RimWorld

RimWorld

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All Kure's Rimworld of Magic Class Genes
   
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Mod, 1.4, 1.5
File Size
Posted
2.329 MB
9 May, 2024 @ 10:53am
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All Kure's Rimworld of Magic Class Genes

Description
What does this mod do?
The mod adds genes that allow you to get a magic or might "class" from Kure's Rimworld of Magic Class Expansion Pack

How do I get these genes?
The genes of the "classes" are found in the same way as any other genes: in merchants and in gene complexes

What happens if a pawn has 2 magic genes?
One of the genes will become inactive.

What happens if a pawn has both a magic gene and a natural magic trait?
Then the magic gene will be active and the natural trait will not.

How do I meet other pawns with genes from your mod?
There is no way unless you create a xenotype with this gene yourself and add the xenotype to the xenotype pool of the faction.

Now this one is separated from the main mod. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3023584656
Because I regret to inform you that it is impossible for me to fix this damn bug
"*** found no data at degree 0, returning first defined".
"*** found no data at degree 4, returning first defined".

The problem is that unlike RoM, Kure's RoM uses a different Degrees 4 variable instead of Degree 0.
Therefore, an error occurs when requesting traits for genes!
I do not know a normal way to patch this correctly except to simply replace the XML of their mod with a non-conflicting one. which specifies "degree 0".

Move the file "RFS_CustomClasses.xml"
from the path
\Steam\steamapps\workshop\content\294100\3243043809\Common\Patches
to
\Steam\steamapps\workshop\content\294100\2236103336\Common\Patches with the replacement

That's all I can suggest how to make it work, I'm sorry
11 Comments
CTH2004 19 Jun @ 4:02pm 
My mod has this mod integrated as a soft compatibility, and besides a couple weird issues it’s realitivly bugles
GrimoireODS 16 Jun @ 4:29am 
Still the other gene one doesn't give me the error
GrimoireODS 16 Jun @ 4:27am 
I understand no worries bro
Touch-nir  [author] 16 Jun @ 4:08am 
@GrimoireODS Yes, it is. It was a bad idea. RoM has its own logic for the operation of gifted pawn traits. simply adding traits with genes breaks this down. I gave up, I don't mind if someone experienced can do it right as a fork.
GrimoireODS 15 Jun @ 4:05pm 
When I have this mod it gives endless errors
wiidad 27 Nov, 2024 @ 9:52pm 
Can you please create a gene that would give 100% pawns either magically gifted or physically... Instead of the specific classes being chosen at random?
CTH2004 22 Jul, 2024 @ 5:12pm 
If you use an xml patch you can theoretically disable all mute traits unless that mods there, or you can disable the genes unless the mods active. Can’t have an error if the feature is ignored!
Aduro 11 Jul, 2024 @ 10:17am 
THANK YOU!
CTH2004 12 May, 2024 @ 1:54pm 
@tarrand

Good idea… I’ll see what I can do (problem is, the only way I know of will only work once; all offspring’s will have that trait. But I have an idea to try… )
CTH2004 12 May, 2024 @ 1:53pm 
Nice! Due to load folders, I had to make each Kure Class have “may require: Kure” (have an idea on how to move it to a seperate folder, might try).

Didint notice that error, if I manage to fix it, I’ll tell you how I did!