RimWorld

RimWorld

CORE - a Rimworld of Magic Factions Expansion
46 Comments
GanjaMan [NL] 22 Apr, 2024 @ 1:16am 
will this be updated?
Ostles 7 Mar, 2023 @ 10:25am 
@sameseungs - are you sure about that? I think the list of classes that can't be picked in the tooltip/hover is so long that it cuts off the description.
Samseungs 12 Jul, 2022 @ 1:52pm 
For those asking, As far as I can tell this mod is still fully functional with only one little gimmick. It may be my mod list but be advised that using EDB prepare carefully seems to not display the description of the different classes. It shows what classes cannot be picked once selected but nothing else. Aside from that everything else with this mod works both for player faction and AI factions.
Mage 20 May, 2022 @ 5:39am 
1.3 still work?
LunaW0lve 11 Aug, 2021 @ 6:36pm 
Any ETA on potential update to 1.3 for this one?
Trinary0 8 Aug, 2021 @ 4:29am 
AROM and Jecs are updated! Now the fun begins!
juauke 21 Jul, 2021 @ 2:48am 
@Nekro "Shapiro" Philadelphia I doubt it be working since those mods (this one, A Rimworld of Magic and JecsTools (Unofficial) ) haven't been updated for 1.3 yet (as of 21/08/2021)
Ex Ossibus Fumus 18 Jul, 2021 @ 7:11pm 
Can anyone confirm if this is functional as is for 1.3? just wanna make sure i can still use this with the new DLC
Bobdolemite 9 Feb, 2021 @ 10:10pm 
@Chrispy had a question about the ShootingAccuracyPawn fix. In the file there is both a bracketed <ShootingAccuracy></ShootingAccuracy> and a list item <li>ShootingAccuracy</li>. Do both need to be changed to ShootingAccuracyPawn? I had it working but moving the mod to local its popped back up again *shrug*
Arkham4ever 18 Dec, 2020 @ 10:50am 
ever since im using this mod my android pawns tend to fail to interact with other pawns..
Biffington 2 Nov, 2020 @ 3:50pm 
ok thanks
ChrisPikula 2 Nov, 2020 @ 3:37pm 
Well, you need to change it in the raws if you want it to work, at least until the author updates it.
Biffington 2 Nov, 2020 @ 3:35pm 
So its not an issue then?
ChrisPikula 2 Nov, 2020 @ 2:53pm 
Yup, that was it, the tooltip shows up properly now.
ChrisPikula 2 Nov, 2020 @ 2:10pm 
I think ShootingAccuracy should be ShootingAccuracyPawn, I'm testing it out now.
ChrisPikula 2 Nov, 2020 @ 2:06pm 
I've noticed that the trait 'Aimbot' throws an error whenever you hover over it.
Biffington 1 Nov, 2020 @ 3:22pm 
Im having an error on a trait called ShootingAccuracy.
mscomies 26 Oct, 2020 @ 7:59am 
Made a major gem of wonder, equipped it for enchanting, and watched it disappear into the ether. Guessing that's a bug
SepphorisVT 7 Oct, 2020 @ 11:04pm 
Same here. It'd be nice to know if the problem can get fixed, and if this risks the game breaking.
NcRaiders 23 Sep, 2020 @ 9:25am 
I am getting that exact same issue. i just removed over 200 mods to track down the same thing. i only have the rim of magic core factions mod and its dependencies and the Mortar Accuracy mod.

Here is my HugsLib [gist.github.com] log.
asalia_dea 23 Sep, 2020 @ 5:05am 
Hello, i'm not sure what the reason may be but i got a red line at start because of this mod, it say :

"Could not resolve cross-reference: No RimWorld.StatDef named ShootingAccuracy found to give to RimWorld.StatModifier (null stat)"

Here's a hugslib link https://gist.github.com/902ce697746a129be4ed473831a88e98

That's just with this mod and his dependencies installed, had to go through my 200 long modlist to find one of the culprit of the many red lines i always get ^^'
Trajda 22 Aug, 2020 @ 8:39am 
I found a conflict between your core mod and Rimcraft Faction. Both of you use the same apparel.

https://imgur.com/TsW6ytM
https://gist.github.com/05fffac238515e88b9592ebef8c38b35
https://gist.github.com/95b9ba8fff4b3759e0e28abeab346a19
Trajda 21 Aug, 2020 @ 3:53pm 
I looking forward too see:

-Travelers (Wanderer, Wayfarer, Hunter and Entertainer)

-Dark arts (Deathknight, Blood mage, Chaos mage, Necromancer and Demonkin)

-Holy army (Priest, Paladin, Brightmage, Commander, SuperSoldier?)

-MagicalAcademy (Fire mage, Ice mage, Lightning mage, Chaos mage, Enchanter, Psionic)

Also you should update all your current and future factions to own PAdepts and Mgifted (or at least one of them). Try to create factions with at least one mage and at least one fighter (Striders and Monks should be an exeption)

I do not like your traits cause i believe they are to much op, but keep going, i like your work!!!
Emperor 15 Aug, 2020 @ 2:51pm 
This mod makes my game stinky by making it not want to generate worlds.
shane_357 12 Aug, 2020 @ 4:31am 
Eagerly awaiting a 1.2 patch if one is in the works!
TarNaar 9 Jul, 2020 @ 4:38am 
Great and interesting modpack! Greatly improves the "RimWorld of Magic" gameplay and mood for a Medieval period.
I am looking forward to the Hexites faction, will it be released soon?
QraTz  [author] 30 May, 2020 @ 7:47am 
@Firathmagi nope, sadly it doesn't. Despite it's a stat that we can modify, boosting the armor penetration of a pawn doesn't have effect, doesn't matter if the pawn is armed or not.
I'm currently thinking a way to rebalance that trait to make it actually useful.
Firathmagi 30 May, 2020 @ 2:53am 
does hard striker affect "unarmed" pawns? it those guys that really need it
mage. 29 May, 2020 @ 3:09pm 
got it! i actually love the traits addon, looking forward for more to come :))
QraTz  [author] 29 May, 2020 @ 12:11pm 
@mage. WOW! that was a misstake in the code, it was meant to be +50%, but I was doing some testing and forgot to reset it to the default value. Anyways, I'm thinking about deleting that trait or buff any other melee combat stat, since it seems that, as I was testing, buffing the armor penetration of a pawn has absolutely 0 impact in the game. It does literally nothing. It only counts the weapon's armor penetration.
Thanks for reporting anyways, and I'll keep an eye on the Dog Whisperer, I know seeing the high percentages may make it look a bit OP, but as I said in the discussion traits page , those buffs equals having level 5 in animals, so is really not that high IMO.
mage. 27 May, 2020 @ 7:06pm 
i think hard striker look hella OP, but it seems to be not 1000% and only just modify the base number, but out of them all i think dog whisperer need a wee bit of nerf the other seems tame enough
QraTz  [author] 24 May, 2020 @ 4:40pm 
@megabot I don't know how to do that sadly. Anyways, I'm going to post a disscusion in this mod to list all the current traits and their effects. If you have any specific recomendation for improve the balance, please let me know!
megabot 24 May, 2020 @ 12:25pm 
request: could you maybe let us disable the new traits to be generated, for starting pawns or maybe even pawns on general please? i find them rather OP tbh
QraTz  [author] 22 May, 2020 @ 4:35am 
@Raider Acer updated now. The new link should keep working for ever now, thank you!
Raider Ace 21 May, 2020 @ 11:58am 
Just letting ya know, the AROM Discord link says it's expired, mind getting a new one in so we can join in?
QraTz  [author] 21 May, 2020 @ 8:20am 
@Firathmagi I though that they would drop human meat, since I didn't touch that option. Will look into that, thanks for reportin!
Firathmagi 18 May, 2020 @ 2:00pm 
would it be possible to just have the "new races" have just human meat to reduce menu spam and increase compatiblity with other mods?
2nd.Lieutenant Sap 17 May, 2020 @ 11:22am 
Hey dude, the mod sounds amazing. Excited for my next colony with your factions. :)
Gandalf the Pink 10 May, 2020 @ 11:06am 
I had just gotten my mod order right so this scared the hell out of me. Looking forward to the other new factions as at the moment I use the Q21 and Warhammer sets as there isn't really much to the fantasy human modwise so this is really rounding out the pawn list!
Joebroni 10 May, 2020 @ 9:01am 
Absolutely perfect, no errors so far after fixing my load order, thanks so much for the quick response, loving the new factions, excited to see what you decide to do next with them!
QraTz  [author] 10 May, 2020 @ 8:54am 
@Joebrony Everything I've done is taking apart the 'general stuff' from the Fighters mods (custom traits, patches..) and make it a mod itself that will work as the foundations for all the incoming Faction Mods without having duplicated stuff.
I've edited few things in the Fighters mod tho, like giving them all a %5 chance of being cannibals, but nothing important. Everything should work as smooth as it used to. If you find any error, please let me now!
Joebroni 10 May, 2020 @ 8:40am 
So i'm gonna go ahead and assume this is the same mod as before? But simply re-uploaded. I'm really hoping i don't need a new save...
Oled 10 May, 2020 @ 8:06am 
very nice
lanman100806 10 May, 2020 @ 6:15am 
nb4 Avatar The Last Airbender Overhaul Mod
Hellstorm901 10 May, 2020 @ 5:58am 
I propose that any fire mage faction be named Crimson Demon's in honour of the great explosion master Megumin
Blue North Star 10 May, 2020 @ 2:50am 
I read this at "ATOM" before i realized it was "AROM"...

Too much interaction with the Atom faction in FO4...