RimWorld

RimWorld

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A Rim Reborn - Classes and Jobs
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Mod, 1.4, 1.5
File Size
Posted
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30.282 MB
Apr 17, 2023 @ 11:51am
Apr 26 @ 4:22pm
11 Change Notes ( view )

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A Rim Reborn - Classes and Jobs

In 1 collection by Aelanna
A Rim Reborn
9 items
Description
Adds classes and jobs from Final Fantasy XIV to RimWorld!



Mod Features

  • Adds class and job learning capability to Eorzean races.
  • Adds the Marauder, Gladiator, Lancer, Pugilist, Rogue, Archer, Arcanist, Thaumaturge, and Conjurer base classes.
  • Adds the Warrior, Paladin, Dark Knight, Dragoon, Monk, Ninja, Bard, Machinist, Scholar, Summoner, Black Mage, and White Mage advanced jobs.
  • Adds craftable weapons that allow races with Flowing Aether to learn base classes.
  • Adds quest reward soul crystals that can be used to learn advanced jobs, as well as a soul crystal coffer that will grant a soul crystal for the opener's active class.
  • Adds quest reward relic weapons.
  • Adds 4 new traits that affect class learning and spellcasting potency.
  • Adds 3 new crafting recipes for Ether, an alchemical potion that can restore MP.
  • Adds a crafting recipe for a Potion of Unlearning, which can be used to unlearn a colonist's current class and/or job.
  • Adds Aetherial Robes, a Middle layer apparel that enhances spellcasting power.
  • Adds a new starting scenario: Light Party - An easy start with 4 lost adventurers, ample supplies, and a set of basic class weapon coffers.



Learn and utilize unique Eorzean attacks and abilities in combat!

  • Disciple of War classes will use their attack combos automatically in lieu of standard melee and ranged attacks.
  • Disciple of Magic classes will use their basic attack spells automatically as a special ranged attack.
  • Utilize powerful attack, defense, and mobility skill sets condensed down and balanced against vanilla power levels.
  • Instantly tend grievous injures or completely reverse lighter ones with healing magic! Healing magic only works up to a point, however; once tended, a wound must heal naturally.
  • Get downed allies back on their feet with Raise! Note that while Raise is capable of getting an unconscious ally back on their feet, dead colonists are beyond your ability to revive.



Basic class weapons can be crafted at the Aetheric Crafting Table with the appropriate A Rim Reborn research projects:

  • Aetheric Carpentry - Lancer's Spear, Archer's Bow, Conjurer's Cane
  • Aetheric Blacksmithing - Marauder's Axe, Paladin's Arms, Dark Knight's Claymore, Pugilist's Fists, Rogue's Daggers, Thaumaturge's Staff
  • Advanced Alchemy - Arcanist's Grimoire
  • Aetheric Firearms - Machinist's Pistol

Powerful relic weapons can also be obtained as quest rewards from Eorzean factions!

Mod Compatibility



  • This mod requires A Rim Reborn - Core to function.
  • This mod is currently not Combat Extended compatible, but support is planned for the near future.

Known Issues

  • (2024-04-23) If a spellcaster is assigned to hunt and runs out of MP while hunting, then a hard crash may occur.

Credits and Links
Many thanks to the r/Rimworld and Humanoid Alien Races Discord servers for their help!

Hairstyles used in mod preview can be found in this mod collection.
234 Comments
TheHyrulianKnight May 16 @ 9:46pm 
Before i learn how to actually do these changes i want to make sure i understand. i only have humans and your races using HAR but plenty of biotech races. so if i add the parts to humans via a custom mod mentioned in step 2&3 of your instructions (thanks a ton for those btw) it should cause all of the pawns in my game to be able to use the classes and jobs? thanks a ton for the awesome mod btw! cant wait till/if you are able to get everything based off of biotech!
xVALERAx May 11 @ 5:56am 
Thank you for your answer!
Zebraoracle May 10 @ 7:06am 
@Aelanna, gotcha, thanks for the response!
DaRichi May 9 @ 2:41pm 
@aelanna I actually got it to work today probably by just moving the mods as high up in load order as I possibly could. Funnily enough though it only works on pawns I freshly recruit, my old pawns just dont seem to use the lvl 1 ability, even if I try to use it manually.

I dont get any errors or log entries as far as I can see sadly, otherwise I could provide more intel on this. But it seems I just messed up with load prio of mods.
Latex Santa May 9 @ 12:50pm 
@Aelanna
You just basically made your own Rimworld of Magic. I am quite impressed.
I'm definitely using this mod in my Fantasy Good Guy playthrough.
GamlinValkyrie May 9 @ 12:46pm 
@Aelanna Jokes aside. Thanks for the detailed description. It has pointed me to where I need to go to "dirty edit" it for use with my custom pawns. ...I'll refrain from another dirty laundry joke tied in with my previous comment on this one.

Thanks for the info again, and yes, looking forward to a 1.0 release. And thanks for all the hard work you put into these mods. Many people forget that its something one never has to do and many more don't realize how hard coding your own mods are. Hats off.
GamlinValkyrie May 9 @ 12:34pm 
@Aelanna "Infinite Pants Syndrome" :steamhappy: I'm pretty sure this is occurring in my dirty laundry hamper as we speak.
Aelanna  [author] May 9 @ 12:32pm 
@Zebraoracle @xVALERAx @GamlinValkyrie - These are non-trivial changes and #3 in particular cannot be done to a race mid-save without causing problems with hediff tables shifting. While I'm not saying it cannot be solved, it will likely require a sophisticated patching system like the one I created for Eccentric CosMods and thus will take some planning and dev time which is currently at a lower priority than pushing for a 1.0 release. These are definitely changes that could be made to other races via XML patches right now, though, so I would definitely encourage you to do so if you feel strongly about it!

Apologies for the inconvenience!
Aelanna  [author] May 9 @ 12:30pm 
@Zebraoracle @xVALERAx @GamlinValkyrie - Hi! While this has definitely been asked for before and I am definitely a fan of letting people play however they want, there are some technical challenges to doing so because of the depth of the ARR ability system:

1. Flowing aether is only the most visible part of the system and as I'm sure you all have noticed, doesn't actually enable much on its own.
2. The class and job system in particular requires a ThingComp to be added to every race that wants to support it, specifically CompClassUser.
3. Job crystals in addition require both the ARR_Soul conceptual body part to be added to the BodyDef of each race that needs job support as well as the job crystals themselves added to the restricted apparel list of each race in their HAR race settings. The latter is necessary to prevent "infinite pants syndrome" on races that do not actually have the correct body part.

(cont'd)
Aelanna  [author] May 9 @ 12:21pm 
@DaRichi - Are you encountering any errors and if so, can you provide a log? I just double checked in my testbed saves and XP for tank classes is working fine for me, I'm wondering if there's some kind of mod interaction at work here.