RimWorld

RimWorld

A Rim Reborn - Core
599 Comments
Hoshino_Alice 9 Jul @ 9:56pm 
will this update to 1.6?
A Startled Froggo 6 Jul @ 6:57am 
I will be watching this mod excitedly waiting for CE compatibility!
Amazing mod work!
Blue Scotty 27 Jun @ 4:58pm 
@kelukra Unfortunately the ear colours don't automatically update and match the hair colour, i've found it does change the colour when you load a save file. Not sure if the mod 'Cat Ears Aren't Skin-Coloured' will help or not but worth trying if loading a save file doesn't work.
Kelukra 25 Jun @ 8:26pm 
Idk what causes it but the color of the ears is different from the hair color and i can't change it
Kasa 2 Jun @ 9:05am 
More then fair seeing as this is your mod your doing for free.

As an aside Erin's stuff has been updated only to 1.4, can't say if it's compatible and will not add factions.

For future commenters, if you insist on using this mid ( which I recommend as it's an excellent mod!) the vast majority can be turned off which cherry picker.

If you want the races to spawn the other weapons and clothes you will have to manually edit the pawn defs in each race folder and include the apparel and weapon tags for the equipment you want them to be able to spawn with.

The rimworld wiki has the proper tags if you do not know what they are.
Aelanna  [author] 2 Jun @ 6:30am 
@Kasa - That's not the point of this series, though. I would encourage you check out Erin's FFXIV races if you just want races with no additional content, disconnecting A Rim Reborn's races from their respective factions and content is a huge amount of work that I have zero incentive to do.
Kasa 1 Jun @ 5:12pm 
On the same note it would be great to have some way to disable the clothes and stuff this mod adds and just have the races so that it mixes better with other mods.

The clothes stand out a lot from the vanilla clothes and so far any attempt to disable those clothes results in the races being naked in raids and at character generation.
Kasa 31 May @ 6:36am 
Did some testing and will make a mini "guide" for folks who want to use just Rim Reborn tech.

I will post it in the discussion tab.
LuckyCrits 30 May @ 12:50pm 
@Aelanna ahhh that was the issue was I didn't have any ARR pawns assigned to construction, only non-ARR ones! Thanks for clarifying.

As for the aether network, ngl I don't know what it does lol. I know I can connect buildings to it and use the link buildings to do so, but I'm not sure where to read up more on it. They look pretty though so I have everything "connected" -- I kind of assume they instantly share resources between them but haven't the foggiest idea.

Just figured out how to train classes and jobs and really enjoying these mods! Thanks so much for bringing this to life! :D
Naiva Prism 20 May @ 5:23pm 
Started playing this mod today, with all the other you made. It is truly amazing, I can't wait for the full release or even just any update to it. You're a great modder
Desperate Housewolf 19 May @ 9:42pm 
Would you consider allowing anima pendants to be worn by kids? I always end up with a lot of kids in my colonies and it would be really helpful if they could use aetherytes like the adults do.
Aelanna  [author] 16 May @ 10:36pm 
@LuckyCrits - It was intended that accumulators cannot be emptied while they are slaved to an aether network, though if that doesn't entirely make sense I may reconsider it. Are you attempting to construct the buildings with a member of an ARR race? While this may also change in the future, currently A Rim Reborn is using HAR's race-based construction and crafting restrictions to limit access to aetheric tech.
LuckyCrits 16 May @ 10:11pm 
Small edit to previous comment: I needed to unlink the accumulator and check "auto-empty" to pull out the crystals. Still haven't figured out how construct Aether buildings without spawning them though
LuckyCrits 16 May @ 9:54pm 
Noticed something odd where when I try constructing Aether structures, the materials will be moved to the blueprint but pawns can't interact with the blueprint after to actually begin construction. I can't force pawns to prioritize building them either but it's strange - pawns with a low level of construction get the menu option saying they aren't skilled enough, but right clicking on the building with a high level pawn doesn't show the menu at all. Similarly with accumulators, I cannot force pawns to unload a celestial accumulator but they can be forced to unload a geothermal accumulator. Not sure what the issue is but posting to see if anyone else has this issue.
Aelanna  [author] 1 May @ 1:43pm 
@GQuuuuuuX - It is a function of Humanoid Alien Races that if there are buildings or research projects locked to a race then they will not show up in your UI unless you have a member of those race(s) in your colony.
GQuuuuuuX 1 May @ 1:19pm 
It says that you need at least one ARR race mod to function properly, but when I added the race mod, all the buildings and research for this mod became empty even when using devmode, but when I remove the ARR race mod it shows up again.
Aelanna  [author] 29 Apr @ 2:57pm 
@rayman3120 - Ah! That should be an easy fix then, I will put it on my to-do list. Thanks for letting me know!
rayman3120 29 Apr @ 2:19pm 
only after they're build they do show radius. but not before. but description also says nothing about range.

it is working though so that is something i am happy with :)
Aelanna  [author] 29 Apr @ 1:25pm 
@rayman3120 - The Aetheric Pulse Cannon has a range of 25.9, the same as the vanilla LMG and charge rifle. The Aetheric Mortar has a minimum range of 29.9, also the same as the vanilla mortar. If they aren't showing these ranges then I will take a look when I get a chance.
rayman3120 29 Apr @ 3:43am 
i have a very important question regarding the Aetheric Pulse canons and Aether mortar.
uhm... nowhere in their discription does it state a Maximum Range.
for the mortar i can understand but the canon also says nothing on a minimum or maximum range.
as for the mortar... there is nothing saying about a minimum Range. (maximum is the whole map i understand that.

is this simply forgotten? or part of the design? how small/large are their minimum/maximum ranges?? cause if they're kinda worthless at certain distances one can better go for normal turrets and auto canons.
(first time i'm actualy trying them out so i have no idea how they work besides the Link requirement)

thx in advance and sorry if i wasted your time >.<
D9sinc 13 Apr @ 5:26pm 
@Aelanna, it's been so long since I messed with HAR that I forgot about it. I thought I would check it out since I was curious to check out another mod that uses it and thought I would check this one out too since it looks cool. It would be neat if there could eventually be a function that let baseliners/humans have aether manipulation through a ritual or something, but make it weaker than the ARR races so you would still want to use them if you're going to do anything good with the mods but at the least you can still research and build the stuff in the mod.
That's just my suggestion and you can of course disregard it.
Aelanna  [author] 13 Apr @ 4:38pm 
@D9sinc - No worries, looks like you figured it out! This is a function of Humanoid Alien Races, where race-locked research projects don't get shown until you have a colonist that can actually work on them. This may change in the future!
D9sinc 13 Apr @ 2:28pm 
Sorry for the third mention, but it seems that it just required an ARR colonist. I got an Elezen from a slave trader and all the buildings and research are present.
D9sinc 13 Apr @ 1:05pm 
OH, to provide additional context, with the exception of Classes and Jobs, I'm using all the ARR mods.
D9sinc 13 Apr @ 1:04pm 
@Aelanna, I'm not the person who had the problem, but I had it where "A RIM REBORN" is there in my research tab but no research is there. Even using a mod like "Research Whatever" which let me research it still didn't solve the problem that even after researching, I couldn't build most of the stuff in the mod. The only 3 things I can build are the Glamour Table, and the regular and water Aetheric Focus.

I'm using VFE Tribals which does limit colony tech until you've researched all research in an era (I.E need to research all Neolithic research to advance to medieval and so on and so forth) and I'm using Character Editor. I noticed it's still like this when removed.

I do not have any members of any of the ARR races in my colony nor did I start with said scenario. I'll try to get a log for you momentarily though.
DeoxidizerX 8 Apr @ 5:02pm 
I really do hope that you change your mind about the xenotype route.
i love your mods but HAR is horrible. it causes so much lag and many errors, over 4 months and 2-3 HAR updates i have had to remove over 50 mods directly from HAR creating compatibility issues. and the owner refuses to fix any problems they make and even though the logs given show that the issue is HAR, they refuse to take blame. if you report a bug you are either attacked(bullied), your comment(with the error log) is deleted, or just completely ignored. and this is happening to many others, not just me.
so i refuse to ever use HAR ever again. there is a reason why a lot of people(modders and players) are moving away from HAR and only using xenotypes, they are easier to use/mod and are better and in every way.
so please reconsider making a xenotype version of this, even if it is one mod with everything compiled it in.
Dreamy 19 Mar @ 4:49pm 
Hi there, just finished a run with ARR and had fun with it. I would like to ask if its possible to create a stand-alone version of the Aetheryte and anima pendants to use in a more modular fashion without the races, factions, and other recipes
Rz2750 11 Mar @ 11:45pm 
Hello Aelanna, thank you for making an excellent mod! Been having a ton of fun with it.

I just commented on the Discussions page labeled "Documentation", but I figure I'll send a comment as well just in case Steam doesn't notify you of those posts. The fact that an aetheryte needs to actually be fuelled is somewhat unclear just from the aetheryte's building description, and the Auto Fill button on it lists simply that colonists will fill it with "aether crystals"... which is vague. It took a while before I was able to figure out that it needs to be filled with Crystal Sand specifically, and only the sand itself lists its use on the item tooltip. Would it be possible to add a note about this to the aetheryte's description as well, and to make the tooltip for the Auto Fill button actually say "crystal sand"?

Thank you! Love your work.
Aelanna  [author] 4 Mar @ 6:22am 
@TortillaWarrior - What do you mean by "disappear"? The tab is there but is simply empty?

Are you using one of the ARR scenarios and/or do you have a member of an ARR race in your colony?

Are you using a mod that limits colony or global technology?

Are you using Cherry Picker or Character Editor and does removing either of those fix it?

Are you getting any errors and/or are you able to provide a HugsLib log?
TortillaWarrior 4 Mar @ 4:59am 
after spending hours, i still cant find what causes the research from this mod to disappear, its just empty, is there no button or dev option to just show it normally? its really buggy
Midnight Nix 2 Mar @ 11:37am 
Made a Medieval patch for this if anyone is interested~
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3437216161
DeoxidizerX 24 Feb @ 9:39pm 
Ok, Thanks for the reply.

Long story short, it was that issue as well as another issue that me and many others, like animal gear, are having problems with that was report to har, but instead of fixing the issues they just made more issues and is attacking anyone, including me, that brings it up and asked for these bugs to be fixed, even if asked nicely and giving the error logs. So i really wanted to cut har out of my mod list because of this, but your mods are too much fun, and it would break my 100+hour save, to remove.
So i guess it is what it is. Thanks for the reply and for your mods, your mods are a need in all my playthrough lol.
Aelanna  [author] 24 Feb @ 9:22pm 
@DeoxidizerX - As a contributor to Humanoid Alien Races, it's highly unlikely I would migrate the series as a whole off of HAR as implementing the races as xenotypes would both be undesirable as I would essentially have to rewrite vast swaths of how the class code is implemented with significant impact on game performance and unmaintainable as I would never use it myself. I have previously mentioned that I am willing to compromise and make a human compatibility patch mod that would enable A Rim Reborn features for humans which would include human xenotypes, but this is a post-launch concern and will not include any races.

Also, if this is in reference to incompatibilities with Better Loading or Faster Game Loading, those mods cause massive problems with many other mods because of how they break assumptions that modders rely on to make their mods work. Otherwise, I suggest actually reporting it to the HAR Discord as we can't fix something that is never reported.
DeoxidizerX 24 Feb @ 9:58am 
Is there anyway that you would be able to make this to not use Humanoid Alien Races?
Their mod breaks other mods and they refuse to fix it and are just blaming others for issues that they caused. would something like that be possible please?
MoroKahn|DL| 26 Jan @ 5:26am 
found it:
its a bug in "Resource Dictionary", it unbinds some defs without "reattaching" them.
Apologies for bothering you, when its clear thats another mods issue.

Anyway, thanks a lot for your continued modding, as i had and am having a lot of fun with the mod (and hoping for Roegadyn somday :D )
MoroKahn|DL| 25 Jan @ 3:23pm 
thanks for the quick answer, charakter editor wasnt the culprit, but that fixed another problem i had previously lol, ill try with a clean list again just to make sure what is causing the issue. if that still doenst fix it, ill be back with a log.
Aelanna  [author] 25 Jan @ 11:04am 
@MoroKahn|DL| - Are you using Character Editor? If so, try removing the mod from your list and see if that fixes the recipes. Character Editor has a little-known but extremely disruptive "feature" that can override Def contents and is known to break crafting recipes at times.
MoroKahn|DL| 25 Jan @ 9:42am 
i might add to shadowwake's confusion:
(currently im investigating if another mod breaks it)
in my current game im unable to craft any of the racial eq on the standard aether tailoring nor glamour table, BUT i noticed that even the researchable clothing is made ONLY at a linked aetheric tailoring table if i look into the item description.

hope that helps in any way, thanks for your great work
Aelanna  [author] 9 Jan @ 10:08pm 
@shadowwake - The Glamour Table is where all of the racial cosmetic outfits are crafted. The Tailoring Table is used for generic apparel.
Shadowwake 9 Jan @ 12:43pm 
Is there any crafting bench that can produce the racial equipment in each of the race packs? It seems most if not all of them spawn with a set, but if that set is tainted or wears out there's no way to craft a replacement except regular rimworld gear.

If there is no recipe for those equipments, any chance one could be added?
Lucius 3 Jan @ 4:28am 
hello, i have been tinkering with the Miqo'te pack to make Garleans for my own usage, and wanted to know if there's a way to disable the 'Flowing Aether' in their definitions
Ceiphied 22 Dec, 2024 @ 6:55pm 
@Anastasia - The Glamoured items are invisible and show the clothing underneath. That is the main purpose of the glamoured gear.
Anastasia 22 Dec, 2024 @ 10:08am 
It seems that the models of Glamored Jacket/Buster Parka have also become more attractive compared to the original version, but they are not visible. It would be great if they could be made visible. Or is it that the model of the original clothes has been changed, but mine did not take effect correctly due to unknown reasons?
Astryl 2 Nov, 2024 @ 12:18am 
Love this mod, just curious if anyone can point me in a direction here.

I'm playing this with medieval overhaul and altered the research defs to lower the aether network, aetheryte, and aether machinery to medieval. However they still won't show up in the researchtab but they are available in god mode. Thanks! :D
Richard 17 Oct, 2024 @ 5:02am 
roes when? lol
Makk 15 Oct, 2024 @ 2:21am 
For some reason the crafting benches forget all recipes i set up every time i launch the game. Well not a really huge issue because can set them up again there only one little annoying stuff tho if the crafting of an item is not finished they never finish it later it stays there unfinished forever.
Kitya Greyfeather 12 Oct, 2024 @ 11:36pm 
May or may not have been reported, but it's pretty significant because it could drain batteries very subtly: When loading a save, the Lightning Generator will still indicate it has a given percentage of strength set. The power output however does not match this; it goes back to default 100% output.

I've not tested if this happens in any form on Electric Accumulators.

Easy reproduce:

- Set a Lightning Generator to 200% strength
- Save the game, immediately load
- Lightning Generator will still be consuming the additional aether (48.0/day), but the power output will be 600W as if the setting was 100%.
Aelanna  [author] 12 Oct, 2024 @ 10:11pm 
@Dis Lexic - Eorzean Seed Stock has a 50% chance of appearing in Eorzean Colony caravans or settlement traders.
Dis Lexic 12 Oct, 2024 @ 4:57pm 
Question, where is the research addon that lets you research the extra seeds? I think its called the Eorzian Seed Storage or something like that? I've looked through all the research and tabs and I cant find it anywhere.
Drako_The_Raccoon 11 Oct, 2024 @ 6:56am 
I am using something that limits tech as well as 1.5. I can get you screen shots after work.