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Thanks!
For instances like that, or other mods that don't end up making it to 1.5, would it be possible to find blue spells as scrolls or those items in the screenshots randomly on traders, or craftable?
TryFindSpawnCell Null - no spawn cell found
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
MoharHediffs.Tools:Warn (string,bool)
MoharHediffs.RandySpawnerUtils:TryFindSpawnCell (MoharHediffs.HediffComp_RandySpawner,Verse.IntVec3&)
MoharHediffs.HediffComp_RandySpawner:TryDoSpawn ()
MoharHediffs.HediffComp_RandySpawner:CheckShouldSpawn ()
Followed by "Had to break the loop" and "TryFindSpawnCell Null - no spawn cell found" traces
BM_SnowstormSound (mod RWoM Custom Class - Blue Mage) sound is missing resolved grains and will not work properly.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch2 (string)
ModErrorChecker.ModErrorChecker/<StartChecks>d__1:MoveNext ()
List of other sounds affected: BM_PrismaticBeamSound, BM_PoppiSmileSound, BM_BrimstoneSound, BM_DamnationSound, BM_CrowstormSound, BM_CircleOfProtectionSound, and BestialBellow_Sound.
Mod RWoM Custom Class - Blue Mage dependency (Metalocif.CCFramework) needs to have <downloadUrl> and/or <steamWorkshopUrl> specified.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Acidic Web is fixed, it should work like before but not kill things instantly and not bug out on killing things, because I coded my own damageWorker for this (I really feel like there was a simpler way but whatever).
Hydra's Blood and Demonic Pact, which didn't work with some HAR races, should work now.
(the reason is that they apply hediffs to specific body parts, shoulders and jaw respectively, but some HAR races don't have parts named exactly that)
The Black Hole spell is something I'll probably end up doing (at least in the Epic Battle Fantasy mod), I just have to code a better knockback damage worker, since the VEF one is limited.
Adding tumors to things is interesting, but I'm not sure it's very nebula-flavored. Might do it regardless.
The reason you can't add spells from the Blue Mage to your class is because my spells are ~super special cantrips (like the Druid's Briar Patch) and I love overcomplicating things. I'd recommend copying my XML and make them their own spells that are not cantrips.
Question: How do I get the Starsurge spell? What animal/monster does it drop from?
Suggestion: Add a black hole spell, which sucks enemies into the center and slowly disintegrates them. And a nebula-like spell that instead of direct damage, mutates the pawns in its area of effect with cancer (as in the Biotech expansion and Alpha Genes mod), until they explode in a pile of flesh.
Generally, we only get element-based spells from the main and Kure's expansion mods. I miss some other spells like that. Like an astronomer class with space-themed spells.
Also, i only know really basic modding and I'm trying to add some spells from the blue mage to my own custom class, a better lightning mage. I managed to add lightning spells from the main and Kure's mods, but I couldn't add your spells. How can I do this?
I'll probably do it whenever I have enough coffee in me, or a brave subscriber could help with that.
Do you think it would be possible to have a blue link in the description of a monster to their spell? Like for vanilla genetics expanded, if you look the info about an animal you have a blue link after their description showing whatever genome they belong to.
My understanding of RWoM's system, which is limited despite having read most of the mod's code at this point, is that spells belong to powers. A single power contains spell levels (the Blink spell of an arcane mage can be leveled AND upgraded, these are two different things) and upgrades.
A class is given powers when instantiated by having its class trait given to a pawn.
The Blue Mage uses class-exclusive cantrips, sort of like the Druid's Bramble Patch spell; these also depend on powers.
I tried removing powers from the mod before the recent big update; it worked fine except acquired spells were not saved, so you'd lose all spells on reloading a save.
Anyway, if you have a character who is supposed to have a spell but does not have the associated power (which is what you did; your Blue Mage was instantiated, then you changed the files so it has Accelerate Time), RWoM is not happy.
Now that I think about it, I can probably fix that issue by making a damageDef apply the hediff instead of the spell.
https://pastebin.com/9r9nFW5N
And hugslibs for everything. Careful, I use cursed mods. A lot of them.
https://gist.github.com/HugsLibRecordKeeper/e301fb3fb8311fbf36fe8ab266e048cc
Targeting an animal that gives a level 2 ability will give it, even if you don't have the level 1 ability.
So you should have Acidic Web+, no issue.
Does targetting an animal that give a level 2 ability immediatly give the level 2 ability, or do I have to have the level 1 ability first? I used blue learning on an ancient giant cave spider without thinking about that :p
This lets me do spell levels: Aerofleets grant a weaker version of Boom than Colossal Aerofleets, for instance.
This update will affect existing Blue Mages. As far as I can tell, trying to use Blue Learning on a monster that did not have an associated spell (or that now has a levelled spell) prior to this update
will cause the projectile to remain forever, hitting the target once per tick until it dies (and not giving the spell). You will need to reset your Blue Mages using the dev mode action (not the gizmo in the class menu that appears when god mode is active), or by removing the class using an in-game option such as a Shard of Magic Extraction.
After that is done, give the class back and things should work fine.
Just kidding, thanks for the update ;-)
The mod now has a total of 50 spells.
Back to waiting on the update LMFAO. Looking forward to it!
On a side note, I am still adding spells and will update the mod whenever I am satisfied with changes.
As for ideas I'm using the Star Wars Animal Collection, MorrowRim Trolls, Race to the Rim, PokeWorld, Rim of Madness Arachnophobia and Megafauna that definitely have a few promising candidates. The obvious ones would be rapid regeneration from trolls and some sort of dragon breath attack for the dragons, maybe some iconic Pokemon moves and some sort of web stun for the spiders. Other possible ideas could be a charge attack for creatures like rhinos or goats, if you're feeling really silly there's the Jorris Experience too
(for anyone curious, it's the same thing as the Brain Shock caused by EMP damage on a pawn with a brain implant)
Are you sure, however, that you hit creatures of the right species? If all you did was cast the spell on eg. horses, you wouldn't get anything.