RimWorld

RimWorld

A RimWorld of Magic
7,014 Comments
Winter Jun 9 @ 2:49pm 
@ParasiticSquid Not to rain on your parade, but that would have to be on Altered Carbon's end of things. They'd need to expand the stack's functionality to keep track of the hundreds of different bits of data a Rimworld of Magic character might have to express their build and development. It's a pain, but using dev mode to spawn all the needed spell scrolls and tome, and god mode to restore the pawn's level, is probably as close as we'll get.

Also, it looks like the next DLC is coming in a couple of days, so everyone's development time will likely be directed to adapting to that for the near future.
ParasiticSquid Jun 9 @ 12:50am 
Im still multiple years later hoping for compatibility between rimworld of magic and altered carbon so stacks store magic experience and learned spells. Mostly because this mod becomes a massive pain if you play with altered carbon and have a pawn with a stack die since they effectively loose all of their magic progress. Shoot, archeo stacks store psycasts and similar stuff so no reason they couldn't store magic data too.

Maybe one day it will happen, weather that would be innate compat build in to RoM or a patch addon I have no clue but I can dream
Silver Crescent Jun 7 @ 2:01pm 
NGL, this mod makes me want someone to put Heroes of Might and Magic 3 stuff in this game.
Souffrance97~Twitch~ Jun 4 @ 9:15pm 
mes colons sont des Magicien nécromancien, mais j'ai pas l'emplacement de Magie du coups je peut pas Upgrade mes compétances en magie c'est normale???
Winter Jun 4 @ 6:30pm 
@Sylvoute Do you happen to be using a mod that influences how pawns are generated? I've seen similar situations a few times, and I suspect what happens is that a pawn is generated with a magic trait, and gains all the associated data on creation, and then some mod changes the pawn's trait list, without cleaning up all the data from this mod.
Enchantress Jun 4 @ 4:01pm 
does anyone know why all my mages start "not being allowed to learn magic because of their health condition"???
Sylvoute Jun 3 @ 9:08am 
Thanks for this mod !

When loading a save, my pawns lose their magic skills...

I noticed that, for example, when starting with 10 pawns, 1 or 2 of the mwill have magic skills, but no modded traits. They will lose their skills upon saving reloading.
However, when starting a new game with forced modded trait, the skills (and the trait) will remain.

So, from a few topics I red (because I couldnt properly test the mod), I guess that the problem is my pawns have skill without trait, and that should not occur ?

Thanks !
Exende Jun 2 @ 8:17pm 
from my earlier post:
Exception filling window for RimWorld.Dialog_ManageApparelPolicies: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 82AB83DA] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced.
(Filename: Line: 580)

Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Aranador Jun 1 @ 12:08am 
I have not seen any bugginess with golem windows other than them not saving their work skill disables or their screen shake. You might need to describe the bug, and look to see if any errors pop up in the error log, to help track this down.
Devious_Soldier May 31 @ 4:52pm 
Does anyone know of a mod conflict that makes the Golem abilities window to bug out? Also having a similar problem with selecting a xenogerm to implant surgically. Idk if it's related to this mod or not.
Aranador May 30 @ 11:53pm 
You are right, those areas ARE added by this mod, as certain spells and effects make use of them to determine where their effects will occur. However, I appear to be able to add, manage, and use new areas just fine, so it may be yet another mod you have that is clashing.
Aranador May 29 @ 9:05pm 
I do not know if this mod is being actively maintained, but if it is, I note that the Golem Screen Shake has an option to turn off in the mod settings, but this mod setting does not save off properly, and next time you start rimworld, it will be back to all shaky and convincing me something has just catastrophically exploded. Perhaps if it is not easy to get that working right, the default could be no shake ?
Exende May 28 @ 1:47pm 
Im trying to manage my apparel for my pawns (manage apparel policy) and every time I scroll down to the magic apparel items on your mod, as soon as I head down to the Is the windows goes haywire. I have trace it to the headgear section and the magic apparel sections. Has anyone had this issue before?
Winter May 27 @ 6:36pm 
@Dragonofelder Yes.
Dragonofelder May 26 @ 1:17pm 
Can a character have a psylink and magic?
aciel.samael May 25 @ 11:53pm 
Any chance this will update to no longer require outdated dependencies and maybe work with things like the vehicle framework?
GladioSanctus May 22 @ 4:55am 
Any thoughts on adding more classes?? Maybe make some up..like the shadow monarch from solo leveling? Or idk..more classes?
Bleak May 17 @ 12:50pm 
Is there a re-texture that brings this more in line with vanilla graphics?
LordThroatGoatTheSecond May 1 @ 12:41pm 
@wolflord89 reload save in dev mode. Worked for me.
Kill Moon Apr 30 @ 9:53pm 
The mechanical unit triggers an empty reference exception, resulting in a bug where the melee mechanical body cannot attack hostile creatures
This may be due to the mechanical unit DMS_Mech_Ronin22539 trying to learn a skill, but the TorannMagic is not properly handling the non-biological unit (the mechanical unit may not have an effective Pawn or SkillTracker).
FrostyGGBR Apr 29 @ 5:08pm 
@Wolflord89 the same thing is happening with me.
Wolflord89 Apr 29 @ 11:11am 
I'm having a strange issue. I started up a new colony, and the a few pawns popped up saying they were magically adept and physically adept. But they have no options over the card at the bottom of the screen for magic or might skill progression. Is this a big that can be easily fixed?
XamenesPatrides Apr 27 @ 8:19am 
sorry if this is commonly asked but is there a ritual to get the fighter abilities?i only found 1 for the mage based classes
crua9 Apr 22 @ 4:17pm 
2 things I wish there was.
1. a way to have multiple classes or at least change our class. Basically if we can have multiple classes, then it would let us make arch mages
2. A way to cheat and just add spells to a pawn so we can roleplay as we want.
Metreu Apr 20 @ 7:57pm 
Is there any reason a Ritual takes way too long to the point where the pawn passes out from malnutrition?
Winter Apr 15 @ 3:27pm 
@M11NTY In the mod options, click the Class options button and adjust the sliders.
M11NTY Apr 15 @ 1:36pm 
How would you make it so people with a Magic or Fighter ability spawn very very rarely?
Meatshield Apr 9 @ 6:47pm 
@Arima4
You can have a pawn with two classes, however they need to be one of each type. As in one magic class and one might class. I have only done this with the dev mode add trait or character editor and am unsure if using the mod items would work the same.
arima4 Apr 9 @ 6:25am 
can u make a pawns can have more than one role?
DeMolay Apr 8 @ 11:45am 
Is rimworld of magic compatible if modpack hardcore sk?
Is there any way to make undead pawns to gain skills?
Red Wizard Apr 4 @ 6:08pm 
I've got a bug-ish. I have a visiting bladedancer, and they keep phasestriking around and chopping off everyone's appendages. Their own colonists, and mine. I eventually had to destroy them with dev tools, but this ability should probably be non-damaging to allies like it is for your own colony.
Meatshield Apr 3 @ 6:53pm 
@Winter
I have also found that using the dev tools to remove traits and add them also works when i was doing some tests. Sometimes after adding a trait it is necessary to reload for the abilities and skills to work properly. I have been able to get Necromancer Death Knights using this method.
@Dravin
So you might be able to add then remove the druid trait through the Dev mode if you want to keep that pawn/playthrough.
Winter Apr 3 @ 6:42pm 
@dravin I'd guess the pawn was initially generated randomly, happened to have the druid trait, and then in the process of being set up the way you wanted, the druid trait was removed and the priest trait was added. There's a bunch of internal data aside from the trait that needs to be set up properly for classes to work, though, so just assigning the desired class trait can lead to results like that.

In general, the safest approach is to give the pawn the Magically Gifted trait, and have them read a book for the class you want them to have. If you're still getting leftover data from another class, try removing the class with a Shard of Spirit Extraction, and then starting fresh.
Red Wizard Apr 3 @ 5:00pm 
@Winter Thanks. It took me from Level 65 down to 45, but it worked. Bladedancers level up crazy fast, so not really a big deal.
dravin Apr 3 @ 12:27pm 
When i start a new game and setup my pawns, alot of times they will have different classes than the one i gave them. Is there some mod conflict that causes this or some other reason. An example is i gave a pawn the priest class and when they spawned in their bio said priest but they had the abilities of a druid and none of the priest.
Keeweiner Mar 31 @ 6:14pm 
are necromancer zombies supposed to lose their germline genes? Made an ogre zombie from big and small races and it loses most of its genes
Winter Mar 31 @ 5:15pm 
@Red Wizard I just turned one of my colonists into a bladedancer, and they were able to use a scroll of Gear Repair normally.

You might want to use dev mode to spawn a Shard of Spirit Extraction (listed as TM_Artifact_ClassExtraction in the dev mode spawn menu), a Gem of Physical Insight (GemstoneOfInsight_Might), and a Combat Style: Bladedancer (BookOfBladedancer). Have your bladedancer use them in that order to reset their class. They'll lose their existing experience gained, but should recover most of it by using the Essence of Might that gets spawned. This should reset the internal data this mod uses, and might correct the problem.
Red Wizard Mar 31 @ 3:39pm 
I also get this error when he reads it:
Error in CompUseEffect: System.NullReferenceException: Object reference not set to an instance of an object
at TorannMagic.CompUseEffect_LearnSkill.DoEffect (Verse.Pawn user) [0x0036e] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at RimWorld.CompUsable.UsedBy (Verse.Pawn p) [0x0004f] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
...
Red Wizard Mar 31 @ 3:37pm 
My bladedancer can't seem to learn any abilities from scrolls. I am not having any issues with my mages. I only have one Might character, so I'm not sure if it's specific to them, or all Might characters. Anyone else having this issue? Is there a workaround to give the abilities via console or any other way? I've tried with Gear Repair, Strong Back, and Burning Fury. In all cases, he reads the scroll, then nothing happens. Scroll stays put, and he has no new skills.
It'd be great if you could use abilities (such as engineer weapon) on specific items, as using stuff on a shelf is rather problematic. Also to not have to draft a colonist so they can cast an ability on something not in LoS but rather have them pathfind there.
NNNM1911 Mar 28 @ 9:53pm 
"can't"
NNNM1911 Mar 28 @ 9:53pm 
I don't know what happen but suddenly most of my pawn can craft or butcher because of incapable of magic manipulation, like i don't remeber if i gave them the arcane sight or not,but i don't see the mana bar at all
Shoot_Me_If_Ya_Racist Mar 21 @ 7:05pm 
@Winter Good news, the mod was functional as it should be. Here's what happened. I play with Ch translated version since it's easier to play in my native language, but the option to USE the arcane insight gem was translated as"閱讀" which means "read." Thus, the mod was fine, it was the translator's fault. Thanks for helping me out :steamthumbsup:
Winter Mar 21 @ 3:51pm 
@crockett Ah, might have been a paladin. There are mod options that control how often raiders have a might or magic class, and how well they use their abilities, if at all. Might want to tone some of it down while you get familiar with the mod.
Winter Mar 21 @ 2:10pm 
@Shoot_Me_If_Ya_Racist Alright, just reinstalled this mod to properly check on it. It sounds like you've built a gremcrafting table, so you've already researched Enchanting. You'll also need to research Arcane Crafting to unlock the recipes for the Gem of Arcane Insight (for the magically gifted trait) and the Gem of Physical Insight (for the physically adept trait). Once you've crafted those, you should be able to select a colonist, right-click on the gem, and select the 'Use' option to gain the trait.

The other gems you can craft at the gemcrafting table are for enchanting. The Learning Helper should have guides available for using them.
crockett Mar 21 @ 7:27am 
I just wanted t say this mod is no joke... I installed it didn't change anything ran it on a new Medieval start and the very 1st started raid wiped my new colony.. I have no idea what he was but it was a Neanderthal mele guy that could teleport around and create fire explosions from his body.. My starter pawns had no chance..
Shoot_Me_If_Ya_Racist Mar 21 @ 2:08am 
@Winter I found it! Just as you say, it was actually quite obvious. I wonder why I didn't notice it before. Anyways, I crafted a few of the gems but it turns out that I have no idea how to use it. I selected a colonist and rightclick the gem, but there were no option to get magically gifted. I checked other crafting tables and there are nothing that seems to activate the gem. What should I do?
Winter Mar 20 @ 8:32pm 
@Shoot_Me_If_Ya_Racist I haven't got this mod installed in my current run, so I'm not sure of the names, but if you check your research tree, there should be quite a few topics related to magic. One of them unlocks a gemcrafting table, and another unlocks recipes at that table to craft gems that colonists can use to gain magically gifted or physically adept. They cost 500 unrefined magicyte each, so you might want to stockpile that while you research.
Shoot_Me_If_Ya_Racist Mar 20 @ 4:09pm 
Are there methods to make the colonists magically gifted or physically adept if they were not at the first place? Also I think I'm missing the parts with the gems you mentioned. I did notice that there are some stone-like items, but they are for crafting magical items and constructions such as adding new parts to golems and conducting a ritual. Would you kindly tell me how do I craft the gems?