RimWorld

RimWorld

A RimWorld of Magic
7,250 Comments
DumbledoreDoor 3 Sep @ 12:41pm 
Can anybody help me with upgrading the golems: I have everything I need for the upgrade but still cant perform it, despite the needed skills are high enotgh, Missing the ressources is the only message I get, when sending the pawn to the dormant golem. I already tried every upgrade wich is unlocked for me. Is this a known bug or do i miss something?
Nostalgia critic 2 Sep @ 6:26pm 
agreed
This author is awful. A huge number of fatal bugs, such as losing all psychic abilities after polymorph or having the magic bar disappear from the interface every 30 minutes of gameplay.

It was the best Rim mod three years ago, but now the best thing the author can do is hand over its support to other, much more competent and adequate people.:steamfacepalm:
TwistedCricket42 1 Sep @ 4:46pm 
Hi, I'm getting a weird situation. I have 4 colonists, none of which are magically or mightily gifted, don't have any magic or combat classes, and yet I'm getting the pop-ups saying they've gained enough experience to level up their magic/combat class (that they don't have). It's not impacting my game, as I have no inclination of ever making them mages, but is there some setting that I've likely mis-set? I admit it may be another mod conflict, but I'm using a similar modlist to what I had in 1.5 (all updated now), and never got this with that load out. Thanks!
Aargh Tenna 31 Aug @ 5:55pm 
Global light skip from brightmage does not allow me to destroy site I am leaving. Instead, I have to press "back" and. once skip is done, I have to use devmode to destroy previous site.
smitty_the_smith 31 Aug @ 4:02pm 
An apothecary who is incapable of violence can not put out fires with their special ability?
Briger_ 31 Aug @ 8:14am 
I have a problem. When i load the game my mage looses his spells. and also when i make a pawn read a tome to assign a class he does not receive the basic spell
im running it with medieval
verarticus 29 Aug @ 11:27am 
Yeah Elemental Assaults do randomly seem to be spitting out hundreds of elementals. Not all the time, but most of the time.
commandermerik 29 Aug @ 10:27am 
Just got that Elemental Assault bug that TerraSleet got. The initial wave was normal. The second spit out dozens of elementals when it had no business doing so.

Here's the log if it helps any. https://gist.github.com/HugsLibRecordKeeper/8081efb026fa7bdf348ef9ac3194c986
Light Tim 28 Aug @ 1:57am 
I found a workaround. As long as the portals are on the same orbit level (ground/ground or orbit/orbit), the portals can be linked, and then they work even if the gravship moves.
Light Tim 28 Aug @ 12:12am 
To be clear, I made a second colony on an abandoned station via a shuttle, And made a portal on both my grav ship and the station. My arcane power mage can cast gateway (which also doesn't like working between orbit and ground), and there is nothing that seems to stop the process by itself.
Light Tim 28 Aug @ 12:05am 
Portals between orbit and planet cannot be connected
Jordan Davis 25 Aug @ 2:43pm 
my character who is immune to age related issues died got a artery blockage from the aging magic which does not make sense because hes supposed to be immune
Ignician 25 Aug @ 12:19am 
there has to be a mod that i have in my mod list that is causing an issue where pawns cant instantly die. its the same with the android mod where self destruct doesnt really work, but now im starting to suspect its not an isolated case with that mod seeing a similar effect trying to dismiss undead.
Ignician 25 Aug @ 12:16am 
Anyone knows what causes Dismiss Undead to just break? Trying to dismiss a skeleton and doing so just causes it to barf up blood thjat never stops. must be one of my pawn mods, im suspecting the forgotten realms one, but just need to make sure.
Gortunga ツ 24 Aug @ 5:48pm 
The woodsman ability Animal Bond is currently bugged; if you try to bond with an animal from vanilla or the dlcs it will crash the game.
Tux 24 Aug @ 5:01pm 
Hello, I just ran into a bug where when i loaded into my saved game my Skeletons that i have raised have turned back into living normal pawns. this happens even after raising them again.
Torann  [author] 24 Aug @ 9:57am 
@Viper One
Children have reduced max mana/stamina. Theyll get more as they age.
If you can check your player log and post that into the discord, it might give an indication on what's causing the crash.
Viper One 24 Aug @ 1:12am 
Also, are children inherently gimped as stamina/magic classes? Or is it some other reason that when I give children a magic/stamina class they can never get enough of their resource to really do anything.
Viper One 24 Aug @ 1:09am 
Been having an issue with this mod, I built 4 mecha-golems and fully customized all of them to be as powerful as they possibly can. Lightning cores and lightning bases. Whenever they go into combat, there's a good chance my game simply crashes, and if all four go into combat my game is almost guaranteed to crash. Does anyone know what the source of the crashing could be? Is it a specific modification of theirs that I could potentially remove to stop this crashing? Again, they are fully modified with every possible upgrade.
Bat stealer 21 Aug @ 12:38pm 
might be a bug
Bat stealer 21 Aug @ 12:37pm 
yo... THE HOLLOW GOLEMS CANNOT BE FAIR, IT SHOT OUT LIKE 900 DARKBOLTS AND TURNED PART OF MY SCREEN INTO A WHITE HOLE, like, it was a never-ending stream of condensed darkbolts
TerraSleet 21 Aug @ 6:21am 
Elemental assaults are overtuned, please fix. Just had a rift vomit out 200 fire elementals in the span of 10 ingame minutes on my 2nd year, this is with the event set to "easy". The first wave was fine but the waves just got exponentially bigger each time which seems like a bug.
Atreidi 16 Aug @ 7:08pm 
@AnotherOne it works, might be mod conflict or order issue.
I recommend to use RimSort to prevent things like that :)
TiraboTurbos 16 Aug @ 6:40pm 
Do I have an incompatiblity? The magic faction KEEPS adopting the raider's ideology.
Soul in Shadow 16 Aug @ 5:10am 
@Octavia you can disable them entirely in the mod options, there is a "event options" button, slide severity all the way to zero to disable
Octavia 15 Aug @ 1:46pm 
This seems excessive... I am on base-builder and this threat is not okay...
https://imgur.com/a/ZFCb0NE
AnotherOne661 15 Aug @ 12:57am 
Half the classes don't work, even with a light modpack, no icons for the magic powers appear. Such a same, this is my favorite mod
Just Some Random Kid 14 Aug @ 6:52pm 
I wish gems could be used to enchant already enchanted items to expand how good their enchants are. Kinda feels bad when you go to enchant your Uranium Dragonslayer Plate armor with a Major Gem of Wonder just for it to get +15% xp gained. Man am I glad I saved beforehand so I didn't just waste 600+ jade on that.
Rhodry 14 Aug @ 8:33am 
is there a way to replace a class?
garra30 12 Aug @ 4:48pm 
I used to love this mod back in the day but it's never not had problems. I have to wonder if rebuilding it to work with the Psycast trees wouldn't have been a better move. I get that it's supposed to be "magic" and it's own separate thing, but considering how buggy this is compared to Force Psycast Powers for example, it's really a night and day difference in polish.
sphynx38 12 Aug @ 8:23am 
it's not functional.
Chilli Dog Dave 11 Aug @ 8:48am 
i always end up coming back to this mod after a DLC release and Odyssey is no exception, managed to scrape together enough things to upgrade my main craft person into an enchanter but i did notice is i tried to enchanter stone on a Vac Stone Chunk and noticed it did nothing so i decided to do some testing and noticed brioferrite, obsidian and vac stone aren't integrated into Rimworld of Magic so if you need an idea what to make as effects i would give bioferrite stuff related to psychic sensitivity (at the cost of mental break threshold), obsidian would just increase beauty and fire resistance and vac stone should honestly just make it so if its wearable it makes you 20-40% vacuum resistant and better cold tolerance (implying synergy with space) with structures i guess bioferrite should make them more effective but run the risk of mental breaking a colonist, obsidian again just beauty and/or mood boosts and with vac stone i am unsure tho golems could just be space proof+faster
Logbuzz 11 Aug @ 2:47am 
Nope, it's with every animal, how does this even get overlooked?
Logbuzz 11 Aug @ 1:53am 
I assume it'll constantly keep crashing if I animal bond with other modded or bigger creatures
Logbuzz 11 Aug @ 1:51am 
Animal bonding a bouldermit instantly crashes my game :steambored:
cheep deer 6 Aug @ 6:48am 
Is there anyway to ''multiclass''?
Aargh Tenna 5 Aug @ 2:20am 
@Keansor Golems were always wonky in WOM. They used to bork your game if you board shuttle with them, never worked with SOS2 etc. The only thing they are good for is colony helpers/defenders on the ground - keep them in the same tile, do not make them leave colony at all.
Aargh Tenna 5 Aug @ 2:17am 
enemy lightning mage decides to cast a lightning bolt, window appears that asks me where to place it. Clearly not right even if funny.
CARP42 4 Aug @ 6:32pm 
First off I love this mod, I can only barely play without it. I just tried to set up gateways between a ground based colony, and an asteroid in Orbit, Even after some dev mode testing the gateways wouldn't make any connections between ground and space, I don't know if this is intentional or an oversight, but I'd been hoping to have an orbital base from the start of this year 5 play through.
Searph 3 Aug @ 9:47pm 
i really want to like this mod but god does it show its age at this point. If it didn't have the litany of issues it currently does I would much prefer it over vanilla psycast expanded. At least that mod actually works even if its not as fun :(.
Neosuduno 3 Aug @ 8:51pm 
Mana potions and Syrrim have no stats. They show blank text and have no value.
Get Donked On 3 Aug @ 4:42pm 
hows the performance impact of this mod these days actually?
Keansor 3 Aug @ 2:50pm 
None of the golems can currently survive in the vacuum of space for the Odyssey DLC when active. Is this intentional, or just not yet/able to be implemented? It's making my solo golemancer run more difficult. (And maybe even impossible for winning the new Odyssey ending T_T)
Vulture 2 Aug @ 9:01am 
Not recognising "JecsLite - A RimWorld of Magic"
DumbledoreDoor 2 Aug @ 8:48am 
Just a question out of interest. What happens, when i use the regrow limp and the pawn has a prostetic? Does it pop out and the limp grows back, does it work at all or does the prostetic block the spell somehow?
Soul in Shadow 2 Aug @ 5:17am 
I just experienced the elemental rift event as well, year 2 and I get 70+ elementals.
ChaosAttractor 1 Aug @ 11:45pm 
Oh good, demon attacks are also bugged in a different way, luckily there was just two of them, but they randomly disappeared mid fight (at diff times, so not event end).

The event itself also wont end, msg shows that it ends in 3 hours, for the last 8... Also, my dragon (which was tearing the demon apart) also disappeared with one of them (somehow off the map), which I hope isn't intended.

Haven't seen the Lich yet, but Ill assume its bugged as well and disable for now.
Bydluck 1 Aug @ 10:37pm 
I also had a problem with elemental rift, it spawned hundreds. I walked around to destroy the rift hoping that it will despawn elementals but nope. Didn't survive it
ChaosAttractor 1 Aug @ 3:58am 
Are the elemental rifts supposed to spawn over 100 (Not an exaggeration, the 2nd wave alone had 96) enemies in 2 waves? I have a few powerful colonists, but I don't think its physically possible to carve through that many to get the the rift before it just respawns them all. Disabling event for now