RimWorld

RimWorld

A RimWorld of Magic
7,279 Comments
Zencerd Oct 3 @ 4:02pm 
there is a weird bug that causes my summoner to get hurt or the minions to be summoned hurt saying roof collapsed. it killed my colonist immedietly
神说万岁 Oct 3 @ 7:07am 
Is it possible to cancel HugsLib as a prerequisite requirement? He's a bit outdated and poorly optimized
Mogat Oct 2 @ 6:12pm 
Having a blast with this mod until I noticed that spells were collapsing the roof onto people. In one day a pawn had it hit them 6 times. Most were laying in bed recovering from the previous. Chef was "shooting" a get well meal.
Dylan Oct 2 @ 12:57pm 
I have added support for "A Rimworld of Magic" to CSL and the new version "School and Learning", there are now lessons which can teach 'magically gifted/physically adept', might/magic classes, class XP and spells/skills from a level 20 mentor (configurable to only enable parts of it / below level 20 teachers etc.).

https://steamcommunity.com/sharedfiles/filedetails/?id=3573095529
Seraphic329 Sep 30 @ 1:57pm 
I love this mod so much I am not sure I can play without it at this point.
afadedkoala Sep 28 @ 3:46pm 
just tested theres a conflict with this mod and Vanilla Ideology Expanded- memes and structures. removing VIE fixed the conflict.
afadedkoala Sep 28 @ 3:33pm 
hello just curious has anyone else been getting bugs with ideology and this mod? im trying to make a custom play through but every time i attempt to change my events i get an error message. i can remove events but not add any. will add the error log shortly.
Seraphim Sep 28 @ 11:24am 
Unless you are ok with cheating, this mod WILL break your game. They have programmed in stupidly powerful enemies that can spawn at random such as the Lich. Completely OP and game-breaking. Avoid unless you just de-activate these events or destroy the Lich using dev-mode.
mataa9054 Sep 28 @ 12:49am 
Can you increase the number of controlled undead in the necromancer class?
Toby2705JT Sep 26 @ 11:40am 
I am having trouble with the elves continued mod. My elf doesnt regenerate any mana, anyone knows how to make a patch for it?
Varnock Sep 23 @ 2:07pm 
Do portals not work between a planet based colony and an orbital station? I'm having no luck getting them to connect to each other, just getting the must be a known, visible, player owned cell. And it is, since I'm trying to connect back to my initial based from orbit. Any suggestions for getting it to work, or is it just not possible right now?
Winter Sep 22 @ 11:54pm 
@Vlad Draculea CE has a built-in patch for Rimworld of Magic. If there are issues, please let the CE team know.
Vlad Draculea Sep 22 @ 10:47pm 
CE compatibility?
Winter Sep 22 @ 3:29pm 
@Justagny Just give them the 'magically gifted' trait and have them read the tome for the class. Editing a pawn to have a class trait doesn't initialize them properly.
Justagny Sep 22 @ 3:15pm 
I'm trying to give my starting pawns a class using Character Editor but when I give them the trait for the class and the hidden health effect they don't get any skills or the level tab? Does anyone know how to use an Editor to give a class to someone?
Rhodry Sep 20 @ 10:57am 
just had hmm what seems like a 1000 or at least more than 200 elementals spawn after attacking a rift is this normal behaviour considering only about 10 spawned at first....made the game unplayable and the horde was too much to kill lol, lucky i had reload anytime on:/
wjw_wrsnk Sep 20 @ 8:57am 
Hopefully there will be plans to remove the dependency on HugsLib
Winter Sep 19 @ 3:02pm 
@Azure Nova The mod isn't designed to support multiclassing. You can sneak by sometimes by adding a might-class trait to a magic-class pawn, but adding might to might, or magic to magic, usually leads to the issue you've got there.

If you're really set on it, you may want to look into the mods that add new custom classes, and create your own class with the mixture of abilities you want.
Azure Nova Sep 19 @ 11:37am 
How do i switch between skill trees if a pawn has more than 1 class? I have an assassin with Death Knight and Faceless, but i can only access the Faceless skill screen despite having both sets of skills on the bar
CivBoss910 Sep 14 @ 8:45pm 
Shhh. Don't jinx me. Anybody know of sustainable ways to create toxic fallout?
Aargh Tenna Sep 14 @ 4:15am 
Demon attack during toxic fallout is bugged - it announces itself, starts and then never happens, just silently fizzles out.
hlo120435 Sep 13 @ 2:56pm 
its a kind of magic...
jkelley2 Sep 13 @ 8:09am 
finally figured out what was making me game stuttery ... it was specifically golems from this mod, without them placed TPS was smooth, with them placed get periodic drops in TPS which was making the game stutter

and before you ask ... there was absolutely NOTHING in the log and i have JecsLite AND the unofficial JecsTools update
神说万岁 Sep 12 @ 7:35am 
Can you remove the prefix HugsLib?
King of the Vici Sep 10 @ 4:18am 
Whenever I use the Hunter Bond skill it crashes my game. Any ideas?
thekhornezerker Sep 7 @ 8:16pm 
Magically gifted pawns are using books, and changing to the class in their bio, but the magic tab stays empty. It says in the work tab under magic : "this colonists is not able to any work of this type because of their health condition" despite the pawn having zero health conditions
Gakster Sep 7 @ 5:00pm 
@ИмпульсСчастья So do better, kiddo.
Cassus Sep 6 @ 1:02am 
@commandermerik I had this too and changing the mod load order solved this as well or the problem got solved by smth(someone else.
Cassus Sep 6 @ 12:59am 
@ИмпульсСчастья my magic bars do not diapear anymore since i changed the mod load order a bit. before blaming the mod author plz. try without other mods installed.
DumbledoreDoor Sep 3 @ 12:41pm 
Can anybody help me with upgrading the golems: I have everything I need for the upgrade but still cant perform it, despite the needed skills are high enotgh, Missing the ressources is the only message I get, when sending the pawn to the dormant golem. I already tried every upgrade wich is unlocked for me. Is this a known bug or do i miss something?
Nostalgia critic Sep 2 @ 6:26pm 
agreed
This author is awful. A huge number of fatal bugs, such as losing all psychic abilities after polymorph or having the magic bar disappear from the interface every 30 minutes of gameplay.

It was the best Rim mod three years ago, but now the best thing the author can do is hand over its support to other, much more competent and adequate people.:steamfacepalm:
TwistedCricket42 Sep 1 @ 4:46pm 
Hi, I'm getting a weird situation. I have 4 colonists, none of which are magically or mightily gifted, don't have any magic or combat classes, and yet I'm getting the pop-ups saying they've gained enough experience to level up their magic/combat class (that they don't have). It's not impacting my game, as I have no inclination of ever making them mages, but is there some setting that I've likely mis-set? I admit it may be another mod conflict, but I'm using a similar modlist to what I had in 1.5 (all updated now), and never got this with that load out. Thanks!
Aargh Tenna Aug 31 @ 5:55pm 
Global light skip from brightmage does not allow me to destroy site I am leaving. Instead, I have to press "back" and. once skip is done, I have to use devmode to destroy previous site.
smitty_the_smith Aug 31 @ 4:02pm 
An apothecary who is incapable of violence can not put out fires with their special ability?
Briger_ Aug 31 @ 8:14am 
I have a problem. When i load the game my mage looses his spells. and also when i make a pawn read a tome to assign a class he does not receive the basic spell
im running it with medieval
verarticus Aug 29 @ 11:27am 
Yeah Elemental Assaults do randomly seem to be spitting out hundreds of elementals. Not all the time, but most of the time.
commandermerik Aug 29 @ 10:27am 
Just got that Elemental Assault bug that TerraSleet got. The initial wave was normal. The second spit out dozens of elementals when it had no business doing so.

Here's the log if it helps any. https://gist.github.com/HugsLibRecordKeeper/8081efb026fa7bdf348ef9ac3194c986
Light Tim Aug 28 @ 1:57am 
I found a workaround. As long as the portals are on the same orbit level (ground/ground or orbit/orbit), the portals can be linked, and then they work even if the gravship moves.
Light Tim Aug 28 @ 12:12am 
To be clear, I made a second colony on an abandoned station via a shuttle, And made a portal on both my grav ship and the station. My arcane power mage can cast gateway (which also doesn't like working between orbit and ground), and there is nothing that seems to stop the process by itself.
Light Tim Aug 28 @ 12:05am 
Portals between orbit and planet cannot be connected
Jordan Davis Aug 25 @ 2:43pm 
my character who is immune to age related issues died got a artery blockage from the aging magic which does not make sense because hes supposed to be immune
Ignician Aug 25 @ 12:19am 
there has to be a mod that i have in my mod list that is causing an issue where pawns cant instantly die. its the same with the android mod where self destruct doesnt really work, but now im starting to suspect its not an isolated case with that mod seeing a similar effect trying to dismiss undead.
Ignician Aug 25 @ 12:16am 
Anyone knows what causes Dismiss Undead to just break? Trying to dismiss a skeleton and doing so just causes it to barf up blood thjat never stops. must be one of my pawn mods, im suspecting the forgotten realms one, but just need to make sure.
Gortunga ツ Aug 24 @ 5:48pm 
The woodsman ability Animal Bond is currently bugged; if you try to bond with an animal from vanilla or the dlcs it will crash the game.
Tux Aug 24 @ 5:01pm 
Hello, I just ran into a bug where when i loaded into my saved game my Skeletons that i have raised have turned back into living normal pawns. this happens even after raising them again.
Torann  [author] Aug 24 @ 9:57am 
@Viper One
Children have reduced max mana/stamina. Theyll get more as they age.
If you can check your player log and post that into the discord, it might give an indication on what's causing the crash.
Viper One Aug 24 @ 1:12am 
Also, are children inherently gimped as stamina/magic classes? Or is it some other reason that when I give children a magic/stamina class they can never get enough of their resource to really do anything.
Viper One Aug 24 @ 1:09am 
Been having an issue with this mod, I built 4 mecha-golems and fully customized all of them to be as powerful as they possibly can. Lightning cores and lightning bases. Whenever they go into combat, there's a good chance my game simply crashes, and if all four go into combat my game is almost guaranteed to crash. Does anyone know what the source of the crashing could be? Is it a specific modification of theirs that I could potentially remove to stop this crashing? Again, they are fully modified with every possible upgrade.
Bat stealer Aug 21 @ 12:38pm 
might be a bug