RimWorld

RimWorld

Mooloh's Mythic Framework
363 Comments
Killerkitty641 12 Jul @ 3:01pm 
I too would love an update. This has been one of my favourite mods as well.
Harmonea 9 Jul @ 1:42pm 
The 1.6 preview that came out today seems to indicate Odyssey will incorporate named weapons with special abilities, and I was reminded of this mod.
This has very quickly become one of my favorite mods, and I hope to see it continue. I really love seeing callbacks to past favorite colonies, and it pushes me to take quests I would normally pass up, which makes gameplay more interesting.
kspksp666 2 Jun @ 9:25am 
Could you add a setting for disabling "natural" mythic creation (so you need to use a myth maker)?
sharkcrisp049 3 May @ 4:08am 
does a weapon without quilty been attached a mythic title will cause game crashing?after serval times the game crushed steady when i finished a mission that rewards a warcasket plasma sword with mythic title,since the game crushed,I cant provide logs for the error,sry
redwolf5502 29 Apr @ 12:14pm 
Is it possible to see a list of your mythic items?
Harmonea 5 Feb @ 1:22pm 
Oooh this is a super cool mod!

I want to second the request to tweak the mod settings for compatibility with Endless Growth. With that, genes, and tweaks to skill degredation or removal of daily learning caps, hitting 20 really doesn't feel special anymore. I would love to be able to change it to 35-40 or so.

If not, no problem; will just poke the CSV file on my own to remove those items that don't "pass muster." (The other reply there about \n vs \r\n is super helpful!)

Thank you even if you can't adjust this; I love this as a concept and can't wait to find my mythic items in future saves.
Mooloh  [author] 7 Nov, 2024 @ 8:54am 
Hmmm that's odd. Just to sanity check:
- There's no errors on game load that mention problems with loading mythic items?
- If you're file encoding doing anything odd? The mythic items csv expects lines to be separated by a "\n" character, and some text editors might quietly change that to something else like "\r\n"
- Have you tried creating a mythic item in game (easy to do with debug mode by maxing a pawn's skills), then editing the resulting item in the csv?
DRYWALL EATER 7 Nov, 2024 @ 12:59am 
I have been trying to edit the moo_mythicitems.csv file to remove mythic items I made as a test from the saved mythic pool, but every time I launch the game after editing it (even to something I know should work) it is wiped and made blank. Is this intended? is there any way to stop it?
ohluitvaenri 17 Oct, 2024 @ 5:21am 
could u add compatibility with Endless Growth mod? it removes level cap like ducks insane skills did
Mooloh  [author] 8 Oct, 2024 @ 9:44am 
P 2/2

Regarding the error. Have you changed the mods you're using lately? My best guess is that the game saved a mythic pair of pants and duster that were made from a modded material that's no longer present in your current modlist. If you click the "Clear invalid items" button (also below the danger zone in the mod options), that should clear it out of your save file.
Mooloh  [author] 8 Oct, 2024 @ 9:44am 
Hi @Burugushiwa

Thanks for the feedback! If you go into the mod's settings, there are some buttons you can select to 'clear' the saved list of mythic items. But be warned that this is a metaphorical "heavy hammer" - it'll delete ALL saved mythic items, so you'll need to rebuild from there. NOTE: For safety, this option is not visible by default. You'll need to scroll down to the bottom of this mod's options to the section called "DANGER ZONE BELOW", then select the checkbox there to make this button show up.

As a forward-looking solution, you can also limit the number of mythic items that are saved. I believe the default is 100, so you can try lowering that so that only more 'recent' items are remembered.

P 1/2
Buru 8 Oct, 2024 @ 3:22am 
hey mooloh, love the mod, its basically the only one out there that reliably allows you to get references to past colonies, and i get attached to every colonist so its especially cool !
I have a suggestion, and a tiny red error to share
Sugggestion : make it so the weapons / apparel from a specific colony get a tag or something, i've had this mod for like a year now and the amount of mythic items from random colonies i kinda forgot about arent as exciting as the newer ones. something to let you delete mythic items from certain colonies would be good, the current list makes it tedious (unless i have missed a setting?)

The error i found says a duster and a pair of pants are made of stuffable but no stuffable def supplied, thus it will be made from default stuff instead (litteraly what the error says).
It is self explanatory and i dont mind, its just a red error in your great mod i thought you might want to know about.
Noxebo 15 Aug, 2024 @ 4:59pm 
Fair point, I will just 'fix' my issues on a local copy I suppose.
Thanks for a swift reply o7
Mooloh  [author] 15 Aug, 2024 @ 4:01pm 
Hmmm, I'm hesitant to try that, since I think that might cause problems with thing like the neolithic mod, or anything that disables techs above a certain advancement level.
Noxebo 15 Aug, 2024 @ 3:12pm 
Speaking of the research options, would it be possible to increase their tech level so they aren't forced to be unlocked by other "tech advancement" mods that require every research of a particular tech level to be researched? I like the idea of house keeping research but it becomes pointless if i'm forced to unlock them anyway.

I'm not aware of increasing a research tech level possibly causing any problems so i figured it might be best to ask.
Mooloh  [author] 19 Jul, 2024 @ 10:18am 
Oh I see, thanks for the clarification. That's definitely unintended. I'll need to see if can replicate that.
Rxz 18 Jul, 2024 @ 11:40am 
Sorry I wasnt that clear what I meant, I mean my slave without any gear can do the hyper kibble, same as the medicine bill, my pawns without Myth gear can craft them~
Mooloh  [author] 17 Jul, 2024 @ 4:52pm 
I think it's just more visible due to how it works with semi-random research. I'm not sure how I can stop that interaction easily unfortunately.
Mooloh  [author] 17 Jul, 2024 @ 4:51pm 
Hiya @Rxz - that's intended. The research options are only there to prevent those recipes from clogging your menus when you don't have the needed mythic item to produce them (ex: as long as you don't research the kibble option, you won't see that option taunting you in your butcher table task list when you can't use it)
Rxz 17 Jul, 2024 @ 9:04am 
Hello, something funny is happening, I understand that there are some special bills that only people wearing Mythic gear can do, but for some reason this isnt restricted in my current game, for Medicine and Kibble.

Not sure what's the cause, I was using Semi-random research and was forced to complete it, and accidently found I can do the kibble one. Then tested also the Medicine one.
fergis4 18 May, 2024 @ 8:41am 
OK I love the mod but now I can't make upgraded medicine at all because no one has whatever healers wisdom is so what is that and how do I get it because rn I'm cock blocked into herbal medicine and it's starting to piss me off. Personally making healers wisdom a requirement for upgrading medicine is a stupid Idea period. You can do it base game the way it is just fine there does not need to be a new barrier of entry that's dumb maybe a barrier to efficiency like with kibble but I want to assign whoever I want to to make medicine without getting pissed off because of some weird pointless and needless mechanic change
Mooloh  [author] 12 May, 2024 @ 11:25am 
Thanks for the ideas lizzardtong. I still need to get the new DLC, so I have no sense of what would be a good mythic effect, but once I've updated my other mod, I'll need to look into that.
Lizzardtong 12 May, 2024 @ 1:16am 
Considering that Anomaly adds another ending, you think you'll add the void ending as another flag to create a mystic item? maybe with some ability like higher damage to void monsters or faster void research? or both depending which of the two void endings is picked.

i love using this mod and it starts to feel strange to do the void ending and not get a mythic item unlike with the other 3 endings.
GROMMI 1 May, 2024 @ 2:15pm 
Thank you for updating this. I'm always a big fan of your mod and it helps me create epic stories. I am excited to create more as we overcome the void.
MarsInAres 29 Apr, 2024 @ 9:21am 
SUCH a cool mod!
Mooloh  [author] 28 Apr, 2024 @ 12:53pm 
Ok, I tentatively updated this for 1.5. If anyone finds a bug, don't hesitate to let me know in the discussion thread.
alto1060 23 Apr, 2024 @ 7:55am 
Glad to see the author still working on this, it's an awesome mod I use all the time so I wanted to add my encouragement as well. Hopefully work slows down for them soon!
Mooloh  [author] 20 Apr, 2024 @ 9:11pm 
Thanks a bunch for the encouragement Erik. I'm planning to update my mods once I get the chance. That was originally going to be this week, but instead I'm working overtime for my job.... Hopefully next week will see this figured out.
erikandruscarpentry 17 Apr, 2024 @ 5:54pm 
This mod is amazing, cant wait for the 1.5 release :D
Mooloh  [author] 14 Apr, 2024 @ 7:58pm 
@Dark oh that's good to know, thank you.
Dark 14 Apr, 2024 @ 7:52pm 
I tried updating this to 1.5 myself when the beta first started but the VE framework hadn't updated yet. It seemed like it should only require a couple of tweaks for 1.5 though now that the framework is updated. Mostly just some renamed methods from what I saw.
Mooloh  [author] 13 Apr, 2024 @ 4:51pm 
@LEO I just noticed that the 1.5 update dropped. Planning on looking into it over the next few weekends.
LEO 13 Apr, 2024 @ 4:32pm 
Hello, i like your mod, any plans for 1.5?:spiffo:
Blanck7 28 Feb, 2024 @ 1:42pm 
is there a list of abilitys
BloodW0lf 4 Sep, 2023 @ 8:41pm 
is this still being updated?
Mooloh  [author] 23 Jul, 2023 @ 9:19am 
@Malamute Kid Thanks for pointing that out. I'll need to double check that and see what's going on. It's entirely possible that I didn't test that thoroughly back in the day, and that I just saw the health tab buff and assumed wrongly that it would work as expected.
Malamute Kid 23 Jul, 2023 @ 1:11am 
hi
Great mod, thanks! I think I found a bug, where a cooking legendary doesn't work. It is supposed to add 250% to the cooking speed, the effect is present on the health tab and the info panel, but it doesn't calculate the cooking speed at all (same value with and w/o the item).

Any idea how to solve it? I don't use many mods, mostly vanilla expanded and QoL but I can give you more info if needed.
Natalie6 27 Jun, 2023 @ 4:43pm 
Ah well, for now at least I no longer need to make a decision in the long run on who gets the extremely powerful rifle.
Mooloh  [author] 27 Jun, 2023 @ 2:56pm 
@natalie6 Yeah that's a limitation of the system. In order to minimize the amount of data being thrown around, mythic relics aren't associated with the normal mythic item they're produced from, so the game can't recognize if a mythic item has already been 'seen' in the current run as a relic. I should revisit this once I understand how to pull ideology information better.
Natalie6 26 Jun, 2023 @ 9:19pm 
Interesting issue or oversight- I have a mythic selected as one of my ideology's relics, but also just got the same mythic as a quest reward option.
Artjomski 13 Mar, 2023 @ 2:34pm 
That's good to know, love the slider idea. Thanks i will try it out!
Mooloh  [author] 13 Mar, 2023 @ 2:07pm 
@Artjomski that will likely result in more mythic items being created, but there should be no effect on game performance if that's your concern. If you're worried about too many kill-count based mythic items being made, you can mess around with a slider in this mod's settings to change how many kills are needed for kill-count myths.
Artjomski 13 Mar, 2023 @ 12:07pm 
is it a good idea to use this mod when you run a 200 people colony and my enemy raids are also around 200 people?
Mooloh  [author] 13 Mar, 2023 @ 9:21am 
@Reidlos - The notifications can be easy to miss, since they're just the small text blurbs at the top of the screen, rather than letters, but if haven't seen any... Do you have any mods that mess with level caps in any way? This mod's compatible with Duck's Skills, but I'm not sure about other level mods.
Reidlos 12 Mar, 2023 @ 9:35pm 
I mean im not getting any notice that one has been made with the options to notify me is on.
Mooloh  [author] 12 Mar, 2023 @ 9:19pm 
@Reidlos have you started a second colony yet since playing with the mod? The mod does not spawn mythic items in the same colony that they originate from. After all, it wouldn't make sence to get a quest to find Jimbo's ancient historic revolver when Jimbo is still alive and well in your colony.
Reidlos 12 Mar, 2023 @ 8:58pm 
So I havent gotten a Mythic item made at all in this play through, have a few pawns that high 20 in things like plants. Is there any known conflicts?
JleRstvie 21 Feb, 2023 @ 2:55pm 
@mooloh Well, thats unfortunate, maybe there is/will be mod that can help wit configuring quest rewards. Thanks for reply and your great work!
Mooloh  [author] 21 Feb, 2023 @ 2:37pm 
@JleRvstvie - Ah, someone finally asked about this... Unfortunately no. I spent week trying to make the frequency of mythic items as a reword configurable, but I never managed to make that work. I think I would need to use transpilers, which are both incredibly hard to use, and would make this mod much more likely to have conflicts with other mods, which didn't seem worth the hassle.