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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!
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.
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
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3114130835
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 (:
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.
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]
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.
there is, it's the "Entertainer" gene (:
do you plan on adding new genes in if/ when new classes are added in? Thanks!
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.
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!
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.
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
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!
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?
Now it's not a bug but a feature
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 :)