RimWorld

RimWorld

A RimWorld of Magic
6,997 Comments
Crimson 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?
Winter Mar 19 @ 8:54pm 
@Shoot_Me_If_Ya_Racist The colonist will need to have the 'magically gifted' trait to learn a class from a magic book, or 'physically adept' to learn from a might book. Through research and crafting, you can create gems that colonists can use to gain these traits.
Shoot_Me_If_Ya_Racist Mar 19 @ 7:40pm 
How do I make my colonists learn new magic and skills? I made them read the magic book and was told that they couldn't use the object. How do I check if they are able to learn magic through the book?
Theutus Mar 13 @ 6:14am 
@arthurtim there's a mod called No Psycasting that hasn't been updated for 1.5, so no idea if it will work... but I agree RoM needs to have a disable psycasting toggle or something.
thaipuff288 Mar 8 @ 3:46am 
About "PortFuel". How can I product or obtain it some where? I have no idea to acquire this, if someone or Author of this mod know how to get. Please give me the information.
Winter Mar 7 @ 5:33pm 
@Reyna One of the items you can research and craft will extract a pawn's magic abilities, so you can give them a different class.
Reyna Mar 7 @ 1:37pm 
Is there a way to change my class? Accidentally gave a pawn a class trait and didn't realize it.
Razori Feb 20 @ 12:30am 
Wish this worked with multiplayer.
Light-DelaBlue Feb 19 @ 3:55am 
for some reason the megaic menu is totaly empty for me.
arthurtlm Feb 16 @ 5:37pm 
just wish it was better integrated with royalty psycasting
Alien Feb 16 @ 5:29pm 
@azraile My necromancer doesn't have death bolt as well... You get the spell when you become a Lich
Daniel95818 Feb 16 @ 2:08pm 
Jectools is broken and doesn't work for 1.5, can you update the about.xml files in RWOM so that instead it accepts the mod JecsLite - A RimWorld of Magic. It is a standalone mod that was made to allow for you mod to work? Also you might want to consider updating the required items since jectools itself is broken and looking to not be fixed any time soon.
Azraile Feb 15 @ 11:51pm 
was there a change to necromancer or is it being messed up by another mod? because they don't have death bolt or what ever there attack spell is.... least the one i made don't.....
맹달 Feb 5 @ 3:52pm 
@Copycat JecsLite - A RimWorld of Magic
LaBretonne Jan 30 @ 2:16pm 
@copycat There is a standalone JecTools mod made specialy to support Rimworld of Magic.
I think it's named JecTools of Magic
Copycat Jan 28 @ 12:57am 
Is there an alternativ to using JecTools?
It's the most useless thing in the Workshop sadly.
Winter Jan 26 @ 2:24pm 
@Redtor It has been a while. There's some conceptual overlap with psycasts, but I don't remember any conflicts. They should work together fine now, at any rate.

There is a glitch to be aware of if you're using the Vehicle Framework mod. Once you've cast a spell from this mod on a target, the vehicle mod target selection stops working. That can be worked around by saving the game and reloading, though.
Redtor Jan 26 @ 4:49am 
@Winter Didn't it have conflicts with psycasts? or was it with Humanoid Alien Races? (as I said, it was a long time ago)