RimWorld

RimWorld

A RimWorld of Magic
7,057 Comments
Cleric_McManus 1 hour ago 
@ColonelSawyer Check out Jecslite - A Rimworld of Magic, it works and it's been updated to 1.6. Harmony and Hugslib have been updated to 1.6 as well. The way is clear for Torann to update this mod, once they have the opportunity.
Sojourner 3 hours ago 
Let see some more coffees purchased for this creator :)
idk about anyone else, but this mod made rimworld my favorite game.
Thanks for all you've done and all the fun!
ColonelSawyer 3 hours ago 
My dear lads, he cant really update the Mod before its dependencies like JecsTools
Cleric_McManus 4 hours ago 
Also super excited/hopeful for the update to 1.6, I need a space-faring lich run and this mod is the way.
Seraphic329 4 hours ago 
I hope that you are planning on updating to 1.6. I love this mod, without a doubt one of my all time favorites. I'm going to stalk this page until there is some kind of update that it is at least in the works of happening.
weisritter69 [DERP] 4 hours ago 
Can't wait for 1.6 so I can get back to lighting fools on fire with my magic!
whitesaber270 5 hours ago 
1.6 when
JustOneMoreThing 8 hours ago 
:> Hyped for this
TheGoFurr 11 hours ago 
Dreaming of 1.6 because this kicks the crap out of psycasts
wolfbetter 13 hours ago 
1.6 waiting room.
燃烧绝望 15 hours ago 
this is my favorite mod, waiting for 1.6
Candy 18 hours ago 
One the best rimworld mods ngl, would be fantastic to see it updated for 1.6 :swcheer:
SS 19 hours ago 
1.6!
Winter 20 hours ago 
@aciel.samael Try the 'Rimworld of Magic & Vehicles Framework Targeting fix' mod on the workshop.
skateanotherday 21 hours ago 
1.6 please, can't play without this mod
plmburke 22 hours ago 
This is my favorite MOD
Spoonk 11 Jul @ 3:16pm 
Hoping this is updated to 1.6!
aciel.samael 11 Jul @ 11:39am 
If this does get updated to 1.6, I hope you also fix the issue with Vehicle framework where activating a vehicle disables spells until a full reload, ultimately i had to give this one up in favor of mechs, but I wish I could have both.
EVASIVEsquirrel 11 Jul @ 11:19am 
Really hoping you're able to update to 1.6! I appreciate the HECK out of your modding skills! If there's anything I can do to make it worth your time to update, let me know!
Papa 11 Jul @ 11:09am 
One of the most essential mods, please Update to 1.6 <3
EXEYS 11 Jul @ 10:26am 
Please 1.6, i want be an hero :'(
Pooh 11 Jul @ 4:32am 
This mod is better than any new DLC could ever be.
chrisque1 10 Jul @ 12:12pm 
Any new on 1.6? this is my favorite mod. This should be a dlc.
FailD 9 Jul @ 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 9 Jul @ 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 9 Jul @ 1:19am 
Unless the game is reloaded, then all the spells are gone until points are spent.
Akry 9 Jul @ 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 9 Jul @ 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 6 Jul @ 9:24pm 
ok.
FailD 6 Jul @ 7:58pm 
I think this is not tended anymore, last commit in github is from 9 months ago :steamsad:
Cleric_McManus 6 Jul @ 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 6 Jul @ 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 6 Jul @ 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 1 Jul @ 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 29 Jun @ 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 29 Jun @ 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 24 Jun @ 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 24 Jun @ 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 23 Jun @ 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 21 Jun @ 3:37pm 
Can't wait to take magic to space in 1.6!
sage20500 20 Jun @ 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 20 Jun @ 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 9 Jun @ 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 9 Jun @ 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 7 Jun @ 2:01pm 
NGL, this mod makes me want someone to put Heroes of Might and Magic 3 stuff in this game.
Souffrance97~Twitch~ 4 Jun @ 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 4 Jun @ 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 4 Jun @ 4:01pm 
does anyone know why all my mages start "not being allowed to learn magic because of their health condition"???
Sylvoute 3 Jun @ 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 !