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RimWorld => Mods => Unfinished => Topic started by: Cpt.Ohu on December 22, 2016, 05:17:18 AM

Title: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on December 22, 2016, 05:17:18 AM
Continuation from over here (https://ludeon.com/forums/index.php?topic=25040.0)

(http://i.imgur.com/XYLrPYX.png)

Description:

This is a 40K conversion mod that places your colony on the outer edges of the Imperium of Man. It's been in development for quite some time, slowly bulding up to a big overhaul, introducing a variety of new factions, a lot of new weapons, psyker powers, religion and the titular corruption of the Warp.


Features:

New factions:


Imperium of Man:
  Imperial Guard

(https://f47t.imgup.net/screen_IG7847.jpg) (https://f47i.imgup.net/screen_IG7847.png)

  Adeptus Sororitas

(http://n43t.imgup.net/Screen_Sordb86.jpg) (http://n43i.imgup.net/Screen_Sordb86.png)


  Mechanicus

(http://f51t.imgup.net/Screen_Mec2dea.jpg) (http://f51i.imgup.net/Screen_Mec2dea.png)


Alien Empires:

  Eldar

(https://g30t.imgup.net/scree_eldad1c5.jpg) (https://g30i.imgup.net/scree_eldad1c5.png)

  Orks

(https://b75t.imgup.net/screen_orkab31.jpg) (https://b75i.imgup.net/screen_orkab31.png)

  Dark Eldar
(http://z72t.imgup.net/Screen_Darf79a.jpg) (http://z72i.imgup.net/Screen_Darf79a.png)


The Lost and Damned:
  Chaos Cultists

(http://s18t.imgup.net/Screen_Kho472e.jpg) (http://s18i.imgup.net/Screen_Kho472e.png)

40k Armory:

A variety of well known human and xeno weapons and armor

Faction Colors:
This mod uses this framework (https://ludeon.com/forums/index.php?topic=27459.0). As such, all of the new factions have individual colors assigned to them that will display on predetermined clothing/armor which they equip. Eventually I will make it possible for the player to choose his own colors, so when you are manufacturing imperial armor, it will be colored according to your heraldry.


Aircraft:

This mod adds aircraft for suborbital travel to the game. They can be equipped with turrets for ground defense/attack purposes and travel like caravans/transport pods. They are fuelled by Chemfuel.

(https://a16t.imgup.net/screen_aqu98ec.jpg) (https://a16i.imgup.net/screen_aqu98ec.png)

Shiptypes currently in:


Psyker Powers:


(http://u18t.imgup.net/ScreenPsykdbef.jpg) (http://u18i.imgup.net/ScreenPsykdbef.png)

Every pawn gets assigned a power-level. Anything above Iota may be classified as Psyker and has the chance to gain accesss to abilities. As of now, these are mainly offensive spells and debuffs, though there's already the groundwork for healing in there as well. I'm also working on non-targeting-spells that will affect the pawn itself or a predefined target.
As of now, any effect you can think of that should target a single pawn can be coded in. There are mental-state-bullets, heal-spells, and normal offensive stuff like the lightning-arc. The buff/debuff projectiles aren't drawn. Instead, below the pawn a mark appears that grows until the pawn is "hit".
Again, this is mostly for combat, which is why I will go down the other road as well. I want to enable them to influence visitors, either to give better prices, increase faction relation, or even force-recruit them. And I want to enable a sort of astropath-system, which means some pawns have the ability to call in help from space (mainly the Imperial Guard and Sisters of Battle).

For now, the sisters of battle and the Eldar warlock are the only characters who start out with Psyker Powers. Your own pawns can only learn them by reading certain books or by using special equipment (like a staff that allows psykers to shoot lightning).

For AoE spells like Eldritch Storm to work, you have to target the casting pawn itself, otherwise it will not fire.


Purity of Soul:


Your pawns now can get affected by the warp. Starting out pure, different circumstances and actions may corrode this purity until they fall to one of the gods of chaos, showing the mark of their patron upon their body.

As it is, there's simply a new need of soul that defines the effect the warp has already had on this individual. You can access a new windows by simply clicking on the alignment icon in the inspection tab or the Need-barometer in the Needs tab.

(http://i.imgur.com/wRVCdjw.png)

Every pawn gets assigned a devotion-trait. This ranges from atheist to fanatic, and this will influence the speed at wich their soul can be affected, as well as social interactions.

The patron-system simply indicates, which deity/higher concept the pawn is following. I have the Emperor for humans, Gork/Mork for Orks, the Eldar pantheon for Eldar and Dark Eldar, and there's already the Greater Good, but it's not used yet.

At the threshold of 30%, the pawn falls to chaos. This means he can never again raise above 30% and he gains a chaos-patron.
This confers a couple of boosts. For one, many negative thoughts are being disabled, so they are less affected by the brutality of RW.

On the other hand, depending on their new patron, they get patron-specific thoughts. A Khornate gets a mood-debuff for every day that he isn't allowed to kill something (can even be hunting an animal, as long as HE kills it). And if his mood is low, he will either go berserk on everything, or he may simply decide to kill a prisoner of the colony (Kill-the-Weak mental break).

A Nurglite gets a permanent mood-boost since Papa Nurgle is such a nice chap, and the more diseases the pawn attracts, the happier he gets. There's already Nurgle's Rot in there, which has a funny mechanic. When killed, the pawn combusts in a mist of diseased matter, which infects all pawns within the vicinity. On the other hand, the pawn may accept Nurgles embrace, gain him as Patron and be cured of the lethal form of  rot, gaining Nurgles Mark instead. The explosion of this pawn upon death is even bigger.

A Tzeentchian has random mood swings due to the chaotic nature of Tzeentchs schemes. He will also get a higher chance of gaining psyker powers (see below).

The Slaaneshi is as of now not really implemented. I have no idea, what the impact should be, or rather how I would code it. I wanted them to get dependent far more easily and regularly go on either food/drug binges or violent streaks.

Purity is effeced by:
  Special items (corrupted / holy)
  Map events
  Reading books

Cultural Tolerance:

Every pawn has an innate offset towards xenos, Neutral, Xenophile or Xenophobe. This will influence the social oppinion of other pawns in the colony. A xenophobe will get annoyed if he has to live with xenos. A xenophile is happy if there are xenos present. Neutral has no effect.

Worship:


(http://q71t.imgup.net/Screen_Ser9feb.jpg) (http://q71i.imgup.net/Screen_Ser9feb.png)

As it is, you can build altars and assign preachers. At fixed times in the morning or evening, the preacher will call for a sermon and all pawns who want to listen to him will join. The preaching-skills are dependent on his social skill. A good preacher has a higher chance of giving a great sermon with a big mood buff as opposed to simply a small buff. Of course the preachers affliction is also taken into account. A chaos-follower will give a dark-sermon, which will disturb any pawns that are still untouched. Vice versa, a chaos follower will be annoyed by listening to a loyalist. An atheist will get annoyed either way by religious nonsense. An agnostic may even get the small mood buff, since he's not objected to faith as a concept.

In any case, if a pawn has listened to a preacher he didn't like once, he will never again come to his sermons.
Depending on the preachers affliction, the listeners will have their souls changed, either corrupted by a dark sermon, or elevated by a normal sermon.

This is to be one of the major gameplay changes. Religion has rarely played a part in any mod so far, and I want to change that since it might make for interesting stories. Maybe your colony gets renowned as a place of worship, and visitors from far away come to pray. You may even get the protection of the sisters of battle to hold off raiders.

For now, I've included human skulls and bones to be gained from slaughtering humans. These can be used to build shrines and later on, Servo-Skulls.


Author/Mod Team
Cpt.Ohu - Assembly, XML, Textures
TrashMan - Textures, XML
BanditPanda/Baron - Textures
KriegsStrudel - Textures
Imperitor - Assembly, XML
InfinityKage -  Concept/Balancing

Acknowledgements:

Kaptain Kavern for doing almost all of the organization
Basically the same people already mentioned in the thread for the Alien Race framework (https://ludeon.com/forums/index.php?topic=24469.0), as it's used here
Erdelf for the updated version of Alien Races
Rikiki for the code for drawing laser projectiles
Mrofa for the bookreading-stuff
Some textures from Headshot's 50k Weapon mod
Shinzy's cap from Apparello just fits way too good for commissars
Pardeike for Harmony
Saebbi for the Combat Extended patch

Downloads:


Base Mod:

Requires the Humanoid Alien Framework (https://ludeon.com/forums/index.php?topic=29353.0)

Corruption Mod v0.87 (A17) (https://github.com/Cpt-Ohu/Warhammer40k-Corruption/releases/tag/v0.89)

Corruption Mod v0.95 (A18) (https://github.com/Cpt-Ohu/Warhammer40k-Corruption/releases/tag/0.951)



Patches:

Pawnrendering Patch A17 (https://github.com/Cpt-Ohu/40K-Corruption-RenderPatch/releases/tag/v1.1)

Pawnrendering Patch B18 (https://github.com/Cpt-Ohu/40K-Corruption-RenderPatch/tree/B18?files=)

EPOE Patch A17 (https://github.com/Cpt-Ohu/Warhammer40k-Corruption---EPOE-Patch/releases/tag/v1.0)

Combat Extended Patch B18 (https://github.com/Saebbi/Corruption-x-CE-Patch)

The rendering patch is necessary to enable all drawing functions of the mod. Otherwise implants, chaos marks and apparel details won't show up.

Load Order:

- Humanoid Alien Framework
- Base mod
- Render Patch

Discord (https://discord.gg/UgHEDf5)


Incompabilities:
- FactionColors (https://ludeon.com/forums/index.php?topic=27459.0): This mod contains a modified version of the mod. Do NOT enable both mods at the same time.

- OHU Dropships (https://ludeon.com/forums/index.php?topic=31906.0): This mod contains a modified version of the mod. Do NOT enable both mods at the same time.

This is just to give access to the assets of the mod and let people see, what's in there, since it's been asked about a few times. The mod is far from being finished and I'm looking forward to any kind of feedback.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on December 23, 2016, 09:04:52 PM
Updated first post for better clarity.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Smexy_Vampire on December 23, 2016, 11:15:51 PM
dam that looks cool :D
Title: Re: [A16] Warhammer 40k Corruption
Post by: JorJor on December 23, 2016, 11:46:32 PM
Sweeeeeeet
Title: Re: [A16] Warhammer 40k Corruption
Post by: koni on December 28, 2016, 04:19:32 PM
I have no idea about warhammer, but this mod is great! Especially I like the worship (but pls say which gods are meant there). Also the skulls are nice, remind me to what I planned in the second, barbarian part of my Ancient Rim. Good work!
Title: Re: [A16] Warhammer 40k Corruption
Post by: CuriousKey on December 29, 2016, 06:30:50 AM
This looks wonderful! Good luck, I'll be very excited to try this out when it reaches release :)
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on December 30, 2016, 09:44:02 AM
Did some small bugfixing (loading the world map no longer throws errors).

Psyker Powers are a bit messed up by a code change in projectiles in A16, I'm still trying to fix this.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Renven on January 03, 2017, 09:00:13 PM
this looks done, is it done? if not, wow. such dedication. i am a huge wh40k lore nerd and loves seeing this come to fruition. i'd love to see some event come up that has to do with faction siding, but, just......... OMG I LOVE THIS SO!
Title: Re: [A16] Warhammer 40k Corruption
Post by: Houkime on January 04, 2017, 05:00:29 AM
Well, ideally Slaaneshits probably should become and unbecome lovers very quickly, do LOTS o' lovin' with random pawns  (even if opposing side don't want to) of both sexes as a primary joy source, never rebuff anybody and have major debuffs if not drugged, if Joy is low or if having a day without lovin'.
If a prisoner has a double bed, they will use him as a slave for fulfilling their needs...

As a bonus they all can have Pretty trait and a passion for art and Social.
(Perfect traders and recruiters... hehehehe...)

Also according to lore it's logical for them to have enchanced sensorics and manipulation.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 04, 2017, 07:12:03 AM
Quote from: Houkime on January 04, 2017, 05:00:29 AM
Well, ideally Slaaneshits probably should become and unbecome lovers very quickly, do LOTS o' lovin' with random pawns  (even if opposing side don't want to) of both sexes as a primary joy source, never rebuff anybody and have major debuffs if not drugged, if Joy is low or if having a day without lovin'.
If a prisoner has a double bed, they will use him as a slave for fulfilling their needs...

As a bonus they all can have Pretty trait and a passion for art and Social.
(Perfect traders and recruiters... hehehehe...)

Also according to lore it's logical for them to have enchanced sensorics and manipulation.

I'm already experimenting with mental breaks (regular drug binges and violent breakdowns to battle desensitation). An increase in romance attempts to other pawns is an interesing idea, I like it.

Traits are difficult, since there are two ways of looking at it. Either you can have a person that is normal by nature, then gets corrupted and turns to a chaos gods characteristics, or the person already possesses those features which makes them susceptible to the influence of chaos. Gameplay wise the latter would be more interesting in my view. It also would give the player some clue as to where a certain pawn might end up. That bloodlusty veteran fighter you have as your main combatant? Yeah, that's a Khornate follower in waiting...

But as for gaining the Pretty trait: Have you seen Lucius the Eternal or Daemonettes? They are beautiful yet repulsive at once. I think I'll try to integrate that into the Slaaneshi-Trait (like currently, Khornates count as bloodthirsty even if they don't have the vanilla trait).

Quote from: awsomeknight96000 on January 03, 2017, 09:00:13 PM
this looks done, is it done? if not, wow. such dedication. i am a huge wh40k lore nerd and loves seeing this come to fruition. i'd love to see some event come up that has to do with faction siding, but, just......... OMG I LOVE THIS SO!

Done? Depends on what you are looking for.  ;)
It is playable. Still way too much stuff that's barebones. And yes, I'm thinking about a system where your planet can become a part of the Imperium, necessitating a tithes-system and potentially becoming (heretical) rebels.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Houkime on January 04, 2017, 08:53:33 AM
Bug: even alien clothes can be weared. It can't be forced, but if pawn so decides, it wears it.
Suggestion: For example, eldar have mostly similar anatomy to humans and their helmets should be available to wear with no problem.
Bug?: Demons from Rift attack even if your colonists already belong to Chaos.

Suggestion: Purity of Soul meter in Colonist Selection Screen and some way (other then looks) to distinguish Marks.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Nomsayinbrah on January 04, 2017, 01:38:07 PM
yeaaaaaaaaaaaaaaaaaaaaaaa! I used to player warhammer a lot. Looks cool already!

Will have to wait till after my exams till I buy rimworld, as I don't want to fail school just yet :D
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 05, 2017, 05:15:10 AM
Quote from: Houkime on January 04, 2017, 08:53:33 AM
Bug: even alien clothes can be weared. It can't be forced, but if pawn so decides, it wears it.
Suggestion: For example, eldar have mostly similar anatomy to humans and their helmets should be available to wear with no problem.
Bug?: Demons from Rift attack even if your colonists already belong to Chaos.

Suggestion: Purity of Soul meter in Colonist Selection Screen and some way (other then looks) to distinguish Marks.

Hey, thanks for reporting. I neglected the automatic apparel optimization when setting up the race-restriction, should be fixed now. Eldar helmets can be worn by humans. Ork helmets on the other hand are too heavy/bulky (+ the graphics don't fit).

The demons from the rift attacking everything was a deliberate choice. Maybe I'll enable a way for a chaos colony to open one intentionally as a way to defend.

What would be your suggestion for displaying the chaos god alignment?

Quote from: Nomsayinbrah on January 04, 2017, 01:38:07 PM
yeaaaaaaaaaaaaaaaaaaaaaaa! I used to player warhammer a lot. Looks cool already!

Will have to wait till after my exams till I buy rimworld, as I don't want to fail school just yet :D

Good call  ;)
Title: Re: [A16] Warhammer 40k Corruption
Post by: Houkime on January 06, 2017, 09:48:39 PM
Bug: World map is without UI. Unescapable unless you zoom in to the max and then on pressing Page Down game throws  "2819: parameter cannot be null. Parameter name:key ". No other mods. Redownloaded from GH. Same.
Bug: When mousehover over Omicron description - "Object reference is not set to an instance". Tooltip. Every tick. And no UI again.
Missing Stuff (don't know if you know): Old Books like the Veil are without texture (according to debug log).
Bug?: Atheist has an Emperor patron. (It's a sceleton. You need to believe in him in order to have him as an authority, right?)
Bug?: Pure soul has a Slaanesh patron. Well, I guess it is possible but how does this pawn behave?...
Bug: Religion Menu cannot be scrolled between colonists by selecting another colonist. (Open Religion. Click on another colonist. Still the same. Not right.)
Bug: Skull on a pole has 65% cover efficiency. And says "Wooden Skull on a Pole". There should be "Skull on a Wooden pole"
Cosmetic: Adjacent bookshelves overlap unnaturally.

Suggestion: "Xenophobe/phile" should be displayed separately or at least not only with religion.
Right now it is only in religion. Not the most obvious place to seek for it.

Missing touches:
In current activity while attending to sermon: a sermon to whom?
Small Altar: Missing some info about sermons to whom are possible.

Funny Story to think about: Right now I have a pure soul with Slaanesh patron that is leading a sermon to... supposedly Emperor... to two Emperor-loyal pawns.


I think on-body visualisation idea is good but it should be more literal and obvious (Nurgle's Rot confused me ("are these misplaced flames?") and Tzeentch's visuals are well seen only on partially naked pawns)...
(btw Tzeentch small blue dots are sometimes misplaced to nose for some reason. They are supposed to be eyes or bodyart?)

But other good thing to do would be to have some text in addition to visuals.
I imagine it like "Religion: Tzeentch" [/God-Emperor] attached to the bottom of PoS-Meter.
And... once again... a PoS meter on Colonist Selection Screen right after generating world.

Right now religion info is not even in Stats tab.
The only way is to click on the PoS-meter. It is NOT an obvious way especially given that PoS meter is not designed like a button.

Please do consider doing religion menu entry point more obvious.
The most straightforward IMHO is to

1. Have a "Purity of Soul" text above PoS meter designed like a button
2. Integrate some religion data into Stats.
3. Have a link to Religion in the Stats or/and have "Click on Purity of Soul Meter for extra info" string in Stats in religion info.
[1#]. Or at least elucidate in the popup note to PoS that it is clickable.

Other basic suggestions:
Could there be "DE/Eldar/Orc/IG etc. Outpost /// Mixed outlander union" as faction types on the global Map like there are usually "Pirates/Outlander Union/Tribe"... with icons?
Right now cannot understand who is who on the map.

This is also needed for Scenario Editor. So you can decide with whom to play.

Some other ideas for future (maybe junk):


Mushroom basin for production of Orcs and Devilstrand.:

Orcs are mushrooms. And they need to be many to raid.
What are implications?
You might think about giving more love to mushrooms and Orky economy.

I propose Mushroom basin (actually just a large bathtube).
Cost is around 40 of any material. Bit more than a bed.
Does not require electricity.

It can be used for 2 purposes.
1. Fill it with meat or any other organics to produce Devilstrand without sunlight and fast.
2. Fill it with: 10x Orc meat (fungi source) and 90x of any meat... To produce 1 random Orc or Gretchin.

(Allow rotten?)

After that you should be keeping temperature like for Beer making.

Orcs and Gretchins grow slowly. Maybe a half-season. 1 per basin. Visually it is a pale cocoon growing bigger and bigger. It will be whole-basin long when ready to harvest.
Harvest may be failed.
[Alternative. A bit more realistic. Orc can pop out when ready.]

As you can see mechanically it is a basin, but with Bills much like stove.
Mixed inputs. You can allow and disallow stuff.

Eternal Circuit.

A straightforward utilization for Spirit Stones with souls in them.
Alternative to Ship Generator. (Yes, can fly as a part of a ship. Eldar are using this stuff to power their Craftworlds so no problem).
Needs many stones.
Runs forever.

"Torture" Operation Bill, "Torture"/ "Torture and recruit"/["Slave of Love"/"Love and Recruit"] for Prisoners.

A joy source for DE.
A Lovin' source for Slaaneshi.
A way to get joy and get corrupted (both Torture [and Love]) for others.
A way to get medical practice and get corrupted (but without real harm for prisoner. Long play.)
A recruitment system. (New colonist will have a LONG debuff from Torture. Lovin' is better but not every colonist will do it probably.)
A way to corrupt non-corrupted colonists (both operator and target).

Wraithbone construction:

Eldar psyker's ability.
Grows walls of WraithBone. Slowly. Costly.
Wraithbone is needed not only for habitat, but probably for some Eldar machinery like Webway Gates and Eternal Circuits.

WebWay:

Net of Not_really_Teleports scattered around planet.
Alternative mode for Map: Webway.
In WebWay mode Gates are connected with tunnels. Other terrain is impassable.
[Optional. The placement of Nodes in Web may not reflect real-world geometry for Gates. So the nodes are all mixed and you can have an exit to other side of the planet right next to your closest Node. And vice versa. MAYBE Gate-Node correspondence is not even given from start so you need to go blind and try exits.]

Advantages:
Within Tunnels speed is fast enough to reach from pole to equator in 1-2 days or so.
Temperature is around 10 C.

Is there a Library somewhere? (Alternative wincondition?... cause obviously Webway  can disable original travel-for-spaceship if not dangerous/difficult enough. If Nodes are mixed and you don't know from start a Gate-Node Correspondence, one of the nodes may not be a node for gate but a Library or some other interesting stuff)

Downsides: No food for animals. (Currently animals can eat grass on the way and thus muffalos are not counted as eating while on grassy tiules in GlobalMap)

Demon encounters. (See Codex. Sometimes Webway is breached and Warp can flux in.)

Highly possible pirate and DE encounters on nodes.
No manhunter packs.

As a biome (optional. NEW COMMORRAGH!)
All terrain is smooth rock. Nothing grows. Some rare ruins possible. No Sunlight. Very small wind.
Frequent events: Caravan passing by. Stranger passing by. Pirate raids. DE raids.
More rare: Demon attack. Every magic lures Demons. (remember the lore?)
Overall should be a bit easier then Sea Ice.

All for now.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Houkime on January 07, 2017, 12:57:24 AM
Did some basics tests with Techpriests  and Orcs.

Techpriests:

Bug: Magos Biologos cannot do Doctoring and Growing.
Bug: Artisan Techpriest somehow missed your allmighty disability hammer and can Tend, Doctor and more.
Bug: Techpriests have as much human meat as anybody else.
Missing feature (more a suggestion/reminder): Disassemble Techpriest/Servitor bill for a mechanical workshop.
Possible future feature: "Turn into Servitor" and "Turn into Techpriest" operations.

Bug?: Techpriests act like Servitors... with no real thoughts at all. It is not according to lore AFAIR. Techpriests are still people. Fanatics of Machine God (by the way why Emperor as patron?), heavily modified and such, with tons of manipulators and really hard resistance to exotic surrounding conditions (part of the reason for them to become techpriests), but still people with almost normal human brains.
There is a punishment of Servitude when a misbehaving guy really do lose all of his consciousness and becomes a mindless Servitor (who can also be equipped with manipulators like DoW Sisters' of Battle one). But it is whole another story.
Magos are most definetely not servitors and have quite a good mind of their own.


Orcs:

Comment: Orc economy is exactly zero.

Bug: Grots are completely disabled. They cannot even Mine (why?), Construct and Craft which is kind of their primary duty. Who did those Orc armors if not Grots is therefore a mystery. According to lore, they can do pretty much everything maybe except for good cleaning. Kind of smart. Can engineer stuff and research even. They are the true rulers and workhorses of Orky economy.
And Orks as I remember them are not art-disabled. Quite the opposite actually. But this might cause problems because Orky art descriptions are something that needs writing meters of paper to implement.
Cosmetic: Orc heads need redrawing. Out of style, do break immersion. Overall Orcs feel like should be more massive, more like fat people. Grots are ok. Color is a bit too artificial though.
****
Was impressed by additinal manipulators being an apparel. Was about to suggest them as implants before seeing them.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 07, 2017, 03:00:18 PM
Thank you for taking the time.

Quote from: Houkime
Suggestion: "Xenophobe/phile" should be displayed separately or at least not only with religion...
Right now religion info is not even in Stats tab...
Please do consider doing religion menu entry point more obvious...

I'm aware that the current implentation isn't ideal. This was the easiest way to get a window with additional stats in there without the need for detours. Hence the xenophile/-phobe stuff is also in there. There's unfortunately not that much space left on vanilla windows for additional information to be placed in, and putting them in the basic stats window I thought they'd be largely ignored.

I'll consider your suggestions and when moving towards a release, I'll get a at least some basic info and a more obvious button in there somehwere that leads to the religion menu.

Quote from: HoukimeIn current activity while attending to sermon: a sermon to whom?

I'll think about a way to display this. As for now: What kind of sermon is given depends on whom YOU set as a preacher. If you have a corrupted pawn, he/she will give a dark sermon, no matter what you define. The preacher will stand at an imperial altar and basically try to desecrate it with heretical speech. Hence loyal pawns will be disturbed and not listen to this preacher ever again. A pretty mild reaction, but I reccon it would be a bit tedious from a gameplay perspective if we played it straight and then let the loyal pawns bludgeon the heretic to death right away without player control (mental break: righteous fury).

Quote from: HoukimeBug?: Atheist has an Emperor patron.

The imperial patron system is very simplified atm. Atheism as we understand it in 40K is kind of a moot point anyway since the existence of higher powers is confirmed and divinity becomes a matter of definition. During the Great Crusade the Astartes accepted Big-E as their leader/patron without raising him to the level of a god in the old sense. A loyal atheist pawn in this mod just carries the original idea of enlightenment/abolishment of religion as put forward by the Emperor. He is still a patron, even if he isn't prayed to.

Quote from: Houkime
I think on-body visualisation idea is good but it should be more literal and obvious...

Rimworld is unfortunately a bit limited in graphical terms. It's difficult to display mutations/rot without going over the top. The current overlays are also more subtle because they shouldn't be completely obvious at a single glance. Corruption may be hiding under all that clothing and armor, you'll only know by taking a closer look.

However I'll try to get some icons in there to make it a bit more obvious for colonists.

Quote from: HoukimeSome other ideas for future...
Orks:
I'm not sure I'll ever get around to make an orc colony playable. In my eyes they are great as an external threat, but I'm not sure what sort of stories would come out of playing a giant mushroom farm. Though I do see the appeal of making a pure raider-playthrough where your orks try to take over the entire planet. I'm afraid though that the game may be unable to handle planetwide conquest (at least for now).

Eldar: Playing or fighting an exodite faction is an interesting idea. Craftworld Eldar (and infinity circuits) I think aren't that suited for a colony.

Webway-Gates are on my to do list, simply because I want Eldar to appear in the middle of a map without landing in primitive droppods. Making the webway itself accessible for travel is an interesting idea. However it would probably only be available to Eldar and therefore quite an extensive piece of work just for one possible scenario.

Dark Eldar: Torture. Yeah....

40k is grimdark to the point of absurdity, and that's why I can laugh at it. However I'm not sure I WANT to enable you as the player to be directly giving out orders to torment as an entirely beneficial way of playing. If anything I'll get it in a mental-break (similar to berserker rage) so these pawns become more of a liability.

You already can do some sketchy stuff with a single psychopath/bloodlusty guy (get him to kill any downed and otherwise useless pawn for that mood buff). And when playing a full grown DE kabal / chaos cult you'll have nothing but these psychos at your disposal...

Playing DE is also at the same level as Orks in my view. Not that interesting/fitting for now.

Quote from: HoukimeBug: Magos Biologos cannot do Doctoring and Growing.
Bug: Artisan Techpriest somehow missed your allmighty disability hammer and can Tend, Doctor and more.
I'll update the backstories for the mechanicum. Also: The Allmighty Disability Hammer may be a holy weapon I'll add.

Quote from: HoukimeBug?: Techpriests act like Servitors... with no real thoughts at all. It is not according to lore AFAIR. Techpriests are still people. Fanatics of Machine God (by the way why Emperor as patron?), heavily modified and such, with tons of manipulators and really hard resistance to exotic surrounding conditions (part of the reason for them to become techpriests), but still people with almost normal human brains.

I wanted to disable thoughts for the techpriests, because of their effect on the mood. Most Rimworld thoughts (beauty/luxury of a room, quality of meals, lover's quarrels etc.) are too banal in my eyes to have an effect on the mood of a proper member of the mechanicus. I put them on the same level als their servitors not for lack of actual individual thoughts, but because their thoughts are in my view more likely to be very different from that of an average, unaugmented human.

The emperor as patron is in there for simplicity, basically. I'm not sure what the machine-god would bring to the table in this setup.

Quote from: HoukimeBug: Techpriests have as much human meat as anybody else.
The flesh-thing is strange, since it should yield way less human meat. I'll take a look.


Quote from: HoukimePossible future feature: "Turn into Servitor" and "Turn into Techpriest" operations.

Making servitors is actually on the agenda. I'm just not sure yet as to how I would handle their basic needs after the transformation, since as you said, there's a range of possibilites in the lore, from mindless, vatgrown flesh-robots to actual humans that may even retain at least some personality (Aluded to in Black Library books).

Quote from: HoukimeOrc economy is exactly zero.

That may have been over-zealousness on my part, since the orks were not meant to be played as colonists or have an actual base somewhere. I'll enable crafting and construction for grots. Artistry will remain disabled, since yes, technically orks are capable of making art, but the game is still mainly played from a human perspective, I wouldn't consider what the orks are producing worthy of being called art that has any value.


Quote from: Houkime
Was impressed by additinal manipulators being an apparel. Was about to suggest them as implants before seeing them.

Somewhere down the line I'd like to set up actual visible implants like that. Currently this manipulator takes up an apparel-slot that players may want to use differently. Also it means that any colonist can just equip/drop it, and since we're talking about advanced tools that require some heavy wiring into the nervous system, that's not very realistic. Speaking of the servitors mentioned above, I'll probably go towards a mechanicum surgery table for such advanced operations.
Title: Re: [A16] Warhammer 40k Corruption
Post by: sedkethran on January 10, 2017, 08:46:51 PM
Hey when I mouse over for the description of an Omicron my entire UI goes blank.
Not sure if this is a real bug or a fault of my own with mod load order.
Title: Re: [A16] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 11, 2017, 04:08:21 AM
Quote from: sedkethran on January 10, 2017, 08:46:51 PM
Hey when I mouse over for the description of an Omicron my entire UI goes blank.
Not sure if this is a real bug or a fault of my own with mod load order.

That bug was reported before, it's now fixed.
______________________________________________
Update:

Fixed most of the bugs reported.

New way of displaying information about a pawns corruption:
(http://i.imgur.com/wRVCdjw.png)

Pressing the icon next to the bar also opens the alignment-window now.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: koaniil on January 11, 2017, 07:28:51 AM
Hello.
When i build any altars save game is crashed and not load anymore.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 13, 2017, 08:00:21 AM
Quote from: koaniil on January 11, 2017, 07:28:51 AM
Hello.
When i build any altars save game is crashed and not load anymore.

There was an error within the save-method for the altar, it should be fixed now.

_____________________________________________________
Update:

Added in basic structure for a Tau faction.

(http://i.imgur.com/Z6Z8Juv.png)

Includes:
Pawns: Basic fire warriors, Gue'Vesa auxillaries and traders from the water caste.

Weapons: Pulse Rifle, Pulse Pistol, Rail Rifle

Armor: Combat Armor (Shas only), auxilliary chestplate, basic bodysuit
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: koaniil on January 13, 2017, 11:18:45 PM
Okay, altars works, but save crushed when the colonists used altar and their purity changed
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on January 23, 2017, 12:27:55 PM
I don't mean to critize, however, have you ever considered making standalone mods? I absolutely LOVE warhammer lore, whether fantasy or 40k. But your conversion seems to tackle a lot of things rimworld itself has yet to do, like the servitors for example, the visible implants, thats how I thought implants would work in vanilla rimworld, the techpriests are amazing, and the warp magic is simply incredible work, I'm very curious to see how this mod will turn out to be, but I'd start with the Imperium/mechanicum first, you already have tau, eldar, chaos, the amount of work each demands has must be straining, why not do each at a time?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 24, 2017, 05:32:56 PM
Quote from: Techgenius on January 23, 2017, 12:27:55 PM
I don't mean to critize, however, have you ever considered making standalone mods? I absolutely LOVE warhammer lore, whether fantasy or 40k. But your conversion seems to tackle a lot of things rimworld itself has yet to do, like the servitors for example, the visible implants, thats how I thought implants would work in vanilla rimworld, the techpriests are amazing, and the warp magic is simply incredible work, I'm very curious to see how this mod will turn out to be, but I'd start with the Imperium/mechanicum first, you already have tau, eldar, chaos, the amount of work each demands has must be straining, why not do each at a time?

Well, I have a vision what this mod should be once finished. And I'm slowly progressing towards that goal.

What takes the most time is assembly coding which will make this mod unique. Creating faction art assets and writing XML code for a new one isn't that time-consuming or arduous for me. E.G. Tau and Dark Eldar were my way of relaxing after spending hours on getting another little functionality into the assembly.

I thought about making standalone-factions at some point. First off they still require the assembly part to function as they are intended and second I'm not that keen on butchering what I have so far to release just another Faction Mod like there are a lot out there already (and more fleshed out ones admittedly). I want these new factions to play a specialized role rather than being just a reskinned outlander or Mechanoid faction (which is what my 40k factions are right now, barring some pawn-specific stuff). These factions are supposed to provide interesting midgame and lategame options.

Speaking of which:

(http://i.imgur.com/8wbffmV.png)

This is the Central Command Cogitator (CCC), basically an advanced version of the comms console. Its function will be to allow communication with hidden factions which may be based on other planets or aboard ships. For the imperial factions this will allow to trade in raw goods for goodwill, which will grant either protection or technology.

As you see, it also shows a sketch of the subsector your planet is in. This is randomly generated each game. Maybe I'll find a way to get moving objects in there as well.

At a later point the CCC will give you the option to request being acknowledged as an official part of the Imperium by the Adeptus Administratum. Or maybe you're more interested in joining the cause for a Greater Good...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on January 25, 2017, 09:17:26 AM
By the Emperor, thats amazing! maybe you could include a feature that allows us to be appointed governors of our rimworld when we're recognized by the Imperium? allowing us to request Imperial platoons to patrol the planet, set up forward bases, while increasing the chance of our rimworld getting attacked by chaos forces, tau or dark eldar? or maybe, you could allow to us build a foundry world for the Mechanicus, allowing our faction to become Magos members of the Adeptus Mechanicus and receive techpriests, menials and servitors to help us prosper, skitarii units to help in defense

I like your vision of the mod, what I was getting at, perhaps releasing Warp magic as a standalone mod at some point, or faction parts, like Adeptus Mechanicus armor and weapons and servitor bots.

What are you planning with warp magic? do you plan to add more types of spells, perhaps better ways to cast spells instead of using a staff to focus, you get a new tab to show your magical talents? Oh.. when AI learn to use warp magic.. I know this might not be a priority, but do you plan Space Marine chapters too? Hmmm, minotaurs.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on January 25, 2017, 03:18:22 PM
Quote from: Techgenius on January 25, 2017, 09:17:26 AM
By the Emperor, thats amazing! maybe you could include a feature that allows us to be appointed governors of our rimworld when we're recognized by the Imperium? allowing us to request Imperial platoons to patrol the planet, set up forward bases, while increasing the chance of our rimworld getting attacked by chaos forces, tau or dark eldar? or maybe, you could allow to us build a foundry world for the Mechanicus, allowing our faction to become Magos members of the Adeptus Mechanicus and receive techpriests, menials and servitors to help us prosper, skitarii units to help in defense.

Well, you've rightly guessed where I want to go. A third option would be association with the Adeptus Sororitas to get a Shrine-World going.

Quote from: Techgenius on January 25, 2017, 09:17:26 AM
What are you planning with warp magic? do you plan to add more types of spells, perhaps better ways to cast spells instead of using a staff to focus, you get a new tab to show your magical talents? Oh.. when AI learn to use warp magic.. I know this might not be a priority, but do you plan Space Marine chapters too? Hmmm, minotaurs.

More spells would be nice, but I'm not that inventive atm, so if you have some ideas, feel free to share.

Unlocking spells by equipment is just one option of gaining access. The Eldar warlock currently unlocked has a range of spells available that are linked to him directly, so even unarmed these warlocks may cast spells. This may be acchieved by reading books. I'm also thinking of events that may unlock an ability. Or building a training room where a potential psyker may focus and have a chance to gain an ability.

Getting the AI to use it would be another milestone, however for now my experiments didn't work.

As for Space Marines: When starting out, this was intended to be a team effort, and since other modders were prioritizing Astartes I focussed on everything else ^^
There are a lot of discarded assets lying around, and maybe I'll get around to re-use them some day, but I can't make any promises.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Ezrool on January 25, 2017, 04:26:50 PM
This looks awesome!
The Warlock abilities looks very enjoyable to use!


Cpt.Ohu, sent you a PM!
(Or well, I think I did... Might've closed the tab before sending. Got so much stuff on)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 02, 2017, 01:44:34 PM
Update:

- bugfixing (savegame issues)

- new building: Central Command Cogitator included (see post above). Contact with hidden factions not fully functional yet (since Rimworld doesn't want you to contact them)

- new Tab: Coat of Arms. Allows you to specify your faction colors and a bannertype to rally around:

(http://i.imgur.com/ZfiMaOF.png)

I'm still trying to get the actual preview onto the GUI. For now this tab can be found on the CCC.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: koaniil on February 02, 2017, 03:08:48 PM
All WORK! Thanks a lot!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 02, 2017, 08:13:23 PM
Summoning warp beings, starting with lesser types, farm type warp creatures to greater demons that are outside caster control but not enemy allowing it to live and protect your colony, certain type of nourishment food, I believe Psykers can feed from pure warp energy, the Emprah is a powerful psyker indeed, he never used staffs, did he? so what about some Focusing Power Gauntlets?

Warp Forked Lightning (a less powerful lightning bolt, more readily available)

Warp Imbue (buffs hand-to-hand combat melee),

Warp Despoil (take essence from psykers and warp beings and use these excess energies and ectoplasm as reagents to create warp focused items, weapons, furniture and the like) -Like soul trap from TES Games-

Warp Psyker Force Manipulation (a three way spell, you can project true force to stun/down beings, stunning the more 75% effect, while downing can be done in other ways... a psyker projects the blast on itself as a shield to ricochet projectiles, or throw a ball of pure energy to stun or down foes, very powerful psykers when dying will auto-cast these blasts like boomalopes, but with a greater or lesser radious depending on how powerful they were alive)

Warp Mortus Conjuration (Summon ghosts of long-dead psykers to mentor you and help with menial tasks, and cause lot of havoc, burned ghosts can appear and start putting fires, ancient/revered/ancestor ghosts can teach a lot about warp magic, some very powerful spells could be learned only through these ghosts)

Warp Memory (store spells, remember spells, project a image of yourself for... social reasons or just decoy, remember, the best friend you can have is yourself, teach spells to other psykers)

Warp Stasis Field (trap foes in a stasis field cage while the effect lasts)

Warp Stasis Wall (Construct a wall of pure energy to protect yourself against the elements or projectives, useless against warp magic)

Warp Stamina Buff (Increase speed with huge debuffs when the spell wears off -200x tired)

Warp Meditate (Sleep outdoors or in a focusing chamber to increase psyker talents, gain higher knowledge, divination about the future, slowly, but very slowly recover wounds, dare I say this is how psykers should ever "sleep" ? floating in air, with purple gases (ectoplasm?) leaving the body around the psyker as a protective mechanism )

Warp Energy bolt (cast two bolts using your eyes, or one huge bolt using your hands)

Warp Blink Combat (Useful when you need to dodge incoming mortars, psyker doom bolts, combat variation is less exchausting on the mind because of the adrenaline)

Warp Force Slash (Equivalent to melee damage with swords, but at a distance, very weak, but can leave a foe full of cuts that can lead to death)

Warp Enchant (Imbue furniture, objects with warp energy, tainting it or cleasing it)

Warp Asphyxiantion/Suffocation (remove the air from the foe, cut their lungs and watch as they suffer, or bless them and give back their air)

Warp Ward (A last chance spell, cast it on you or your allies to prevent death, resurrected pawns lose their memory permanentely, psykers can die when they cast this type of spell as a shard of their soul is transfered, but their ally gains 2 or more psyker levels, or go completely mad)

Warp Melt Metal (Melt foes using cybernetic, metal implants on their bodies, leaving only a crisp, melt weapons and other metals, could also be used to melt slags/weapons into useful metals such as steel, but with a higher chaotic influence in the objects)

Warp Awe (put foes in a confuse state for while the psyker channels)

Warp Teleport (another two way spell, psykers can use warp energy to teleport around, or.. to teleport themselves or others while in danger)

Warp Sustain (Increase the odds on surgeries, require constant channeling and could damage the psyker)

Warp Nourishmenter (similar to meditate, but instead psykers feed from pure warp energy, the purple gases enter the psyker instead of leaving him)

Warp Possession (If possible, a psyker can turn into objects, take control of pawns)

Warp Mutate (Chaos spell, turn foes into demons, slaves)

Warp Doom Bolt (a long rang spell that can utterly desintegrate foes, strickly chaotic, takes its toll on the psyker, often a arm, or a organ)

Warp Regeneration (Like the Nourishmenter and Meditate Spells, the regenerate can cure wounds and scars, but drains hunger and sleep, strickly pure, can leave psykers downed or confused, similar to cryosleep, they need to be awaked from this state, gently or with a mace to the head)

Warp Conjure Cherub (haulers and cleaners, angels from space, only the purest of heart can summon those, but they are temporily companions, live only 2 or 5 years, before dissipating to their holy home) Note: I'm not sure if they are warp demons, or artificial constructs, but if possible, could be a marvelous addition.

Warp Alchemy ( create food canisters, heal using corpses, create soulstones, bone artifacts and furniture, skull lamps, craft jewells, amulets of power, monoliths, focusing stones and magical glowing encravings all over the place)

Warp Familiar (Conjure a warp demon (good, neutral or evil) to accompany the psyker and increase his powers, keep company, heal and aid however it can, to lose a familiar is to lose a portion of your power and soul, kinda of a bargain? feed it PSYKER corpses or warp beings, or ectoplasm concoctions/food warp canisters, they cant eat anything material and can starve and eat you while destroying themselves if in frenzy)

Warp Heat ( Create contained fires that never spread, but generate heat, purple color ;) )

Warp Wildfire ( Well, unlike the Heat, it does spread... forever)

Warp Cool (Create a cloud that freezes a room)


Warp Foam (The counter to wildfire)

Warp Slow (slow foes, put weight on their movement, fatal if near water)

Warp Crack (break and crack all the bones in a foes body)

Warp Bolide (superheat a nearby stone and throw a foes)

Warp Boil (Make foes puke their own blood and eventually die)

Warp Spikes (Conjure sharp objects inside a foes body, very Fkn letal)

Warp Shard (Conjure sharp glass like shards and send them at your foes)

Warp Animate (Make golems from mud, stone or wood, or metal for menial tasks, mud and wood golems are very weak and only live for a few days, while more hardy golems can live for many seasons, can be bounded or turned into pretty statues, in fact they need to be crafted before animated, create dust warriors and give them weapons or armor, or just reanimate a corpse to serve as meatshield for bullets)

Warp Dispel (Cancel all warp effects in a area)

Warp Cloud of Shadow (blind foes)

Warp Cloud of Dreams (Put foes into sleep) and then burn their corpse, they cant wake from dreams :D


I'm done for now (thats about all I could think of now). I know some of these spells are impossible to mod or code, or simply beyond the scope of the mod, but if added it would mean a lot, I know some of the spells are absurdly powerful, but remember, only very talend psykers could ever hope to cast these and survive after, some of the spells can literally kill the psyker and desintegrating its corpse after, while *warp* is the "keyword", these spells can be renamed to whatever you like.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 02, 2017, 08:19:04 PM
Another cool addition would be if very powerful psykers had a filth-like thing, wherever they go, they drop glowing purple dirt/ectoplasm, that can alter the ambience for Good or Evil
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 05, 2017, 01:40:08 PM
Thank you for your spell ideas, I'm already working on some of them.

The ectoplasm-idea is a bit weird for my liking though. I'd rather make it an aura that travels with the pawn.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 05, 2017, 11:52:44 PM
Quote from: Cpt.Ohu on February 05, 2017, 01:40:08 PM
Thank you for your spell ideas, I'm already working on some of them.

The ectoplasm-idea is a bit weird for my liking though. I'd rather make it an aura that travels with the pawn.

Some say ectoplasm is mana, mystical, innate magical energies every being has, but only a few ever unlock it's secret potential, having very high rank psykers move around the game dropping magical energies wherever they go, not just to show how powerful they are, but how their powers change the ambience and essence of the world around them, how people perceive and therefore "feel" how powerful some psykers are.. not just by the looks (oh look, I'm walking with a staff and I wear a robe, so I must be a powerful wizard), its the plausive "material" energy.. it sends chill down the spine, it manipulates your emotions, yet invisible to non-psykers, its warp energy, psykers can sense how powerful other psykers are, aura, energy and all the senses including the sixth, it's all very interwined, wired, it's chaos, it's order, it is the the warp, it touches everything, it changes everything.

Maybe in the future you could make a Mana bar, Magic bar where when powers are depleated, psykers suffer the causes of abusing their warp powers

Thank you for taking these ideas, I'm glad and happy tjat I was able to help in some small measure the development of your upcoming masterpiece.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: GovernmentSpook on February 07, 2017, 07:00:36 AM
Great work so far! It's awesome that you already have a bunch of races and a religion/corruption system going on- really looking forward to the starting a 40k colony when I start a new game.

I was also wondering if you would ever release a standalone psyker mod? I've read your post on preferably not cutting up the mod into standalone-factions, but your psyker powers are certainly one of a kind (not to mention already implemented and working). Would be very appreciated!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 08, 2017, 03:38:48 AM
Quote from: Techgenius on February 05, 2017, 11:52:44 PM
Maybe in the future you could make a Mana bar, Magic bar where when powers are depleated, psykers suffer the causes of abusing their warp powers

I've been asked about that in the past. I'm unsure whether a mana bar is actually fitting for the kind of magic that the warp provides. There are already drawbacks to using psyker powers.

Right now, most spells have a really short cooldown, for testing purposes. Later on this will increase dramatically for the more powerful spells. Additionally, there are already risks in using psyker powers. Each use may trigger a side-effect. Induced vomitting is the mild option which may take your pawn out of combat for precious seconds. Psychic shock will down your pawn immediately. And in rare cases (~1%) you'll get demonic possesion, which results in the death of the pawn over time and will spawn a demon.

I'd rather expand on these ideas than simply adding a blue bar.


Quote from: GovernmentSpook on February 07, 2017, 07:00:36 AM
I was also wondering if you would ever release a standalone psyker mod? I've read your post on preferably not cutting up the mod into standalone-factions, but your psyker powers are certainly one of a kind (not to mention already implemented and working). Would be very appreciated!

As you've mentioned, I do not want to cut my stuff into modules. I might as well give up on the mod entirely once all assets are flowing around separately.

However I've heard it may appear on another great mod in the future...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: GovernmentSpook on February 09, 2017, 04:43:43 AM
Thank you kindly for responding!

Fair enough; you've already made quite a lot (really diggin' the corruption system), and it will be interesting to see all the other 40k features you'll be adding.

Any hints on that other great mod in the future?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 10, 2017, 09:30:22 AM
Yes, no magic bar could potentially be replaced with debuffs, not sure about demonic possession because I bet a lot of people would simply... rollback saves. Maybe you should make it tempting. Like Luciferium, make demonic possession add a lot of buffs, ability to cast any spell with almost no cost or effort, maybe increasing the chance the pawn will turn into a powerful demon, make possessed psykers regenerate health and scars, do chaos melee damage and poison, add huge mood penalties to those near the pawn, make casting spells backfire a beserk state more commonly, make their spells more powerful. Add tiers to the possession where a psyker could potentionally hold back based on their willpower, tier 1,2 ,3 ,4 ,5 all representing a loss of control, amnesia, violent surges, fell plotting, casting spells specifically to destroy stuff, EX: wildfire in the wilds, attacking neutral pawns.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 10, 2017, 02:20:10 PM
That would be the way for possession to go, thanks for your input.

Unlocking more powers as the demon takes over is interesting. I'd still try to mask it up in a general psyker exhaustion hediff so you can't immediately tell if a pawn is affected. The different tiers can be easily implemented by disease stages.

Possession should still always end in the death of the pawn and probably the destruction of the colony (or at least almost). Even if you manage to contain it, the Imperial and probably the Xeno factions present wouldn't ignore such an event.

If people want to savescum, let them. To me that's still more of a hassle than waiting a couple of seconds for a mana bar to regenerate.

Quote from: GovernmentSpook on February 09, 2017, 04:43:43 AM
Any hints on that other great mod in the future?

I'd rather not, it might cost you your sanity  ;)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: GovernmentSpook on February 10, 2017, 04:49:53 PM
If you're saying what I think you're saying, then I am so very much looking forward to that as well. :D

About 40k, may I suggest Daemonhosts while you're working on the possession bit? It might seem like using two terms for the same thing, but Daemonhosts would be a tool for pure players to fight chaos with chaos, inquisitor style, while Possessed would be more of a reward for chaos followers.

The chaos folk would have higher chances of getting possessed (especially tzeentch followers) if they're psykers, and they could also get a ritual/sermon begging for possession. While daemonhosts would require daemon corpses/something with the book system you've implemented. It seems like one doesn't have to be a psyker to be a daemonhost, though you could still make that a requirement if making an army of them is too overpowered.

Daemonhosts would pretty much be like the possessed in terms of stats, although the few I read about in the novels were docile when they had a handler (though the wiki says they all go insane eventually, so still pretty much the same as possessed) and would basically be the warp version of making a luciferium warrior.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 10, 2017, 07:11:07 PM
Yes, death is the way to go in that situation, like luciferium. If you do not hold back the later tiers of possession, your pawn can die, and if the pawn was a very powerful psyker, odds are it's game over.

Perhaps penitence trials/praying chain trials for pure psykers to replenish their willpower, and perversion/indulgence for chaotic psykers to satisfy their inner demon and replenish willpower,"willpower" sorta immunity, but it depletes over time as the demon is trying to take control, it's a constant battle for control, thus granting the pawn, immortality? because if the pawn dies of natural causes the demon wont gain power, so it uses its reserves to keep the pawn alive and try to take control, if thats impossible, maybe increase longevity.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on February 13, 2017, 05:17:39 AM
here:

[attachment deleted by admin due to age]
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on February 13, 2017, 05:18:42 AM
and a few more

[attachment deleted by admin due to age]
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 13, 2017, 09:04:57 AM
Thank you,  I'll get them in once I'm back from abroad.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Jovus on February 15, 2017, 03:23:36 PM
When this says 'WIP', how exactly do you mean?

Does this mean, for example, that the mod is mechanically complete, and simply adding new content, like new psykker powers, weapons, etc.?

Does this mean that the mod is playable, but some features do not work or do not work correctly?

Does this mean that the mod is available for testing and development, but not yet in a state where one should add it to a game unless volunteering for the testing effort?

I get the impression from reading the thread that it's one of the first two, but I thought I should check.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 16, 2017, 11:44:30 AM
The mod is in a playable state, with a lot of new stuff lacking some depth and new mechanics that haven't been subjected to proper long-term testing. Also mod compability hasn't been a priority.

Therefore you can add the mod when keeping in mind that the final result of your mod setup may throw errors or/and unexpected events.


It's still listed as WIP because it isn't finished. The whole project has gotten quite big for a single person to handle and I don't feel quite satisfied yet with everything. I may go for an initial release, if only to draw in more people and more feedback.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Jovus on February 16, 2017, 01:39:35 PM
Thanks! That clarifies things nicely.

I'll probably give this a whirl...sometime. I'm really busy in real life. But it's on my list!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 22, 2017, 05:57:06 AM
Progressions Post :



Introducing the Mechanicum Surgical unit.

(http://i.imgur.com/NT24twC.png)

It's basically a cryptosleep-casket which allows operations to be performed directly on the pawn. It also allows for advanced surgical options like installing Mechadendrites.

Based on the Detour of PawnRendering done by Thirite and Erdelf such implants may now be displayed directly on the body as seen here:

(http://i.imgur.com/9xMLprX.png)




Additionally I'm working on integrating a Tithe system.

On the CCM you may now request acknowledgement by Imperial authorities, whereupon the pawn you have sent to negotiate will be declared governor of the planet in the eyes of the Imperium. Your faction is now responsible for providing the Imperial Tithe. Your tithes are calculated based on your colony wealth. There are different tithes, ranging from raw ressources to manufactured items. You'll have to build containers designated as Tithe storage that will be collected once the tithes are due. Excluding this collection of the tithes, the above is almost fully integrated.

In return you'll eventually get access to better technology and you may request Imperial assistance in case you're troubled by more than interanl struggles with Outlanders/Pirates (meaning Xenos or Chaos).
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 22, 2017, 02:11:15 PM
Look at that surgery thingamajig! this is what I expected Rimworld implants to look like, sadly it was not delivered. One can only hope though.

On CCM, when requesting imperial assistance may we have to build foward bases for Imperial Guard troops? uncontrolled pawns that live a "player-constructed" Keep/Fort designated zone/area and travel around zone designed as "Patrol zone" ? If you do this... IMO this mod will be the biggest feature packed overhaul for rimworld with no competition whatsoever.

Perhaps a new tab can be created to show how the Imperial requisition reinforcements are feeling, their needs and personality, health and spirituality, show how many requisition troops we can ask and colony capacity, how long before new reinforcements may arrive. A overall overview of the uncontrolled military personnel living in the neutral fort zone, if they are receiving supplies from either the Imperium or colony.

The patrol zone is quite simple, like a animal zone, imperial guards are designed to only walk around these areas in "work" time, this is quite useful when setting guard rotation around the colony to keep dangerous animals, thiefs and other undesirables away.

Another useful addition would be to designate "Guard" and "retreat" areas for the Imperial troops, the guard zone is where the Imperial guards will go when the colony is raided, or sieged, the retreat area allow wounded imperial troops to retreat, if they do not die in the name of the emperor, or their attached regiment commisar doesnt shoot them, another implementation would be to designate a Planetary "ruler" and have imperial soldiers following when drafted.

Looks promising, so full of potential, wow.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Golym on February 22, 2017, 02:25:35 PM
Hey, every time I reload a save my pawns belief strength and psyker level changes. This isn't intended, right?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 22, 2017, 07:57:18 PM
Thank you for reporting. I fixed the bug for the upcoming update.

@Techgenius:

I'm not sure how much control over IG I would give the player. If anything you'd be tasked with building a PDF, since you are a colony governor and not an Imperial General or anything like that.

Buildable/Mannable Outposts would be interesting however and the idea about patrols isn't bad either.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 24, 2017, 09:28:05 AM
Progressions Post :



A bit more insight on the workings of the Tithe system.

Tithes get calculated like a tax progression based on colony wealth instead of income. A total market value of goods to be provided is calculated and then distributed among specific tithes.

You build containers specified for tithe-storage. In the ITab you can select which tithes should actively be loaded into the container. Depending on the total amount requested, you'll have to build several containers to satisfy the tithe demand.

Collection will mean a ship appearing in orbit by the end of a year (+- a couple of days due to WarpTravel being unpredictable) and giving you one week time before all containers are transported offworld.

If the tithes aren't ready or you simply refuse to pay, you'll get attacked by the IG. And I'm talking a big offensive since you have basically rebelled.


(http://i.imgur.com/5G3Qrpy.png)






Currently the system isn't quite lore-fitting yet, as the tithe should be based on an entire planet, not just a faction. This would require your faction to dominate the others and demand tribute in order to pay the Imperium. Lacking proper diplomacy in RW, this would require another set of functions. On the other hand it might be another step towards long-term goals of colony development.

I'd appreciate some conceptual input on this before I go any further.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Techgenius on February 24, 2017, 08:51:52 PM
Maybe you could subjugate other factions and tribals and make them pay half the imperial tithe while you provide other types of resources to the Imperium, or maybe the whole tithe system could be overhauled to Planetary type industry and goverment, if you are a Penal Colony, the Imperium everywhere will drop a bunch of prisioners for you to take care and "rehabilitate" into Penal Legion where the IG will come at the end of 3 years collect these legionnaires, you'll have to deal with constant fight between inmates, secure the colony and prevent escapes.

Manufactorum Foundry Colony, you'll be tasked with crafting armors, weapons, tools, robotics and a lot of Imperial issued gear, you'll receive the Materials, but you need to deliver everything. NOTE: The demand list constantly if not specialized, changes and urgent supply demands may be issued with time limit.

Agri-World Central Colony, you're tasked with feeding nearby fortress/urbworlds under imperial control, you'll receive plans for industrial scale food produce, a few servitors to help with the food production, you need to turn 70% of your colony into a fully-manned-automated Farm, while dealing with constant pests and desperate raiders/enemies seeking to disrupt supply channels, this might sound the hardest type of tithe, but its is easier and simpler, MRE and Nutrient Bar/ canned food production is easy and the Imperium only collects these or huge packets of raw food.

Fortress world colony, constant enemy attack, consider this a frontline. You need to maintain a huge garrison, you'll receive lots of Imperial Guard Soldiers and all sorts of supply and gear, but the challenge is quite high. Sieges are frequent, the tithe is survival and research material collected from enemies.

Penal World Colony, as stated above you'll recieve a lot of prisioners where you'll be tasked to rehabilitate them and turn them into IG penal legionnaires, they will try to escape and will cause a lot of havok, but the Imperium could send some IG wardens and mental rehab drugs to see that they are fit for duty.

Growing Urbworld Colony, you'll be tasked with creating a huge colony for lots of refugees, civilians and soldiers, a recruitment center where the Imperium will ask for conscripts, you need to ensure the survival of these uncontrolled colonists for 5 years while and ensure they have bed, food and health, covering at least 75% of the colony with civilian housing and giving them food, clothes, healthcare and safety, quell chaos rebellions before the inquistion finds out and destroy the planet.

Shrine world, you'll be tasked with temple building and overall religious facilities, you'll recieve pilgrims who require bed, food, health and security, the tithe is to make sure all the year-round pilgrims do not die and they leave the planet with their "religion" bar satisfied.

The Rebellion system should be improved, failure to comply with tithe does not always end in rebellion as much is having the governor decimated and replaced with better candidates.

I a lot could be changed to fit the mod though, however thats how I see the tithes, you can't simply find a random planet and ask a bunch of food or minerals from it on a whim, the imperial administration evaluates what each planet can give, whether it should have a specialization such as agri world, penal world, foundry world and collect their due.

Still, if a planet has no specialization, they could at least give half they have and consider it tithe.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Jovus on February 25, 2017, 12:41:13 PM
After having tried this out (love the mod, keep up the good work), it feels like the prevalence of psi powers is way too high.

I recognize that we want to have people be able to play with psi, so psi powers should be more prevalent than in the canon. That's fine. But I saw three (!) Delta-level psykers within 5 days of founding my colony. (Similarly, Pariahs are probably two common - two of my starting colonists were Omega, with another three visitors ranking Omega as well. All within the first season.)

I would think the sweet spot might be that I would maybe see three Deltas over the average life of a colony (call it 5 years).

Maybe I got exceedingly (un)lucky, but I figured feedback wouldn't hurt.

ETA a probably-bug report:

I noticed that alien apparel is blocked from being manually assigned to (human?) colonists. However, if said apparel is part of their allowed outfit, said colonists will put it on by themselves with no difficulty.

Further, if this happens, your pawn can be subject to some interesting graphical glitches (such as a partially-opaque white square outline, or the well-loved pink rectangle).
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 27, 2017, 02:57:27 AM
@Techgenius:

The biggest problem for the entire system is scale. RW will probably never be able to handle the population and economics required to simulate something more than a backwater planet. One regiment alone contains thousands of members, the complex way individuals are simulated would result in the savegame becoming too bloated to play.

Currently you are designated a frontier world with barely any civilization. Specialization is as of yet unfeasible for such a planet. You would be part of the Imperium just because they want to oversee you and not lose your (potential) ressources to enemies. The tithes themselves are negligible in comparison to what would actually contribute to the Imperium GDP, this is about loyalty.

The subjugation of the other factions is on the agenda. However as I said, that requires a whole new way of diplomacy. It's also not that realistic that your tiny new colony gets to decide that you're providing a governor now. Maybe I'll change it around so in the beginning you are required to pay the tithe for another factions governor.


In the end though, this is still RW, with a focus on individual stories, and not a 4X strategy game. I'd like to give the player some endgame options so even if your colony dominates the planet, there are still a few more challenges for you. Tithes, uprisings and xeno invasions will be part of that.



@ Jovus:

Thank you for taking the time!
I think you got lucky in your playthrough. Currently powers are really prevalent because the mod is still in a testing phase. Later on the assignment of power level will be redone so that Omega and anything > Iota will be extremely rare.

The white/pink textures are there because for some apparel I didn't create the proper variations for all bodyshapes, since there's no such thing as fat Eldar or thin orks. I think I know the answer to the race-restriction bug, it should be fixable.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Jovus on February 27, 2017, 02:47:58 PM
And thank you for making the mod.

I'll drop any other things I see in this thread as I see them, under the assumption that you'd prefer the feedback, but I understand of course that this is a work in progress and I'm acting as a tester, not an end-user.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on February 28, 2017, 09:11:41 AM
I'm making a few more eldar weapons - tell me ,you want them in 64x64 or 128x128?

Also, I got a bunch of files for making astartes - both my own and various other peoples. Some have tried making gene-seed growable/harvestable, but actually given the player the ability to turn someone into an Astartes is too much work for too little gain.
Not only can only children be turned into astartes, but the process last 4 years AND doing it that way jsut bring a whole lot of trouble and issues.

Best way is to make astaertes a separate race/species - makes things a lot easier. Giving them a separate body definition with tougher body parts and MUCH tougher bones, increased regeneration, less bleeding ,etc... then add in a bunch of organs into hte definition.
Of course, generating an astartes means that all much be male, above 16, all have HULK body type and appropriate traits.
child backgrounds would probably be - death world aspirant, hive world aspirant, guard cadet, etc..
adult background would be astartes, although you could diversify with assault or devastator company or such

As for traits - a  combo of desentisized, iron will, abrasive and a few otehrs coudl probably all be rolled into one trait - transhuman or something. Just my thougths. Will make the few files I have avilable once I clean them up.

Also - you said you wanted shoulder pads on all armors as separate, and with the team color template, right?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 28, 2017, 12:57:54 PM
You are right on track with making a separate race. That would have been my suggestion as well.

The creation of space marines itself is so complex and difficult lorewise, I'm not sure this should even be possible for a colony just starting out on a new planet, even ignoring the fact that the chapter whose geneseed you're taking would probably like to have a word or two.

And once you have created your own Space Marine, what should he do? Even with frequent raids, it would seem odd to me to have an Astartes just chilling among crops for days on end.

Personally I'd add them in as another type of enemy/ally with a lot power. I imagine you can be designated a recruiting world, and your patron chapter will help you out by sometimes sending singular marines to your aid, who may be a former colonist that you provided.

Tough enemies are interesting anyway, since a single chaos SM would wreak havoc among a colony.

What I would enable is the option of advanced implants via the above mentioned MSU. So you could still create enhanced humans, but no full SM.

The combined trait is a good idea. I got something similar running with Orks, Dark Eldar and Chaos already.


As for textures, I've sent you a PM.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on March 06, 2017, 08:34:26 AM
You could also avoid that and simply send a suitable colonist to the chapter in question, and he returns as an astartes? I think it possible to change race. But again, not lore-frindly for an astartes to return (unless on some important mission). Maybe you can call in astartes help sometimes?


One possible game start could be "lone survivor" - an astartes crashed on the planet, alone

another one could be "Unlikely allies" - warned by the eldar or an impending threat, an inquisitor sets forth to stop it, but his ship is intercepted on the way. Only a few survive the destruction of the ship, among them an astartes, a sororitas and the eldar guide. The tyranids are coming, and the group has to prepare the planet to fend them off.


QuoteEven with frequent raids, it would seem odd to me to have an Astartes just chilling among crops for days on end.

Astartes were made to excel at everything.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 07, 2017, 07:07:54 AM
Quote from: TrashMan on March 06, 2017, 08:34:26 AM
You could also avoid that and simply send a suitable colonist to the chapter in question, and he returns as an astartes? I think it possible to change race. But again, not lore-frindly for an astartes to return (unless on some important mission). Maybe you can call in astartes help sometimes?

Well, that would be the idea of being a recruiting world. You are under protection by a chapter and if xenos / chaos invade, they'll send help.

Different scenarios would be a nice addition, are you interested in implementing them?




Update




New features:


- Tithe system basics:

You can request to be acknowledged by the Imperium at the CCC, which triggers the calculation of tithes. You can build a tithe-container that has to be filled with ressources over time.

At the moment this is set to testing-parameters, meaning the tithe-collectors arrive within the next day to collect. Currently there are no consequences to paying or refusing other than you have to request acknowledgement again.

Later this will occur once a year, and you'll get one week extra time while they prepare in orbit. Refusal/Inability to pay will have consequences.

- Mechanicum Templates:

You can now obtain templates from the Adeptus Mechanicum in order to build and manufacture advanced tech. This is based on research that you can buy if you got high enough relations with the Mechanicum. Access via the CCC.

Power Armor is now even more difficult to manufacture on your own, as it requires several advanced components and rare resources. Basically you have to create a working template on a specialized workbench that you can then assemble on the basic machining table.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: AngleWyrm on March 08, 2017, 12:05:45 AM
Suggestion
On the first post the download links should list all the dependencies. Something like so:

Downloads
Install the following set of mods in the order listed:
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 08, 2017, 05:47:56 AM
Thank you, I've updated the first page according to your suggestion. Presentation isn't my strongest point.

However Faction Colors is not a requirement, I'm using a slightly modified version and it gets shipped with the base mod.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 10, 2017, 05:46:41 AM
Progressions Post :



Working on negative consequences for refusing to pay. Now if you refuse, a team of 5 members of the Adeptus Arbites will come to your base.
Once they arrive, you have 1 hour to send out the governor on your own, otherwise they'll come in and arrest him. If they can't reach him (due to being blocked by defenses) or they are attacked during their duty, you've officially committed treason and the arbitors (along with the Imperial Guard in orbit) will become hostile.

An example can be seen here, as governor Evan is offering up a last prayer before the Arbites arrest him:

(http://i.imgur.com/jsNJofA.png)

Now the arrest itself may not seem that spectacular. What may be more of interest is the way by which the arbitors arrive and leave. Wandering in from afar, or coming in by one-way droppods is a bit inconvenient for an intergalactic police force. So they'll swoop in from the sky in an Imperial Aquila Lander.

Introducing: Ships for suborbital and near-orbital travel.


(http://i.imgur.com/tW9vZM2.png)

Running on chemfuel, these may be used by AI for air raids, the abovementioned arrests and maybe visitors/traders. They can come in and take off in any direction.

I'm working on making them use the transport-pod system so you'll be able to build them yourself and conquer the planet with your small fleet. No more unreliable drop-pods for those who got the tech and ressources.

Weapon systems are on the agenda, however this will be more of a turret-like implementation, so ships aren't completely vulnerable when grounded. So no bombing runs or dogfights for now.

I may release this module separately for other people to use at some point.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on March 16, 2017, 07:05:54 AM
Here's a few basic defs for an astertes - body part, backstories, etc..

[attachment deleted by admin due to age]
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 17, 2017, 07:19:22 AM
Thank you, I'll add them to the defs for the next upload together with some options to install them via the MSU.



Progressions Post :



Got the weapon-systems working. You can now define several weapon slots for your ship and which weapons are available for installing. In this case I got a Valkyrie with one front and two wing slots:

(http://i.imgur.com/3SJdMPC.png)

System is based on turrets. The main reason to include something like that is to make ships more defendable. On one hand you'll be able to land in front of an enemy base and try to shoot it to bits, and on the other hand once the AI lands for a raid, you can't just sneak up on the ship.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on March 20, 2017, 03:04:28 PM
Hey there, wanted to test your mod today with a clean colony but got the error message that the ,,Corruption-Pawn Renderer Patch" uses an outdated version of Harmony( 1.0.8)
Looking forward to test especially the Aircraft, because imo that is realy lacking in Rimworld. Oh, and would be awesome if you could  release the ship module separatly :)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 20, 2017, 04:35:22 PM
Yeah, should have disabled the download earlier. I was lacking behind in updating to the new Alien Race Framework.

Also: The aircraft isn't in there yet. Progression posts are behind the scenes posts about what I'm doing atm. I'm still working on making travel feasible. Should be in a playable state soon though.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: ChaosChronicler on March 22, 2017, 04:43:33 PM
Hey just a quick question, so the flyers when selected show that highlight area that's how many cells it takes up in the game? Also for hit detection the shot has to be on the cell it takes up?

I ask because now that I have a desktop again I'm really seriously thinking about doing a vehicle mod
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 23, 2017, 02:11:40 PM
Unfortunately, the highlighted area isn't the actual position. Rather it's the size of the object, but adjusted for drawing position. A projectile has to hit the actual position.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: MechanoidHiveMind on March 24, 2017, 05:02:28 PM
Anything new?
I like Rimworld, and I like the Warhammer 40k games
so this and the TiberiumRim(for the tiberium infection ofc) is the best type of challenge
The splinter rifle is a  bit to OP in my opinion ( one hit down,those are some nasty toxins) but keep it that way, just don't make it so common, the Tau and the eldar are refusing to put their clothes back on (they consider it alien apparel) and the plaquebearer's and the other deamon's are making mechanoid sounds (work in progress I guess?) the warp rift could be bigger ( and it could spawn a couple more deamons) sorry I was messing in Dev mode and just saw that stuff
btw. The MAD BOOMRAT is that your book or some other (for psyker) I have about 20 mods running with a  lot of content so finding out to who it belongs is a "bit" hard

ANYWAY.... I love the mod , although its "unfinished" I still love it  with  all my heart because it opens up so many options ( like building entire Hiveworld's,or planetary raids)and the feeling of nostalgia when you see the Orks get mown down by SOB storm bolter's.... and I can't wait for the Aircraft to be implemented
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 26, 2017, 01:36:00 PM
Hey there, thank you for your appreciation!

The last build that was available for download wasn't updated to the new alien races framework, hence the bugs with alien apparel (and a few other things). I'm trying to get a semi-stable version together with the new aircraft. Might still take a few days before I can put it up for download again.

Most of the new alien factions are intended as brutal lategame challenges. A dark eldar raid should test the limits of your colony, as should be the case with an ork invasion or an eldar intervention. If they come in too early, you're screwed.

The demons make mechanoid sounds because that's what they were based on and I haven't had the time to either create my own sounds or find some that fit ;)

The mad boomrat isn't by me, it might be from Clutter by Mrofa.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: johiah on April 01, 2017, 04:22:43 PM
I suggest adding Tyranids as a twist on the bug hive event, but different. Something like a digestive pool that will birth new rippers and other creatures, and the ripper will consume grass and trees and slag and everything before diving back into the pool, adding more rescources.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Ivan_Poddubniy on April 04, 2017, 05:12:24 AM
Hello! The screenshots look amazing! But the download is disabled. Is it possible to see the mod in the form in which it is now? I understand that it is not yet ready, but would be happy even to look at the textures.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Source on April 04, 2017, 06:38:37 PM
Amazing textures, specially the spaceships ones, otherwise, you should add a transmitter to develop signal in the colony, with that signal you can comunicate with every colonists in a long or close distance, as a example; when a caravan is travelling, or you have to comunicate with a faction from another world having the enough signal force to contact them, you can fuse this with the navegation console that you post before, it's just a idea.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 04, 2017, 06:52:36 PM
Quote from: johiah on April 01, 2017, 04:22:43 PM
I suggest adding Tyranids as a twist on the bug hive event, but different. Something like a digestive pool that will birth new rippers and other creatures, and the ripper will consume grass and trees and slag and everything before diving back into the pool, adding more rescources.

Would be cool, however I'm lacking in the art department, so no Tyranid textures that would work for now.

Quote from: Source on April 04, 2017, 06:38:37 PM
Amazing textures, specially the spaceships ones, otherwise, you should add a transmitter to develop signal in the colony, with that signal you can comunicate with every colonists in a long or close distance, as a example; when a caravan is travelling, or you have to comunicate with a faction from another world having the enough signal force to contact them, you can fuse this with the navegation console that you post before, it's just a idea.

Well, the idea of the new console is that it's capable of receiving and transmitting messages over the whole subsector. I'm not sure I'll add another layer of complexion there for now. Contacting other planets is an idea for long-term however.




Update




New features:

- Ships: Yes, they are here. You can build them from the ships tab via godmode, load them with colonists and items, visit and trade on other bases and assault enemies. Fleet management is in there, but not quite finished. Have fun jumping around in your shiny new mode of transportation.

Some screens:

(http://i.imgur.com/mSbaDIF.png)

This shows the fleet management tab. This is designed to let you control more than one aircraft at the same time and keep track of ships.

You can either launch the ship individually or launch the entire fleet, which will then travel to the specified location.

Currently you can perform pretty much the same actions as with transport pods. On empty tiles you can either settle permanently or simply land your planes for further actions. On faction bases you can trade with them, make a friendly visit or assault the settlement. Upcoming will be an option to bomb a settlement if you have bombs attached to your planes.


(http://i.imgur.com/wUbXUPX.png)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Ivan_Poddubniy on April 08, 2017, 10:36:22 AM
Your mod is just awesome! I put it on my build with the Hardcore sk, it requires a lot of tinkering, but it looks great! Сan't wait for further development.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 11, 2017, 01:04:23 PM
Thanks, and nice that you got it working, I haven't even tackled mod compability myself because I'm afraid as to what I'll find ^^
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Esterior on April 11, 2017, 03:21:51 PM
Wow great mod! I'll definitely try it out!

Quote from: Ivan_Poddubniy on April 08, 2017, 10:36:22 AM
Your mod is just awesome! I put it on my build with the Hardcore sk, it requires a lot of tinkering, but it looks great! Сan't wait for further development.

Ivan, if you don't mind, can you share your build for Hardcore SK? I love playing with Hardcore SK and I've been modifying some mods to go with it, but this one seems a little too complicated for me...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 19, 2017, 06:15:38 AM
Progressions Post :



Worklist:

Still to do

New build will be out soon.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on April 19, 2017, 09:50:27 AM
After Staring at this beautiful Mushroom for several minutes,

why don't you use the Crashlanding Mod to Simulate the arrival of a Ork Space Hulk ?



Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 20, 2017, 01:46:18 PM
Quote from: SpaceDorf on April 19, 2017, 09:50:27 AM
After Staring at this beautiful Mushroom for several minutes,

why don't you use the Crashlanding Mod to Simulate the arrival of a Ork Space Hulk ?

Well, the short answer would be: Because I can write my own code with more flexibility ^^

Speaking of which....

Update



Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on April 20, 2017, 08:28:57 PM
How much will this fuck up my save if I add this in a running game with 187 other mods ?  ;D
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 21, 2017, 12:09:28 PM
Since I haven't looked at compabilities yet, it'll probably be a huge mess  ;)



Progressions Post :



The Angels of Death are coming...

(http://i.imgur.com/74wrQOZ.png)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: koaniil on April 21, 2017, 03:09:19 PM
Wow, wow, wow. it's looking nice.
But this small boltgun))))
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: FantasySys on April 22, 2017, 07:35:43 AM
i may be wrong but arnt the imperial guard the Hammer of The Emperor? anyways amazing work on his angels of death.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 22, 2017, 08:41:18 AM
Quote from: The Scout on April 22, 2017, 07:35:43 AM
i may be wrong but arnt the imperial guard the Hammer of The Emperor? anyways amazing work on his angels of death.

Yeah, I got them mixed up. The Hammer is already in...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on April 22, 2017, 12:10:03 PM
Looking very great so far, testing it out atm :)

Quick question, could you maybe release the aircraft as a separated file? That would be awesome!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on April 22, 2017, 12:18:18 PM
Tried it for the first time Yesteraday.

I did not get very far, but I allready have to thank you for adding faction related
Submenus to the Item Lists. :)

And I have to agree with the poster above me.
Stand-Alone Packages would be great. ( But more work for you .. I know )
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 23, 2017, 04:26:06 AM
I can release the ships as standalone because they're pretty much independent from the rest.

Other modules are difficult to cut since they were never intended to be played separately. What packages would you even put together?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on April 23, 2017, 06:50:15 AM
Your work is best compared with Rimsenal and Chtulhu I think.

Like you said .. standalone Mechanics and Items are a good start for Packages.

NPC Races are another good cutting point.

So could be the other factions

Which Leaves the core mechanics as a single package. ( psykers and corruption )

What I don't know after writing this list is how fixed or important the core mechanics are for the use of the different races, If you could use them completely as single item or if the core is still required.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on April 23, 2017, 10:35:29 AM
I can only speak for myself, but ships are a far better way than droppods imo and can fit in basicaly in any scenario apart from tribals. Plus they should be easy to separate and use :)
So if you could upload the ships separatly that would be great :) ( the sooner the better, so i can start a colony with it)

On a side note, i managed to play with a crapton of mods and your 40k mod :D
For a while atleast :p
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 23, 2017, 03:48:53 PM
Quote from: SpaceDorf on April 23, 2017, 06:50:15 AM
....If you could use them completely as single item or if the core is still required.

Simply put: Yes, the Corruption core is required. The factions and their pawns have some specifics that only work with the core assembly present and turning them into vanilla factions is out of the question.

Items are tied to the factions. So without any Imperial factions, no Imperial items. I'm not making another weapon mod, there are more than enough out there already.

Regarding Faction packs: This would still require a lot of work because these factions are controlled by a central story tracker (set up to modify faction relations later and take colony interactions into account), so I'd have to implement tests to see which factions are even installed and then how to treat all possible combinations. My factions are hidden and have low raid commonalities (could even set it to 0). Almost all items are set to not appear on vanilla traders or pawns of non-faction members. Since I intend to control my advanced factions by custom incidents, map conditions etc. I may even get to the point where you'll never interact with any things or pawns from the mod unless I want you to (or you create custom scenarios, in which case, that's on you ;) ).

I don't see real value in putting in the effort to retroactively modularize anything other than the ships, and in this case only because this was developed with the intent of being independent. The other mechanics were designed to interlock one way or another.

Quote from: Rocket_Raccoon on April 23, 2017, 10:35:29 AM
I can only speak for myself, but ships are a far better way than droppods imo and can fit in basicaly in any scenario apart from tribals. Plus they should be easy to separate and use :)
So if you could upload the ships separatly that would be great :) ( the sooner the better, so i can start a colony with it)

On a side note, i managed to play with a crapton of mods and your 40k mod :D
For a while atleast :p

Good to know! May I ask what end this playthrough found?

And: Ships are out! (https://ludeon.com/forums/index.php?topic=31906.0)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on April 23, 2017, 05:08:56 PM
It simply does not load my saved game anymore. Concrete work among glass works(the mods) seem to cause the problem by a first quick look, however prepare carefully etc are all in the mod list so- i was even surprised that it worked at all, apart from small errors there were no gamebreaking problems while i was playing/testing.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on April 24, 2017, 06:37:34 AM
Quote from: Cpt.Ohu on April 23, 2017, 03:48:53 PM

Simply put: Yes, the Corruption core is required. The factions and their pawns have some specifics that only work with the core assembly present and turning them into vanilla factions is out of the question.


Thank you for clarifying.
Modules are out of the picture.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 24, 2017, 05:59:36 PM
I want this mod , and , use this mod on your mod : https://ludeon.com/forums/index.php?topic=26469.0
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 25, 2017, 12:10:04 AM
Well, you can. It just means that you will experience duplicate items, resources, weapons and factions.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 25, 2017, 07:40:19 PM
Ork boy error : Failed to find any texture while constructing Multi(initPath=Things/Orks/HeadBase/Male_Average_Normal, color=RGBA(0.220, 0.650, 0.220, 1.000), colorTwo=RGBA(0.220, 0.650, 0.220, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
Verse.PawnRenderer:RenderPawnAt(Vector3, RotDrawMode)
Verse.Pawn_DrawTracker:DrawAt(Vector3)
Verse.Pawn:DrawAt(Vector3)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()

and : Failed to find any texture while constructing Multi(initPath=Things/Orks/HeadBase/Male_Average_Normal, color=RGBA(0.340, 0.320, 0.300, 1.000), colorTwo=RGBA(1.000, 1.000, 1.000, 1.000))
Verse.Log:Error(String)
Verse.Graphic_Multi:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color)
AlienRace.HarmonyPatches:ResolveAllGraphicsPrefix(PawnGraphicSet)
Verse.PawnGraphicSet:ResolveAllGraphics_Patch1(Object)
Verse.PawnRenderer:RenderPawnAt(Vector3, RotDrawMode)
Verse.Pawn_DrawTracker:DrawAt(Vector3)
Verse.Pawn:DrawAt(Vector3)
Verse.Thing:Draw()
Verse.ThingWithComps:Draw()
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:Update()
Verse.Root_Play:Update()
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 26, 2017, 08:32:17 PM
And , can't enter in save when have tithe activated : https://gist.github.com/607ab9151cdfca9461a6e383db3a90fc
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 27, 2017, 09:48:11 AM
And , how to make servitors or skullprobes ?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 27, 2017, 01:05:57 PM
Quote from: cesarjunior233 on April 27, 2017, 09:48:11 AM
And , how to make servitors or skullprobes ?

You can't, because that's not implemented yet.

New version is up and running, your errors should be fixed.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Justas love on April 27, 2017, 05:14:21 PM
No, it's kind of not working, the errors are still there (the same ones that are above). U sure u updated the link?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 27, 2017, 09:07:07 PM
Can't play my save and can't make a new world : Asymcronious event error
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 27, 2017, 09:36:37 PM
Is kind of fucked the mod
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: dethbeginsagain on April 27, 2017, 10:23:12 PM
I have similar problems, will only try your config with no added mods, and the worlds fail to load. No issues come up and all i can do is wait, without mods from you it works fine. that's all i got.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 28, 2017, 01:10:23 AM
For some reason the github synchronization decided to behave weirdly about the parts I updated.

Updated everything, created a new release. Downloaded and tested.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 28, 2017, 09:26:22 AM
This new version is bugged
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 28, 2017, 11:06:24 AM
Quote from: cesarjunior233 on April 28, 2017, 09:26:22 AM
This new version is bugged

Well, I really don't know what happened on the hub. There is some form of mismatch between codes and textures that gets in once I synchronize.

I cleared the repository and created a new release. The updated download link is up.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 28, 2017, 07:09:50 PM
Still can't make new world and/or load save
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 02:50:17 AM
Quote from: cesarjunior233 on April 28, 2017, 07:09:50 PM
Still can't make new world and/or load save

These comments aren't helpful without providing a log. Send them to me in a PM.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Justas love on April 29, 2017, 03:13:41 AM
Exception from asynchronous event: System.InvalidCastException: Cannot cast from source type to destination type.
at OHUShips.HarmonyPatches.GenerateFactionsIntoWorldPostFix () <0x0003d>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch4 (string) <0x00390>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x000e6>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


This is wsup, fix this and i hope i can play your mod.... for the 4 time of trying
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 04:50:08 AM
That's an error from my dropship standalone. Do you by any chance have this (https://ludeon.com/forums/index.php?topic=31906.0) enabled too?

In that case, you'll have to disable the standalone. This 40k mod contains a modified version of the standalone to make it go together with Faction Colors. I've updated the front page with the new incompability.




Generally, I have to apologize for the messy last few days. I was rushing things out to deal with RL matters.

I've updated the mod to v0.86.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Berengar on April 29, 2017, 07:06:15 AM
Still cant create a new match, even with any other mod disabled and the load order checked. Something about some random event code.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 07:35:27 AM
Please send me an error log. I really don't know what to do at this point.

I've downloaded the mod and render patch using the link in the first post, set the mod load order, and voila (http://i.imgur.com/XtD3ZLl.png), no errors.

Are you using the steam or the DRM-free version? I haven't tested on the latter yet, but it shouldn't make a difference.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Justas love on April 29, 2017, 08:09:31 AM
Quote from: Cpt.Ohu on April 29, 2017, 04:50:08 AM
That's an error from my dropship standalone. Do you by any chance have this (https://ludeon.com/forums/index.php?topic=31906.0) enabled too?

In that case, you'll have to disable the standalone. This 40k mod contains a modified version of the standalone to make it go together with Faction Colors. I've updated the front page with the new incompability.




Generally, I have to apologize for the messy last few days. I was rushing things out to deal with RL matters.

I've updated the mod to v0.86.

Okay yeah srry, did enable the dropships, didnt know
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 08:12:39 AM
Quote from: Justas love on April 29, 2017, 08:09:31 AM
Okay yeah srry, did enable the dropships, didnt know

No worries, I forgot to put that information on the front page.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Justas love on April 29, 2017, 08:29:10 AM
Exception from asynchronous event: System.InvalidOperationException: Operation is not valid due to the current state of the object
at System.Linq.Enumerable.First<AlienRace.GraphicPaths> (System.Collections.Generic.IEnumerable`1<AlienRace.GraphicPaths>) <0x000ac>
at AlienRace.GraphicPathsExtension.GetCurrentGraphicPath (System.Collections.Generic.List`1<AlienRace.GraphicPaths>,RimWorld.LifeStageDef) <0x00080>
at AlienRace.HarmonyPatches.GiveAppropriateBioAndNameToPostfix (Verse.Pawn) <0x001b2>
at (wrapper dynamic-method) RimWorld.PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo_Patch1 (Verse.Pawn,string) <0x00059>
at Verse.PawnGenerator.DoGenerateNewNakedPawn (Verse.PawnGenerationRequest&,string&,bool) <0x00412>
at Verse.PawnGenerator.GenerateNewNakedPawn (Verse.PawnGenerationRequest&) <0x00174>
at (wrapper dynamic-method) Verse.PawnGenerator.GeneratePawn_Patch1 (Verse.PawnGenerationRequest) <0x0025e>
at Verse.PawnGenerator.GeneratePawn (Verse.PawnKindDef,RimWorld.Faction) <0x000fe>
at Corruption.CorruptionStoryTracker.PostAdd () <0x004f7>
at RimWorld.Planet.WorldObjectsHolder.Add (RimWorld.Planet.WorldObject) <0x000c3>
at Corruption.HarmonyPatches.GenerateFactionsIntoWorldPostFix () <0x0006b>
at (wrapper dynamic-method) RimWorld.FactionGenerator.GenerateFactionsIntoWorld_Patch3 (string) <0x00390>
at RimWorld.Planet.WorldGenerator.GenerateWorld (single,string,RimWorld.Planet.OverallRainfall,RimWorld.Planet.OverallTemperature) <0x000e6>
at RimWorld.Page_CreateWorldParams.<CanDoNext>m__527 () <0x00048>
at Verse.LongEventHandler.RunEventFromAnotherThread (System.Action) <0x00028>

Verse.Log:Error(String)
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Hmmmm i dunno if its with your mod, but i dont know whats wrong, do u have any ideas? i have more mods...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 08:58:50 AM
That's from a def-error in the mod. Another surprise, because I had fixed those some time ago.

I updated the corresponding defs.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Justas love on April 29, 2017, 09:32:43 AM
Tried to get a resource "Things/Items/Books/Cover_BookOldA" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Tried to get a resource "Things/Items/Books/Cover_BookOldA_m" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Tried to get a material from a different thread.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


The game is working fine, just these errors showed up when the colony started, the book (speeches of kikero) doesnt have a texture and is just a pink block. everyrhitng is fine atm
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 10:40:08 AM
Well, there's still something afoot, since the texture loading from another thread indicates some error, but I'm glad it's at least playable for you.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Berengar on April 29, 2017, 01:41:03 PM
Alright seems to work now, but small question. For some reason i cant research any of the new ones like the Manufacturing licence.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: cesarjunior233 on April 29, 2017, 05:29:46 PM
Now works , and , how to put all geneseeds in a colonist ?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 29, 2017, 06:19:29 PM
Quote from: Berengar on April 29, 2017, 01:41:03 PM
Alright seems to work now, but small question. For some reason i cant research any of the new ones like the Manufacturing licence.

Because it's a licence. You can buy it from the Mechanicus at the ccm.

Quote from: cesarjunior233 on April 29, 2017, 05:29:46 PM
Now works , and , how to put all geneseeds in a colonist ?

You do that in the Mechanicus surgery unit. But it's not fully implemented yet.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: madd_mugsy on May 01, 2017, 05:01:18 PM
Quote from: Justas love on April 29, 2017, 09:32:43 AM
Tried to get a resource "Things/Items/Books/Cover_BookOldA" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Tried to get a resource "Things/Items/Books/Cover_BookOldA_m" from a different thread. All resources must be loaded in the main thread.
Verse.Log:Error(String)
Verse.ContentFinder`1:Get(String, Boolean)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


Tried to get a material from a different thread.
Verse.Log:Error(String)
Verse.MaterialPool:MatFrom(MaterialRequest)
Verse.Graphic_Single:Init(GraphicRequest)
Verse.GraphicDatabase:GetInner(GraphicRequest)
Verse.GraphicDatabase:Get(String, Shader, Vector2, Color, Color)
Corruption.BookStuff.ReadableBooks:ReadFormXML()
Corruption.BookStuff.ReadableBooks:SpawnSetup(Map)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map, Rot4)
Verse.GenSpawn:Spawn(Thing, IntVec3, Map)
Verse.GenPlace:TryPlaceDirect(Thing, IntVec3, Map, Thing&, Action`2)
Verse.GenPlace:TryPlaceThing(Thing, IntVec3, Map, ThingPlaceMode, Thing&, Action`2)
Verse.GenStep_ScatterThings:ScatterAt(IntVec3, Map, Int32)
Verse.GenStep_ScatterThings:Generate(Map)
EdB.PrepareCarefully.GenStep_ScenParts:SpawnStartingResources(Map)
EdB.PrepareCarefully.GenStep_ScenParts:Generate(Map)
Verse.MapGenerator:GenerateContentsIntoMap(MapGeneratorDef, Map)
Verse.MapGenerator:GenerateMap(IntVec3, Int32, MapParent, Action`1, MapGeneratorDef)
Verse.Game:InitNewGame()
Verse.Root_Play:<Start>m__737()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()


The game is working fine, just these errors showed up when the colony started, the book (speeches of kikero) doesnt have a texture and is just a pink block. everyrhitng is fine atm

I had these same errors.  I tried removing the dropship from the scenario and then it worked without any errors and with the texture applied correctly.

Also, I tried making the other dropships usable at the start by adding <CanBeStartingShip>true</CanBeStartingShip> to their comps like the OHUDropShip's comps, and they show up correctly in the scenario editor, but when I click on one of them in the list, I get the following error message, and the ship doesn't actually get selected:


Exception filling window for Verse.FloatMenu: System.ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
  at System.Collections.Generic.List`1[Verse.ThingDef].get_Item (Int32 index) [0x00000] in <filename unknown>:0
  at Corruption.Ships.ScenPart_StartWithShip+<>c__DisplayClass9_1.<DoEditInterface>b__1 () [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.Chosen (Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenuOption.DoGUI (Rect rect, Boolean colonistOrdering) [0x00000] in <filename unknown>:0
  at Verse.FloatMenu.DoWindowContents (Rect rect) [0x00000] in <filename unknown>:0
  at HugsLib.GuiInject.WindowDetour+<>c__DisplayClass1.<_WindowOnGUI>b__0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
HugsLib.GuiInject.<>c__DisplayClass1:<_WindowOnGUI>b__0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)


Did I miss something when trying to set the other ships as starting vehicles, or did I preemptively find a bug before other ships are actually selectable?

Unrelated:  I made a quick and dirty EPOE surgery compatibility xml file (by bastardizing the Xen one).  If anyone's interested, you can grab it from here: 
https://dl.dropboxusercontent.com/u/76356832/40K_AlienSurgery.xml
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 02, 2017, 01:30:59 AM
Thank you for putting together that EPOE patch.

The selection error for the other dropship is an error in the listing code. I'll go fix that. Generally I'm currently trying to shift around the ships dll for this mod, because atm it's part of the big DLL.

Since  ist  texture loading is also part of this problem, I hope I can fix both simultaneously 
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: madd_mugsy on May 02, 2017, 12:25:28 PM
One more thing that I noticed, and I'm not sure whether it belongs here or in the Ships thread...

I noticed that when I have either Corruption or OHU Ships (never both) enabled, there appears to be a memory leak.  Because it also happens with OHU ships, I'm thinking it may be ship-related.  I have a lot of mods installed, so I'm pretty vigorous about testing for leaks because I've had the game CTD on me too many times because it's hit that 3.6GB 32-bit threshold (they really need to make this game 64-bit  :( ).

To recreate the leak I start a new game, wait for the map to load and my colonists to land, and then just pause it (and/or minimize it - I play in windowed mode) and watch the task manager.  My game starts out using around 2.8GB, and normally, even with many mods loaded, it'll just hover around that amount.  However, with either ships or corruption enabled, the memory usage continues to increase while paused and eventually the game will run out of memory and crash.

Has anyone else noticed this?  It could just be that something with the ships is interacting oddly with another mod...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 03, 2017, 02:38:01 AM
I'll check that. Currently I'm restructuring the ships mod within the corruption mod and changing the loading system, so I'll try to find the reason for the leak along the way.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on May 03, 2017, 10:04:52 PM
First off, I love this mod.  You've done, and are still doing, an incredible job.  However (sorry!) I did notice a couple of minor issues, some of which you may not be aware of.
I can confirm the massive memory leak whenever the dropship is in play, it happens with either this mod or the dropship-only one and doesn't seem to be related to any other mods.
Also, I believe somebody already mentioned that all the books are pink squares, and they spam error messages about not finding something in the right place (I think - I don't really understand the code).
Some of the weapons, particularly the Standard Issue Lasgun and Laspistol, are unable to be hauled, because the game apparently doesn't recognise them as belonging to any stockpile category.  This might apply to some other items as well, but those are the ones that I specifically noticed.
There are two weapons called Standard Issue Bolt Pistol, and they have different stats.  Maybe rename one to Astartes Bolt Pistol?
Using this mod with Prepare Carefully, I noticed that a new entry is added to the Appearance customization section.  I can select a pawn's race, but confusingly there are three entries each for Human and Tau races.  I had to experiment to discover that these are separate race definitions for Mechanicus, Sororitas and default Rimworld humans, and for Fire, Water and Ethereal-caste Tau.  It might be helpful for some players if the race names made this distinction clear.
On that note, one of the Ethereal backstories has the exact same text as the Fire Warrior one, but gives the correct bonus to Social rather than Shooting.
There are two apparel items called Eldar Ranger Robe, one is body armour and the other is (I think?) defined as a hat.  Again, this is a little confusing.
Finally, both extremes of the psyker scale seem to crop up far too often.  Out of ten random human pawns, I got three Omegas, three Deltas and an Epsilon.  Out of curiosity I then randomized dozens of characters, and it definitely seems that if anything, extremes are more common than intermediate levels.
I do realize that this is still in development and bugs are inevitable, and also that people may have already raised some or all of the points I mentioned (my wi-fi's pretty bad, I didn't read the whole thread because I wanted to post this before I lose my connection!)
Once again, amazing work - keep it up!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 04, 2017, 01:35:30 AM
Thank you for your kind words and your report.

The race labelling was originally put in like that because from an Imperial  point of view,  Mechanicus and Sorotitas are still human,  just as the Tau are considered one race, even though they are divided by castes. If it helps clarity, I'll put something in brackets after the Base name.

The hauling issue is noted, seems like an oversight in the defs, just like the confusing descriptions.

The book texture stuff probably stems from a problem with the dropship mod, since this mod contains an earlier and modified version of it.

I haven't yet found the origin of the leak, but I'm on it.

The psyker probability is still in testing mode, where it is picked with a simple randomize code. Interesting that this isn't that random after all. I will put in a new formula which follows a more Gaussian distribution.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on May 04, 2017, 08:49:24 AM
Wow, that was quick!  It's really good to see that you're paying attention and taking things on-board.

Just out of curiosity, wouldn't it have been easier to use mutually-exclusive traits for psychic powers?  So any given pawn could potentially have (for example) an Omega or Epsilon trait, and those who didn't roll one of these traits would simply be average.  I'm not saying that would be better, but it does seem simpler - I just wondered if there was some specific reason why you didn't do it that way?

Also, on the same subject, random Tau can currently have high-level psyker powers.  According to lore, the entire race has no warp presence (soulless, in Imperial terms), so they should probably be forced to Omicron or even Omega?  (Lore is unclear about whether they'd qualify as Pariahs or merely as passively non-psychic)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 04, 2017, 01:15:08 PM
Tau having psykers isn't intended, seems I didn't set their probability level low enough.

As for normal traits: I don't want to clutter the trait tab. The psyker level is a trait in itself, just a custom defined one. The pawn alignment tab shows a few of those.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Raizen on May 04, 2017, 11:02:16 PM
I really like your mod! is it possible to make implants shoot projectiles? I can only make them melee but not range. :C
Also, can you add broadside as turrets that we can mount like mortars ? :D I would love to try and help with the drawing.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 05, 2017, 10:24:31 AM
Quote from: Raizen on May 04, 2017, 11:02:16 PM
I really like your mod! is it possible to make implants shoot projectiles? I can only make them melee but not range. :C
Also, can you add broadside as turrets that we can mount like mortars ? :D I would love to try and help with the drawing.

I was already fiddling with shooting mechadendrites, but so far I didn't have any success.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SirTokaryev on May 05, 2017, 10:31:54 AM
Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: mortul on May 05, 2017, 12:49:16 PM
I  (and i dont think i would be the only one) would love it if you could make a small standalone mod with ALL the ships in this mod (yeah i know there is [A16] Orbital Hubs United) that would be really cool
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SirTokaryev on May 06, 2017, 09:43:55 AM
can't load savefile after building tithes container. Log file is huge, I sent in PM link to log file.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 07, 2017, 05:38:27 PM
Quote from: SirTokaryev on May 05, 2017, 10:31:54 AM
Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
...
Quote from: SirTokaryev on May 06, 2017, 09:43:55 AM
can't load savefile after building tithes container. Log file is huge, I sent in PM link to log file.

Both noted and fixed for the next update.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Element-115 on May 10, 2017, 11:16:33 PM
Saving during a sermon makes the savefile unusable (game crashes each time it's loaded)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 11, 2017, 01:35:35 PM
Noted and fixed for the next update.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Addeptis on May 14, 2017, 09:07:12 PM
Sending sliver to the admech doesn't raise relations.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Eich on May 21, 2017, 05:05:57 PM
Hi! How to corrupt my pawns? Purity of souls of my warptouched and intrigued pawns grown slowly day after day. Skulls in the bedrooms and dark altar can't change it.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 22, 2017, 05:01:26 PM
Quote from: Addeptis on May 14, 2017, 09:07:12 PM
Sending sliver to the admech doesn't raise relations.

Noticed that there was still the vanilla code for affecting faction colors, it's fixed now. Problem is hidden factions don't get affected by the normal gift-option.

Quote from: Eich on May 21, 2017, 05:05:57 PM
Hi! How to corrupt my pawns? Purity of souls of my warptouched and intrigued pawns grown slowly day after day. Skulls in the bedrooms and dark altar can't change it.

Corruption still isn't quite balanced, I don't want to make it too quick because then you'd be constantly getting corrupted pawns.
There are corrupted weapons (like the warpstaff) that affect the soul. In the current version this is the most proactive thing you can do. Other than that there's a new mapcondition-incident (corruptive drone).

There are effigies and corrupting books in the making, there'll be a wanderer incident where a corrupted pawn comes and talks to your people, and the range of corrupted weapons/apparel will increase. The code for demonic possession after reading certain books is finished.

The dark altar is more of an asthetic piece, currently there's no code associated that influences the pawns, apart from what the prayer has to say. And skulls are way too prevalent in the Imperium to make a real impact on the corruption-meter.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: kaptain_kavern on May 22, 2017, 07:02:25 PM
Hey buddy, I just came back and I can just say that what you have made/done is astounding  8)

Can wait to try it when i'll have more free time
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Oled on May 26, 2017, 10:12:54 AM
A17 when? I need this in my live. Also the powers that you learn from books vanish when reloading my save back in a16.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TheIvoryDisaster on May 27, 2017, 12:21:05 AM
I LOVE your mod! I'm trying to learn how your code works so I can contribute.

As you prepare for a17, please note an error that keeps occurring in my game with tau rail rifles and pulse rifles. When I load any save, those weapons that are already spawned lose their textures in the main thread.

Error log below:
https://gist.github.com/HugsLibRecordKeeper/79e3ff9397ec700a77428c73d8ac329a
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 27, 2017, 02:53:22 AM
Quote from: kaptain_kavern on May 22, 2017, 07:02:25 PM
Hey buddy, I just came back and I can just say that what you have made/done is astounding  8)

Can wait to try it when i'll have more free time

Hey,  nice to see you back here after all this time.

Quote from: Oled on May 26, 2017, 10:12:54 AM
A17 when? I need this in my live. Also the powers that you learn from books vanish when reloading my save back in a16.


I have to admit I didn't even have time to check the changes in A17 for updating the mod, so probably it'll take some time to adjust all the XMLs. I'll take a look at saving psyker powers for that  bug.

Quote from: TheIvoryDisaster on May 27, 2017, 12:21:05 AM
I LOVE your mod! I'm trying to learn how your code works so I can contribute.

As you prepare for a17, please note an error that keeps occurring in my game with tau rail rifles and pulse rifles. When I load any save, those weapons that are already spawned lose their textures in the main thread.

Error log below:
https://gist.github.com/HugsLibRecordKeeper/79e3ff9397ec700a77428c73d8ac329a


Thanks for your enthusiasm. I'd be glad to get some help on this.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TheIvoryDisaster on May 27, 2017, 04:12:54 PM
Okay here's my first attempt at helping:

The Products tag in the Recipies_Production.xml for MakeMecTemplateEnergy is incorrect. It produces a common template and should produce an energy template.

Where would you like me to send the corrected file? Assuming I have corrected it properly haha.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Oled on May 28, 2017, 02:30:18 PM
Hey Ohu please make a discourt server becuse that would make things more easyer
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 30, 2017, 01:33:14 AM
Well, development and bugfixing has come to a crawl as I'm basically out of spare time. Although it looks like I'm getting some help in the foreseeable future.

A  Discord server (https://discord.gg/uPRRgr3) is set up, time to populate it. It's still rather empty right now, maybe I'll be able to fill in some stuff during the day.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Oled on May 30, 2017, 04:42:09 AM
Just so you know the invite for the discord has exspired you have to make it a permanent one
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on May 30, 2017, 06:52:06 AM
My bad. Fixed now.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: kaptain_kavern on May 30, 2017, 07:45:28 AM
Hey buddy, I can help for XML files and mod. Don't hesitate to tell me how
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Oled on May 30, 2017, 08:14:36 AM
you can join the discord when he needs you he just askes
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on June 05, 2017, 06:13:47 AM
Hijacking this thread for a short question ..

What would be a good name for a Warhammer Space Marine Backstory ?

Since a general "Space Marine" backstory allready exists ?

should I call it
"Adeptus Astartes"
just "Astartes"
"Angel of Death"
"Child of the Emperor" -> i think there is a Chapter named Emperors Children

or something different ?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: FantasySys on June 07, 2017, 09:37:54 PM
Adeptus Astartes would be the most lore accurate methinks
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on June 08, 2017, 11:28:43 AM
Emperors Children would be not such a good choice for a space marine chapter ;
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on June 08, 2017, 01:53:05 PM
I remembered vaguely .. that the chapter exists, but not exactly their alignment.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: ChaosChronicler on June 08, 2017, 03:20:21 PM
Quote from: SpaceDorf on June 08, 2017, 01:53:05 PM
I remembered vaguely .. that the chapter exists, but not exactly their alignment.
Let's just say they aren't the Emperors anymore
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: koaniil on June 08, 2017, 03:33:50 PM
I prefer Black Templars.
The true crusaders of the Emperor.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on June 10, 2017, 11:10:47 AM
I know, a quick look at the Black Library answered all the questions about the Children.
Also it should be Grandchildren .. the Emperor made the Primarch and the Marines after their Primarch ..


To change the Top back to Cpt.OhUs Project.
In combination with 40k Lore and the Landingships I just had this nice day dream about Interstellar Traders actually Landing near your Base instead of just dropping some pods.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on June 11, 2017, 02:56:44 PM
You mean instead of droppods, a cargofreighter comes down and unloads the goods you traded?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on June 12, 2017, 05:32:41 AM
Yeap. Exactly.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Nibbler on June 12, 2017, 10:38:04 AM
The thing is, in 40k freighters don't land on planets. These ships are huge, often a couple kilometers long. Trying to land such a ship on a planet would result in it crashing to the surface in a giant fireball akin to an asteroid crash. These ships are completely built in space and they just move cargo between planets. Loading and unloading the cargo is done by smaller shuttles.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on June 12, 2017, 11:20:09 AM
Well, by freighters I of course meant things like planes, not the actual spaceship.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on June 12, 2017, 11:24:10 AM
Quote from: Nibbler on June 12, 2017, 10:38:04 AM
The thing is, in 40k freighters don't land on planets. These ships are huge, often a couple kilometers long. Trying to land such a ship on a planet would result in it crashing to the surface in a giant fireball akin to an asteroid crash. These ships are completely built in space and they just move cargo between planets. Loading and unloading the cargo is done by smaller shuttles.

Which would then land on either a spacedock or the surface of the planet to do the trade or deliver the goods and take on new stuff .. so what was your argument again ?

And never tell a Rogue Trader he can't do something :)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Nibbler on June 12, 2017, 12:48:42 PM
I read stuff too literal again. In any case, a cargo ship instead of cargo pods would be very nice  ;D
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SNKcell on June 19, 2017, 05:42:03 PM
Would you break apart the mod into small pieces like the Cult of Chutlu mods or it this gonna be like the the Mars Mission mod?

IMO, I dont really like overhauls, you gain the mod but you sacrifice the game itself

This looks like a really cool mod, great work!
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on June 22, 2017, 12:51:36 AM
If you read the thread, you can see this topic being brought up several times.

To recap: Not a fan of modularisation, at least in this case. Mainly because it would increase the workload even more. There is a sort of base section that everything else depends on, and it's probably the most intrusive part. Resolving that dependency would result in just another weapon/armor/Faction mod, and I won't be doing that. Keeping the dependency would require to check for every possible combination.

There are already "modules" that came from the mod, starting with the original AlienRaces, FactionColors and Dropships. These were designed as separate helpers. Can't say the same for the rest.

Recently Jecrell, the creator of the Cthulu mods, offered to help out on this project. He wants to do some modularisation, and hopefully we find a way that works for the betterment of the mod, not its cannibalisation. Probably more of a turn-off option rather than a separate mod file.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SNKcell on June 26, 2017, 08:06:23 AM
The point of my question was more like if I will need to sacrifice most of the mods I use to use yours

I really like all the ideas of your mod, the factions and marks and cults sound great and wouldnt want just a piece of it neither

Thanks and great work
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on June 26, 2017, 11:30:15 AM
In theory I'm not touching on vanilla stuff a lot. Someone managed to get this mod and the Cthulu mod together. There are certainly imcompabilities and stuff I didn't specifically check for, but other than that many mods should run  normal.

Thank you for your support, and I hope I didn't come off too harsh.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on June 27, 2017, 04:49:39 PM
I haven't been able to use this for a while as I'm playing A17 now, but before I updated I recall having this, Glittertech, EPOE, the Cthulhu mods, Zombie Apocalypse and close to a hundred other mods working perfectly fine together (I got a LOT of error messages at start-up and loading, but as far as I could tell nothing was actually broken).
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on June 28, 2017, 01:30:51 AM
Good to hear!

If you are interested, join the Discord, there's an A17 build.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on June 29, 2017, 11:35:49 AM
Oooooooooooooooooo...
*Cackles like a baby watching the Tellytubbies for the first time*
I'll definitely check that out
Title: Re: [A16] Warhammer 40k Corruption - WORLD GENERATION ERROR. Help...
Post by: Dr. Kaiser on June 30, 2017, 05:40:15 PM
  I need some SERIOUS help. I will send a log file...
Basically, what is happenign is that when i activate this mod, about 100% of the time when I generate the World Map for A17, it crashes and goes back to the first page of World Generation. I need some serious help because i've tried all day to edit with the files etc and im very stressed. I have made an account just to ask you this question Ohu. Can you help me?

Error Log via Pastebin: https://pastebin.com/dCVzfqsq

  I saw in a previous comment that you have a Discord server with a A17 build. I cannot find such Discord and if there is a A17 Build, will you send me the link, for only A16 I can find on the main page. Unless it's not released of course...
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 01, 2017, 05:53:34 AM
Do you have JecsTools activated ?
For me this is the only mod that creates the described behavior.
Title: Re: [A16] Warhammer 40k Corruption - WORLD GENERATION ERROR. Help...
Post by: Cpt.Ohu on July 01, 2017, 10:00:58 AM
Quote from: Dr. Kaiser on June 30, 2017, 05:40:15 PM
  I need some SERIOUS help. I will send a log file...
Basically, what is happenign is that when i activate this mod, about 100% of the time when I generate the World Map for A17, it crashes and goes back to the first page of World Generation. I need some serious help because i've tried all day to edit with the files etc and im very stressed. I have made an account just to ask you this question Ohu. Can you help me?

Error Log via Pastebin: https://pastebin.com/dCVzfqsq

  I saw in a previous comment that you have a Discord server with a A17 build. I cannot find such Discord and if there is a A17 Build, will you send me the link, for only A16 I can find on the main page. Unless it's not released of course...

Is it on A16? This was a bug that appeared near the end of A16.

The Discord is on the first page, and on the first page of the Dropship Mod.
Title: Re: [A16] Warhammer 40k Corruption - WORLD GENERATION ERROR. Help...
Post by: Dr. Kaiser on July 01, 2017, 06:58:34 PM
Oh i've fixed it already. A total stranger on Steam told me about how to fix it. But now after this, I have a question. Are the Ork's a playable race? Because with EdB + This + Alien's Framework it cannot find the Orks when i press "Add new Colonist" on the EdB start tab, i get every race (Eldar, dark eldar, Imperium, etc) but Ork, and I really wanted to play as them with this mod and scourge the lands with my Orky Warband.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on July 03, 2017, 01:06:09 AM
Orks weren't intended as being playable, hence they do not have pawn type that's selectable as starting colonist.

Maybe I'll put in a Gretchin-start, with Orks having to be grown. Some day.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 03, 2017, 02:59:05 AM
Quote from: Cpt.Ohu on July 03, 2017, 01:06:09 AM
Maybe I'll put in a Gretchin-start, with Orks having to be grown. Some day.

This will be the day when social fights become joy activities.

But Honestly, my head hurts just by thinking about how to implement Da Ork Kulture
into Pawn behavior.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on July 03, 2017, 11:22:44 AM
That's why I said some day. This would require a lot of work that I currently don't want to put in.

I could simply make an Ork colonist that behaves like normal humans, but that wouldn't be quite accurate.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on July 09, 2017, 05:39:40 AM
So I finally got around to looking up the A17 branch on Discord.  Having trouble downloading, due to my crappy wifi, but I'll get there in the end.  Do I need an A17 version of the rendering patch too, or will the A16 version still work?

Never mind, I found it!

2nd edit: this may have already been noted, but just in case, this does NOT work with Psychology (even the newly-updated, Harmony/xpatch version).  It fails at world generation (sorry, I forgot to log the specific error)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on July 09, 2017, 09:04:24 PM
Sorry for the repeated posting, but I just noticed something.  In the A16 version of this mod, when using Prepare Carefully, there was an option in the pawn appearance settings to choose a race (I recall posting at the time about my confusion regarding multiple human and Tau races).
That option isn't there any more, for me at least.  Is that due to a change in your mod, a difference in the current Prepare Carefully version, or is it a load-order or compatibility issue?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: judagator on July 14, 2017, 12:24:01 PM
wen will this be updated to a17?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 14, 2017, 01:24:20 PM
Quote from: Cpt.Ohu on June 28, 2017, 01:30:51 AM
Good to hear!

If you are interested, join the Discord, there's an A17 build.

It allready is ..
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on July 27, 2017, 11:03:22 AM
A WIP of something that might be useful:

[attachment deleted by admin: too old]
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Slaugveng Moriar on July 28, 2017, 12:33:14 PM
Welcome.
How does interracial interaction look like? Can they enter into unions? Are new races compatible with EPOE?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 28, 2017, 03:47:25 PM
Quote from: Slaugveng Moriar on July 28, 2017, 12:33:14 PM
Welcome.
How does interracial interaction look like? Can they enter into unions? Are new races compatible with EPOE?




(https://s-media-cache-ak0.pinimg.com/736x/9b/25/77/9b2577f3f117b2a5f928d3e64ce65e70--ps-games-game-assets.jpg)
It's Warhammer 40k .. what do you think racial interaction looks like ?
I have to admit I have never played it, because I would have to remove so many of my mods at the moment, but
given the base definitions of the races, humanoid races should be more or less compatible with epoe, if the mod does not replace the operations and epoe identifies the humanoids as human.
( I know for a fact, space marines were epoe compatible at some point ::) )

And I don't know if the other races are playable at all .. another thing I know for a fact is, that Orkz are not ..
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Orpheus on July 28, 2017, 04:16:14 PM
Other races aren't "officially" supported as playable factions (the only option is Imperial Colony), but you can use Prepare Carefully to create colonists from the Space Marines, Sisters of Battle, Mechanicus, Eldar, Chaos Cultists, Grots and (I think) Tau.  And you can use the scenario editor to give yourself appropriate starting tech for any of those races.  As SpaceDorf says, Orks aren't really available to the player as Prepare Carefully doesn't allow them as an option.  But you could have an all-Grot starting lineup, then use dev mode to spawn and recruit Orks.
Orkish psychology isn't really implemented at the moment though, so they'll just behave like regular human colonists.
Not sure about EPOE, I tried giving EPOE implants to Space Marines and Mechanicus characters and I didn't have any non-vanilla options, but I might have just forgotten to give myself the appropriate tech.
Interfaction relations at present only really make sense if you play as an Imperial faction, as far as I can tell.  You could make a xenos colony and build the special Imperial comms console, but as far as I remember the Imperial factions won't recognise you as aliens.  There is apparently some functionality where nonplayer factions interact (or at least fight among themselves) without player involvement, but I haven't actually seen it in play.

While I'm here, if Cpt. Ohu is reading this, how does spiritual corruption work?  I tried setting up a permanent corruptive drone and forcing my pawns (of various races and factions) to read the "evil" books, but nobody's Purity of Soul ever seems to change?
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on July 29, 2017, 04:35:45 AM
I downlaoded the mod, bu can't get a world to generate....

Off, I do have some other mods, bu hose are prety basic mods that shouldn't conflict with anything (more furniture, rimfridge, farming, melee hunting, small paste despenser, more hairs, etc...)
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on July 29, 2017, 05:33:01 AM
Why aren't there any links o updated stuff in the thread?

Keeping everything on Discord and only discord is bad.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on July 31, 2017, 03:42:55 AM
I find some aspects of implementation odd. Astartest for example.
It seems like you just took a normal human, removed his ribs, removed his limbs and replaced them with bionics. Why didn't you define a new body with a chestplate and gene-ssed organs?
Seems far more accurate.

Also, while the mod works with several other mods (including hospitality and psychology), a few things seem a bit off. Like SoB not being able to wear normal human clothing.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 31, 2017, 04:28:14 AM
Quote from: TrashMan on July 31, 2017, 03:42:55 AM
Astartest for example. It seems like you just took a normal human, removed his ribs, removed his limbs and replaced them with bionics. Why didn't you define a new body with a chestplate and gene-ssed organs?
Seems far more accurate.
What the F.. ? you gave Ohu my Astartes .. the parts are all there ..
I must admit I still haven't run the mod .. but the defs are there.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on July 31, 2017, 07:45:07 AM
https://github.com/Cpt-Ohu/Warhammer40k-Corruption/tree/A17
https://github.com/Cpt-Ohu/40K-Corruption-RenderPatch/releases/tag/v1.2

@SpaceDorf - dunno, I had my own definitions of astartes body and organs. But I can't recall if I ever gave them to Ohu.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on July 31, 2017, 08:46:30 AM
My bodiedefs are there,  but the racedef for Astartes uses the Human Bodytype ..
so I guess, the Organs are not in use.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 05, 2017, 01:31:49 PM
Quote from: TrashMan on July 29, 2017, 05:33:01 AM
Why aren't there any links o updated stuff in the thread?

Keeping everything on Discord and only discord is bad.

The main reason was that the A17 build was barely working when I put the download link on the Discord, and in the past weeks I have focused mainly on the dropship main mod and kinda neglected 40k.

The link to the current A17 build is now on the main page. Keep in mind that this isn't tested thoroughly, therefore I can't make any promises regarding long term stability or compabilities with other mods. Barring CE, which I don't have a patch for yet.




@SpaceDorf: I know you were working on the same mod almost a year ago, but you vanished after a couple of weeks, same as Kaptain Kavern. I don't think I ever got a proper look at your defs.

Quote from: TrashMan on March 16, 2017, 07:05:54 AM
Here's a few basic defs for an astertes - body part, backstories, etc..

That's where I got them.

The reason the Astartes body isn't in use is that I just put Astartes in because people were asking without really working on them. I did something for the graphics and weapons, that's it. If you want to continue working on them, feel free to join the team. The mod has gotten almost too big to manage on my own anyway.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: aukave on August 05, 2017, 02:42:47 PM
 :D Favorite mod. Although its gonna need more content to be a full conversion.
Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on August 05, 2017, 05:52:48 PM
Quote from: Cpt.Ohu on August 05, 2017, 01:31:49 PM
SpaceDorf: I know you were working on the same mod almost a year ago, but you vanished after a couple of weeks, same as Kaptain Kavern. I don't think I ever got a proper look at your defs.

Yeah, I was really into getting the space marines to work.
My main goal was to create space marines from basic pawns .. the whole 9 yards offered in 40k Lore.
And I was close, but had to stop because of mental health reasons.
With A17 and the past year some mods have achieved parts of what I wanted to do back then.
I work my head back into modding at the moment .. only slower and more careful .. but it's hard.

I gave TrashMan the link to my GitHub Repository (https://github.com/SpaceDorf/Astartes_Implants) a few weeks back, and like I posted before I found my Organ and Body Definitions in your Corruption Project ( shame on me, If I could not identify my own code )
My own problem is that I can't do digital art worth looking at. The art in my project was done by somebody else.

So at the moment I play beta-tester and modusers helpdesk to use my modding knowledge for good.
I have a good dozen of pages with mod projects I can't get of the ground.

My dream project at the moment would be to expand the OhU Shipyard with sweet Rimsenal-Faction Ships.
I got the basics down, and allready use the 40k ships in vanilla, but like I said .. digital art is not my strong suit.

Title: Re: [A16] [WIP] Warhammer 40k Corruption
Post by: TrashMan on August 09, 2017, 09:00:31 AM
Quote from: Orpheus on July 28, 2017, 04:16:14 PM
Other races aren't "officially" supported as playable factions (the only option is Imperial Colony), but you can use Prepare Carefully to create colonists from the Space Marines, Sisters of Battle, Mechanicus, Eldar, Chaos Cultists, Grots and (I think) Tau.

Another scenario?
Survivors from an inquisitor ship? Since Inqusitors do tend to work (sometimes) with some xenos, you could have a SoB, Eldar, Space Marine, guardsman and Space Marine (mayhaps a SM would be overkill) crash-land on a chaos-infested planet, and banding together to fight chaos off.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Orpheus on August 09, 2017, 09:26:26 AM
Hard to imagine Fish Speakers Sisters of Mercy Battle working with Eldar, or indeed any other xenos.  Whatever an Inquisitor might say, the Sisters are raised from an early age to believe that all xenos are committing continual heresy just by existing.  And the Eldar won't be patient and tolerant about it, human lives - and Inquisitorial authority - are worth literally nothing to them so s/he'd have no problem with murdering the Sister on the spot, the first time she said anything out of place.  Space Nuns Sisters are probably the only Imperial subfaction who wouldn't ever cooperate with aliens, maybe even if their life depended on it.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on August 09, 2017, 01:16:34 PM
Fancy meeting you here TrashMan,

say, I was about to try my Space Marines Mod again, would you allow me to use your Art Sources ?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 11, 2017, 12:04:47 PM
Now I remember why the organs of the Astartes didn't show up. I knew I had something in preparation...

(http://i.imgur.com/PhKyPQ8.png)

Little point in making an Astartes if they aren't several magnitudes more efficient than regular humans. Hence I decided to go the route of Hediffs. After all, it IS a human body to start with, anything else is implanted, otherwise you'd be considered a mutant and therefore an abomination. Mutated gene-seed however seems to be OK for some reason...

On the med-table you'll be able to install the implants yourself. Your pawn probably won't become a real Astartes (after all, most of them are out of the ideal age for implanting). In time I'll increase the failure rate drastically. Only a handful of recruits out of dozens are actually compatible with the gene-seed.

In summary: I'll enable creation of Astartes, but you'll have to put in a lot of effort (time, ressources, candidates) and most of the time it'll end in failure.




A quick note: There is currently a quirk in Alien Races that causes all Aliens that use their own apparel to start out naked. There is already a fix for it which will be in the next update. Until then please mind the possibility of raids by the Dark Eldar Kabal of Striking Nudists.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on August 11, 2017, 02:14:36 PM
Well the mutation of the geneseed is tightly monitored by the Officio Administorum which also decides if the mutation is still acceptable.

Stored Gene Seed of the different chapters is not allowed to come in contact with each other, to avoid cross contamination.
And only the purest is used to repopulate a chapter with heavy losses or to create a new chapter.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 18, 2017, 06:10:11 AM
This needs an EPOE patch please and thank you many alien races that use the framework require a patch for EPOE and its some good bionics in there!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 18, 2017, 10:00:27 AM
True, I just haven't come around to creating one so far. Maybe I'll find the time this weekend.




I updated the first page to include all people who are contributing to the mod so far.




Progressions Post :



Take a look at the progress on creating your own Astartes (http://i.imgur.com/WGlFIEj.png).

Using the Advanced Operations on the Mechanicum Surgical Unit you can install all 19 implants needed to make an Astartes. You'll have to follow the order of implants, as adding a Biscorpea is only unlocked for a pawn if he alreay owns a second heart.

With some luck, skillful doctors and all ingredients, you'll get pretty close to a full fledged Marine (http://i.imgur.com/5h1mbUA.png).

In this case of course the potential Aspirant is way out of his waters, being old and frail, but you may still successfully pump him full of at least some of the organs.





Also: Released a small patch for EPOE which enables surgeries from that mod. This means that Techpriests will be filled to the brim with advanced bionics.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 18, 2017, 06:32:13 PM
Does this conflict with HP lovecraft cults, federation mod, bionic mods, or other alien race mods also. I am getting a glitch were I dont have access to plain human heads anymore only the mechanical heads are there. the last thing is i get a crash after 5 min and it started after i installed your mod. I was using OHU dropship fine so i switched it out with this and now crash crash crash I have alien framework the patch is loaded behind corruption, but i am not sure its working as the faction armor sets turn the pawn nude along with tau armor and most other gear from this mod!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 18, 2017, 06:37:40 PM
Quote from: sirskips on August 18, 2017, 06:10:11 AM
This needs an EPOE patch please and thank you many alien races that use the framework require a patch for EPOE and its some good bionics in there!
Thanks man the EPOE patch works great I can see the implants now and add them during prepare carefully. Still experiencing some other conflict tho. let you know what when I find it!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 18, 2017, 06:43:14 PM
Sorry to blow you up but Ancient Rim uses faction color would this conflict with the faction colors that is implemented in the corruption mod.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 19, 2017, 02:50:42 AM
Quote from: sirskips on August 18, 2017, 06:43:14 PM
Sorry to blow you up but Ancient Rim uses faction color would this conflict with the faction colors that is implemented in the corruption mod.

It will conflict, since the version in here has more functionality than the standalone version I released. To get them to run together, use only the version from this mod. So disable the standalone and remove all FactionColors.dll from other mod directories.

Quote from: sirskips on August 18, 2017, 06:32:13 PM
Does this conflict with HP lovecraft cults, federation mod, bionic mods, or other alien race mods also. I am getting a glitch were I dont have access to plain human heads anymore only the mechanical heads are there. the last thing is i get a crash after 5 min and it started after i installed your mod. I was using OHU dropship fine so i switched it out with this and now crash crash crash I have alien framework the patch is loaded behind corruption, but i am not sure its working as the faction armor sets turn the pawn nude along with tau armor and most other gear from this mod!

Quote from: Cpt.Ohu on August 11, 2017, 12:04:47 PM
A quick note: There is currently a quirk in Alien Races that causes all Aliens that use their own apparel to start out naked. There is already a fix for it which will be in the next update. Until then please mind the possibility of raids by the Dark Eldar Kabal of Striking Nudists.

The apparel bug is known and will probably be fixed soon.

As for the rest, cults and federation are some pretty big mods, so some conflict is almost inevitable. Other alien mods shouldn't throw a conflict though.

A crash after 5 minutes must show in the error log. Please send me such a log to find the cause.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: koni on August 19, 2017, 04:34:57 AM
Quote from: sirskips on August 18, 2017, 06:43:14 PM
Sorry to blow you up but Ancient Rim uses faction color would this conflict with the faction colors that is implemented in the corruption mod.

As far as I tested, AR still works if you use Corruption instead of the standalone Faction colors.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 19, 2017, 06:55:17 AM
Quote from: koni on August 19, 2017, 04:34:57 AM
Quote from: sirskips on August 18, 2017, 06:43:14 PM
Sorry to blow you up but Ancient Rim uses faction color would this conflict with the faction colors that is implemented in the corruption mod.

As far as I tested, AR still works if you use Corruption instead of the standalone Faction colors.

It's a one-way incompability. If you load only the AR faction colors assembly, the Corruption mod won't work properly. If you go in the opposite direction, everything should work just fine.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: koni on August 19, 2017, 07:25:07 AM
Quote from: Cpt.Ohu on August 19, 2017, 06:55:17 AM
Quote from: koni on August 19, 2017, 04:34:57 AM
Quote from: sirskips on August 18, 2017, 06:43:14 PM
Sorry to blow you up but Ancient Rim uses faction color would this conflict with the faction colors that is implemented in the corruption mod.

As far as I tested, AR still works if you use Corruption instead of the standalone Faction colors.

It's a one-way incompability. If you load only the AR faction colors assembly, the Corruption mod won't work properly. If you go in the opposite direction, everything should work just fine.

But there is no assembly in AR. I meant to AR after FC as a separate mod. Or did I not correctly understand something?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 19, 2017, 07:37:34 AM
No, you've understood right, I may have explained it falsely.

To recap: The Faction Colors Module from this mod is the basis for the standalone version that can be found under Releases. For the standalone to work I had to remove all references to the Corruption assembly so that it would work on its own.

Now if you load the Faction Colors standalone and this mod together and in the wrong order, the standalone overrides the Corruption assembly, resulting in errors because the Corruption mod is looking for references in the Faction Colors assembl that just aren't there anymore.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 19, 2017, 07:25:48 PM
Ok so I dont have faction colors stand alone only corruption and AR. So what would the load order for these 3 mods be AR Faction colors and Corruption. What I think your saying is the order goes faction colors, AR, then corruption. Or are you saying put AR before corruption and forget faction colors.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 19, 2017, 07:48:22 PM
Also its hard to get an error report as I had one before but it was playable with. Now the report shows up and is way bigger and Im having trouble find where the old one ends and the new shit begins. Something from the alien framework side of this and the faction color side of this conflict with allot of my old mods. Dont worry to hard about it as Im not even sure on my end. I will just have questions from time to time to help narrow it down.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 20, 2017, 02:19:28 AM
Quote from: sirskips on August 19, 2017, 07:25:48 PM
Ok so I dont have faction colors stand alone only corruption and AR. So what would the load order for these 3 mods be AR Faction colors and Corruption. What I think your saying is the order goes faction colors, AR, then corruption. Or are you saying put AR before corruption and forget faction colors.

Basically: Forget the standalone version and just use Corruption. All other mods using Faction Colors will still work.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 05:32:46 AM
ok well I am not using it anyway. I bet it cults or maybe even ship parts.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 05:45:53 AM
https://gist.github.com/3fe9e2b3970e2bb2f9bd2bc3fbb2e622 Ignore anything that says animal. I get this on start up the animals parts of the error I have had forever and the game ran fine something after that went wrong.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 06:00:48 AM
https://gist.github.com/5594c569c90293f1036c4ba4e889beab this one is from in game but didnt cause a crash. I dont always play on dev mode, will a crash happen when dev mode is off where an error appears when dev mode is on?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 06:06:28 AM
https://gist.github.com/390ce502900fb9d7a1c92a9c92a69c65 Last one its repeated and would not stop I tried closing it for a about minute before I gave up and closed Rimworld.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 20, 2017, 09:38:35 AM
I don't know that to tell you. There are >200 mods running. The last error is an out of memory error, so there is too much going on for the game to handle. This in itself doesn't really help in narrowing down the origin of the error, since there is no reference to anything specific to this mod.

Did you try and start a new colony, or continue with an existing savegame?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 03:31:38 PM
Start a new all the time when testing mods. Do you have allot of music in the mod cause that can eat thru memory.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 20, 2017, 05:27:32 PM
Did a huge mod list overhaul took me like 4 hours but it seems to be working now. Still get that attempting to pray error tho. When you get the time could you remember to do another bionic patch for RBSE http://steamcommunity.com/sharedfiles/filedetails/?id=850429707&searchtext=bionics. It adds over 50 different new parts it only needs a patch for the alien stuff. At some point it may be worth it as the mod has 10,000 subscribers. Thanks for all your help I am off to kill some zenos! Oh and an idea for slaanesh should be some thing dealing with over indulgence. They eat more, its take more drugs to build a tolerance, addiction doesnt hurt them as bad and they fuck around allot asking everybody to hook up! 
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 21, 2017, 03:24:26 AM
Hey. Just wanted to stop by and let you know you are doing The Emperor's work son. Good damn job. Keep it up. We love you.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 21, 2017, 03:24:47 PM
Quote from: sirskips on August 20, 2017, 05:27:32 PM
Did a huge mod list overhaul took me like 4 hours but it seems to be working now. Still get that attempting to pray error tho. When you get the time could you remember to do another bionic patch for RBSE http://steamcommunity.com/sharedfiles/filedetails/?id=850429707&searchtext=bionics. It adds over 50 different new parts it only needs a patch for the alien stuff. At some point it may be worth it as the mod has 10,000 subscribers. Thanks for all your help I am off to kill some zenos! Oh and an idea for slaanesh should be some thing dealing with over indulgence. They eat more, its take more drugs to build a tolerance, addiction doesnt hurt them as bad and they fuck around allot asking everybody to hook up!

That's the way I wanted to go with Slaaneshi, but at the time it seemed way to difficult to change all that behavior. Now though...

Quote from: InfinityKage on August 21, 2017, 03:24:26 AM
Hey. Just wanted to stop by and let you know you are doing The Emperor's work son. Good damn job. Keep it up. We love you.

Thank you, comments like this keep me motivated during hours of bugfixing.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 21, 2017, 06:12:05 PM
Quote from: Cpt.Ohu on August 21, 2017, 03:24:47 PM

Quote from: InfinityKage on August 21, 2017, 03:24:26 AM
Hey. Just wanted to stop by and let you know you are doing The Emperor's work son. Good damn job. Keep it up. We love you.

Thank you, comments like this keep me motivated during hours of bugfixing.

You are more than welcome sir. You've earned it. I've read through all 15 pages of comments and I was getting angry because in my opinion there was too much complaining and not enough praise. I felt like people seemed a bit... entitled. They don't realize this is a labour of love for you that you provide free of charge and that's amazing.

Anyway. In other news. I do have a few critiques if you want them. Mostly about weapons. Actually at the moment it's all about weapons. A lot of your weapons have the same name but different stats which is kinda confusing. Also some of them have the same description on different weapons. Some of the descriptions also don't make sense. Like describing a weapon as long range when it's not. Also the stats for the weapons are all over the place, with some being quite weak for what they are and some being grossly overpowered.

With all these things said I would like to offer my help if i can. I keep an updated spreadsheet of all the weapons that I run into in Rimworld. Updated with weapons from tons of different mods. So I might be uniquely qualified to help you out with balancing and fixing descriptions and the like. Do you have a list of all the weapons and stats and descriptions that you could send me and I can send you back suggested revisions?

Anyway. Keep up the good work mate.

P.s. Let me know if you would like access to my weapons stats spreadsheet and I'll link it for you.

Edit: A couple of other things. The quotes of Kikaro or whatever it's called does not appear to have a texture. I think I've read that in the comments somewhere so you might already know that. Also the Pulse Rifle appears to be glitched. It has not texture and you can't pull up it's statistics in game. Just shows a blank screen.

Edit 2: In the end I crashed to desktop. I have a bunch of mods installed so I can't be 100% certain if your mod is the problem. But it is the only mod different from what I normally run. I'm not sure if the output log will help you b̶u̶t̶ ̶I̶'̶l̶l̶ ̶a̶d̶d̶ ̶i̶t̶. Well. Turns out it's too big to put as an attachment so...
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Andellmere on August 21, 2017, 09:55:35 PM
Just a quick bit of feedback: Praying is annoying as hell. My fanatic pawns seem to think it's a joy activity and lock themselves in their rooms for days on end praying. Which leads to them getting the debuffs for being joydeprived, which leads to "Praying 2: Pray harder".
I don't mind the praying thing but please do something about frequency as having pawns that lock themselves away for one day out of every two for several weeks is a mite unfun.
If anyone else is having this issue: Forbid the door to their room after moving them out of it. Solves the problem and sends them to do an actual joy activity that will improve their mood.

EDIT: If you cancel a prayer service, your pawns will still attempt to go to it, but will become stuck and the job never finishes. If you lock them out of the temple/sermon area they take off for the far corners of the map.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 21, 2017, 10:53:52 PM
Quote from: Andellmere on August 21, 2017, 09:55:35 PM
Just a quick bit of feedback: Praying is annoying as hell. My fanatic pawns seem to think it's a joy activity and lock themselves in their rooms for days on end praying. Which leads to them getting the debuffs for being joydeprived, which leads to "Praying 2: Pray harder".
I don't mind the praying thing but please do something about frequency as having pawns that lock themselves away for one day out of every two for several weeks is a mite unfun.
If anyone else is having this issue: Forbid the door to their room after moving them out of it. Solves the problem and sends them to do an actual joy activity that will improve their mood.

EDIT: If you cancel a prayer service, your pawns will still attempt to go to it, but will become stuck and the job never finishes. If you lock them out of the temple/sermon area they take off for the far corners of the map.

I ran into this issue too with my Adeptes Astartes. He prayed in his room for hours on end. I ended up "fixing" him by drafting him and undrafting him. He prayed one last time after that and then finally went about his bizzness.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 22, 2017, 01:25:40 AM
I apologize, I've just now started moving some stuff into Xpatches, and seems I forgot removing the actual modified Defs for praying. The base chance was set to 80 for testing, hence your pawns will pray until they die.

I removed the Def, and the chance is set to its vanilla value.

Quote from: InfinityKage on August 21, 2017, 06:12:05 PM
Quote from: Cpt.Ohu on August 21, 2017, 03:24:47 PM

Quote from: InfinityKage on August 21, 2017, 03:24:26 AM
Hey. Just wanted to stop by and let you know you are doing The Emperor's work son. Good damn job. Keep it up. We love you.

Thank you, comments like this keep me motivated during hours of bugfixing.

You are more than welcome sir. You've earned it. I've read through all 15 pages of comments and I was getting angry because in my opinion there was too much complaining and not enough praise. I felt like people seemed a bit... entitled. They don't realize this is a labour of love for you that you provide free of charge and that's amazing.

Anyway. In other news. I do have a few critiques if you want them. Mostly about weapons. Actually at the moment it's all about weapons. A lot of your weapons have the same name but different stats which is kinda confusing. Also some of them have the same description on different weapons. Some of the descriptions also don't make sense. Like describing a weapon as long range when it's not. Also the stats for the weapons are all over the place, with some being quite weak for what they are and some being grossly overpowered.

With all these things said I would like to offer my help if i can. I keep an updated spreadsheet of all the weapons that I run into in Rimworld. Updated with weapons from tons of different mods. So I might be uniquely qualified to help you out with balancing and fixing descriptions and the like. Do you have a list of all the weapons and stats and descriptions that you could send me and I can send you back suggested revisions?

Anyway. Keep up the good work mate.

P.s. Let me know if you would like access to my weapons stats spreadsheet and I'll link it for you.

Edit: A couple of other things. The quotes of Kikaro or whatever it's called does not appear to have a texture. I think I've read that in the comments somewhere so you might already know that. Also the Pulse Rifle appears to be glitched. It has not texture and you can't pull up it's statistics in game. Just shows a blank screen.

Edit 2: In the end I crashed to desktop. I have a bunch of mods installed so I can't be 100% certain if your mod is the problem. But it is the only mod different from what I normally run. I'm not sure if the output log will help you b̶u̶t̶ ̶I̶'̶l̶l̶ ̶a̶d̶d̶ ̶i̶t̶. Well. Turns out it's too big to put as an attachment so...

The Cicero book is one of the more baffling bugs, because I just do not get that on both my Desktop and my Laptop during tests. The texture is there and works just fine. Can you check the textures folder for "Things/Items/Books/Cover_BookOldA.png"? All book textures are in there, if they are missing that would explain that. Another question: Are you using any of Mrofa's mods?

Same goes for pulse rifle, it works fine here.



I do not have a list of all weapons, and balancing was always something I struggled with. So some help in that department is always appreciated. I'll compile a list later on.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 22, 2017, 11:07:22 AM
Quote from: Cpt.Ohu on August 22, 2017, 01:25:40 AM
I apologize, I've just now started moving some stuff into Xpatches, and seems I forgot removing the actual modified Defs for praying. The base chance was set to 80 for testing, hence your pawns will pray until they die.

I removed the Def, and the chance is set to its vanilla value.

The Cicero book is one of the more baffling bugs, because I just do not get that on both my Desktop and my Laptop during tests. The texture is there and works just fine. Can you check the textures folder for "Things/Items/Books/Cover_BookOldA.png"? All book textures are in there, if they are missing that would explain that. Another question: Are you using any of Mrofa's mods?

Same goes for pulse rifle, it works fine here.



I do not have a list of all weapons, and balancing was always something I struggled with. So some help in that department is always appreciated. I'll compile a list later on.

Weird. I'll double check for the Kikero book. And is that the guy who does the Clutter mod? Maybe I have some by him I'm not sure. Does he do the Alpha Mufflo mod or something with animals?

As for the Pulse Rifle I think I might have a lead on that. I have another Warhammer mod installed that adds the Imperials. I'm thinking maybe the weapons from there are getting mixed with the weapons from your mod. The next time I try your mod I'll take out the other one and see how it goes.

As for balancing your weapons. Yea, I'd love to help. If you can get me their current stats I'll plug them into my spreadsheet and see how far it deviates. I'm guessing you want them similar but different to the existing weapons? Unless you actually wanted them to be OP since it Warhammer in which case we can do that too.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: koni on August 23, 2017, 05:42:36 AM
Every time I play this mod it randomly doesn't load textures. Sometimes it were of armors, sometimes weapons, and so on.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 23, 2017, 01:36:28 PM
Any other mods running? What's in the error log? Is it happening only on aliens?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Riczo on August 23, 2017, 03:15:04 PM
This heretical Adeptus Mechanicus chapter house has decided to investigate this xeno-tech and inform you on their results free of charge... this time.

I have other mods installed but non of them have anything to do with warhammer so there shouldn't be a problem.
The bug happens to me only with weapons both close range and long range, and it appears once i relaunch the game.
When a weapon is spawn for the first time it will have its textures and will retain them as long as the game is running and as long as the game isn't closed it will still have it's textures including all of its subsequent copies. Only after closing the game completely and relaunching it any weapon that is still on the map will lose its textures (this mod only) while weapons that have yet been spawn will retain them until another relaunch

Edit: just had another ork raid, the weapons they brought had had textures while the ork weapons that lie in storage do no, relaunching the game makes the new weapons lose their textures like the old ones
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 24, 2017, 12:25:18 AM
i had this happen with the bolters loaded it up and texture was gone. I thought it may have been due to a conflict as I saw this happen with animal hood and the Jedi Sith hoods from the star wars mod. They were not named the same but whichever one was lower in my load order would have a purple box.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 24, 2017, 01:45:41 AM
Alright, started noticing that too. No idea why this is popping up now, this wasn't a problem before. It's probably the Faction Colors module causing this, I'll take a look.

EDIT: It's definitely the Faction Colors Assembly. I didn't change anything since updating to A17, so this doesn't make sense right now.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Helldrone on August 24, 2017, 03:37:53 PM
Hi, i am not entirely sure if i am just wasting everyone's time, but i noticed a bug in the production of Mec parts, the bill on the production table only makes common mec parts while it says Energy and All Purpose, so i took the time to peek into the recipe DEF in the files and the recipes seemingly are duped, am i wrong? i'm not very good at this.

That's in the A17 version of the mod of course and i did extensive testing if mods caused this problem, so far it's the mod alone doing it, i can post the code i found.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on August 24, 2017, 08:40:46 PM
YOUR DOING GREAT MAN!!! I play test for about an hour or 2 everyday and there is not that many bugs there are only a few, but they are bad bugs. So your on the right track hope to see this go all the way to the last A_ version of Rimworld!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Riczo on August 25, 2017, 10:01:03 AM
Got an interesting question that i can't test on my own atm, what are the chances that the Astartes modification will play nicely with the new body modifications that the GeneticRim mod adds? will we be able to make even stronger marines than the Imperium allows... or at least ones that explode on death
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 25, 2017, 03:35:41 PM
Quote from: Riczo on August 25, 2017, 10:01:03 AM
Got an interesting question that i can't test on my own atm, what are the chances that the Astartes modification will play nicely with the new body modifications that the GeneticRim mod adds? will we be able to make even stronger marines than the Imperium allows... or at least ones that explode on death

Well, the Astartes implants are more or less regular implants at this point, and most of them are applied to the Torso. So unless something is blocking installation or major rewriting of the assembly code, it should work.




I've done something that I postponed several times and rewritten some of the stuff in Faction Colors module. Items should behave normally now again.

Also there are now small Shrines under the Worship category where you can install items of worship (idols, corrupted/sanctioned weapons and armor).
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 27, 2017, 10:16:25 AM
Progressions Post :



Been a while since I had something to show.

I've made progress on making servitors. They now require fuel made of organic and inorganic parts (energy cells) to keep running. Without fuel they'll keel over and be useless. In return, they'll require neither rest nor food nor joy, just the occational repair.

And you can turn people into servitors. Take a look at this transition of an architect to a bulky servitor (http://i.imgur.com/kLznlvn.png).

To get this option though, you'll need the implants, and a highly skilled doctor (min. 14).

I'm trying to get them into a programmable state so you can assign them to specific tasks rather than being just a colonist replacement.

And just for fun I decided to make Grox (http://wh40k.lexicanum.com/wiki/Grox):

(http://i.imgur.com/eylYy9l.png)

They'll be omnivorous, reproduce quickly and yield a lot of meat and leather.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: koni on August 27, 2017, 10:22:08 AM
Quote from: koni on August 23, 2017, 05:42:36 AM
Every time I play this mod it randomly doesn't load textures. Sometimes it were of armors, sometimes weapons, and so on.

Quote from: Cpt.Ohu on August 23, 2017, 01:36:28 PM
Any other mods running? What's in the error log? Is it happening only on aliens?

Actually no, because the last three times I tested everything was just fine. Maybe the Machine Spirit was in a bad mood :D


Quote from: Cpt.Ohu on August 27, 2017, 10:16:25 AM
Progressions Post :



Been a while since I had something to show.

I've made progress on making servitors. They now require fuel made of organic and inorganic parts (energy cells) to keep running. Without fuel they'll keel over and be useless. In return, they'll require neither rest nor food nor joy, just the occational repair.

And you can turn people into servitors. Take a look at this transition of an architect to a bulky servitor (http://i.imgur.com/kLznlvn.png).

To get this option though, you'll need the implants, and a highly skilled doctor (min. 14).

I'm trying to get them into a programmable state so you can assign them to specific tasks rather than being just a colonist replacement.

And just for fun I decided to make Grox (http://wh40k.lexicanum.com/wiki/Grox):

(http://i.imgur.com/eylYy9l.png)

They'll be omnivorous, reproduce quickly and yield a lot of meat and leather.

Cool, I was nearly asking for tech-thralls, made of involuntary prisoners.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 28, 2017, 07:48:57 PM
I notice that the Pawnrendering Patch has not been updated since April. Is that still both needed and up to date?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Techgenius on August 28, 2017, 08:12:09 PM
Be great if we could rename servitor, that way their traits, past, name get changed to something Like Unit-6X8, Unit-K8

Actually. I think thats how the Borg managed to make assimilation plausive in that mod. Too bad it broke Prepare Carefully..
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: AlaskanSalmon on August 29, 2017, 04:15:01 AM
Really enjoying this so far! Did find a bug - if there is a prisoner in the colony then morning and evening worship are borked, and everyone walks around the temple waiting for worship to start (religious pawn/prisoner needs to be excluded from worshiper list?)

There's also the issue of no world being visible when loading the world... And the research options being moved to the far bottom of the research list. Also! I banged right through to manufacturing license 1 and built the CC - holy tithe batman!! Blundered my way into that. However, the tithe said 60 (days?) until due, and then was due the next day. Now, I'm good, but not THAT good!

Edit: I also ran into an interesting issue where I had a colonist selected and text wouldn't display in the notification pop-ups, after which the game crashed with no warning or recovery notifications. Unstable at the moment, but damn the potential is huge. This kind of complete overhaul is why I am so excited for the future of this game!!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Shelter on August 29, 2017, 11:14:36 AM
Great to see you took the reigns on this mod, The grox looks fantastic. Odd error though, Any reason you can think of why the mod would effect world generation? Worked fine for 7 or so plays (With other mods) then stopped being able to gen new worlds. Deleted my cache, reinstalled the game and put on a fresh copy of the mod and still unable to gen new worlds while the mods enabled.
(Corruption, Alien Humanoid 2.0, Render patch on A17 only)
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar? I tried searching the thread, but I didn't see anything, so sorry if this was asked! I was trying to recreate a Dark Heresy character of mine and they were a psyker.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 29, 2017, 01:25:19 PM
Quote from: AlaskanSalmon on August 29, 2017, 04:15:01 AM
Really enjoying this so far! Did find a bug - if there is a prisoner in the colony then morning and evening worship are borked, and everyone walks around the temple waiting for worship to start (religious pawn/prisoner needs to be excluded from worshiper list?)

There's also the issue of no world being visible when loading the world... And the research options being moved to the far bottom of the research list. Also! I banged right through to manufacturing license 1 and built the CC - holy tithe batman!! Blundered my way into that. However, the tithe said 60 (days?) until due, and then was due the next day. Now, I'm good, but not THAT good!

Edit: I also ran into an interesting issue where I had a colonist selected and text wouldn't display in the notification pop-ups, after which the game crashed with no warning or recovery notifications. Unstable at the moment, but damn the potential is huge. This kind of complete overhaul is why I am so excited for the future of this game!!

Yeah, sermons and prisoners don't yet go along quite as I wanted. Imperitor, a coder, is trying to rewrite the religious system and make it more similar to the cults in the Cthulu mod.

The manufacturing licences are there as research projects because it's easy to prevent you from building certain tech without having to introduce a whole bunch of new production tables. They were invisible in the old research screen, now they are there again. I'll probably hide them completely.

From the game where you selected the colonist and it crashed, did you by any chance save the error log?

Quote from: Shelter on August 29, 2017, 11:14:36 AM
Great to see you took the reigns on this mod, The grox looks fantastic. Odd error though, Any reason you can think of why the mod would effect world generation? Worked fine for 7 or so plays (With other mods) then stopped being able to gen new worlds. Deleted my cache, reinstalled the game and put on a fresh copy of the mod and still unable to gen new worlds while the mods enabled.
(Corruption, Alien Humanoid 2.0, Render patch on A17 only)

What's the error popping up say? Is it something about apparel, something about worldobjects?

Quote from: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar? I tried searching the thread, but I didn't see anything, so sorry if this was asked! I was trying to recreate a Dark Heresy character of mine and they were a psyker.

Psyrating is completely random and currently there is no way for you to modify that after pawn creation.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on August 29, 2017, 02:26:28 PM
Quote from: Cpt.Ohu on August 29, 2017, 01:25:19 PM
What's the error popping up say? Is it something about apparel, something about worldobjects?

Quote from: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar? I tried searching the thread, but I didn't see anything, so sorry if this was asked! I was trying to recreate a Dark Heresy character of mine and they were a psyker.

Psyrating is completely random and currently there is no way for you to modify that after pawn creation.
Aw, that's disappointing, but thank you for the quick response!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: AlaskanSalmon on August 29, 2017, 02:39:26 PM
Quote from: Cpt.Ohu on August 29, 2017, 01:25:19 PM

From the game where you selected the colonist and it crashed, did you by any chance save the error log?


Sorry, I would have included it but the game really abruptly crashed - no logs. I'll play with it again from the autosave tonight and see if it happens again.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Shelter on August 29, 2017, 02:50:04 PM
@Cpt.Ohu  Error was..

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at rimworld.ApparelUtillity.GeneralLayergrouppairs /verse.thingdef.system.action '1 <Rimworld.apparelutillity/Layergrouppair>\ <0x000ba>
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on August 29, 2017, 03:14:54 PM
Getting a pretty severe bug.

Exception ticking AltarEmperor69131: System.NullReferenceException: Object reference not set to an instance of an object
  at RimWorld.GenLocalDate.HourFloat (Verse.Map map) [0x00000] in <filename unknown>:0
  at Corruption.BuildingAltar.Tick () [0x00000] in <filename unknown>:0
  at Verse.TickList.Tick () [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.TickList:Tick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 29, 2017, 03:21:07 PM
Quote from: Shelter on August 29, 2017, 02:50:04 PM
@Cpt.Ohu  Error was..

Exception from asynchronous event: System.NullReferenceException: Object reference not set to an instance of an object at rimworld.ApparelUtillity.GeneralLayergrouppairs /verse.thingdef.system.action '1 <Rimworld.apparelutillity/Layergrouppair>\ <0x000ba>

Did you use the latest patch? I experienced that error due to the Alien apparel restrictions not working anymore. For now they are disabled. I generated at least 25 worlds during the last days with no errors during creation.

Quote from: InfinityKage on August 28, 2017, 07:48:57 PM
I notice that the Pawnrendering Patch has not been updated since April. Is that still both needed and up to date?

The patch is still up to date, it's just some extra for the pawn rendering which wasn't changed since then.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Shelter on August 29, 2017, 03:57:34 PM
Updated to the latest patch and its working fine now, Will pay attention to the github in the future
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 30, 2017, 12:36:50 PM
Alright. Played your mod a little more and two thing to report.

1. At some random point a bunch of stuff just vanished. My Space Marine, my techpriest, my eldar's clothes, and my doors. Was weird. You could still see their names as they walked around but no graphics. No error popped up either. I do have a lot of mods installed so it could be some kind of cross error.

2. Please if it is possible add spread to the Melta style weapons. Not having spread turns them from very powerful weapons to kinda crappy.

Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 30, 2017, 04:13:33 PM
1. Well, in that case it's difficult to tell what happened. If it is just the alien races, it might be something with the apparel and body textures messing up.

2. I could make them similar to Flamers. AoE is difficult to do with beams, and I'm not sure an explosion-like effect would feel right.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on August 30, 2017, 05:59:52 PM
Quote from: Cpt.Ohu on August 30, 2017, 04:13:33 PM
1. Well, in that case it's difficult to tell what happened. If it is just the alien races, it might be something with the apparel and body textures messing up.

2. I could make them similar to Flamers. AoE is difficult to do with beams, and I'm not sure an explosion-like effect would feel right.

1. Yea. I'll just mark that down as my problem.

2. It's kinda hard to explain but here is a good video for reference: https://www.youtube.com/watch?v=ZLJ8PhZlso8 . It's like a shotgun almost. I know nothing about programing (although that's what I'm going to school for) so I don't know if it's possible to implement it but the melta is one of my favorite weapons of all time so to see it so weak in it's current form hurts me.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on August 31, 2017, 12:15:25 PM
A question about the tithes: do I have to fill it with all required things, or just one of them? I can't quite meet their demands for chemfuel.

edit: Or their love of textiles.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on August 31, 2017, 12:41:29 PM
Well, that's not the Administorum's problem now is it? ;)

In seriousness though, you have to get all of them up to at least 90%. This is supposed to be demanding. Right now all you can do is either trade around a lot or produce it yourself.

Now imagine if you could persuade or force other factions to pay their share in the Form of tributes to you and you'll get an idea about the next big module I'm working on. Domination...
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on August 31, 2017, 12:45:47 PM
Funnily enough, after buying a shitton of it from my neighbours, who's bulk traders arrived the day the tithe was due, as well as emptying out a textile trader in orbit, medicine, chemfuel and raw textiles may be the only things I succeed in filling! I have enough stuff to do all of them, but the little shits showed up two months early and I don't think I'll have time to load it all in.

Edit: It took a space marine, three servitors, six augmented humans, a dozen hauler bots and two dozen dogs, working round the clock on nothing but hauling, but we managed to fill the tithe containers in time.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Orpheus on August 31, 2017, 08:58:38 PM
Quote from: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar?
You can do this by editing the save file with a text editor.  Search the file for the character's name, then scroll through their data until you find the psy-level.  Just make sure you change it to something that the game recognises!
This also works for making Chaotic characters worship a particular god.  You could probably change other aspects of the faith system, but I've only actually tested switching from one Chaos god to another.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 01, 2017, 04:01:48 PM
Quote from: dazric on August 31, 2017, 12:45:47 PM
Funnily enough, after buying a shitton of it from my neighbours, who's bulk traders arrived the day the tithe was due, as well as emptying out a textile trader in orbit, medicine, chemfuel and raw textiles may be the only things I succeed in filling! I have enough stuff to do all of them, but the little shits showed up two months early and I don't think I'll have time to load it all in.

Edit: It took a space marine, three servitors, six augmented humans, a dozen hauler bots and two dozen dogs, working round the clock on nothing but hauling, but we managed to fill the tithe containers in time.

Well, that seems quite realistic. You can slowly load the container over the year and maybe get something out if you really need it, or you use the 1 week you have to load everything at once.

You said they arrived 2 months early though? Seems I have to nerf the random element a bit. I didn't want them to arrive exactly on the day, since warp travel isn't that accurate, but two months is too much.

Quote from: Orpheus on August 31, 2017, 08:58:38 PM
Quote from: dazric on August 29, 2017, 12:28:37 PM
Hey, is there a way to manually set a psyrating, like with Dev Mode or something similar?
You can do this by editing the save file with a text editor.  Search the file for the character's name, then scroll through their data until you find the psy-level.  Just make sure you change it to something that the game recognises!
This also works for making Chaotic characters worship a particular god.  You could probably change other aspects of the faith system, but I've only actually tested switching from one Chaos god to another.

Indeed, savegame editing is almost always an option. Just be careful not to edit too much if you like your savegame.




With the help from InfintyKage I'm working on rebalancing weapons. Trying to find a middleground between lore accurate and not making every single weapon an OP oneshot wonder.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Techgenius on September 01, 2017, 04:06:55 PM
Hey Cpt.Ohu You're going to release separate plugins like Jecrell did with the Star Wars and Call of Cthulhu? pardon me if this was already asked before.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on September 01, 2017, 06:49:53 PM
Is there any particular reason the scale stops at Delta? Not that I'm complaining, a Delta is a terror to behold and a one in a billion chance anyway, but space marine librarians can go up to Beta IIRC.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 02, 2017, 01:58:38 AM
Quote from: Techgenius on September 01, 2017, 04:06:55 PM
Hey Cpt.Ohu You're going to release separate plugins like Jecrell did with the Star Wars and Call of Cthulhu? pardon me if this was already asked before.

Here (https://ludeon.com/forums/index.php?topic=28422.msg326577#msg326577) and here (https://ludeon.com/forums/index.php?topic=28422.msg345725#msg345725).

Quote from: dazric on September 01, 2017, 06:49:53 PM
Is there any particular reason the scale stops at Delta? Not that I'm complaining, a Delta is a terror to behold and a one in a billion chance anyway, but space marine librarians can go up to Beta IIRC.

Well, probability alone makes encountering anything above Delta almost impossible. Hence I decided to cap at Delta for now.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: dazric on September 02, 2017, 09:29:27 AM
Fair enough, figured it was the reason. Besides, an Alpha is a planetary game-changer! That'd be a pain to balance, since they'd probably show up way too often at this scale.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Techgenius on September 05, 2017, 05:37:41 PM
Quote from: Cpt.Ohu on September 02, 2017, 01:58:38 AM
Quote from: Techgenius on September 01, 2017, 04:06:55 PM
cut
Toggleable options is good, allowing much more customization whether you want Dark Eldar or any Eldar at all.
Disabling features one by one or enabling all of them, I have several themed mods that would mesh well with the Adeptus Mechanicus functions but not with the 40k entirely. So thats truly appreciated.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: CookieWizard on September 06, 2017, 01:38:08 AM
QuoteTried to add pawn Rachel to lord Verse.AI.Group.Lord but this pawn is already a member of lord Verse.AI.Group.Lord. Pawns can't be members of more than one lord at the same time.
Verse.Log:Error(String)
Verse.AI.Group.Lord:AddPawn(Pawn)
Verse.AI.Group.LordMaker:MakeNewLord(Faction, LordJob, Map, IEnumerable`1)
Corruption.SermonUtility:ForceSermon(BuildingAltar, Boolean)
Corruption.TempleCardUtility:DrawTempleCard(Rect, BuildingAltar)
Corruption.ITab_Altar:FillTab()
Verse.<DoTabGUI>c__AnonStorey44F:<>m__65A()
Verse.ImmediateWindow:DoWindowContents(Rect)
Verse.<WindowOnGUI>c__AnonStorey2C4:<>m__1B1(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)

I got this error when my preacher called a sermon. Since I don't know code I can't really say for sure but from a person that's completely ignorant to code I believe it might be conflicting with the Lovecraftian mod my pawn is already a part of?

The error causes the preacher to never do their job so pawns just endlessly wander in front of the altar waiting for a sermon that never happens.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 06, 2017, 04:55:33 PM
Well, it means that there is already another colony event going on, and RW pawns aren't up for multitasking. I'll be less forceful then and not maneuver them into such a psychological impasse.




Quote from: Techgenius on September 05, 2017, 05:37:41 PM
Quote from: Cpt.Ohu on September 02, 2017, 01:58:38 AM
Quote from: Techgenius on September 01, 2017, 04:06:55 PM
cut

Toggleable options is good, allowing much more customization whether you want Dark Eldar or any Eldar at all.
Disabling features one by one or enabling all of them, I have several themed mods that would mesh well with the Adeptus Mechanicus functions but not with the 40k entirely. So thats truly appreciated.

Right now it's a factions on or off switch. Doing that for every faction will clutter the options menu and increase the workload, so for now I'd rather leave it like that. The items are still there, especially the Imperial stuff that can be manufactured by your colony.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 09, 2017, 05:00:25 AM
Update



Just a few small changes:

Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on September 09, 2017, 08:31:09 PM
Quote from: Cpt.Ohu on September 09, 2017, 05:00:25 AM
Update



Just a few small changes:


  • Mechanicum Licences and Xeno Tech added to research tabs. You won't be able to research them normally however.
  • Rebalanced Weapons. With the help from InfinityKage all 40k weapons had their stats tweaked.
  • Fixed the book texture error on restarting the game

I was happy to help. I'll be giving it a try real soon.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on September 10, 2017, 06:22:03 PM
Ok. After messing around a bit a few things I would do.

Increase the accuracy of the exitus rifle just a tiny tiny bit. Maybe 95 at mid and 78 at long.

Rework the Melta into one of two forms. Either add spread somehow like maybe a small explosion at impact point or make it a continuous laser. Obviously if you make it a continuous laser the damage would have to be reworked. Like 20 damage a sec maybe.

Also I don't see the deathspinner. Did you remove it?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: InfinityKage on September 10, 2017, 06:36:50 PM
In the end I crashed to desktop.

Here is the output log: https://www.dropbox.com/s/2au4bwvkqtp8uyw/output_log.txt?dl=0

I'm not good with reading these but it says I ran out of memory? Not sure what that means.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: kangsi on September 15, 2017, 11:47:29 AM
I made a testing with altar outside of room. They are working without issues, the preacher goes to place corrretly and the worshippers to. I suggest players try it.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: sirskips on September 15, 2017, 02:21:19 PM
This mod is very memory heavy. Try to cut down on that in some way I know music files take up allot of room. Does this have any if so thinking about removing those is a good place to start for free up some memory. I had a question about how you do Orc and Elf factions. I dont see there bases on the map do you use a modified version of faction discovery in this and if so will it conflict with faction discovery it messes with hidden bases.
https://ludeon.com/forums/index.php?topic=25159.0
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 18, 2017, 01:53:12 PM
Quote from: sirskips on September 15, 2017, 02:21:19 PM
This mod is very memory heavy. Try to cut down on that in some way I know music files take up allot of room. Does this have any if so thinking about removing those is a good place to start for free up some memory. I had a question about how you do Orc and Elf factions. I dont see there bases on the map do you use a modified version of faction discovery in this and if so will it conflict with faction discovery it messes with hidden bases.
https://ludeon.com/forums/index.php?topic=25159.0

All 40k factions are Spacers. There are no bases.

And what do you mean by memoy-heavy? HDD memory or RAM? If it's the latter, there is still an unidentified memory leak somewhere in the code. Otherwise: I'm including Source files, which take up almost 40mb. This ist still WIP after all.

Quote from: kangsi on September 15, 2017, 11:47:29 AM
I made a testing with altar outside of room. They are working without issues, the preacher goes to place corrretly and the worshippers to. I suggest players try it.

Such colony-spanning events are still a bit tricky to set up, so they may break in unforeseen circumstances. I hope they are somewhat playable for the moment.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Spleenling on September 29, 2017, 12:23:28 AM
The Pawn render patch seems to only be for A16, is this a problem if I use it anyway as the game seem to randomly crash when I do and I think it might be the game trying to use the Render patch when a faction that needs it visits and failing. I have not had the patience to do much in the way of testing so this might be the aforementioned memory problems, although if it is it is then it must be quite the Leak as I have 32GB RAM
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on September 30, 2017, 03:55:24 PM
The render patch should work normally with A17, as I never experienced issues. Please if you experience this error, just quickly check the task manager for RAM consumption.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Spleenling on October 06, 2017, 02:16:06 AM
When I get back to Rimworld been having a break to play other games I will give this another shot with task manager open on one of my monitors (I have Three  :))
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Tal Raziid on October 07, 2017, 03:10:37 AM
I believe this may (or may not) have caused an issue I've never encountered before: i got a popup window in Rimworld that appeared to be some form of error report, and basically said "We can't save the game."
Has anyone else had their ability to save a game broken like this?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 14, 2017, 09:45:59 AM
I've got a problem. Whenever i go to another settlement via dropship, even if i choose "land at the edge" the dropship will park exactly on top of enemy settlement... with predictable results.

Is this a bug?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on October 14, 2017, 10:03:30 AM
Quote from: phas on October 14, 2017, 09:45:59 AM
Is this a bug?

Nope a feature  ;D


Sorry, no it is an unresolved issue .. though I saw dropships landing at the border of a enemy map as well.
Are you sure you have Version 1.55 ?

If not, you have to cheat and send a scout, land next to the enemy and send a caravan .. or a droppod.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 14, 2017, 10:48:14 AM
Quote from: SpaceDorf on October 14, 2017, 10:03:30 AM
Quote from: phas on October 14, 2017, 09:45:59 AM
Is this a bug?

Nope a feature  ;D


Sorry, no it is an unresolved issue .. though I saw dropships landing at the border of a enemy map as well.
Are you sure you have Version 1.55 ?

If not, you have to cheat and send a scout, land next to the enemy and send a caravan .. or a droppod.

Well I'm actually unsure about the version. I downloaded it from github, not the release but the latest A17 branch version of the code.
How can I check the version number
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on October 14, 2017, 11:10:20 AM
should be in the about xml, but if you loaded the latest gihub, it should be 1.55
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 14, 2017, 03:36:54 PM
Quote from: SpaceDorf on October 14, 2017, 11:10:20 AM
should be in the about xml, but if you loaded the latest gihub, it should be 1.55

<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
  <name>Corruption</name>
  <author>Ohu</author>
  <targetVersion>0.17.1546</targetVersion>
  <description>Public A17. A Warhammer 40k conversion mod. Unstable version. For now this is a proof of concept mod with a lot of placeholders and half-implemented features.
</description>
</ModMetaData>

UHM
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 14, 2017, 06:08:59 PM
Anyway I worked around the problem with caravans as you said. I'm trying to understand some more things:

1. What are the benefits of joining the Imperium
2. How to get astartes?
3. How to get admech people?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 15, 2017, 10:09:27 AM
I found that the Omnissian Axe counts as a ranged weapon and indeed it fires. This is a bit of a problem because well... you want to use it with a shield and as a melee weapon. Also it's not fluffy, i'm not aware that Omnissian Axes shoot, and I play AdMech so... :D

The issue is in this file here https://github.com/Cpt-Ohu/Warhammer40k-Corruption/blob/bf46db426fe39caddec124c0acb6e4248807a480/Defs/ThingDefs/Mechanicus_Weapons.xml but i'm not sure if it's a bug or is intended.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: SpaceDorf on October 15, 2017, 05:41:29 PM
Quote from: phas on October 14, 2017, 03:36:54 PM
Quote from: SpaceDorf on October 14, 2017, 11:10:20 AM
should be in the about xml, but if you loaded the latest gihub, it should be 1.55

<?xml version="1.0" encoding="utf-8"?>
<ModMetaData>
  <name>Corruption</name>
  <author>Ohu</author>
  <targetVersion>0.17.1546</targetVersion>
  <description>Public A17. A Warhammer 40k conversion mod. Unstable version. For now this is a proof of concept mod with a lot of placeholders and half-implemented features.
</description>
</ModMetaData>

UHM

Sorry, mixed up corruption and the dropship mod .. what you could try is placing the .dll of the dropship mod in the Corruption folder .. maybe it's not up to date there. ( backup the old one .. no guarantees .. just a guess )

Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: ANormalhuman on October 21, 2017, 12:07:08 PM
No 40k factions are spawning on the map. IS this intentional and they are like mechanoids (They exist but are not on the map) or is it a glitch?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on October 23, 2017, 12:23:54 PM
I might have found another bug. Psy powers are "forgotten". Like you have a psyker and you pick up a force staff: now you have a psychic power when you are in combat mode. After a while (or some save/load game maybe?) that power disappears until you drop and re-equip the saff (somethimes). The same seems to appear with books.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: MechanoidHiveMind on October 27, 2017, 06:56:42 PM
I got a Idea:
what about Chaos Marines ( like noise , plague, rubric etc. although that would be much more complicated than the normal marines)
or the good old necrons (make them like servitors , with implants,actually that would make them Pariah's but wth that would be epic as well,just don't make the necrons OP)
and I believe we need a new ship for the Astartes , having like 5 valkyre's for a small strike team of a couple astartes is a bit to costly in chemfuel and food, okay not as much food as chemfuel :/

hope you find time to look into this :)
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: koni on October 28, 2017, 02:45:55 AM
I have an idea too:
More Waaagh! and more dakka. I think Orkoids should be able to do more kinds of work too and should be playable. Like an Ork colony to lead an own Waaagh! with specific Ork technology and psyker powers. Maybe there could be feral Ork tribes too with few bases on the planet and only simple technology.
Title: Re: [A16/A17] [WIP][Suspended] Warhammer 40k Corruption
Post by: Cpt.Ohu on October 29, 2017, 08:21:10 AM
It pains me to write this, but I have to put this mod on hold for now. My situation has changed, I barely have time to do anything on my PC at all, let alone do some gaming or modding.

I hope this will change over the next 2 months, but for now, regard this mod as suspended. If you think you can tackle the continuation of the mod, send me a PM.
Title: Re: [A16/A17] [WIP][Suspended] Warhammer 40k Corruption
Post by: just_a_random on November 03, 2017, 06:48:42 PM
Sad, this mod was very promising, hope your situation gets better
Title: Re: [A16/A17] [WIP][Suspended] Warhammer 40k Corruption
Post by: Cthonia on November 24, 2017, 05:27:11 AM
Hello Ohu!
I absolutely love this mod, I hope you will continue it someday! As I said I absolutely love this mod, but I found some problems here and there, I am no expert modder, however I tweak the mods I use so I have some insight. One of the most pressing problem for me is servitor fuel making. First, 75 nutrition in food? It's 1.5k corn. I understand it makes 50 fuel cells, but I think it could be scaled down a bit. The next problem with that the nutrition value of the components. I believe because of the IngredientValueGetter_Nutrition tag the job expects components with 5 nutrition... So I circumvented it using chemfuel instead of food directly and assembling on the machining table. Also maybe in the future can you release a patch for the Mending mod? It can use some gear of yours but over half is inaccesible (because of the custom gear category tags only, I directly edited Mending to make it work and it works, but I have no idea how to make a patch, I would have done it and of course uploaded it with your permission).

Cheers!
Cthonia
Title: Re: [A16/A17] [WIP][Suspended] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 03, 2018, 06:39:52 AM
Development is open again. With some help by Swenzi I finished updating for B18. I'll take some time to get back into the current state of things and try fix some of the errors reported.
Title: Re: [A16/A17] [WIP][Suspended] Warhammer 40k Corruption
Post by: Guardian on February 03, 2018, 11:42:37 AM
Sweetness.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Ogliss on February 05, 2018, 06:40:30 AM
Wahey, glad to hear that, having only discovered this mod exsisted last week, i was pretty bummed to see it was suspended, it looks Epic!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: phas on February 06, 2018, 08:05:28 PM
omg I'm so glad. I tried to fork and continue your mod but I couldn't figure it out (and rimworld documentation is nonexistent, damn how do you manage to do modding?). Thank you man, welcome back.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Jackalvin on February 08, 2018, 10:26:28 AM
Whoa. This looks pretty cool. I'm not a player of warhammer, but I have a general idea of what it is. I have a few questions / suggestions.
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
-Could we have Tyranids? I know this was said way earlier by many, but I would like it like a mix of insects + tribals. They have ranged capability and numbers of tribals, and the... well insectyness of insects!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 09, 2018, 04:22:59 PM
Quote from: phas on February 06, 2018, 08:05:28 PM
omg I'm so glad. I tried to fork and continue your mod but I couldn't figure it out (and rimworld documentation is nonexistent, damn how do you manage to do modding?). Thank you man, welcome back.

Interesting, so where did you stumble?

Quote from: Jackalvin on February 08, 2018, 10:26:28 AM
Whoa. This looks pretty cool. I'm not a player of warhammer, but I have a general idea of what it is. I have a few questions / suggestions.
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
-Could we have Tyranids? I know this was said way earlier by many, but I would like it like a mix of insects + tribals. They have ranged capability and numbers of tribals, and the... well insectyness of insects!

Those mods aren't by me. You'll notice the art style is quite different.

Tyranids are an idea that's been on my radar for a while, but currently I lack art assets for them.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Ogliss on February 10, 2018, 04:24:39 PM
Quote from: Jackalvin on February 08, 2018, 10:26:28 AM
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
the adaeptus mechanicus mods are made by me, and the astra militarum mods are made by QuantumX, it was Quantums mod and this that got me to start messing around to try to add stuff, and i gotta say thanks to Ohu, cause looking at how he did things has helped me learn loads about modding rimworld :)
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 11, 2018, 05:56:47 AM
Quote from: Ogliss on February 10, 2018, 04:24:39 PM
Quote from: Jackalvin on February 08, 2018, 10:26:28 AM
- A cool series of mods are out on steam, the imperial guard + Mechanus (I think that's how you say it). Is this yours?
the adaeptus mechanicus mods are made by me, and the astra militarum mods are made by QuantumX, it was Quantums mod and this that got me to start messing around to try to add stuff, and i gotta say thanks to Ohu, cause looking at how he did things has helped me learn loads about modding rimworld :)

Good to hear that in my absence this has at least inspired more 40k stuff :)

Once the update is up it's time for a concept phase. I'd be interested in the communitie's ideas, so go ahead and post what you would want to see. Just please keep in mind that right now I'd like to put some more polish on existing things, not start huge new projects again. More Xenos (Necrons, Tyranids) are the already in plan.

Just to provide something you can focus on:

Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Ogliss on February 13, 2018, 09:15:53 AM
curious has anyone had issues where the dropship stops having a UI? if i click on it i cant deselect it, sometimes i can get the build menu up by hitting tab and then i can select other stuff
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Harry_Dicks on February 14, 2018, 02:20:31 PM
I'm just now getting caught up to speed on this mod. This looks like it is going to be really awesome. Do you plan on expanding upon the religion system? That's what I'm definitely most interested in. Wonder if we could have your religion + Rim of Madness---Cults religions together? In the morning WH40K sermons, night time Cthulhu sermons?
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 15, 2018, 05:20:59 AM
Quote from: Ogliss on February 13, 2018, 09:15:53 AM
curious has anyone had issues where the dropship stops having a UI? if i click on it i cant deselect it, sometimes i can get the build menu up by hitting tab and then i can select other stuff

Which version are you using? Can you take a look at the output_log.txt? It should show you errors after the UI disappears.

Quote from: Harry_Dicks on February 14, 2018, 02:20:31 PM
I'm just now getting caught up to speed on this mod. This looks like it is going to be really awesome. Do you plan on expanding upon the religion system? That's what I'm definitely most interested in. Wonder if we could have your religion + Rim of Madness---Cults religions together? In the morning WH40K sermons, night time Cthulhu sermons?

I definitely want to expand on this system in time. What I'm looking for is ideas on what to do with it so I can make a concept before I start messing around.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Harry_Dicks on February 15, 2018, 08:57:51 AM
Quote from: Cpt.Ohu on February 15, 2018, 05:20:59 AM
I definitely want to expand on this system in time. What I'm looking for is ideas on what to do with it so I can make a concept before I start messing around.

Oh man you shouldn't have told me that :) Here's the thing, I am not versed at all with any WH40K stuff. I know like barely any bare bones stuff. I did read an awesome short story about some guys in a spaceship going through a warp or something, and all of these shadowy demon chaos things were on the spaceship causing horrific things to happen to the people on board.

Anyway, are you looking to have stuff similar to the Cults mod, where your deity will bestow powers onto your colony and/or colonists based upon your pawns reverence for them? Or could you tell me what sort of functions you want this religion to play, or how it will affect other things? Just get me going on where you'd like to take it, and then I would love to spitball some terrible ideas for you ;D

Finally, if you have any shorter/condensed references for any context I can use from the WH40K lore that you think would fit in well with what you want, that would be great!
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 16, 2018, 07:59:14 AM


Update



A first B18 release is out. Check it on the front page.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Harry_Dicks on February 16, 2018, 11:46:39 AM
The link for the Pawn Rendering Patch B18 isn't working.
Title: Re: [A16/A17] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on February 16, 2018, 12:37:36 PM
Thanks for the info, didn't spot that on the last edit.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Spectre007 on February 18, 2018, 09:37:34 PM
Hello i see there are Adeptus Astartes items.Is there a way to play as that race and any plans to make traits that make it so you can make your character in to an Space marine using Edp.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Saebbi on February 19, 2018, 03:23:51 AM
Quote from: Spectre007 on February 18, 2018, 09:37:34 PM
Hello i see there are Adeptus Astartes items.Is there a way to play as that race and any plans to make traits that make it so you can make your character in to an Space marine using Edp.
You can play them just fine, just select the "..." option next to "add" in edB and choose "Adeptus Astartes".
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Spectre007 on February 19, 2018, 09:46:01 PM
Thank you for very much for info.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Slaugveng Moriar on February 23, 2018, 11:19:12 AM
Is the mod is compatible with children and pregnancy?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Rincewind on February 23, 2018, 07:08:34 PM
Awesome mod.
I have only question about healing ability. Is it WIP or should work? How it's works, what prevent  spam of this ability? What resource is using?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Ruisuki on March 01, 2018, 02:22:19 AM
so dope. when i start a new game this is on my list.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: phas on March 02, 2018, 07:00:09 PM
What about the EPOE patch?

Also would you consider a Rah's Bionics integration instead/also? I find it a lot better than EPOE
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: phas on March 02, 2018, 08:58:38 PM
Also the bug that put the dropship in the middle of the map even if you choose "drop at edge" is still preset. But now you can't do "form caravan" from an aircraft dropsite.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Heni on March 08, 2018, 11:08:35 AM
Have two bugs, one is that the people stay walking near the altar for a long time until they fall starving,  even if i draft them they continue to walk around the altar. The second bug is that some enemies are dressing big pink squares, i think that is a texture bug. When this happen again i will that a print.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 23, 2018, 07:52:23 AM
Quote from: phas on March 02, 2018, 07:00:09 PM
What about the EPOE patch?

Also would you consider a Rah's Bionics integration instead/also? I find it a lot better than EPOE

I will update the EPOE patch in time, it's just not that high a priority right now.

Quote from: phas on March 02, 2018, 08:58:38 PM
Also the bug that put the dropship in the middle of the map even if you choose "drop at edge" is still preset. But now you can't do "form caravan" from an aircraft dropsite.

Should be fixed in the next update.

Quote from: Heni on March 08, 2018, 11:08:35 AM
Have two bugs, one is that the people stay walking near the altar for a long time until they fall starving,  even if i draft them they continue to walk around the altar. The second bug is that some enemies are dressing big pink squares, i think that is a texture bug. When this happen again i will that a print.

I'm reworking the religion system; that bug is noted and shouldn't appear anymore in the next update.





In general I'm in the middle of brainstorming and would like to hear some ideas regarding the following concepts:

I'm letting players choose their patron god. Worshipping that god will accumulate favor, which can be used to trigger events (let's call them wonders).

I'd like to hear some ideas about wonders for the main gods in the mod. This can be anything, from temporary summons, to faction-wide boosts, to just a small resource boost, to world ending ascension to demonhood ;)

Available Gods:


Alternative concepts that aren't really gods, but which I would still include in the mechanic


Keep in mind that those wonders should be somewhat balanced. There will be a cost scale going up to 10.000 points, so if possible include an estimation of where you would put that wonder on this scale.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Jackalvin on March 23, 2018, 10:34:22 AM
Would you be able to worship another god, for example Gork & Mork, as another race? Or is that lore breaking? Not that I know anything about 40K.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 24, 2018, 05:00:57 PM
Well, unless you happen to have an Ork or Eldar colony, you'll be stuck with the Emperor, the chaos gods or the Greater Good.




Progressions Post :



Saebbi  (https://ludeon.com/forums/index.php?action=profile;u=78622)has created a patch for Combat Extended. You can check it out here (https://github.com/Saebbi/Corruption-x-CE-Patch). It's also on the front page now.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: smitj045 on March 25, 2018, 09:27:09 AM
This is a great mod. The only issue I have with the mod itself is that the weapons are balanced differently to astra militarum, which really isn't a fair criticism between two seperate authors. This is just plain great.

I have however been having an irritating issue, sorry if it's been mentioned before but I couldn't find any mention of it myself. For some reason my colonists won't wear some of the apparel in this mod without me forcing them to. Even if they spawn with the apparel, they just take it off immediately. It's a minor but irritating bug. Has anyone else encountered this?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Gugino on March 26, 2018, 01:59:07 PM
sorry im new here only one question sorry of this questions was already asjed but can you play aseldar with this mod?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on March 29, 2018, 08:57:53 AM
Quote from: smitj045 on March 25, 2018, 09:27:09 AM
This is a great mod. The only issue I have with the mod itself is that the weapons are balanced differently to astra militarum, which really isn't a fair criticism between two seperate authors. This is just plain great.

I have however been having an irritating issue, sorry if it's been mentioned before but I couldn't find any mention of it myself. For some reason my colonists won't wear some of the apparel in this mod without me forcing them to. Even if they spawn with the apparel, they just take it off immediately. It's a minor but irritating bug. Has anyone else encountered this?

Balance is difficult and taste varies. I'm bad at balancing in general, hence I got help.

The apparel bug is something that I haven't yet been able to find the root of.

Quote from: Gugino on March 26, 2018, 01:59:07 PM
sorry im new here only one question sorry of this questions was already asjed but can you play aseldar with this mod?

In theory, yes, but not yet. The mod is mainly aimed at human colonies.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 01, 2018, 07:57:07 AM
Progressions Post :



(https://i.imgur.com/kmhFznT.png)

(https://i.imgur.com/8rp0veT.png)

A preview of the new screens for pawn alignment and worship.

Your psykers will accumulate XP to spend on spells.

By doing acts of worship for your selected god you gain favor which can be used on miracles.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Coolphoton on April 04, 2018, 10:03:02 AM
Is there a way to make sure you get a general grade of psyker in Prepare Carefully? I tried to make Jergen (an Omega blank). So I gave him 0 psychic sensitivity. He came out an Iota psyker. What dose the Psyker code latch onto to determan level? Is it just random?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 04, 2018, 12:50:14 PM
It latches onto nothing, it's random for now. Vanilla psychic sensitivity is not affected at all. And I cannot say whether I'll be able to make a patch for EdB that includes psyker functionality.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Coolphoton on April 04, 2018, 01:44:22 PM
Ah. OK. I'll just refrain from trying to make specific characters for now then.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Rocket_Raccoon on April 06, 2018, 06:20:35 AM
Would this be compatible  with the children mod on steam?
Having a growing chaos cult would be awesome :3
Or a prospering tau colony.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 15, 2018, 05:41:04 AM
Progressions Post :



With the recent hiring of HawtCrab (designer for Call of Cthulhu) the mod faces a major shift in its direction.

So far this was about building a solid background theme for 40k with a focus on prove-of-concept stuff (see Alien Races, Faction Colors and Dropships).

Now it's time to refine what is there and use the components to build a more interesting way of playing.

A design document is coming up to lay out the future vision for the mod.




If you have some basic modding skills (or want to get some) and you want to help build a 40k mod: We are always looking for helping hands. There are tasks for every skill level from simple XML editing to C# programming and from drawing basic resources to creating Terminator and Dreadnought graphics.

If you are interested, join our Discord-Server (https://discordapp.com/invite/UgHEDf5) and contact me directly so we can discuss the current status of the mod and all the ways you can contribute to it.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: phas on April 16, 2018, 11:56:40 AM
I would consider doing a major cleanup/debug/refactor before adding more features. This mod already have a megaton of features, but is buggy as hell. Most of the features that are there and would be fun to play with are unused because of bugs. Also IMHO the code is a mess. I tried to patch OHU dropships for days to make "drop at the edge" work again and I didn't understand most of it. It seemed to me that there were a lot of dead parts and unused code paths. The feeling is that you tried various ways to make it work and this reflects in the code. At the end I was able to patch it but I didn't really understand what I did and probably broke something else.

Sooo, well, that's my opinion. Refactor first, new features after.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Medieval_Man on April 17, 2018, 01:07:35 AM
I seem to be getting a consistent bug where worshipers will get stuck wandering around and won't eat or go to their beds. Sometimes I can break them out of it by drafting/undrafting everyone, but eventually even that doesn't help. Anyone else have this, or know if it's due to mod conflict?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Cpt.Ohu on April 17, 2018, 03:15:42 PM
Quote from: phas on April 16, 2018, 11:56:40 AM
I would consider doing a major cleanup/debug/refactor before adding more features. This mod already have a megaton of features, but is buggy as hell. Most of the features that are there and would be fun to play with are unused because of bugs. Also IMHO the code is a mess. I tried to patch OHU dropships for days to make "drop at the edge" work again and I didn't understand most of it. It seemed to me that there were a lot of dead parts and unused code paths. The feeling is that you tried various ways to make it work and this reflects in the code. At the end I was able to patch it but I didn't really understand what I did and probably broke something else.

Sooo, well, that's my opinion. Refactor first, new features after.

Dropship is a bit messy and could use some work, but it was just some proof of concept stuff that in the end caused me to abandon modding RW for a while. So refactoring that is a very low priority right now. It works somewhat and seems to be fun to play. That's enough for me.

And here's what I meant when I wrote "refine". There are a lot of features that are just blank building blocks for a 40k world. I'm now going through them and try to put some more order in. That includes fixing the underlying code for core features. If you have any specific advise on what to clean up and how, feel free to post.

Quote from: Medieval_Man on April 17, 2018, 01:07:35 AM
I seem to be getting a consistent bug where worshipers will get stuck wandering around and won't eat or go to their beds. Sometimes I can break them out of it by drafting/undrafting everyone, but eventually even that doesn't help. Anyone else have this, or know if it's due to mod conflict?

This is a current problem with the sermon system that's fixed in the next update.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Alphamonder on May 02, 2018, 07:33:40 AM
Will you also add debug mode to the pawn aligment window? like for testing (cheating) purposes...
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: nightmarenight on May 09, 2018, 06:02:47 AM
Umm is there a way to actually fullfill the imperial tithe?

Oh and a funy thing. When the imperium came to take away my governor i was able to claim their ship get the pawn out of there now the ship is mine and the arbitors are not going away.

And last but not least is there a way to start as orks?

Sorry if i'm annoying
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: kis12134 on May 10, 2018, 04:46:45 PM
Is this compatible with the Astra Militarum mods?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Saebbi on May 12, 2018, 09:56:53 AM
Quote from: kis12134 on May 10, 2018, 04:46:45 PM
Is this compatible with the Astra Militarum mods?

Yes, technically it is. But they both add very similar stuff.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Yetiman969 on May 15, 2018, 08:51:04 AM
The apparel bug is something that I haven't yet been able to find the root of.

You've probably found it by now, I'm sorry to be a bother. But could it be because items like flak armour , undershirts, etc aren't in the clothing assign tab. So any of the items you have, they immediately take off because they're not allowed it by their outfit

The force option overrides the outfit, so you can wear it, despite it not being an option

As I've said, you've probably found it already, sorry for being a bother. I love the mod regardless, there are definitely minor issues, but that's always going to happen

If you're adding features, could I humbly request Amasec? It's not a major thing, but it might be a quick little thing to throw in for fluff

Regards, Jake
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Guardian on May 19, 2018, 12:34:36 AM
Can we get an update on the development progress?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: kis12134 on June 03, 2018, 03:06:37 PM
The Mk VII power armor seems to be bugged, my pawns get a red square with a cross whenever they wear it.
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Gobblerpl on June 12, 2018, 07:26:35 AM
Hi,

I didn't pay but noone come for governor. Can i run this by debug mode?

And sometimes my colonist endlessly waiting near altar. They dont eating, sleeping etc. What i can do with this bug?

After load save colonist dont load containtainers....
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: Da_Red_Wunz on July 07, 2018, 07:44:08 AM
Do you guys plan on updating this to 1.0 once it hits?
Title: Re: [A17/A18] [WIP] Warhammer 40k Corruption
Post by: SuicideRey on August 01, 2018, 04:23:01 AM
Some sort of progress report would be great.