RimWorld

RimWorld

A Rim Reborn - Classes and Jobs
387 Comments
oinko sploinko Sep 20 @ 5:51pm 
HAR
*bass boosted fart sound*
Saith Sep 12 @ 12:39pm 
^ thiss, I've been making my own mod with its own custom particles/effects/wands using this system as the dependency since its much better implemented than either Rimworld of Magic or VPE imo, but not being able to actually interact with any of the xenotypes without being one of the ARR races kind of makes it an all or nothing in my fantasy runs TwT

I saw a reddit thread a few years ago mentioning its in future plans, but since someone brought it up again I figured wouldn't hurt commenting on it too ( since fantasy runs will pick up more once virals fantasy biotech releases c: )
Zebraoracle Sep 1 @ 3:02pm 
Hey there, saw where you said a while back enabling non-Eorzean races to have the ability to gain classes/jobs was a whole thing you'd have to work on to get it to work, was just wondering if there's been any potential progress in that direction or if you just plan to keep it as is for now. Thanks!
Bodacious Cowboy Aug 20 @ 7:16am 
From everything that I can see in the files and in game, melee Relic Weapons are strictly worse than a high quality plasteel Class Weapon right? The Class Weapons get the melee cooldown reduction from plasteel whereas Relic Weapons don't. The damage is also higher at masterwork/legendary. Is that right?
EvilNecroid Aug 19 @ 1:02am 
ok i think i figured it out. the problem is that im stupid.
i had an old mod that i would just update by changing the version number and call it a day and basically it was meant to make it so for every research bench i built it would increase research speed regardless of weather or not any1 was actually working at the other benches. i removed that mod and everything seems fine now. i thought it was working before because i wasnt getting any error messages from it.
so u were right theres nothing wrong with ur mod. ill just sell my brain to the next trader that comes by
EvilNecroid Aug 18 @ 12:51pm 
i just spent forever going through all my mods removing anything that gave any sort of error till finally i got no more errors. but i still have the UI crash from the research bench :(
Aelanna  [author] Aug 18 @ 9:38am 
@EvilNecroid - You should read the instructions in the welcome page about how to unlock the rest of the server.
EvilNecroid Aug 18 @ 9:37am 
i see a welcome thing and a rules thing and a prison barracks but i dont see anything else
Aelanna  [author] Aug 18 @ 9:35am 
@EvilNecroid - You can @ me in the #mod-development channel.
EvilNecroid Aug 18 @ 9:32am 
ok i found the log now i just have to figure out how discord works.
i think i found the rimworld discord but i dunno how to find u in there?
Aelanna  [author] Aug 18 @ 9:20am 
@EvilNecroid - If this error is crashing your UI, then your best bet is to reproduce it, then pull your Unity log. On Windows this is located at C:\Users\[username]\AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Player.log. You can upload it somewhere and link me, or you can find me on either the RimWorld or Humanoid Alien Races discords.
EvilNecroid Aug 18 @ 9:17am 
i dont know how to log
Aelanna  [author] Aug 18 @ 9:13am 
@EvilNecroid - This sounds like a compatibility issue and there isn't much I can do to help you without a log.
EvilNecroid Aug 18 @ 9:05am 
um i love this mod but as soon as i try to play as something other then these magic people i get a glitch where my UI vanishes when i try to place a research bench. so seeing how im not willing to give up my other mods i guess this 1 will have to go :(
Toyota AE86 Aug 17 @ 10:24pm 
Understandable, if I find out more I'll let you know but so far it seems like it was just a freak accident since I've had no further incidents with disappearing pawns since and I was able to fix the one case that's happened so far. Thank you!
Aelanna  [author] Aug 17 @ 7:47am 
@Toyota AE86 - My apologies, but all I can glean from your log is that you have a potentially corrupted save caused by adding or removing mods mid-save and a nonstop cascade of errors that are not related to A Rim Reborn in any way. If you can narrow down exactly which mod(s) might be causing incompatibilities then I can dig into it further but I simply do not have the bandwidth to try to reproduce this error with your whole mod list.
Toyota AE86 Aug 17 @ 12:43am 
My only recent additions have been Level Up! and Choose Where to Land and then the ARR mods, but I've had these mods running in my save for about a week irl now with no such issues occurring until now when I ran into a hive raid from Insectoids 2 and then chose to reload a save.

My RDM did use the Mysterion workbench once from the Idearn race mod but used it just fine as far as I can tell.

As far as gear oddities go, they did auto-equip the ammo pack from Vanilla Apparel Expanded Accessories which modifies ranged cooldown, maybe that could be related but they've also had those equipped for awhile.

Only animation mod I have is Melee Animations which looks jank with the lancer animations but otherwise hasn't had any tangible impact either. I appreciate the response nonetheless though! (Would hyperlink the mods but im already close to the character limit)
Aranador Aug 17 @ 12:28am 
Unfortunately I am having no comparable issues, so I can not offer any insights on what crazy mod conflicts you have managed. Have you added or removed any mods in this playthrough? Do you have any work benches with active jobs that they might be able to try and do? And do those jobs come from other mods? Are they equipped with any unusual gear or equipment? Do you have any animation mods of any kind? I am trying to think of what else might cause the kinds of issues you are dealing with.
Toyota AE86 Aug 17 @ 12:21am 
Sorry for the barrage of comments, but I can't edit them and I'm actively discovering new borked things

I tried reloading to an earlier save and now my red mage is disappearing while the thaumaturge works just fine
Toyota AE86 Aug 17 @ 12:14am 
Ok now they're just disappearing on their own when I reload back to my most recent save during a hive raid, and a copy of them shows up at my hospital as a Hospitality guest heavily injured despite nothing happening yet. Something's a little borked with my save I think.
Toyota AE86 Aug 17 @ 12:03am 
Anyone getting issues where their thaumaturge just randomly turns invisible and then can't move? Not even undrafting seems to fix it and they disappear from your top bar, yet remain selectable. It seems to happen some time after being drafted, regardless if they're casting spells or standing idle. Only fix I've noticed so far is downing them so they can be rescued.

https://gist.github.com/HugsLibRecordKeeper/9de1c29f8a7e1e4f81437b4c83e59bd6
Aranador Aug 16 @ 9:39pm 
Souls are for 'advanced' levels - 11-20. Summoners are slightly unique, in that both Summoners and Sages are advanced options for Arcanists. So make an Aranists book, get someone to learn that class and level it up, then you can use your Summoner's Soul. Actually I believe you can even use the Summoner's soul before you finish leveling up Arcanist, to lock in that class, but you won't get any real benefits until you get to the advanced levels (11+)
Gravebound Aug 16 @ 3:36pm 
I've found a Soul of the Summoner in my travels... but I'm unclear as to how to use it.
Bodacious Cowboy Aug 16 @ 3:02pm 
Are the Relic weapons actually better than a high quality class weapon? The DPS numbers are worse but maybe they have hidden stats?
Aranador Aug 16 @ 2:21am 
You might notice the issue that can cause spell casters to crash the game if hunting - hence spell casters cant hunt, to avoid that. Sage is a spell caster - so . . . It does mean that very few classes can actually hunt, unless you make use of swapping to a backup aetherial bow or something. There used to be a mod that let melee people hunt, wonder if that is still a ting ?
Helios Aug 14 @ 2:32pm 
Any chance of making the new weapons hunter able?

Its odd that my Sage cant use lasers to hunt animals :P
Ros[É] Aug 14 @ 11:38am 
@Aelanna Thanks! By the by hows Viper and Picto coming along?
Zikaara Aug 13 @ 10:49pm 
Is there a way to get the healer to auto-cast healing skills? Conjurer for example has to have Cure manually cast. If not, is it something that's planned on being implemented or another mod that co-works with yours to help with it?
EvilNecroid Aug 11 @ 9:21pm 
ok while trying to narrow down the problem i noticed 2 mods that didnt appear to be needed at all so i removed them and that seems to have fixed everything.
the 2 mods were vehicle framework and processor framework
EvilNecroid Aug 11 @ 8:43pm 
i dunno how to do that. im also starting to think its not this. im gonna have to do the old half my mod list bit by bit till i find what mod is screwing with things
Aelanna  [author] Aug 11 @ 3:09pm 
@Ros[É] - I can certainly put it on my list to go over the weapon sizes!
Aelanna  [author] Aug 11 @ 3:08pm 
@EvilNecroid Are you able to post your Player.log file somewhere?
EvilNecroid Aug 11 @ 11:51am 
ok im having a weird problem. if i start the game as these magic guys all is fine but if i start the game as something else then the UI vanishes as soon as i try to place a research bench and i lost all controls and have to alt F4 out of the game
Ros[É] Aug 9 @ 2:38pm 
Can you increase the sizes of Kiki-Ichimonji, Samurai's Uchigatana, Gunbreaker's Gunblade, and Crownsblade? They seem so small compared to the other melees and ranged weapons.
Korygg Aug 8 @ 7:58am 
@Aelanna Thank ya! I'll give this a whirl!
Aelanna  [author] Aug 8 @ 7:52am 
@Korygg - If you have a prior save, then you could give Mid-Save Saver a try if you're willing: https://steamcommunity.com/sharedfiles/filedetails/?id=3261311100

1. Load your previous mod list from the original save.
2. Install the mod. Make sure that the feature to prevent hash collisions is turned on in the mod settings.
3. Load your original save, then save it to a new file.
4. Add the new mods, re-load the save, ensure that everything looks correct, then turn off or remove Mid-Save Saver if desired.
Korygg Aug 8 @ 7:29am 
@Aelanna that's fair, actually my first time encountering something like that. I DID however, save my main game, then branch off of that when i added this lovely mod pack.
Aelanna  [author] Aug 8 @ 7:05am 
@Korygg - Hiya! This is one of the things that can happen if you add mods mid-save. Short hash collisions on ThingDef can cause hash-compressed grids such as the deep resource cache to shift between items that do belong there to ones that don't belong there. This has existed as long as the deep drill has, and there is nothing that any individual author can do about it as it's intrinsic to Rimworld's save system. You can use mods like Mid-Save Saver to make adding or removing mods safer (at the cost of tripling your save file size), but otherwise this is why we advise that adding or removing a mod mid-save is never 100% safe. :)
Korygg Aug 7 @ 11:24pm 
So, I discovered that I have found two spots where i can do some deep drilling for Murgleis , there's like 300 per node. Surely this is a bug. heh
Aranador Aug 7 @ 8:22am 
OK, I got a quest to give me Sphairai, the monk 'epic' weapon - and while it looks pretty, it pales in comparison to the masterwork uranium knuckles I had made sometime earlier. So many raiders died, for a weapon that will sit on a bench :( I think the 'epic' weapons may need to have their stats set by what a standard weapon at legendary quality would have, rather than what a normal quality would have - so that making your own is good, but getting an 'epic' is great.

I am also using Hybrid Tech, and flying around in a Grav Ship. I note with the sad face, that power armours and vac suits, all mean I can't wear the Aetherial Robes, and my casters can either have fun magic casting stat bonuses, or be protected and not suffocate in space. Tough choice. Could it be possible to introduce some sort of aetherial stat boosting charm that doesn't preclude breathing?
Kyrality Aug 7 @ 6:01am 
I JUST SAW THAT THIS UPDATED AND SHRIEKED IRL
Ros[É] Aug 6 @ 5:22pm 
Just wanted to say, reaper, sam, and red mage are all very fun! Hope we get more relic weapons for all classes (mainly Death Sickle). Thanks for the awesome content!
Zeues Aug 5 @ 2:42pm 
amazing working again. Thanks for the update.
Bravster Aug 3 @ 1:06pm 
turns out I'm an idiot and forgot there were versions of the items that give the class rather than the standard "Aetheric" type weapons!

Thank you for this glorious 10/10 mod!
Aelanna  [author] Aug 3 @ 11:12am 
@Bravster - Does saving and reloading fix the latter issue at all? If not, is there any way you can post your save file somewhere so I could look at it? You can ping me on either the main RimWorld or Humanoid Alien Races Discord if that's easier for you.
Bravster Aug 3 @ 9:05am 
having a slightly odd bug anybody seen this yet? (did have a look through comments but could not find much)

tried a 3 person start all ARR races with flowing aether.
learn class icon does not appear when picking up class weapons.

thought it was a load order with mods or similar, so tried disabling others and tried changing up the mod order to no avail.

gave up, restored mod order and tried a 4 person light party start, again all ARR races.
learn class icon appears with no problem upon start.
Cut to a few hours in and receive one random joiner through a rift event equip a new aether based weapon (lancers spear) and the icon seems to not appear.

haven't had the issue prior to 1.6

nothing seems to conflict in the logs either.
Arctic Rains Aug 2 @ 8:51pm 
Thank you!!! I absolutely love this mod!
Aranador Aug 2 @ 4:34pm 
OMG so many new classes and even Odyssey integration since I last used this mod. Amazing. Thank you so much!
Aelanna  [author] Aug 2 @ 3:24pm 
@Arctic Rains - That is indeed the case. While it was originally intended that the soul crystals mainly come from quests, it's possible that if you have mods diluting the quest reward pool that they become really difficult to find. In 1.6, you should be able to also obtain soul crystals by trading with certain Eorzean trade caravans or by visiting their settlements!
Arctic Rains Aug 2 @ 2:47pm 
Hi @Aelanna I am LOVING the new updates with all of the new classes. One thing I have found that has been broken for me for a while is I can not get them to go past level 10. I figured that maybe it is because I am missing the soul crystals, however, I don't ever get the quests to get them. What am I doing wrong?