RimWorld

RimWorld

Rimhammer - The End Times - Magic
252 Comments
SickBoyWi  [author] 6 Jul @ 7:52am 
@Detahmask00 - That was done because some of the magic items require Coal for crafting, so if the base mod wasn't active there'd be an error. It's worth $ and can be burned in benches, fires, and such. I'll put a defect in the Discord to see if there's a better way to get that handled. Also, I'll make sure it mines into a resource.
Deathmask00 30 Jun @ 3:43pm 
why does this mod add coal veins? They don't drop anything either.
SickBoyWi  [author] 10 May @ 5:58am 
@Wally - That's a good question on the children. I assume if you have my Any One Can Magic mod active, then the magic traits would end up in the list of eligible traits for kids to get. I'd have to double check how the core source is pulling the list of those traits together to pick from to confirm that 100%.
Wally Winker ;) 28 Apr @ 6:38am 
This is awesome, really enjoying some of the utility spells :). One question: can children acquire the magic traits as a part of growing up? For context I'm using all of the mods in the 13 item rimhammer collection.
SickBoyWi  [author] 29 Mar @ 9:17am 
@Stalinator - It's manual.
Stalinator9000 27 Mar @ 11:47am 
Does this mod feature a sort of auto cast functionality for the magic? Or is it all manually activated?
SickBoyWi  [author] 15 Mar @ 7:54am 
UPDATE: Added new Winds of Magic map incident.
SickBoyWi  [author] 8 Mar @ 6:52pm 
@SpaceRat - If you build a meditation spot, the pawn will meditate on their own. It shouldn't take very long for them to do it. An hour or so will get them full from empty.
SpaceRat 6 Mar @ 3:32pm 
Can someone tell me how to properly meditate? It seems to be going very slowly.
SickBoyWi  [author] 23 Feb @ 6:54am 
UPDATE: Fixed an issue with the Raise Ground spell. It now works (again) on deep ocean water.
SickBoyWi  [author] 21 Feb @ 5:09pm 
Time Police Officer - I'll give it a try in my current game, and see if it's working. I have been using lower ground quite a bit, and they function very much the same behind the scenes, but you never know. You should take defects to Discord if you want a faster response.
Time Police Officer 17 Feb @ 2:32pm 
Raise ground isn't working on deep water in my current play through. Using geological landforms mod. Doubt that's related unless there are multiple deep_water tags behind the scenes.
SickBoyWi  [author] 29 Jan @ 9:26am 
UPDATE: Fixed ruby ring and rod of flaming death.
huntergames9 14 Jan @ 7:21am 
Thank you for all your work, I will definitely watch your videos, I love ogres kkkkk, looking forward to when they are ready, and take as long as you need, your mods are incredible
SickBoyWi  [author] 13 Jan @ 7:11am 
@huntergames9 - my Ogres mod is pretty far along, it's just not ready for public release yet, so it's reserved for donator's only. You can see some of it on my Discord, or ogres do visit the colony as traders in my current YT game. My name on YT is: SickboyWI, and the discord link for my stuff is above. Just ask, and someone (perhaps me) will point you to the ogre photos.
huntergames9 12 Jan @ 9:11pm 
Hello friend, I saw that you have ogre powers, do you want to create a playable faction of ogres? It would be amazing, they are my favorites
SickBoyWi  [author] 12 Jan @ 11:51am 
UPDATE: Added a mod setting to allow players to turn off or on the pawn portrait panel ability icons.
59式坦克·改II: You can now turn them off!
SickBoyWi  [author] 12 Jan @ 11:29am 
59式坦克·改II - No, but I can add a mod setting for that. Give me a little while here, and I'll see if I can get it done today yet.
59式坦克·改II 11 Jan @ 10:48pm 
can i set to hide the icon?
SickBoyWi  [author] 11 Jan @ 1:13pm 
UPDATE: Added icon on pawn portrait panel to indicate that the pawn has an ability from this mod.
SickBoyWi  [author] 25 Aug, 2024 @ 6:40am 
UPDATE: Defect fixes.
SickBoyWi  [author] 29 Jul, 2024 @ 6:32pm 
UPDATE: Tweaked ability defs and AI ability defs.
Kerican 29 Jul, 2024 @ 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, 2024 @ 7:11pm 
@Kerican - I'm on it. Sorry. I've been overwhelmed with 1.5 updates. That's done now.
SickBoyWi  [author] 28 Jul, 2024 @ 7:10pm 
UPDATE: Defect fixes and such that were reported on Discord.
Kerican 20 Jul, 2024 @ 9:59am 
I've posted on Discord and no one has touched my topic.
Kerican 16 Jul, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 10:11am 
Note that Jecs is no longer required, for those that have been complaining about it for years.
SickBoyWi  [author] 26 May, 2024 @ 10:05am 
Ready for 1.5.
arashii77 8 May, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 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, 2024 @ 8:48am 
does anyone else ever have a problem with game not enabling magic at all?
SickBoyWi  [author] 24 Feb, 2024 @ 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, 2024 @ 7:06am 
UPDATE: Error fixes / tweaks as listed on Discord suggestions and bugs areas.
SickBoyWi  [author] 1 Jan, 2024 @ 8:21am 
@LORD - No prob. It's been on my list for a while. Thanks for reporting, and the motivation.
Jim ♥♥♥♥♥♥♥♥♥♥ 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?
Jim ♥♥♥♥♥♥♥♥♥♥ 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?