RimWorld

RimWorld

A RimWorld of Magic
7,318 Comments
MilkDud 27 Nov @ 11:29am 
i found out that it is indeed this mod after going through my mod list
MilkDud 27 Nov @ 11:28am 
so when mechs from dead mans switch go into melee against pawns - example - humans - the game halts to a slow same issue as @Deth
DeTH 26 Nov @ 3:05pm 
i get a whole lot of this

[Ref 986FC9DC] Duplicate stacktrace, see ref for original
enable table
Exception in RimWorld.ThinkNode_ConditionalColonist TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object

[Ref 986FC9DC] Duplicate stacktrace, see ref for original
Exception ticking Merlin (at (261, 0, 208)): System.NullReferenceException: Object reference not set to an instance of an object
DeTH 26 Nov @ 1:23pm 
summoner when summoning anything spawns as many creatures infinitely
大师 25 Nov @ 1:17am 
Can the automatic release function be added?
NoctisTheBogWitch 23 Nov @ 4:32pm 
Can you dehugslib this? thanks.
LiefDeltora 21 Nov @ 8:30am 
@Steve Same issue, and with some testing it is indeed the roof on top of him breaking whenever he uses Summon Minion. It was with a built roof, not sure if it is all roofs (including mountain ones). Seems to be a bug of sorts. Not sure if it is only Summon Minion, might require further testing.
TheMilkMan 19 Nov @ 12:53pm 
Btw this is a great mod, appreciate the hard work <3
Militia 18 Nov @ 5:31pm 
how can I replicate super soldier serum? I did same route as it says, but it told me that 'desolve this item into 40 neutroamin'.
LarsSvengard 13 Nov @ 12:52pm 
I wonder... is the Super Soldier Class CE compatible?
Steve 13 Nov @ 9:56am 
Running in to a very strange issue with my Summoner, whenever he summons Minions for some reason he gets damaged, twice in a row now he's taken severe damage to his neck. For whatever reason the log says "The roofing fell" on him, very weird. Maybe it's just coincidence that his neck was damaged but yeah that's nearly killed him twice...no more minions for now I guess lol
BlueDemon 13 Nov @ 9:16am 
Ok the glitch fixed itself 4 hours into the game for some reason, it had sensed me organ farming the same guy 10 times by reviving him with all organ intact.
BlueDemon 13 Nov @ 3:31am 
Genuinely have 0 idea why its broken since it was working perfectly on my other game (with 0 difference in mods), but my necromancer is only reviving one person per skill and its raising them as fully alive human and not as undead, I tried to use dev tool to make other pawns a necromancer to see if its that specific pawn that have the skill broken but nope, raise undead is completely broken for me. Its working fine for animals at least
wjw_wrsnk 12 Nov @ 7:19am 
@Torann
Will there be a version of this mod that can work WITHOUT HugsLib in the future?
Especially seeing how many bugs and errors that mod is generating nowadays.
Thanks for your time.
Asapp 11 Nov @ 7:14am 
@Winter Will do. Thanks.
Winter 10 Nov @ 8:35pm 
@Asapp Most likely you're trying to give them a class by assigning them a trait, but doing this directly bypasses class initialization. Try giving them the Magically Gifted trait, and having them use a scroll or tome to gain the class instead.
Asapp 10 Nov @ 8:15pm 
I often has my colonists start with skills from a different class when I start a new run. Any idea why?
DankBudd 10 Nov @ 5:08am 
with combat extended mod the technomancer's engineer weapon skill doesnt work on any weapons.
Yugure Kitsune 9 Nov @ 4:02pm 
i love to see a magic class that can learn all the spells but has the worse time for leveling and needs to find either a spell scroll or another magic user so they can learn any spell that pawn has access to.
Latex Santa 5 Nov @ 11:40am 
@Torann
Will there be a version of this mod that can work WITHOUT HugsLib in the future?
Especially seeing how many bugs and errors that mod is generating nowadays.
Thanks for your time.
genntexx 4 Nov @ 7:43am 
Is there a way to make raised undead and golems "vacuum-proof"?
AHHH my back hurt 2 Nov @ 2:12am 
hello there is a bug where when you save and load. The Lich class: raise undead skill turn pawn into undead but the when load game the skeleton turn into flesh pawn. The flesh undead pawn need food and recreation and the skeleton don't need them so I kinda annoying. it happen to me for many time now. sometime when load it fine but sometime it happen
Nemui 1 Nov @ 8:13am 
what do each of the individual genes do? I've searched everywhere and can't find any information about them like Giant's blood, physically adept, Fae blood, etc... I even checked the fan wiki and nothing, not even a mention of them.
Winter 31 Oct @ 4:51am 
@MerLatus Not entirely A few of the DMS mechs will freeze up at times when trying to choose an action. Depending on your playstyle, it might or might not be a problem.
MerLatus 30 Oct @ 10:27pm 
Is this compatible with The Dead Man's Switch?
mr-mucho-Bueno 29 Oct @ 6:28am 
i dont know how to reach CE team, i got red text that glory maul and decimation have no support for Combat Extended
Albys 27 Oct @ 5:23am 
Is this mod still plagued with performance issues? I loved it but it made the game run like garbage after 4-5 years on a 8 pawns colony.
Wolfguarde 25 Oct @ 10:06am 
Is there a limit of one ruunbled summon per game? Just attempted a second summon and nothing came out.
Winter 24 Oct @ 8:46am 
@Greven It has quirks, but I'd suggest you try it for yourself. I've never seen a majority of the problems people report, so mod list and playstyle differences may determine how it works for you. Certainly it has more than enough depth to be worth experiencing.
Greven 24 Oct @ 4:06am 
Really wanted to try this mod, but Iv seen a million bugf report.
Should I try a run with this or is it unstable?
Agoni 23 Oct @ 12:25am 
Many Chinese translations remain in English.
小佬r 21 Oct @ 9:14pm 
每个魔法师都是没有鼻子的,因为室内施法总是会让天花板掉下来然后砸伤自己......
Palatino 19 Oct @ 6:43pm 
@Visoth I've also noticed that line in #3. Has it really existed for that long? I've never seen this before until recently while trying to stop my game from crashing a few seconds after I load my save.
Salix 18 Oct @ 4:14pm 
i see that more people have the problem with spells and roof collapses , i had it with my summoner and the minion spell but i have had roof collapses even with the auto cast off what caused it i could not tell is there a know problem and sollution?
Mokebbe 18 Oct @ 12:23pm 
-adding it to medival playthru
- one of mine pawns has abbility to use 60mm mmortar
Visoth 15 Oct @ 4:03pm 
Just had my apothecary auto-apply Clarity. So it is possible. I am guessing its very rare because the pathing.
Visoth 13 Oct @ 9:27am 
Adding to my previous comment:

4. Apothecary is not automatically applying their potions to team-mates, with the auto-cast enabled (and full resources/stamina etc). Pathfinding is also not great with their potions. The Apothecary will not follow walking pawns to apply their potion and will give up if they walk away.
Visoth 12 Oct @ 9:17am 
Just some issues I have had in my newest playthrough:

1. The mage spell that summons a minion for hauling/cleaning does not do anything at all. The minion just wanders around. This is from the spell scroll given to a different mage. Haven't tried the Summoners version.

2. Bards "entertain" skill cannot be toggled off, after turning it on. It gives an error every time you use the ability and then cannot be toggled off.

3. Error on save load when using a Super-Soldier. This error has been present for years at this point. I remember it many playthroughs ago:

"Could not get load ID. We're asking for something which was never added during LoadingVars. pathRelToParent=/sourcePrecept, parent=TM_PistolSpec_Base313936"
arthurtlm 12 Oct @ 7:28am 
the 'magic' tab of a colonist keeps disappearing, it reappears if i load the save again but its annoying
Zencerd 3 Oct @ 4:02pm 
there is a weird bug that causes my summoner to get hurt or the minions to be summoned hurt saying roof collapsed. it killed my colonist immedietly
神说万岁 3 Oct @ 7:07am 
Is it possible to cancel HugsLib as a prerequisite requirement? He's a bit outdated and poorly optimized
Mogat 2 Oct @ 6:12pm 
Having a blast with this mod until I noticed that spells were collapsing the roof onto people. In one day a pawn had it hit them 6 times. Most were laying in bed recovering from the previous. Chef was "shooting" a get well meal.
Dylan 2 Oct @ 12:57pm 
I have added support for "A Rimworld of Magic" to CSL and the new version "School and Learning", there are now lessons which can teach 'magically gifted/physically adept', might/magic classes, class XP and spells/skills from a level 20 mentor (configurable to only enable parts of it / below level 20 teachers etc.).

https://steamproxy.com/sharedfiles/filedetails/?id=3573095529
Seraphic329 30 Sep @ 1:57pm 
I love this mod so much I am not sure I can play without it at this point.
afadedkoala 28 Sep @ 3:46pm 
just tested theres a conflict with this mod and Vanilla Ideology Expanded- memes and structures. removing VIE fixed the conflict.
afadedkoala 28 Sep @ 3:33pm 
hello just curious has anyone else been getting bugs with ideology and this mod? im trying to make a custom play through but every time i attempt to change my events i get an error message. i can remove events but not add any. will add the error log shortly.
Seraphim 28 Sep @ 11:24am 
Unless you are ok with cheating, this mod WILL break your game. They have programmed in stupidly powerful enemies that can spawn at random such as the Lich. Completely OP and game-breaking. Avoid unless you just de-activate these events or destroy the Lich using dev-mode.
mataa9054 28 Sep @ 12:49am 
Can you increase the number of controlled undead in the necromancer class?
Toby2705JT 26 Sep @ 11:40am 
I am having trouble with the elves continued mod. My elf doesnt regenerate any mana, anyone knows how to make a patch for it?
Varnock 23 Sep @ 2:07pm 
Do portals not work between a planet based colony and an orbital station? I'm having no luck getting them to connect to each other, just getting the must be a known, visible, player owned cell. And it is, since I'm trying to connect back to my initial based from orbit. Any suggestions for getting it to work, or is it just not possible right now?