RimWorld

RimWorld

MIM Warhammer 40k Chaos Core
39 Comments
Hydra 3 Sep @ 4:49pm 
Don't know if this has been asked or answered, but is there anything on apothecaries for chaos?
I have the research done, but there's no recipes for it.
Likewise the warpsmith, but there is only ones for the fallen angels.
Just curious if there is something I'm missing or my own lack of knowledge when it comes to 40k.
Doggias 1 Sep @ 10:47am 
Sorry for the late response (I didn't want the timing to seem passive-aggressive) but absolutely, thank you for your diligence in creating these mods!
emitbreaker  [author] 26 Aug @ 6:42am 
@Doggias Oops, seems like RimDark removed some of their genes. Let me check it and update the compatibility patch. Thanks for your heads up!
Doggias 25 Aug @ 11:27am 
(Verse.Pawn,System.Collections.Generic.List`1<string>,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool,bool)
MIM40kFactions.CompCauseHediff_AoEbyKeyword:PawnValidator (Verse.Pawn)
MIM40kFactions.CompCauseHediff_AoEbyKeyword:IsPawnAffected (Verse.Pawn)
MIM40kFactions.CompCauseHediff_AoEbyKeyword:CompTick ()
Verse.ThingWithComps:Tick ()
RimWorld.Building_Door:Tick ()
Verse.Thing:DoTick ()
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch2 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Doggias 25 Aug @ 11:27am 
I keep getting these errors for each of the marks of Chaos (respectively);
I think they're coming from the Tzaangor raiders that I killed and captured, since they don't appear to have a Mark of Tzeentch gene and I can't find any in the console commands. Is this an error with the mod or is there a specific incompatibility (perhaps with Rimdark?) I should try to resolve?

I have to send it in two parts due to character limit

Failed to find Verse.GeneDef named BEWH_UndividedMark. There are 7693 defs of this type loaded.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DefDatabase`1<Verse.GeneDef>:GetNamed (string,bool)
MIM40kFactions.Utility_GeneManager:GeneDefNamed (string)
MIM40kFactions.Utility_PawnValidationManager:HereticAstartesValidator (Verse.Pawn)
MIM40kFactions.Utility_PawnValidationManager:KeywordValidator
emitbreaker  [author] 23 Aug @ 9:31am 
Veteran plaguemarine (Mk3) and plague champion (modified Mk3) armor done. Surgeon (Mk3), Plaguecaster (modified mk3), Death Guard Lord (Mk3), Deathshroud (Tartaros) and Blightlord (Cataphractii) reamin for Traitors, and Mk2, Mk4 and grave warden (Cataphractii) remain for Royalists.
emitbreaker  [author] 8 Aug @ 10:45am 
@Freya Anto Brainstorming is always welcomed, unless it doesn't go beyond the codex rules :)
Freya Anto 8 Aug @ 10:42am 
Okay that's good to know. And I appreciate you taking the time to talk to me despite you being so busy
emitbreaker  [author] 8 Aug @ 10:36am 
@Freya Anto Basically something like that, but I don't want to make hard dependency with other "heavy" mods XD Also, I have to think about putting them into NPC factions during the quest, raid, etc, with sufficiently enough low resource consumption.
Freya Anto 8 Aug @ 10:26am 
Vanilla Events Extended mod is where I got the idea from
Freya Anto 8 Aug @ 10:21am 
Make a standard armor set for the AL then have a type them be able to join a colony in different armor so they can turn later. Might be too much but I got the idea when looking at a mod that had wanders join a group just to turn on them later
It would be dependent on your other mods but might work?
emitbreaker  [author] 8 Aug @ 10:19am 
Death Guard in progress - these guys hurt...
emitbreaker  [author] 8 Aug @ 8:57am 
@Freya Anto I know so many guys want the Alpha region, but tbh, they have same issue as Deathwatch - how to implement their camouflage (in case of Deathwatch, their shoulder insignia for original chapters) in a proper way with less resources consumption XD
Freya Anto 8 Aug @ 8:42am 
Awesome, sorry I didn't see the answer but thank you for letting me know. No rush on doing them and keep up the great work ; )
emitbreaker  [author] 8 Aug @ 7:43am 
@Freya Anto I think there is my answer to the same question one page earlier XD Death Guard, Emperor's Children, Iron Warriors and Huron's minions are already in the queue. Will try to work them in the future, of course.
Freya Anto 8 Aug @ 6:08am 
A project idea for much later on down the road when you are not so busy doing awesome work. Could you potentially think about adding the alpha legion? And as always keep up the awesome work good friend
emitbreaker  [author] 1 Aug @ 10:14am 
@Rhorik This + corresponding subfaction mod.
Rhorik 1 Aug @ 10:10am 
If I want to see enemy factions or raids of chaos, do I need this mod or the stand alone ones?
emitbreaker  [author] 28 Jul @ 4:47am 
@Falcon Thanks a lot! Your log definitely helped me to solve this out ;)
@Tucker Sorry, Exodiates Eldar in progress. Aeldari core -> Blood Angels (for the blood god) then Death Guard
Falcon 27 Jul @ 2:19pm 
@emitbreaker You fixed it it would seem loads fine now, takes awhile but thats to be expected.
Tucker 27 Jul @ 11:55am 
Hoping for Death Guard stand alone next!

Pus for the pus god.
emitbreaker  [author] 26 Jul @ 2:21pm 
@Falcon Pushed. Please update weapons mod and check it again if you could.
Also, seems like some kind of translation mod doesn't have proper translation for hediffs. I'm not very familiar with translation mods, but this may also causes some unexpected issue during start up.

And it's 6:30 am my time so I have to go to bed - so my response could be delayed. Sorry in advance.
emitbreaker  [author] 26 Jul @ 2:15pm 
@Falcon Okay... I didn't expect this. Seems like VFE Pirates required contents causing error during start up. I'll push hotfix at Weapons mod's end.
emitbreaker  [author] 26 Jul @ 2:07pm 
@Falcon Then I definitely need your log - could you repost your log on github, or better to copy and paste to pastebin and put the URL on Core mod's Error Log Thread. I'm keep testing with different combinations, yet haven't reproduced the same issue. This 1.6 brought some new odd things ;(
Falcon 26 Jul @ 2:07pm 
@emitbreaker Should be public now aswell. if its just a like me problem then Its whatever, your other mods work great. I only made a post in case it was a problem with anyone else.
Falcon 26 Jul @ 2:05pm 
I have 16 Gigabytes of Ram, and 8 of Vram and it happens even if I just use your mods an no others.
emitbreaker  [author] 26 Jul @ 6:20am 
@Falcon It seems like your link is either dead or you put it onto private repository. But your comment ring a bell in my head - how many mods do you use altogether with my mod? And how many RAM available at your local environment? As of now, if you put all my mods together into a mod list, you may need 2.4 to 3.4 GB of available RAM - otherwise your game won't be started and silently crashed. It is because of new Unity Engine applied to Rimworld 1.6

If this isn't the memory issue, then I need to check your log for the details.
Falcon 25 Jul @ 2:07pm 
@emitbreaker I just recreated the error, I am not very familiar with finding logs for rimworld, But I uploaded what I think you mean by log file to github along with the list and order of the mods as you can see there only yours and only the ones that are updated quite odd. To go into further detail on what happens I launch rimworld it stays on initalizing then just crashes to desktop, I have given it over 40 minutes of load time to test before so I dont beleive that is the issue either. My game runs fine with many more other mods installed. When I remove chaos core and its dependencies it also runs fine even with all your other mods.

Github Link:https://github.com/Falcon1452/Rimworld-Log

I have never used github before so I apologize if this is not correct
emitbreaker  [author] 25 Jul @ 5:29am 
@Falcon That definitely sounds odd... any log or clue?
Falcon 22 Jul @ 8:59pm 
Everytime I try to launch rimworld with your chaos module specifically it gets stuck initalizing then just crashes, did some testing and its just the mod itself no conflicts or anything very odd.
emitbreaker  [author] 19 Jul @ 5:45am 
World Eaters work in progress.
emitbreaker  [author] 15 Jul @ 10:40am 
@ccle Thanks for using my mod :) 1 or 2 more days for Thousand Sons, if helmets go well ;(
ccle 15 Jul @ 5:00am 
Looking forward to the Thousand Sons rework, keep up the good work and thanks for your dedication!
emitbreaker  [author] 14 Jul @ 9:33am 
Royalist Thousand Sons armor drafted. These guys really have something with Scarabs XD
emitbreaker  [author] 13 Jul @ 9:52pm 
Thousand Sons rework in progress. May delayed if I started 1.6 migration of existing Space marine chapters.
emitbreaker  [author] 12 Jul @ 7:02am 
@O_Kak After rework of death guard, thousand sons, world eaters, emperor's children, then Iron warrior and huron's team, and maybe after that? Plus Deathwatch and Grey Knights also long queued ;(
O_Kak 12 Jul @ 5:57am 
May be some Alpharius moments? It could be like loyalists or chaos warband
emitbreaker  [author] 11 Jul @ 8:54pm 
@GingerLio Thanks for your kind comment ;) Night lords next.
GingerLio 11 Jul @ 3:55pm 
i really love you guys for updating to 1.6 <3 <3