RimWorld

RimWorld

All Rimworld of Magic Class Genes
50 Comments
WreckNRock 28 Jun @ 9:03pm 
what happens if i equip all of them on a single pawn? do they just become a god of destruction?
Bob977 3 Dec, 2024 @ 12:26am 
Trait doesn't seem to show up for newborns even when the gene was passed down from parent. Or I might be having some compatibility issues?
wiidad 27 Nov, 2024 @ 9:53pm 
Can you please create a gene that gives 100% of pawns either Magically Gifted or Physically Adept?
beahmont 31 Jul, 2024 @ 9:23am 
Is there a RoM stats gene pack for just general stats that don't give traits? I play with a more traits allowed mod and this complicates RoM because of the 7 trait limit.
CTH2004 12 May, 2024 @ 2:04pm 
Great! I’ll see what I can do about that error (saw that you mentioned on the other page that you couldn’t figure out a patch)

And, I sent a friend request so I can add you as a contributor to the mod.

If you don’t want me to add you as a contributor, either:
1. Deny the friend request
2. Accept the request but tell me you don’t want to be marked as a contributor (if you want to have a crazy person on your friend list)

Thanks!
👁 11 May, 2024 @ 10:27am 
I legit just did a race of baseliners with each class and took poor research and crafting to compensate because you can always just make them carve stone blocks for eternity to level crafting and they level up research fast when assigned to it.
👁 11 May, 2024 @ 10:15am 
Small typo in the description, Fake Blood should be Fey Blood.

Anyway this is a great mod, I love being able to create an entire race of summoners or pyromancers or whatnot it makes things really interesting when they show up in raids.
chrisque1 10 May, 2024 @ 12:25pm 
Hi. Great mod! Any chance for double class?
catweaselcrow 10 May, 2024 @ 11:34am 
I had a pawn who had "scholar" trait naturally, which was overriden by the "shaman" gene (via Genetic Drift mod). All was fine at first, with shaman skills on the magic tab, but after a while, the magic tab just showed the scholar skills (which he had none), and while I still had gizmos for his shaman skills, I couldn't upgrade them anymore.
Touch-nir  [author] 9 May, 2024 @ 4:08am 
@Gray Sanddragon LOL I fixed it by editing the mod code "Kura's Rimworld of Magic Class Expansion Pack"

I replaced all <degree>4</degree> with <degree>0</degree> in the file RFSTraits.xml
and
<traitDegree>4</traitDegree> to <traitDegree>0</traitDegree> in the file RFS_CustomClasses.xml
and it worked.__. but I have not yet fully understood what the consequences are. I'm testing it
Touch-nir  [author] 9 May, 2024 @ 1:49am 
@CTH2004 oh, I see you're doing a great job, of course use this code
CTH2004 6 May, 2024 @ 6:31am 
okay, decided to upload it (with credit (currently in the about file, steam description soon)), if you want I can remove that part from my it. the mod's here:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3114130835
CTH2004 4 May, 2024 @ 1:03pm 
@Touch-nir
may I integrate parts of this mod into mine (although in such a way that RoM is just a "soft" requirment)? (Technically I could make it 100% on my own, but the codes right there...)

thanks in advance!

P.S. if so, may I use your textures (horrible artist here)
P.P.S. where did you get those icons, anyways?

just found it's from the base RoM mod. Nevermind for that then (:
Gray Sanddragon 3 May, 2024 @ 2:07pm 
well this mod does seem to be working and lets you do some impressive creativity with biotech so i love that.. but im concerned about a red error that keeps throwing over and over.

TM_Ravenous found no data at degree 0, returning first defined

It will log spam about 900 of those a second only for Kure's classes.
Touch-nir  [author] 27 Apr, 2024 @ 7:10am 
@GULÉ🏠 I haven't checked it yet, but there's really no reason for it not to work.
The mod is made using XML only, no C# code that would create incompatibility.
So YES, I think it should work on 1.5

@EtsuyaH That's right, the mod only adds genes.
He does not create custom xenotypes with these genes. I've seen genes in abandoned biotech complexes, and from merchants.
Also, using the "xenotype spawn control mod", you can spawn a custom xenotype in factions...

@JKthree This is rather a limitation of "Rimworld of magic", obviously putting magic classes in genes was a bad idea, the RoM mod was not intended for this at all.

[this also leads to the problem of adding a magically gifted gene, because after receiving a class, this trait should be replaced by a class trait, but then it would mean replacing the gene]
GULÉ🏠 27 Apr, 2024 @ 2:19am 
Does this work with 1.5?
The 7 Spiders of Hip-Hop 1 Mar, 2024 @ 9:05pm 
hang on a tic..... with this and maybe a mod to customize spawns & factions... i am pretty sure you could use this mod to make xeno/genotypes that are Benders from Avatar TLA. will report back after testing but if anyone has suggestions on spawn/faction control mods that will work best for recreating the earth fire and water nations that would be really appreciated!
EtsuyaH 24 Nov, 2023 @ 12:18am 
I don't know if I have a bug or misunderstood something. I haven't seen a Magic Pawn with these genes yet. So the genes are only there if I implanted them myself.
chrisque1 21 Nov, 2023 @ 10:54am 
Any advance in the dual class theme. I would love my bio-tech-mage run can clone their power in new generations and traits dont work for this matter
JKthree 7 Nov, 2023 @ 6:05am 
This is probably a limitation to Biotech. But I wished having I could stack all my favorite classes onto my xenotype and it would randomly choose 1 from said classes when a pawn is generated. Obviously these gene costs would need some altering
Dan.gield 7 Nov, 2023 @ 5:00am 
Small correction, I do see it under UI character editor, but when i hover above it says it is supressed by a conflicting forced genetic trait or gene.
Dan.gield 7 Nov, 2023 @ 4:54am 
So I tried to create a Magic + Might pawn using genes, but it does seem to give him only one class. I tried several combinations, like chaos mage + dragoon or sharpshooter + lightning mage, but the resuting pawn only got either magic or might powers. I didn't even see the other trait during character creation or using UI character editor. It was visible in Prepare Carefully, but it was grayed-out.

P.S. In the end I managed to get a dual pawn by giving him one trait from a gene and a second using UI character editor, loading into the game, saving and loading. But according to the mod description it should work using solely genes unless i misunderstand sth.
CTH2004 5 Sep, 2023 @ 8:40am 
@Agent Washington
there is, it's the "Entertainer" gene (:
TheSevenSins 3 Sep, 2023 @ 6:35pm 
ok so I tired the exclusivity settings, but it just makes it so it only picks the leftmost gene. How can I put multiple genes and have it randomly pick one like it does for hair color, skin or head shapes?
TheSevenSins 3 Sep, 2023 @ 6:07pm 
My only issue with the "mod exclusivity" thing being in the mod folder is that I have no idea how to get to said mod folder. Steam saves games and workshop mods in folders with numbers for names and it is very hard to modify. Should I download the mod as a local file?
Agent Washington 1 Sep, 2023 @ 1:48pm 
I've noticed that there is no gene for Bard.
CTH2004 1 Sep, 2023 @ 12:36pm 
@Touch-nir

do you plan on adding new genes in if/ when new classes are added in? Thanks!
CTH2004 28 Aug, 2023 @ 11:31am 
I have one question:

why do you have a "Warlock" and "Sucubus" gene? The point is that in the mod, those are actually the same, and just change depending on gender.
CTH2004 27 Aug, 2023 @ 8:21am 
Fair enough.

It's not because I want to disable certain features though, it's just so that this mod would have less requirments, and if it worked, inate compat with any addon. But, makes sense that it can't easily be done, and probally not worth it (:

Also, here's an idea: What about about your own faction (Perhaps a sub-mod?), that will have pawns who have random versions of these genes? So, they have genetic (and non-genetic) mages and might's


Finally, why does "Might + might or Magic + Magic " have the chooseing effect, but Might + Magic has both?

Thanks!
TheSevenSins 26 Aug, 2023 @ 11:14am 
what a shame, I wanted to give my goblins, for exemple, 3 different class genes (artificer, saboteur and support specialist) and have only 1 of the gene trigger per goblin. essentially making all goblins a form of artificer, but with variations
Touch-nir  [author] 25 Aug, 2023 @ 10:23pm 
@TheSevenSins I'm sure some people can do "mod settings". But for me, this means that I will have to write code in C#, I don't know how to do it at all, sorry.
Moreover, keep in mind that "gene exclusivity" still does not work correctly in the case of magic genes. And, according to some people, this function is not needed at all.
So I just left a copy of the XML labeled "gene exclusivity" in the mod folder so you don't have to repeat everything from scratch.

@Agent Washington This function is performed by the previously existing Rimworld of Magic Ganes mod, a link to which is in the description of this mod. By the way, I'm based on him, it's like a continuation of his work.
Of course, I can repeat what this mod does and transfer its functions here, if there are no disagreements with the author.
Touch-nir  [author] 25 Aug, 2023 @ 10:21pm 
@CTH2004 1 Yes, I can add genes from other small mods for classes. But it will be difficult to cover the entire list.

2 And no, unfortunately not. With my skills, this is impossible for me. I don't mind if someone more experienced does it much better. So it is unlikely that I will work in this direction.
What I can do is divide the mod into "genes for Rimworld of magic", "genes for Kure's", "genes for small mods for classes" or combine everything into one big mod by forcibly loading all dependencies (in the end, the Cherry Picker mod will disable everything you don't want).

@Macropod I didn't add my own labs containing genes from the mod, but I suppose you can find magic genes in the current save at merchants and in loot boxes in ancient complexes, but the chance of this is quite low. If I were you, I would create my own xenotype and add it to the fractions with the Xenotype Spawn Control mod
TheSevenSins 25 Aug, 2023 @ 11:01am 
would it be possible to make the "gene exclusivity" a config option? because editing mod files is not something the regular rimworld player knows how to do, or even find the location of said mod file
Agent Washington 25 Aug, 2023 @ 3:20am 
If possible, do you think you could make a gene for the Magically Gifted and Physically Adept traits?
CTH2004 24 Aug, 2023 @ 1:20pm 
Thank you! (I kid you not, have been looking for this since I re-found Rimworld of Magic a few months ago) However, a few ideas/ suggestions:

1. There are other class mods (such as Space-Time Mage ), could you make that (and other classes) compatible?


2. Would you be able to make this mod only require RoM (Rimworld of Magic), but add classes for other mods? (Basically, those genes appear if you have those mods)
Maybe you could even detect classes, making it auto-generate genes for any class that's added, by any addon?

Just some thoughts!
Macropod 24 Aug, 2023 @ 1:32am 
Thank you!
One more question: are these genes distributed randomly among the inhabitants of the world, or do they only appear in the genotype that the player creates?
Touch-nir  [author] 23 Aug, 2023 @ 3:55am 
@Macropod, Yes, at least that's how it works for me
Macropod 22 Aug, 2023 @ 11:44pm 
Does this mean that if the generation of pawns with magic traits is disabled in the ROM settings, then magicians will only appear if they have a magic gene?
Touch-nir  [author] 22 Aug, 2023 @ 10:10pm 
Okay, I think you're right. Gene exclusions are now disabled, since "suppression" doesn't work anyway.
Now it's not a bug but a feature
Most Definitely a Mimic 22 Aug, 2023 @ 4:07pm 
omg finally!!!
Syncloud 22 Aug, 2023 @ 2:31pm 
I agree with Enderking, it adds a sense of uniqueness to the individual pawns that share the same magical xenotype. I think instead of a pawn having suppressed traits being a problem you should run with it.
Enderking 22 Aug, 2023 @ 12:19pm 
huh, so your race of fey folk with innate druidic magic can still have individuals who have access to alternative sources of power, that's actually kind of neat imo.
PremierVader 22 Aug, 2023 @ 10:35am 
Bro even Rimworld of Magic has genes implementation now but Magus Biologis 40k mod still doesnt. Amazing work btw.
Touch-nir  [author] 22 Aug, 2023 @ 12:47am 
@Macropod Yes, they can acquire this trait as a result of pawn generation, even without having the corresponding gene, moreover, it does not depend on this mod. You can change the frequency of random generation of pawn magicians without a gene in the RoM mod settings.
Macropod 21 Aug, 2023 @ 11:11pm 
Can a pawn be a mage if it doesn't have the corresponding gene?
mynameactually 21 Aug, 2023 @ 6:53pm 
Hmm... Saw something like this earlier. Hope this works better.
Darkstar 21 Aug, 2023 @ 5:10pm 
Does having one class gene suppress all other class genes? I'm guessing it might based on your example of Necromancer + Beserker.

This is actually a valid combo: you can have one magic class and one physical class in base RoM.

Just curious if this would still work with this mod :)
Nevelian ⭐ 21 Aug, 2023 @ 8:22am 
Опять работать :DSTskull:
Lama man 21 Aug, 2023 @ 8:13am 
wow i did ponder if this could be done, Question solved
GGG 21 Aug, 2023 @ 6:01am 
good job man, waited for this for a long time