RimWorld

RimWorld

MIM Warhammer 40k Thousand Sons
23 Comments
rmorov12 1 Sep @ 3:46pm 
hey got a question, game is stuck on the ideology screen whenever i try to play with this mod. It looks amaizing but I can't play it . Please help
emitbreaker  [author] 6 Aug @ 8:02am 
@Sean Didn't you read Horus Heresy series for how easily their armors broken down? Those texts are just kind of brainless writers explaining how awesome their characters are.

Plus, I can put more Rubricae by potentially limiting their spawning rate, but where is the fun if you only have three Rubirace as a starting characters that can do nothing but just standing?
Sean 6 Aug @ 3:56am 
I mean if you're doing a lore friendly Thousand Sons warband, you wouldn't have that many sorcerers. Though it might be worth having a mod to provide some kind of repair options for armour. I use a few, one has an implant that makes any armour worn by the wearer immune to damage and automatically repair itself.
Come to think of it, Astartes power armour is known to last for literally thousands of years. Some chapters and most Chaos warbands have wargear that's survived since the heresy, so having the same kind of "infinite durability" the General in the Deadlife mod hat has might be a good idea?
emitbreaker  [author] 3 Aug @ 9:23am 
@Vanidas That's not possible unless I made hard dependency with VFE and using their patch operation mod. So far, the Eltex is one key constraints for them while you can easily make fully leveled TS marines by using Ideology library's ritual.
Vanidas 3 Aug @ 8:22am 
Could you add a config option to remove Eltex as a resource requirement from sorcerer gear? That material is a huge pain to get in large quantities.
emitbreaker  [author] 29 Jul @ 7:37am 
@Zarquon I didn't put it onto the description because everyone didn't expect the old-school female space marine XD
Zarquon 29 Jul @ 7:34am 
ah okay, it just says anyone in the description. the baseliner i tried it on was female. That probably resolves it then. Thanks for the answer
emitbreaker  [author] 29 Jul @ 7:30am 
@Zarquon No need to say, but all geneseed must be implanted to Male and Human. Non of HAR races, or Biotech races who has different Race, and not MALE (this includes gender None), cannot be the target of operation.
Zarquon 29 Jul @ 7:27am 
The issue i was having is there is no option to implant the gene seed into pawns via surgery, it doesn't appear in the list. I assume that's the only way. I tried on colonists and prisoners of a variety of races, all who didn't have any gene-seed level already.
emitbreaker  [author] 29 Jul @ 7:20am 
@Zarquon If your pawn doesn't have neither Psylink nor psychic sensitivity traits, they have 99% chance to became Rubricae. If they have negative psychic sensitivity, then 100%
Zarquon 29 Jul @ 5:18am 
Hi again, please can you explain how i can create a Rubicae?
I have lots of Thousand Sons gene seed fragments and glitter medicine. I can upgrade the organ in my OG pawns. All research is complete.
There is no option to do anything with the gene seed on any other pawns.
I have tried with prisioners inc a baseliner. I have tried with newly joined colonists via quests and rituals.
emitbreaker  [author] 28 Jul @ 7:45am 
@ccle Yes no royalist faction yet. And yes, it's how does Tzeentchish magic works. I am planning to implement inductii for other factions' fast growing yet half-baked marines, but still, I have to wait until my horus heresy codex comes to my home across the pacific sea XD
ccle 28 Jul @ 7:42am 
Ah okay, so the Thousand Sons faction added by this mod isn't a royalist faction? I was assuming that I'd need a certain title rank to go meet with them and trade like how you would with the empire faction from Royalty.

And by fully leveled, do you mean it would set the geneseed to the max level of 19? I've slowly been accumulating gene seed fragments and was ticked off by the glitterworld medicine requirement lol (though this totally makes sense since it is by no means a simple procedure and adds to the challenge), but I've been liking the slow and steady grind towards building up each pawns geneseed level and having that jump right to the end via ritual would feel a little too easy.
emitbreaker  [author] 28 Jul @ 6:52am 
@ccle You are correct - there is no faction, no royal title, no culture, no ideology for the Royalists yet. It's merely set of armors which allows you to play as kind-of-look-like-royalist. I haven't made up my mind that should I make them as a part of Chaos Core, or kind of integration with Adeptus Astartes core.

And about the ritual in ideology, that's exactly same as leveling up the thousand sons' geneseed but magically. More specifically, if the pawn either has psychic sensitivity trait or psylink, they became fully leveled chaos sorcerer. If not, they became fully leveled rubricae.
ccle 28 Jul @ 6:42am 
Loving the mod so far! I can't get over how well done the armor and weapon designs are and the variety is amazing. Just had a few questions for my Thrallband colony.

When you say the Royalist NPC won't be spawned, will this affect the royal title ritual and the possibility to rank up with TS? I actually haven't gotten a quest that gives me rep with the TS faction so I wasn't sure if that was tied into the Royalist NPC.

What causes warp potential to progress? Is it just a set amount of time until it levels up or is it tied to meditation?

I saw some Ahriman Cure ideology ritual and I tried it out only to get a 'terrible ritual' result (RIP despite only 5% chance), but I was curious about the end goal of this ritual. Would it actually give the TS gene seed and rubricae/sorcerer gene flaw to the target or does it only act similarly to the conversion ritual and reduce their certainty if they have a different ideology?
emitbreaker  [author] 28 Jul @ 5:54am 
@Zarquon That's quite prepare carefully-ish case XD I checked code and recall my memory - technically, I can make the debuff removed when your pawn got the black carapace, in exchange with significant performance reduction by checking your pawn's status (and each and every else pawn in the world who wearing ANY power armor) for every ticks. That's why I kept it as it is.

Anyway I'm happy to hear that your issue has been solved.
Zarquon 28 Jul @ 5:24am 
It was the Thousand Sons grav ship start, so the armour they started with which i think is from this mod. However i made a custom xenotype, keeping the Sons gene xenotypes but when they spawned in they didn't have Black Carapace installed. Custom Xeno + Custom Start with required types + prepare carefully usually result in some weird pawns, which i just change their xeno again on landing.

I assumed Overloaded would keep reapplying but you are saying getting the Black Carapace just prevents Overloaded from being added and doesn't also remove it.

So i edited out Overloaded and it hasn't been reapplied immediately. Thanks for the help.
emitbreaker  [author] 28 Jul @ 5:17am 
Ah, if your pawn already worn the armor and then level up the gene-seed, the existing hediff may not be removed unless you un-equip and reequip them. Will check the code and try to fix the issue.
emitbreaker  [author] 28 Jul @ 5:16am 
@Zarquon That's odd... in that case, if your pawn has Black Carapace from my mod on torso, the hediff won't be added. Which armor did you specifically tried? From one of this mod?
Zarquon 28 Jul @ 5:06am 
Without Rimdark 40k, the only warhammer mods used are from the 1.6 migration completed collection
emitbreaker  [author] 28 Jul @ 4:50am 
@Zarquon With RimDark 40k or without?
Zarquon 28 Jul @ 3:11am 
I have the "Power armour overloaded" debuff in the torso slot. Do you know which organ is required to remove it please? They also have a Black Carapace in the Torso slot already.
emitbreaker  [author] 17 Jul @ 12:57pm 
Currently Royalist NPC won't be spawned. I am planning to add separated factions for them later.