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MIM Warhammer 40k Necron Core
   
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Mod, 1.6
File Size
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9.579 MB
5 Jul @ 9:21am
8 Aug @ 9:26am
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MIM Warhammer 40k Necron Core

In 1 collection by emitbreaker
MIM WH40k Mod Collection 1.6 Migration Completed
38 items
Description
This is 1.6 compatible version of MIM Warhammer 40k Necron core library.

Summary
Core Libraries for Necron Faction mods from MIM.

The mod itself doesn't give you any new functions, but it is necessary if you want to play Necron sub factions.

By adding this mod to your mod list, you will have;

1. New Races

Total 17 New HAR / Non-HAR based races will be added. More specifically, Canoptek Scarab Swarms, Canoptek Spyder, Warrior, Immortal, Flayed One, Deathmark, Lokhust Destroyer / Heavy Destroyer / Lord, Skorpekh Destroyer / Lord, Hexmark Destroyer, Lych Guard, Triarch Praetorian, Plasmancer, Lord, Overlord. Some designs remain as an rust, old version, but they will be updated soon or later.

Race system works based on your mod list;

In case of vanilla, it works as vanilla race names "Necron". The race has apparel restrictions.
With HAR and without Biotech, it works as HAR race. Huge starting time remains same.
With HAR and Biotech, it works as vanilla race with Xenotype of "Necron". HAR won't intervene to this race.

There are several known issues though, especially when you don't use HAR;

Known Errors for Non-HAR
Starting new scenario from Necron sub faction mods sometimes forcefully give apparel to Spyder as well as foods. In that case, if you open the Gears tab, you may see transparent screen. Don't panic, and click to drop all inventory and apparels. That will solve the issue. I'll keep trying to solve this issue as well.

Also, due to the narrow name pool, you may often see the error related to pawn's name - ignore it for now.

Lastly, their body size not properly scaled yet - I need to fix some coding for Vanilla, and add few more genes and Xenotypes for Biotech.

2. New Pawn spawning mechanism - Awakening Protocol

To increase your Necron Army, you have to finish necessary researches and digging up your fella Necrons. By right clicking them, you can activate deactivated Necrons as your new pawn.

3. New Pawn Resurrection mechanism - Reanimation Protocol

Death is only temporal for Necron, and you can produce Reanimation Protocol easily and cheaply. This works as a resurrection serum for Necron races and only. But be aware, they still face with Resurrection aftermath for a while.

4. New Resource - Necrodermis

It is artificial material of Necrons and you may need a lot of them for your playthrough. Luckily, your Canoptek Spyder and Plasmancers can reproduce this resources from Steel or Plasteel.

5. New Hediff / Gene (only if you have Biotech on your mod list) - Biotransference

Most Necrons are useless except battle - Biotransference disables most of your pawn's needs and social interaction, as well as all but violation worktype. Some of Royals may have a memory of Needs, and they might be acting as if they have the needs.

Crafting / Research / Construction, etc are heavily depended on Canoptek, more likely Scarab Swarm as a basic worker, Canoptek Spyder as early period researcher and reproduce 1 Scarab per a day by using ability, and Plasmancer is the only one who can research and craft all the Necron technologies.

Xenotypes for Necron (no functions, but just to avoid NPC necons come with other Xenotypes in case if you have Biotech. But this is only intended them not to have any other Xenotype since they are physically impossible to be genetically modified.

5. New Race-wide Ability - Living Metal

If you have Biotech, all Necrons who have xenotype of Necron will be spawned with ability called "Living Metal". You can cast this ability to self once per a day. Using this ability will remove one of the each following wound hedffs from your pawn - Blood Loss, Cut, Stab, Bruise, Bite, Gunshot, Scratch, Burn, Surgical Cut, Crack, Crush, Chemical Burn, Shredded, Frostbite and Missing Body Part.

Missing body part is still kind of messy since it only can remove one hediff per casting, so if your pawn lose their hand, you can only recover hand but fingers will be remained as missing part.

If you don't have Biotech, open DevMode and add the skill to your pawn.

6. Build / Craft restrictions (For HAR only)

Basically, Necron buildings, weapons and Necrodermis are not possibly built / crafted by baseline pawns. You need Canoptek Swarm, Canoptek Spyder and/or Plasmancer to produce and build them - Canoptek Swarm can build all the buildings and craft Necrodermis / Reanimation Protocols. On top of that, Canoptek Spyder can do lower level researches and crafting weapons for Warriors / Immortals / Flayed Ones. Plasmancers can do everything as per they are the masters of Necron technologies.

To properly use this mod, you have to use at least one of this sub faction mod.

Optional Mods
MIM - WH40k Ideology
MIM - WH40k Royalty
MIM - WH40k Anomaly

Buy me a coffee if you wish[buymeacoffee.com]
49 Comments
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