RimWorld

RimWorld

521 ratings
A Rim Reborn - Core
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Mod, 1.3, 1.4, 1.5, 1.6
File Size
Posted
Updated
10.668 MB
Nov 19, 2021 @ 9:10pm
Aug 4 @ 9:19am
45 Change Notes ( view )

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A Rim Reborn - Core

In 1 collection by Aelanna
A Rim Reborn
10 items
Description
A Rim Reborn brings the tools, resources, and research of Eorzea to the rimworlds!





Master an alternative research tree based on aether, the magical essence of the world of Hydaelyn! Synthesize aether crystals for use in crafting, build accumulators to tap the natural energy of the rimworlds, and produce unique items!



Craft and forge unique arms and armor! Despite their simple appearance, aetheric weapons can be imbued with aether by wielders with Flowing Aether. Melee weapons have increased damage and armor penetration, while ranged weapons have increased damage, range, and projectile speed.

Eorzean craftsmen can also create glamoured armor and outerwear which is invisible while worn, providing full protection to their wearers while allowing them to show off their fashion!



Produce alchemical potions using unique Eorzean herbs! Healing potions can instantly heal wounds to a limited degree while potions of vitality, strength, and dexterity grant powerful bonuses to colonists.

However, be careful: that which helps in small doses can be harmful or even deadly in greater doses. Taking too many potions too quickly can result in alchemical toxicity and toxic shock!



Build aetherytes and anima pendants that allow colonists to Return or Teleport to attuned aetherytes, even across the world! Quickly reinforce distant colonies or recall caravans!



A Rim Reborn requires at least one ARR race mod to function properly, and all ARR race mods depend on Core to function properly as well.









SPECIAL NOTE: The first race mod loaded after Core becomes the primary race for Eorzean Colony factions. Members of this race will be selected as faction leaders and will have higher representation in said faction's settlements and caravans.



  • 120 new backstories unique to Eorzean races!
  • Eorzean Colony NPC factions with unique culture, caravan types, and settlements.
  • 2 new starting scenarios: Across the Rift (ARR Crashlanded) and Naked Brutality (ARR).
  • New incident: A Tear into the Rift - A random Eorzean refugee appears from a tear into the Rift. If they survive the passage, they will be injured: you can rescue or capture them for recruitment or slavery purposes.

Please check out A Rim Reborn - Classes & Jobs, which brings the classes and jobs of Final Fantasy XIV to the rimworlds:





A Rim Reborn uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!



Known Issues

  • Not all apparel is fully implemented, and you may get placeholder assets if using ARR apparel on certain body types.

Future Plans

  • Combat Extended compatibility (under consideration)
  • NPC settlement aetherytes
  • More apparel!
  • More races!
  • More classes!
  • Creatures and monsters
  • Quests and currency
  • Endgame scenarios

Credits & Links

Have you heard of the critically acclaimed MMORPG Final Fantasy XIV[www.finalfantasyxiv.com]? Final Fantasy is the property of Square Enix. A Rim Reborn is a fan project and unaffiliated with Square Enix.

Many thanks to the modders and community members of the RimWorld Discord[discord.gg] and Alien Races Framework[discord.gg] for their help and inspirations! Also, feel free to drop by the #aelanna channel on the HAR Discord if you have questions, comments, or feedback!
Popular Discussions View All (19)
3
Sep 23 @ 5:12pm
strange bug: Meals cant be made
TheAuraKing
14
Aug 23 @ 10:15pm
Aether Network breaking?
airshredder
2
Mar 12 @ 8:42pm
Documentation
Goԃԃҽʂʂ Cԋαoʂ
696 Comments
Rose Brigade Nov 21 @ 9:33pm 
Also slight bug:
Lightning Generators do not save their strength between reloads.
If you save and leave the game, everytime you come back you have to reset the strength if you don't have it at default.

For example, if I set it to 200%, save and reload, when I come back it will show 200% on the UI, but functionally it'll only be default strength. I press the strength and confirm it at 200 and the function will fix itself.
Rose Brigade Nov 18 @ 8:00pm 
Is there a way to lessen the restriction range for placing Celestial Accumulators? The current range is pretty high for their aether-accumulation, would be nice to have the option to reduce the range a bit.
Theron Iscarin' Nov 14 @ 4:47pm 
this mod series i adore. goodness gracious i just wish it was xenotype not HAR. still adore you and what you brought to this game with this set!
Aizuki Nov 5 @ 12:13am 
The Aetheric temperature control always reset to 21 degree celcius when i move my gravship
VII Nov 4 @ 11:54pm 
loving this mod but is there a way to remove the race lock? was hoping anyone could become a magic user trying to not use vanilla/vpe psycast as they dont really fit a medieval playthrough (IMO)
I adore the Aelanna artstyle:lovekami_shion::Mirro_love:
yuzuki Oct 23 @ 1:33am 
This is the best mod I've seen, and it seems more stable and bug-free than other magic mods. If I could send you a coffee or donation, I would.
tormenteddragon Oct 18 @ 12:42am 
FYI the Aether Thermostat's target temperature gets reset when making a jump on the gravship, making it unfeasible to use for ship-based fridges.
Scratched Cornea Oct 9 @ 7:01pm 
is there anyway to add a Gene or something to allow other pawns to research?
InnocuousKraken Oct 9 @ 7:00am 
Is there a mod that makes this compatible with Nals body mods?