RimWorld

RimWorld

Rimhammer - The End Times - Magic
231 Comments
SickBoyWi  [author] 29 Jul @ 6:32pm 
UPDATE: Tweaked ability defs and AI ability defs.
Kerican 29 Jul @ 3:06am 
No worries, it was a couple days before anyone interacted with my post on Discord. That has happened, had just wanted to make sure I had posted in the right place.
SickBoyWi  [author] 28 Jul @ 7:11pm 
@Kerican - I'm on it. Sorry. I've been overwhelmed with 1.5 updates. That's done now.
SickBoyWi  [author] 28 Jul @ 7:10pm 
UPDATE: Defect fixes and such that were reported on Discord.
Kerican 20 Jul @ 9:59am 
I've posted on Discord and no one has touched my topic.
Kerican 16 Jul @ 6:48pm 
Don't use Dicord that Oftten but post that log under the user name Denthris in the bugs section
SickBoyWi  [author] 16 Jul @ 6:33pm 
@Kerican & @久雅 竜胆 - Please post on the Discord about it. If you can post a HugsLib log, I can get you sorted out there. I suspect you're just missing a mod that is required.
久雅 竜胆 16 Jul @ 2:44am 
I am having the same issue as MIA Psycho, Sorry for the stupid question, but where are the final versions in the github (for 1.4)? I went there and only saw main and End 14.-JecsReplacement. Is it this one?
Kerican 15 Jul @ 11:53am 
The 1.5 version seems to be having alot of issues. I'm guessing its a mod conflict but nothing was obvious from my pecspective.

Error logs are repedative, on game load, when certain mobs span. Magic Tab disappearing from Pawn but them keeping abilities. Sure their was a couple more.
SickBoyWi  [author] 16 Jun @ 3:50pm 
@MIA Psycho - If you're using this on 1.4 yet, I'd recommend getting the 1.4 final version from GitHub. That will guarantee no 1.5 issues crept into your game.
@Rogim - You should be able to select the pawn, and they will have a new tab on the bottom left that shows their magic card. They will also have spell abilities at the bottom of the screen. If that isn't happening, then you're missing a mod or something. If you're on 1.4, see my comment to MIA Psycho above.
Rogim 27 May @ 12:14pm 
Question, how can I use the spells provided by the mod?, I have a Lore of fire initiate and it does not show me a menu for spells or anything, or do I have to install rimHUD or smth?
M.I.A.Psycho 27 May @ 2:33am 
Before last update everything was ok. But after last update I am unable to give right click orders to pawns /go cooking food , go harvest/ After process of elimination mod one after another. Is this the one that making it and i dont know why. Still using backwards 1.4 version of the game.
SickBoyWi  [author] 26 May @ 10:11am 
Note that Jecs is no longer required, for those that have been complaining about it for years.
SickBoyWi  [author] 26 May @ 10:05am 
Ready for 1.5.
arashii77 8 May @ 1:35pm 
i have a big problem why the mod need to jectools ? and also why when i install the mod they say i didnt install ?
Kerican 16 Apr @ 1:40pm 
Sounds good. I was mostly just commenting on having all three of the mentioned mods. This mod, Rimworld of Magic and VE Psycrafts all going together. Didn't get a chance to have a pawn with all three mods to see if that cause and issues :p Mostly because none of my plays shortly before 1.5 got very far. But definitely always like to see more Magic :)
SickBoyWi  [author] 13 Apr @ 5:44am 
@Kerican - I am thinking of adding in a mod setting to control the proliferation of pawns with magic traits. I think that'll be a thing once I get all these mods updated for 1.5.
Kerican 12 Apr @ 9:36am 
I was running with all three of those mods. End Times magic showed up, but its basically talent based, so its waiting to get a recruitable pawn that has the talent. I ended up modifying the naked brutality scenario so I started with my one pawn with a school, but I did over a number of games see, and recruit a few other pawns with RImhammer magic. Granted the ratios seem less than other magic mods.
Uriel Septim VII 2 Mar @ 10:00am 
no, idk if there is a conflict with pyscasts expanded or rimworld of magic or something else but its causing a conflict.
SickBoyWi  [author] 2 Mar @ 6:42am 
Uriel Septim VII - If you're talking about no pawns having magic even, then you need to add my Any One Can Magic mod in your modlist, after this mod. Otherwise the magic from this mod will only show up on specific pawns from the Rimhammer - The End Times factions mod series.
Uriel Septim VII 1 Mar @ 8:48am 
does anyone else ever have a problem with game not enabling magic at all?
SickBoyWi  [author] 24 Feb @ 5:45am 
UPDATE: Ulric wolves can be unsummoned by non Empire players (if the player is non-Empire but has a faithful caster pawn).
SickBoyWi  [author] 10 Feb @ 7:06am 
UPDATE: Error fixes / tweaks as listed on Discord suggestions and bugs areas.
SickBoyWi  [author] 1 Jan @ 8:21am 
@LORD - No prob. It's been on my list for a while. Thanks for reporting, and the motivation.
LORDHEADASS76 30 Dec, 2023 @ 11:24am 
Thank You so much!
SickBoyWi  [author] 30 Dec, 2023 @ 10:05am 
UPDATE: Added a mod setting to turn off all magic drop pod raids.
SickBoyWi  [author] 30 Dec, 2023 @ 9:10am 
@Lordheadass76 - I will add a mod setting for that. It's on the list.
@Kerican - You can use something like Character Editor to give pawns traits in an ongoing game I believe. There are some artifacts that will grant a magic trait. Consuming Jabberslythe Tongues has a chance to grant the consumer a trait for one of the chaos lores. There's a Stone of Wisdom: Chaos Undivided item that will give a pawn the chaos undivided lore. I have a handful of other things on the list, but there's so many mods I'm doing now I feel like I'm at my limit so it'll be a while.
Kerican 29 Dec, 2023 @ 8:02am 
Using Anyone Can Use magic as well. Is their anyway inside the mod of giving magic traits to pawns instead of just starting with them. Can they be taught by people already with them?
LORDHEADASS76 22 Dec, 2023 @ 11:40pm 
is there anyway to turn off the drop pod raids this mod adds? I love this mod and everything you do but i absolutely hate dealing with those raids?
SickBoyWi  [author] 25 Nov, 2023 @ 8:11am 
UPDATE: Added a mod extension for weapons to have explosive gas clouds.
SickBoyWi  [author] 25 Nov, 2023 @ 6:01am 
UPDATE: Added ability to increase or decrease the needs created by this mod in God Mode.
wydscum 23 Oct, 2023 @ 3:13am 
dawg i love you for this mod
couch.surfer 12 Oct, 2023 @ 4:33am 
Hi ulfricartifacts are to heavy to carry while unfinished. my settlers cant continue to work on it. seems like that this a bug.
SickBoyWi  [author] 11 Sep, 2023 @ 8:29am 
@NoStinkingBadgers - Each spell has it's own stuff that happens when you upgrade it. Sometime it just casts faster, may reduce casting cost, sometimes has a bigger radius/effects more pawns, sometimes it will change or add additional effects. It just depends on the spell.
The magic traits are intentionally rare, but they do show up. If you're using Any One Can Magic still, you will see a few of them show up with each big raid.
SickBoyWi  [author] 11 Sep, 2023 @ 8:26am 
UPDATE: Tweaks to Gut Magic.
NoStinkingBadgers 30 Jun, 2023 @ 7:04pm 
I mean I still hadn't figured out how to give them that magic trait - I did see really expensive scrolls for learning a spell here or there. Didn't have the patience, so used the below approach. I don't think the wizards will be too overpowered, especially once the game starts throwing massive raids at me.
NoStinkingBadgers 30 Jun, 2023 @ 7:02pm 
I installed Rimhammer Anyone Can Magic, and still never got characters with a magic trait. So I used [RH2] Uncle Boris' - Brainwash Chair. With that mod and the previous two, you can simply order your pawns to go brainwash themselves at any tv with a chair (I haven't used the actual special chair if it has one - haven't brainwashed any prisoners yet). So when you do that, you can select magic traits. I've only made wizards from various schools, haven't tried the warlock etc traits. What you get when you do that are usually 5 different spells from the school if I remember correctly, can be upgraded I think 5 times, but really all it does when upgrading is lower the cooldown.
TheSquirrelofHuscurl 26 Jun, 2023 @ 6:27am 
F. Thanks for letting me know - hope it gets released soon.:ftired:
SickBoyWi  [author] 25 Jun, 2023 @ 6:34pm 
Sorry. Not CE compatible. Someone on the Discord was working on that, but I have no idea how far along it is.
TheSquirrelofHuscurl 24 Jun, 2023 @ 7:06am 
This has probably been asked a million times, but is this intended to be compatible with CE? Asking as I ran into some combat-related errors with CE, don't know if it should be bug reported or discarded. The mod wasn't marked as incompatible with CE in mod manager.
SickBoyWi  [author] 3 Jun, 2023 @ 5:16am 
@Goldengear111 - This does not need RWOM. You get magic by starting with one of the Rimhammer magic scenarios, or by using the Any One Can Magic mod, and rolling a pawn that has a magic trait at the beginning. If you're using that mod, many pawns will show up with magic throughout the game.
Goldengear1111 18 May, 2023 @ 12:37am 
Does this need rwom?
Goldengear1111 18 May, 2023 @ 12:32am 
how do i get magic?
SickBoyWi  [author] 18 Apr, 2023 @ 5:46pm 
@THE-MARINER - Thanks! Still working on it too, as I'm about to get into the greenskin magiks!
THE-MARINER 16 Apr, 2023 @ 1:08am 
It is awesome how far this mod has come thanks for all the work
SickBoyWi  [author] 19 Mar, 2023 @ 7:32am 
@Vexacuz - Excellent! Sorry for the issues. I have a few collections posted, and those show the mods in the proper order if you need a future reference.
Vexacuz 18 Mar, 2023 @ 4:49pm 
I found the problem i think, aparently the problem was that i usually put Jecstool AFTER Hugslib, but your mods ask for it to be the other-way around. In my defense, this is the first time i had an issue with jecstool...But magic seems to be functional again, i will test it with my large modlist to see if there is no other issue.
Vexacuz 18 Mar, 2023 @ 3:48pm 
Ok, i had the log and the modlist.

But i decided to deepen my Bug-Testing and after much mod re-position, the whole rimhammer modpack seems to be functional...so im estabilishing that its not a conflict with another mod. I will be removing mod by mod and see what dependency is causing this.
SickBoyWi  [author] 18 Mar, 2023 @ 5:57am 
@Vexacuz - You must be missing a prerequisite mod or something. Can you please post a modlist / error log in the Discord: https://discord.gg/UCmQbCT
Vexacuz 17 Mar, 2023 @ 9:50pm 
Something's wrong. If i try to start with magic-trait pawns, the game doesnt load these and gives me an empty map. If i try i add the traits trough C-Editor, the game simply does'nt acknowledge it and doesnt give me the powers, but otherwise runs normally.