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idk about anyone else, but this mod made rimworld my favorite game.
Thanks for all you've done and all the fun!
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.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3312959701&searchtext=magic
?
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 :)
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
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.
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
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 !