RimWorld

RimWorld

A RimWorld of Magic
7,035 Comments
chrisque1 13 hours ago 
Any new on 1.6? this is my favorite mod. This should be a dlc.
FailD Jul 9 @ 7:31pm 
@Cleric_McManus Yeah, in 1.5 it is fine. This is just my anxious self thinking about the update and the new DLC
Cleric_McManus Jul 9 @ 7:17pm 
@FailD I'm on 1.5 and the mod works fine, maybe Torann didn't see the need to respond for a while? Hopefully they surface to get this mod updated for 1.6!
Akry Jul 9 @ 1:19am 
Unless the game is reloaded, then all the spells are gone until points are spent.
Akry Jul 9 @ 1:18am 
Correction, the spells are there and usable but they still need to be purchased with points before any upgrade can be allocated.
Akry Jul 9 @ 1:16am 
For some reason the Arcane Tome: Chronomancer does not give any chronomancer spells, still have to pay points for them.
Tried multiple times, all other books give all the spells by default, but not chronomancy.
Among 10 tries, there was 1 where it gave me 2 spells out of the 5 (not counting the recall which is the ultimate spell and would need a scroll anyway)
Maybe something is wrong with the books code.
cake Jul 6 @ 9:24pm 
ok.
FailD Jul 6 @ 7:58pm 
I think this is not tended anymore, last commit in github is from 9 months ago :steamsad:
Cleric_McManus Jul 6 @ 6:04pm 
@Torann actually what value dictates arcane weakness? I'm working on a class that has an immunity to it. I feel like the other constraints on casting are sufficient to prevent a pawn from becoming overpowered.
Cleric_McManus Jul 6 @ 3:35pm 
@razorblade nipples I thought arcane weakness *was* based on mana remaining vs. total mana, occurring when you approached zero? If not there's probably a way to make a custom mage class with an immunity to arcane weakness.
Cleric_McManus Jul 6 @ 3:33pm 
I hope it's still tended - we'll need an update for 1.6! This mod is crucial, it seems like a ton of people use it (I am definitely one). Being able to take my gravship full of zombies raiding across the planet and beyond sounds too cool.
Userless Jul 1 @ 7:00am 
I'm not sure if this mod is still "tended". I really like to use it, but I have an observation:
The priest should have the ability to wield wands and utilize the bonuses (even if they cannot use violence). This is a big drawback to that class. ( I have psycast extended too, so you can actually utilize offensive casts from there. Not sure how its programmed, but this could be mended I guess :)
Razorblade Nipples Jun 29 @ 11:11am 
I feel like the arcane weakness kicks in way too early. It should depend on total mana available, and draining it too low should trigger weakness. I can have a pool of 400 and cast two spells and get arcane weakness, which is really stupid. Fighters have no such issue, so why do casters?
Ranger Dimitri Jun 29 @ 8:56am 
Been experiencing an issue regarding this mod and Dead Man's Switch by ABOA and co, when using their Mechanoid's for hauling and cleaning it works fine, but when I try to get them to build they can't and just have an error log show up. Not sure if it's on Rimworld of Magic's side or DMS's end of something causing an issue, but I haven't seen anything like that with regular Biotech Mech's or other Modded Mech's. Really hope those can get fixed as they really are just such good mod's to use together.
Cleric_McManus Jun 24 @ 8:06pm 
@GladioSanctus have you checked our Kure's magic class expansion? It adds a bunch of new classes. Also, it's actually not too hard to design your own class - there is a custom class mod for Rimworld of Magic that can get you started, or you can use someone else' s custom class as a blueprint.
Cleric_McManus Jun 24 @ 8:05pm 
@sage20500 This can be done. Torann has a custom class mod that provides information on how to design your own custom class, and Netzach Sloth's Dread Lich is an example of a custom class that combines two (Necromancer + Death Knight).
GladioSanctus Jun 23 @ 4:42pm 
Could you add more classes for the next update? Maybe go crazy and add shadow monarch, and destruction monarch from solo leveling?
drusepth Jun 21 @ 3:37pm 
Can't wait to take magic to space in 1.6!
sage20500 Jun 20 @ 1:25pm 
Is it possible for a pawn to be able to have more than 1 class or could that potentially be an optional feature offered in a future update? (Secretly hoping to be able to finally have a pawn that is both a Commander and a Sniper)
Manwithaname Jun 20 @ 11:40am 
This error happened a while in my save,doesn't happen on new ones.

I have a backup from hours before but it is better to actually understand what happens and fix the error.It also seems to only absolutely be related to RImworld of Magic

Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.NullReferenceException: Object reference not set to an instance of an object
[Ref 3C766E48]
at TorannMagic.Need_Mana.GainNeed (System.Single amount) [0x00842] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at TorannMagic.Need_Mana.NeedInterval () [0x00001] in <fb59b96a7c5c447ea5217e8dbd7643c1>:0
at RimWorld.Pawn_NeedsTracker.NeedsTrackerTick () [0x00092] in <23fcc63d7dfc4dd5b7e76f658fffe1ea>:0
...

More info here:

https://gist.github.com/HugsLibRecordKeeper/7c16bdbf631c695c073354b56d00937e
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?
Noir 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?