边缘世界 RimWorld

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MIM Warhammer 40k Necron Core
   
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Mod, 1.6
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9.580 MB
7 月 5 日 上午 9:21
9 月 30 日 上午 7:28
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MIM Warhammer 40k Necron Core

在 emitbreaker 的 1 个合集中
MIM WH40k Mod Collection 1.6 Migration Completed
45 件物品
描述
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]
61 条留言
emitbreaker  [作者] 10 月 19 日 上午 2:29 
@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 10 月 12 日 上午 12:04 
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 10 月 11 日 下午 11:14 
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 10 月 11 日 下午 11:03 
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  [作者] 9 月 26 日 下午 1:35 
@All currently new verb cauases EMNC_ConvergenceofDominion error. Will fixed it by tomorrow.
emitbreaker  [作者] 9 月 21 日 上午 5:33 
@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 9 月 21 日 上午 2:18 
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  [作者] 9 月 20 日 下午 6:18 
@Spencer Mahad You mean, the Ad Mech mod's mononlith? that was fun but not allowed to users to use ;(
emitbreaker  [作者] 9 月 20 日 下午 6:16 
@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 9 月 19 日 上午 9:14 
@Gnida был раньше модик на старую версию, там турели были помню и такие жёсткие типочки уничтожители, как танки работали.