, ill load it up n try with the 1.5 named version n report back, ofc i could be wrong but i try my best to help rather then just complain, also i know im prone to just not understanding stuff, ill let u know either way
*DD* Psyco 16 Jul @ 7:45pm 
hey i struggle reading, n ive spent almost 2 hours going through this, the other one and i got a space marine i got a gene seed, i got the space marine adulthood, and i equip the inner, and the power armour just isnt there, im trying start a game with 1 dude as a space marine using prepare carfuly, and there is no power armour there, n i cant find any thing other then all the things i listed, all the sister of battle power armour shows up but non of the space marine, am i doing some thing wrong? or have i missed some thing? sorry i just dnt know what else to do but reach out after the last few hours
xannihilusx 15 Jul @ 9:00am 
Looks great, thanks for taking a look so quickly!
emitbreaker  [author] 15 Jul @ 8:05am 
@xannihilusx Fixed. Please update Core mod.
emitbreaker  [author] 15 Jul @ 7:59am 
@xannihilusx OMG, I just reproduced the issue. Update will be pushed soon - at Core mod's end.
xannihilusx 15 Jul @ 6:20am 
I unsubbed, confirmed that the steam workshop folder was fully removed, and resubbed. However I still see the error and still see the Heads/Head_Normal_south reference on all three hammerfall bunker turret defs.
emitbreaker  [author] 15 Jul @ 6:11am 
@xannihilusx Could you unsub and resub this mod? That specific code has been removed few updates before, so perhaps something didn't go well while updating this mod.
xannihilusx 15 Jul @ 6:10am 
I am on 1.6
emitbreaker  [author] 15 Jul @ 5:06am 
@xannihilusx Ah, 1.5 or 1.6?
emitbreaker  [author] 15 Jul @ 5:03am 
@xannihilusx Hmm? I must be messed up something. Look into it now.