RimWorld

RimWorld

A Rim Reborn - Classes and Jobs
331 Comments
ObsidianPanth3r May 31 @ 12:44pm 
This mod has been one of my top 3 favorites. Thank you to the author and contributors of this mod. You all have created something truly unique and beautiful. I hope that this mod will be given the love and attention that it deserves

Kind regards,
Aranador May 28 @ 8:54am 
I recently had the pleasure of revisiting this mod for a playthrough, and even after all this time, this mod remains one of the best for beautiful pretty spell effects zapping across the screen. Thnak you for treating my eyes with such delights.
Ros[É] May 23 @ 12:12pm 
Which artifact weapon did you choose for reaper in the upcoming update?
神说万岁 Apr 24 @ 9:16pm 
Is it still in beta testing? I hope to see version 1.0 soon, the mod is excellent
神说万岁 Apr 24 @ 9:16pm 
The Character Editor appeared because I used the weapon it added during testing, and when I first encountered the problem, it was a randomly refreshed character holding a ranged weapon of this mod for melee combat
Aelanna  [author] Apr 24 @ 9:13pm 
@神说万岁 - This is a beta mod series, a lot of features are actively being worked on and design decisions may drastically change. I am perfectly aware of what HAR is capable of and the weapons not being race-locked is intentional.
神说万岁 Apr 24 @ 9:12pm 
The first problem I encountered was when there was a person in the merchant team who owned this weapon. He would make mistakes when using the ranged weapon of this mod for melee attacks, but I tested and found that using this mod's melee weapon was normal
神说万岁 Apr 24 @ 9:10pm 
You can learn other har races and set the weapons and equipment of the mod to only be used by the har race of this mod
Aelanna  [author] Apr 24 @ 9:09pm 
@神说万岁 - The only thing I can recommend is to try removing Character Editor and see if that fixes it, as Character Editor has functions that can interfere with modded content. If that doesn't do anything then there isn't much to be done other than to avoid putting class weapons on non-ARR races as classes do not work on non-ARR races even if you put flowing aether on them and I cannot release any hotfixes while a dev cycle is in progress.
神说万岁 Apr 24 @ 8:49pm 
I have uploaded the error log through HugsLib @Ros[É]
Ros[É] Apr 24 @ 8:01pm 
@神说万岁 She is asking for the Ctrl+F12 log from the HugsLib mod. It will help her find out what the errors are, she can not help without it.
神说万岁 Apr 24 @ 6:39pm 
Brother, I tested it and found that using only your series mod and "Harmony" with 4 DLC still makes mistakes. I am using the original game's race, not your mod race. When they use ranged weapons from "Classes and Jobs" for close combat, there will be a large number of errors
Aelanna  [author] Apr 24 @ 9:29am 
@神说万岁 - Bluntly, no. If this were an internal mod bug then it would have been found months ago. I absolutely need your full log and mod list, because this is almost certainly a mod compatibility issue and there is nothing I can do without full context unless you want to narrow down exactly which mod is causing the incompatibility first.
神说万岁 Apr 24 @ 8:20am 
Is this okay?
神说万岁 Apr 24 @ 8:19am 
Exception in JobDriver tick for pawn Testers driver=JobDriver_AttackMelee (toilIndex=2) driver.job=(AttackMelee (Job_31067) A = Thing_Wall32905 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object
Aelanna  [author] Apr 24 @ 8:09am 
@神说万岁 - This is one of the duplicate stacktraces that is missing key information. I really need a full HugsLog so I can see the actual stacktraces and your mod list, as this is most likely a compatibility issue and not an internal mod issue.
神说万岁 Apr 24 @ 8:07am 
As long as you use the ranged weapon from A Rim Reborn - Classes and Jobs to attack, this will happen. The character is not a race in the Rim Reborn mod
神说万岁 Apr 24 @ 8:04am 
Exception ticking Testers (at (124, 0, 186)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 62B4C783] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch1 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch1 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Aelanna  [author] Apr 24 @ 7:37am 
@神说万岁 - Try starting the game fresh, reproducing the error, then closing out and grabbing the log then?
神说万岁 Apr 24 @ 7:32am 
I don't know which log to attach, they are all too long. I can only tell you that when I use non A Rim Reborn characters, they make errors when attacking with ranged weapons from A Rim Reborn - Classes and Jobs
Aelanna  [author] Apr 24 @ 7:06am 
@神说万岁 - Do you have a HugsLog showing the error? That isn't much to go on.
神说万岁 Apr 24 @ 5:25am 
Strangely enough, melee weapons do not have this error, only ranged weapons do
神说万岁 Apr 24 @ 3:59am 
When the weapons of this mod are held by randomly appearing people, they can cause many errors when attacking
Aelanna  [author] Apr 23 @ 7:22pm 
@Desperate Housewolf - This mod does not interact with any kind of psycasting, either vanilla or Vanilla Psycasts Expanded. A single colonist can both be a class user and a psycaster at the same time with no issue, though the sheer number of ability gizmos may make them difficult to manage. :)
Desperate Housewolf Apr 23 @ 7:16pm 
Do you know if this mod is compatible with Vanilla Psycasts Expanded?
Ceiphied Mar 19 @ 8:55am 
I am really excited for the 1.0 update. I think I am most looking forward to seeing the relic weapon picks for the remaining classes (Gunbreaker particularly). Love how this sockets right in and feels balanced with everything else. Thanks for helping keep Rimworld one of my most played games!
autumnapple Mar 14 @ 4:51pm 
@Aelanna Hello! Thank you for replying, and so fast! That's really awesome to hear! :MHRISE_Felyne:

I'm not sure how best to explain what I mean, so I'll use an example!

I have a pawn that knows both White Mage and Dark Knight at lvl 16, and has a soul crystal for both. If he's on White Mage, he has both a conjurer's cane, and the White Mage soul crystal equipped. If I make him swap to Dark Knight, he is forced to unequip his White Mage soul gem, (which makes sense!) but he won't automatically equip his Dark Knight soul gem in its place when he swaps to DRK. So, instead of being his level 16 Dark Knight, he's only the max "class" level of 10, as the game sees that he has no Dark Knight soul gem equipped. This also worked as vice versa! (Only seen as a lvl 10 Conjurer when swapping off of Dark Knight)

I think then what I'd be asking is if it's possible to have my 2 soul crystals also equip automatically when his jobs are swapped back and forth?

Thank you again!
Aelanna  [author] Mar 14 @ 8:00am 
@autumnapple - Hiya! I'm definitely exploring alternatives to the current soul crystal implementation, but what exactly do you mean that it "un-equips itself automatically"? The crystals are currently implemented as apparel, and shouldn't be affected by any change in equipped weapon. There is definitely a current gap in functionality in terms of a colonist only being able to equip one soul crystal at a time, though.
autumnapple Mar 14 @ 7:14am 
Thank you for making this mod, and for all the work you do on it!

I was wondering if it was possible for a pawn to equip 2 soul crystals at once? I noticed when a pawn swaps between a melee and a ranged job, because the soul crystal un-equips itself automatically when this is done, the pawn swaps to the base class form of that job rather than the upgraded job crystal form, despite knowing both as complete jobs with soul crystals.

If this isn't possible, is there a mod or combination of mods that you might know of to make it so? I've tried both "simple sidearms" and "pocket sand". Thank you again! :MHRISE_Felyne:
Aelanna  [author] Mar 5 @ 8:11am 
@TortillaWarrior - Tying the functionality to the hediff isn't a simple matter of changing a line of code, it was implemented this way due to major performance concerns. The aforementioned future patch enabling classes for humans will come at a price in terms of game performance.

- Hidden research is a feature of Humanoid Alien Races, as those projects cannot be researched unless you have a member of an Eorzean race. This isn't something under my direct control.

- I'm pretty sure I did set a subtext line on class weapons, they say "Gladiator's Arm" or "Conjurer's Arm" just like they would in XIV and their item descriptions clearly state when they unlock a class.

- Steam has a character limit on Workshop descriptions. If you're asking me to write external documentation, then sure I can do that in the future but finishing the mod takes priority.
TortillaWarrior Mar 5 @ 5:32am 
oh... yeah, that was the issue. thank you very much.
my own personal feedback:
-tie the classes to the 'flowing aether' hediff, as afaik, theres no real change for people playing it as you intended, but for people looking to change their existing colony to it, it makes it easier.

-keep the research shown, whats the benefit of hiding it? its nice, but really confusing to be honest.

-add a clear description to each weapon if its a class weapon or not, even to the basic items. e.g: "not a class learnable weapon"

-this is the most important one, add all of this information to the description of the mod clearly, i read it over 10 times when i first had issues with it, and it didnt help clear any confusion i had.

thank you for the assistance
Ceiphied Mar 5 @ 5:04am 
@TortillaWarrior Did you give it the right class bow? There are flowing aether weapons that are not class weapons. If you have the right weapon equipped to a ARR colonist it will show a "learn class" button near the draft button when they are selected.

Starting with the Light Party start the mod gives you also starts you with 4 weapon coffers that will let you pick the weapon you want for the classes you want. So if you want to try some things out thats were I would start. Since it will get you the right equipment.
TortillaWarrior Mar 4 @ 11:31pm 
well, how to set classes?
i created a test world, only this mod and its dependencies, added a colonist via the rift event, unlocked all the research, gave it an ARR bow, and still cant set a class. i spawned every building, looked everywhere.
i just dont get it. how to set a class for a colonist?
Aelanna  [author] Mar 4 @ 6:27am 
@TortillaWarrior - As the mod description states, this currently only works for Eorzean (A Rim Reborn) races. The functionality is tied to far more than just the Flowing Aether hediff; this may change in the future but this is the current limitation.
TortillaWarrior Mar 4 @ 12:38am 
how to turn a none class colonist into a class one? i gave it flowing aether, but the classes tab doesnt show up
Ceiphied Feb 14 @ 6:52am 
Just finished my last run with Eccentric tech and am pre-curating a mod list to prolong the early game to incentivize using just aether tech for longer. Looking between medieval overhaul and the VE medieval update. I love the balance of all your mods.

Each preview you have teased just builds hype. The Red Mage and Reaper gear looks awesome, now the astro is looking great to.
Aelanna  [author] Feb 13 @ 5:17pm 
@Dreamy - Soon. (tm) [imgur.com]
Dreamy Feb 13 @ 4:58pm 
where astrologian
Kyrality Feb 9 @ 8:12am 
I love the balance of this mod personally. When I play ROM or VPE there tends to be a point where one or more colonists are just extremely broken. That doesn't happen with ARR, and I've had some very tense and fun raids as a result. Lowkey waiting for Sage to give me a wonderful excuse to get sucked back into rimworld :D
Zriatt Jan 13 @ 10:51pm 
Conjurer is a class I will always aim to get while using this mod. I found it's mechanics to be fun and *very* well balanced. If a conjurer has a bad party, the conjurer can't save the party from running into 5 stacks of orange. If a conjurer has a good party, a terrible situation can be salvaged that wouldn't be salvageable without a conjurer.
Aelanna  [author] Jan 13 @ 5:54pm 
@Princess Moon Beam - A Rim Reborn is a) balanced against the vanilla game, b) balanced against alchemical potions, and c) more in line with XIV lore, in which healing magic can suppress pain or close wounds, but can neither restore someone to full function nor pull them back from true death except in myths and legends.

The goal of this mod series was not to make another AROM or VPE, it was to make an interesting but balanced isekai experience. Full-powered MMO healing would be far too powerful to be interesting to me, but you are free to alter this mod to your liking if you prefer as almost every aspect of the healing magic can be customized via XML.
Princess Moon Beam Jan 13 @ 11:11am 
I find the healing magic VERY lacking in this game... I am extremely disappointed in that. In Final Fantasy Healing magic cure would cure wounds...not just work as a "medkit" and raise would RAISE the character from death... it almost makes healing classes useless... the other aspects you did very well.
Shadowwake Jan 1 @ 7:05pm 
I have to say, a lot of the mechanics in this mod work DRASTICALLY better than expected, given the limitations of the game engine. Well done author.
Zriatt Nov 27, 2024 @ 12:01pm 
My comment ended up being over 4x the character limit, I don't want to create multiple comments here, and steam doesn't like google docs, so here's a github link to my comment. Ignore the code, since that's just an unreadable version of my comment: https://gist.github.com/Zriatt/8cdf858aa289bf93a2a5ffb1ab127aad
If a reply is made to it, I won't know as I don't usually have github open.. like ever.
NN.Taiyuchi Nov 22, 2024 @ 1:35am 
@Bones Hey there!
A commonly asked question, i had the same when i started!

You can find them with Eorzean Merchants or Cities (50% Chance to appear i think)
Bones Nov 21, 2024 @ 2:37am 
Where do I get the Eorzean Seed Stack? So I can research the stuff?
Halicade Oct 13, 2024 @ 10:00am 
Hello! I've noticed an odd issue with the conjurer canes basic (stone) attack. When attacking, it will constantly spam "Look rotation viewing vector is zero" displayed in the player log but not shown in the debug log. One attack seems to display it ~100 times. Hug log attached. It has a bunch of turret location display as well because I was trying to figure out what weapon was causing this

https://gist.github.com/HugsLibRecordKeeper/96a5cc3f26f4c23ce4f6574b7c3a83ca
Drako_The_Raccoon Oct 6, 2024 @ 3:40am 
so there is a legitimate way to get rid of it. Awesome. Thank you.
Aelanna  [author] Oct 5, 2024 @ 8:06pm 
@dragonus.drako - You can either craft a Potion of Unlearning and have your colonist ingest that, or turn on Dev Mode + God Mode and use the Unlearn Class option on that colonist's hotbar.