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Thanks!
For instances like that, or other mods that don't end up making it to 1.5, would it be possible to find blue spells as scrolls or those items in the screenshots randomly on traders, or craftable?
TryFindSpawnCell Null - no spawn cell found
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
MoharHediffs.Tools:Warn (string,bool)
MoharHediffs.RandySpawnerUtils:TryFindSpawnCell (MoharHediffs.HediffComp_RandySpawner,Verse.IntVec3&)
MoharHediffs.HediffComp_RandySpawner:TryDoSpawn ()
MoharHediffs.HediffComp_RandySpawner:CheckShouldSpawn ()
Followed by "Had to break the loop" and "TryFindSpawnCell Null - no spawn cell found" traces
BM_SnowstormSound (mod RWoM Custom Class - Blue Mage) sound is missing resolved grains and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
List of other sounds affected: BM_PrismaticBeamSound, BM_PoppiSmileSound, BM_BrimstoneSound, BM_DamnationSound, BM_CrowstormSound, BM_CircleOfProtectionSound, and BestialBellow_Sound.
Mod RWoM Custom Class - Blue Mage dependency (Metalocif.CCFramework) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Acidic Web is fixed, it should work like before but not kill things instantly and not bug out on killing things, because I coded my own damageWorker for this (I really feel like there was a simpler way but whatever).
Hydra's Blood and Demonic Pact, which didn't work with some HAR races, should work now.
(the reason is that they apply hediffs to specific body parts, shoulders and jaw respectively, but some HAR races don't have parts named exactly that)
The Black Hole spell is something I'll probably end up doing (at least in the Epic Battle Fantasy mod), I just have to code a better knockback damage worker, since the VEF one is limited.
Adding tumors to things is interesting, but I'm not sure it's very nebula-flavored. Might do it regardless.
The reason you can't add spells from the Blue Mage to your class is because my spells are ~super special cantrips (like the Druid's Briar Patch) and I love overcomplicating things. I'd recommend copying my XML and make them their own spells that are not cantrips.
Question: How do I get the Starsurge spell? What animal/monster does it drop from?
Suggestion: Add a black hole spell, which sucks enemies into the center and slowly disintegrates them. And a nebula-like spell that instead of direct damage, mutates the pawns in its area of effect with cancer (as in the Biotech expansion and Alpha Genes mod), until they explode in a pile of flesh.
Generally, we only get element-based spells from the main and Kure's expansion mods. I miss some other spells like that. Like an astronomer class with space-themed spells.
Also, i only know really basic modding and I'm trying to add some spells from the blue mage to my own custom class, a better lightning mage. I managed to add lightning spells from the main and Kure's mods, but I couldn't add your spells. How can I do this?