RimWorld

RimWorld

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A Rim Reborn - Core
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Mod, 1.3, 1.4, 1.5, 1.6
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10.668 MB
19 Nov, 2021 @ 9:10pm
4 Aug @ 9:19am
45 Change Notes ( view )

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A Rim Reborn - Core

In 1 collection by Aelanna
A Rim Reborn
10 items
Description
A Rim Reborn brings the tools, resources, and research of Eorzea to the rimworlds!





Master an alternative research tree based on aether, the magical essence of the world of Hydaelyn! Synthesize aether crystals for use in crafting, build accumulators to tap the natural energy of the rimworlds, and produce unique items!



Craft and forge unique arms and armor! Despite their simple appearance, aetheric weapons can be imbued with aether by wielders with Flowing Aether. Melee weapons have increased damage and armor penetration, while ranged weapons have increased damage, range, and projectile speed.

Eorzean craftsmen can also create glamoured armor and outerwear which is invisible while worn, providing full protection to their wearers while allowing them to show off their fashion!



Produce alchemical potions using unique Eorzean herbs! Healing potions can instantly heal wounds to a limited degree while potions of vitality, strength, and dexterity grant powerful bonuses to colonists.

However, be careful: that which helps in small doses can be harmful or even deadly in greater doses. Taking too many potions too quickly can result in alchemical toxicity and toxic shock!



Build aetherytes and anima pendants that allow colonists to Return or Teleport to attuned aetherytes, even across the world! Quickly reinforce distant colonies or recall caravans!



A Rim Reborn requires at least one ARR race mod to function properly, and all ARR race mods depend on Core to function properly as well.









SPECIAL NOTE: The first race mod loaded after Core becomes the primary race for Eorzean Colony factions. Members of this race will be selected as faction leaders and will have higher representation in said faction's settlements and caravans.



  • 120 new backstories unique to Eorzean races!
  • Eorzean Colony NPC factions with unique culture, caravan types, and settlements.
  • 2 new starting scenarios: Across the Rift (ARR Crashlanded) and Naked Brutality (ARR).
  • New incident: A Tear into the Rift - A random Eorzean refugee appears from a tear into the Rift. If they survive the passage, they will be injured: you can rescue or capture them for recruitment or slavery purposes.

Please check out A Rim Reborn - Classes & Jobs, which brings the classes and jobs of Final Fantasy XIV to the rimworlds:





A Rim Reborn uses the Eccentric Projectiles library for custom projectiles and visual effects. Please check out the Eccentric Projectiles tab in your Mod Options for configuration options!



Known Issues

  • Not all apparel is fully implemented, and you may get placeholder assets if using ARR apparel on certain body types.

Future Plans

  • Combat Extended compatibility
  • Magitek devices
  • Hybrid technology
  • NPC settlement aetherytes
  • More apparel!
  • More races!
  • Creatures and monsters

Credits & Links

Have you heard of the critically acclaimed MMORPG Final Fantasy XIV[www.finalfantasyxiv.com]? Final Fantasy is the property of Square Enix. A Rim Reborn is a fan project and unaffiliated with Square Enix.

Many thanks to the modders and community members of the RimWorld Discord[discord.gg] and Alien Races Framework[discord.gg] for their help and inspirations! Also, feel free to drop by the #aelanna channel on the HAR Discord if you have questions, comments, or feedback!
Popular Discussions View All (17)
14
17 hours ago
Aether Network breaking?
airshredder
2
12 Mar @ 8:42pm
Documentation
Goddess Chaos
0
13 Aug @ 1:58pm
Suggestion for a start scenario.
Yuya
654 Comments
bowenbigcountry 17 hours ago 
Any chances on a FF-based or "tempered" idealogy or mechanic??? We got The Twelve to worship!
Mur 20 Aug @ 5:38pm 
So my feedback for the mod is that it feels a lot like rimworld of magic which is good but the base crafting mechanic seems weird.
-Job system is good, i needed to install Drafted Auto-Combat which made it feel even better.
I suggest adding it as a suggested mod.
-You have ways of making power different than the main tech but you require electricity which kind of defeats the purpose forcing you to go into the main research tree before this.
-The end of the tech tree is pretty early... like no ability to restore body parts, no larger power sources, no endgame armors/weapons
-You have a lot of different ways of making crystals but you really don't need many because you are given a lot at the start and then you have to eventually remove your old crafting benches for linked ones which then you mostly remove any need for crystals and you only need to make a few ones for crafting a few items.
-Potions feel weak and there are a lot of single researches for all of them + plants.
lechkingofdead 19 Aug @ 2:04pm 
when i was digging around aetheric ships someone mentioned rim reborn makes some changes to graveships im wondering what thoes maybe are if it is true. but what suprises me is they have yet to make at lest a biotech combatability patch to allow ya to granve biotech races the ability to use mana. (it would help thematicly with my current plans but it also would just be nice sense i do wish to have that Magitek vibe going.
Sera 17 Aug @ 9:21pm 
@yuya My bad when i say the network i meant from the collector to the network item but you are right the collectors.

Yes but like power you also have gem burners, wood power and other things you can put inside to automatically make power with just a bit of fuel. Yes I know i can use the spots inside but if doing that why not have a version of the collector that i load with crystals that overtime make more. or at least a crystal contaminant that allows me to put crystals i made inside to go into the network like a chem generator. Burn fire get fire but lightning get lighting. This way if you have no "outside" at all on your map you can still make use of this.

@arandor I know but you missed where i said a ship or car. Have oddisy can't do it. you are on the world you will have a base or you will not be able to use the stuff as well.
Yuya 17 Aug @ 10:14am 
@Sera Your network can be indoors just the collectors need to be unroofed. It is not much different from needing to put your wind turbines solar and geothermal generators outside. Even in a mountain base (especially in 1.6) you can find pockets of areas you can unroof. You may not be able to squeeze all the accumulators you need into such a spot but you can get some on your interior. But the rest of the network can be completely under a mountain.
Gravebound 16 Aug @ 10:11am 
Absolutely fantastic mod, the backbone of my current playthrough. My only request - can we get Aether-linked wall-mounted lights?
Aranador 16 Aug @ 2:24am 
@Sera - you should be able to set up a lightning generator and regular powwer generator, to create aether for a totally enclosed network. However creating a safe but unroofed area should be quite doable too, even in a mountain base.
Sera 12 Aug @ 2:11am 
So unless im missing it is there any plan to add away to take the crystals and add them into the linked network? I have a ton of them but to have a network it has to be outside. Want to craft guns you have to have the network. want things to run passively you have to have the network. but the network has to be outside. Live in a mountian, a ship, a car with an inside your screwed live somewhere else.
Spess Merhreen 11 Aug @ 4:27pm 
Can't wait to give my ork war boss Aether powers with his veira army.
Aelanna  [author] 11 Aug @ 4:26pm 
@Spess Merhreen - That is correct! While I do intend to look at optional compatibility in the future, it is currently locked down due to the mod's reliance on a lot of HAR features for functionality. This will definitely change as ARR gets closer to a full 1.0 release!