RimWorld

RimWorld

A Rim Reborn - Hybrid Tech
50 Comments
Zeues 31 Mar @ 1:15am 
Would you please make the new armors and their glamoured variants show in the apparel policies under A Realm Reborn > Armor?
Silhouette 24 Sep, 2024 @ 9:08pm 
@Aelanna - No audio was playing and I don't have any errors or throttling from the eccentric projectiles mod.

It seems like after a while it fixed itself, but I don't know if that was just a fluke or because my aetheric links changed something. They shoot lasers now.
Aelanna  [author] 24 Sep, 2024 @ 6:09pm 
@Silhouette - Is the audio playing? Do you have effects turned down or throttled in your Eccentric Projectiles mod settings? If not, are you getting any errors and/or can you provide a log file?
Silhouette 24 Sep, 2024 @ 6:15am 
I take it back. They do seem to be doing -something-, as bruises are appearing on enemies from them, but no bullets. Weird.
Silhouette 24 Sep, 2024 @ 5:56am 
Aetheric Turrets don't seem to ever actually fire, even when supplied aether via linking.

They constantly have a firing indicator/ranged attack cooldown, but it depletes and refills while they never fire any sort of attack.
Aelanna  [author] 2 Sep, 2024 @ 10:03am 
@rayman3120 - Curious, I'll have to take a look and see why it's not showing. In the meantime, the aether lance has a range of 29.9 and deals 20 Heat damage with an armor penetration of 90% and a stopping power of 1.5. It should also ignore both shield belts and low shields.
rayman3120 2 Sep, 2024 @ 7:33am 
i've noticed that the aetheric lance has no stopping power and no range inthe description.
does it not have any? or simply forgotten?
i havent made it yet but if it does have the function i think that would require a slight description addon :)
Petrus Aurelius 11 Jun, 2024 @ 10:01pm 
Love the art design.
Aelanna  [author] 22 May, 2024 @ 7:22am 
@thryllth - Huh, it looks like the ammo selector is actually pulling from the wrong description field. I'll make sure it gets fixed in the next update, thanks for letting me know!

In the meantime:

* Earth deals blunt damage (which deals bonus damage vs buildings) with a chance of stunning any hit targets
* Fire deals heat damage with a chance of igniting flammable things in the blast radius
* Ice deals heat damage and chills / slows all enemies in the blast radius
* Lightning deals heat damage with a chance of stunning enemies in the blast radius, with a guaranteed stun and 100% armor penetration vs mechanoids
* Water is supposed to be essentially the same as ice but appears to actually be bugged for now (I'll get that fixed in the next update as well)
* Wind deals cut damage and thus will cause a lot of bleeding with a higher chance of dismemberment
thryllth 21 May, 2024 @ 5:47am 
This is awesome but I do wish that the mortars had a tooltip somewhere with a brief rundown as to which essence did what when fired. I guess I will just have to do some SCIENCE with them on the next batch of raiders.
Connie (she/her) 18 May, 2024 @ 9:11pm 
tbh now we just need some garlean shit. i wanna blast the measure of our reach while i show raiders the meaning of atheism
ah, nevermind-- having an eorzean pawn fixed the issue :P now the only problem is that *they're* the only one who can construct and interact with eorzean tech... which i suppose makes sense lol
can you only build the aetheric turrets and all that if you start as an eorzean faction? i noticed that even when researched, they don't show up in the build menu when using the standard anomaly start :P
rayman3120 5 May, 2024 @ 4:39pm 
alright thank you. i just wanted t obe sure to inform you about it just in case. the game isnt giving errors and i already removed all mods adding in weapons 1 by 1 to see if i cud find the issue.
but no succes yet.
Aelanna  [author] 3 May, 2024 @ 5:52pm 
@Riei - No, these are generic bows and firearms meant to be used by non-class users. The class weapons unfortunately have to have specific stats and verbs to work as class weapons, thus they can't have things like burst fire. :)
Helios 3 May, 2024 @ 4:53pm 
Do these guns / bows works with Machinist and Bard?
Aelanna  [author] 2 May, 2024 @ 7:10am 
@rayman3120 - If it's happening even with vanilla guns then it's highly unlikely to be coming from A Rim Reborn. I would recommend checking out the #troubleshooting channel on the official Rimworld Discord server, they have a lot of really knowledgeable volunteers who can help you narrow down what might be causing this in your mod list.
rayman3120 2 May, 2024 @ 6:52am 
i'm not sure if this is a bug from the mod or not.
it does not give any errors what so ever but equiping weapons that shoot projectiles makes me unable to draft my colonists.
this happened with the bloodborne weapon mod i have, your ARR mod (specificly tested with equiping aetheric bow)
and the beyond rimworld weapon mod.

strangely enough this seems also to happen to the official Rimworld weapons such as assault rifles, nerve spiker from anomaly or shotguns. any idea wether it is a mod issue or a Base game/dlc issue?
Laisha 29 Apr, 2024 @ 4:43pm 
Twenty-two sectors tested
Fragments in one direction
Celestial noise detected
Delirium unsuspected

Wait, what do you mean I'm not going into Alexander?
Makiatto 28 Apr, 2024 @ 6:52am 
Noticed that the Hybrid compound bow lacks the Aetheric weapon stats when equipped by an rim reborn pawn, the other Hybrid weapons don't have the same issue.

The Aether lance also lacks the stat but the item description doesn't mention anything about aether users enhancing the weapon so i'm not too sure about that one.
PapaEnclave 28 Apr, 2024 @ 5:06am 
cool
Zeues 28 Apr, 2024 @ 4:03am 
@papaenclave, theroticly it will work with any pawns, but if you have eoreazen race pawn, they will have affect called atheric flow, will show on the health tab. It will make any weapon and armour from this collection of mods stronger.
PapaEnclave 28 Apr, 2024 @ 3:11am 
Does this work with Elves of the Rim?
Aranador 25 Apr, 2024 @ 9:27pm 
Ahh, yes I was thinking about the possibility of adding enchantments, but I did not know how that might work, but it would make for a good progression point. The crazy does come in with modded materials from other mods, but that becomes a player choice to use them or not, so not really an issue. I did not realise the caster items scaled !! I am off to make my black mage a new stick !!
Aelanna  [author] 25 Apr, 2024 @ 8:52pm 
@Aranador - I pushed a quick fix for the aether lance recipe, looks like I forgot to assign UnfinishedGun to it.

As for the weapon scaling, I definitely had a feeling that would be the case, which is why every single class weapon is stuffable, even the ranged weapons which typically aren't. I have some assets for enchanted materials that I will be looking to implement in the future, and hopefully that will provide smoother progression!
Aranador 25 Apr, 2024 @ 8:27pm 
Actually one other point, I had thought the potions might be that little added kicker, but with the belt being the same slot as waaay to many other things (like the disruptor flare from anomoly, or the shield belt from this mod) it becomes a maybe item, that I have rarely made use of.
Aranador 25 Apr, 2024 @ 8:25pm 
On the subject of Eorzeans managing with their tech vrs end game rimworld - it seems to be working out - most of my colony is now in the power armour from this mod, and the support of in combat healing swings the balance nicely. The offensive power of the colonists lags a little, but I have yet to find a single class unique weapon, and only a very few soul boxes, so that might be part of it. I do find it a bit sad the lack of 'progression' with the class weapons, it isnt really a big deal, but you go from starter weapon, to starter weapon made by good crafter with best material, to mayne hopefully class unique weapon. I guess I would like one more 'advanced' craftable weapon and for the uniques to be correspondingly stronger - they need to be beter than a mastercrafted weapon made from best material, or their stats need to be material agnostic.
Aranador 25 Apr, 2024 @ 8:22pm 
I note that - the Aetheric Lance weapon crafting appears to be 'broken. It is possible to commence making the item, but the colonist does not produce a work in progress item, and the weapon requires massive amount of work, that a colonist cant reasonably complete before dying of starvation or falling asleep, and the crafting then must be restarted. The recipie also seems borked.
Aelanna  [author] 25 Apr, 2024 @ 7:23pm 
@Phant0m5 - At a high level, the intended balance is that Eorzean races can use their class and job abilities to offset their technological disadvantage, which should be a lot more viable now that Classes & Jobs has autocasting for basic attack buff and defensive abilities.

Whether this works in practice or not is something that I'm open to feedback about. Keep in mind though that to get the hybrid armors you will need conventional Recon Armor and/or Powered Armor research projects anyways, so you will likely be getting access to other conventional armor on the way.
Phant0m5 25 Apr, 2024 @ 7:03pm 
Giiiiiven there's no industrial hybrid armour, how do Eorzean armours stack against bullets? I guess in vanilla it wouldn't matter too much because... well, vanilla combat, but you said there's planned CE support too so should I worry about some random cowboy tearing through my platemail just because it's medieval-equivalent armour instead of flack?
Aelanna  [author] 24 Apr, 2024 @ 9:24pm 
@DaxxAxx - A Rim Reborn does not replace vanilla content, no. Thematically, it's best to think of ARR as an isekai scenario: people and things from Eorzea have begun to leak into this rimworld, and you can choose to play as the Eorzean expatriates or play as a normal faction and simply have Eorzeans be part of the world that you can interact with.

While you can simply drop almost all vanilla factions and play with only A Rim Reborn factions, it is not an optimal experience as there's a lack of hostile Eorzean factions and Eorzean creatures/incidents at this moment. A complete game overhaul will be more viable in the future, but we are not there yet. :)
Aelanna  [author] 24 Apr, 2024 @ 11:31am 
@Zeues - Whoops! Looks like I fixed the armor but forgot the helmet. It should be fixed now.
Zeues 24 Apr, 2024 @ 11:05am 
not sure where to post about issues, so i'm going to put it here, the helm which unlocked, as equivalent to the marine helm along with the power armor is named scout helm. so 2 scouts helmet as in the Erozean tech tree
Kathryn Morningstar, A Conqueror 24 Apr, 2024 @ 9:25am 
Hell yeah! Can't wait to replicate my in game look (minus sage stuff but ehhhh)
Aelanna  [author] 24 Apr, 2024 @ 9:18am 
@Kathryn Morningstar, A Conqueror - It is definitely on my list! Casters deserve some late-game love as well, especially since they're already forced to wear aetherial robes to maximize their ability power. :)
Kathryn Morningstar, A Conqueror 24 Apr, 2024 @ 9:13am 
Are you planning on doing the Late Allagan Healer/casting sets too? You've managed to capture the look of the outfits extremely well!
Rognar 23 Apr, 2024 @ 10:05pm 
At first I thought nothing of your FFXIV themed mods but now thats its shaping up to be quite comprehensive experience!
rayman3120 23 Apr, 2024 @ 9:44am 
okay holy shit i just spotted this cuz i mentioned your mods to a friend of mine who's interested.
and this looks absolutely dope! can't wait to try it out :)
Aelanna  [author] 23 Apr, 2024 @ 6:53am 
@AtomicRobot - I was under that impression for a long time as well, but after deep-diving FFXIV's lore, it turns out that "magitek" in XIV actually explicitly refers to the Garlean Empire's ceruleum-powered technology!

Garlond Ironworks tech falls under that umbrella as Cid ultimately brought his knowledge and expertise from Garlemald, but Allag's technology is actually referred to as aetherochemistry and was not fueled by ceruleum. The speculative tech here, while visually inspired by Allagan and other designs, is different still as it is meant to be taking inspiration from non-magical human engineering designs.

That all said, a Garlean race and faction mod is on my long-term plan and there will be ample opportunities for real magitek there, so stay tuned. :)
Aelanna  [author] 23 Apr, 2024 @ 6:48am 
@Bast - I have plans on potentially exploring a FFXIV airship mod if/when Vehicle Framework reaches a more stable second release, but a cosmetic furniture mod probably won't be on the docket for some time if at all; it's a lot of artwork for very little gain, and the vanilla game doesn't like to recognize them unless you force people to use Ideology.
Aelanna  [author] 23 Apr, 2024 @ 6:46am 
@Aranador - Whoops! The one gated behind Marine Armor research should be the Hybrid Power Armor, it seems like it's just the label that's off, though. I can get that fixed in the last update. Thanks for the report!
AtomicRobot 23 Apr, 2024 @ 4:26am 
wouldn't it be more apt to call these magitek weaponry and armor?
Bast 23 Apr, 2024 @ 2:35am 
This is freaking awesome. Any plans for like vehicles or furniture in this style?
Aranador 23 Apr, 2024 @ 1:37am 
I note that, in the tech tree, I can make Scout Armour with Recon research, and a different Scout Armour with Marine research. The visuals and stats are clearly different - the names are not - perhaps one can be called Explorer Armour ?
Dusty Lens 22 Apr, 2024 @ 8:57pm 
You are just the wildest nexus of artistic and technical competence.
Cade1op 22 Apr, 2024 @ 7:57pm 
more pylons required :)
Tcgirl8 22 Apr, 2024 @ 6:05pm 
Your art is so good, all your mods are so well done i love it
[ELL] 22 Apr, 2024 @ 1:57pm 
One of the coolest concepts I have seen on here in a while. You made me want to make the jump to 1.5

Astounding.
Zeues 22 Apr, 2024 @ 11:32am 
brilliant mod.
d_valroth 22 Apr, 2024 @ 10:23am 
Neat!