RimWorld

RimWorld

RWoM Custom Class - Blue Mage
57 Comments
Odd Donny 8 Aug @ 9:35pm 
I don't suppose this got forked?
darkzero 3 Aug, 2024 @ 2:33pm 
I know you probably don't like going back...but please revisit the idea of updating this super fun mod.

Thanks!
Connor98 17 May, 2024 @ 4:22pm 
is it possible to play his version with 1.5? if not does anyone know if there's any plan to make a 1.5 version?
Prism 24 Mar, 2024 @ 1:46am 
Are there any plans to add ways to acquire the spells other than through animal encounters? I know, that's not the point of Blue Mage, but what about for spells attached to animals from mods you don't have? I know that Race to the Rim will not be making the jump to 1.5, and Witcher Monster Hunt will have a lot, but not all, of it's content rolled into another mod.

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?
bonesbro 24 Nov, 2023 @ 11:01am 
Continuous trace spam while Dark Fog is active:

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
bonesbro 15 Nov, 2023 @ 10:12pm 
There's a mod called ModErrorChecker that reports some errors about some of the sounds... maybe why the Known Bugs says some of them don't work?

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.
CTH2004 29 Oct, 2023 @ 1:57pm 
Just like your other custom class pack, this is missing the download URL, leading to the following error


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)
Metalocif  [author] 14 Jul, 2023 @ 12:42am 
Update.
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)
Elgate 1 Jul, 2023 @ 7:41am 
So, the acidic web + seems to have a couple of issues. It kills in two hits pretty much all the time, (Probably because it maxes out the acidic burn effect, killing the target?) and it always bugs out on killing the target, leaving the projectile behind.
Metalocif  [author] 25 Jun, 2023 @ 2:27am 
Starsurge drops from the Zurelion Sol dragon in the Void Dragons mod.

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.
Sucram 24 Jun, 2023 @ 4:29pm 
Thanks for this amazing class! I'm really enjoying it!

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?
Metalocif  [author] 23 Jun, 2023 @ 11:08am 
Interesting. I'm pretty sure it's possible but it's a lot of patching, which is long and boring to do and impacts load times.
I'll probably do it whenever I have enough coffee in me, or a brave subscriber could help with that.
Elgate 23 Jun, 2023 @ 10:58am 
So I don't know how possible it is:
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.
Metalocif  [author] 20 Jun, 2023 @ 3:46am 
(Fun fact, weapons that give spells, which in the main mod is limited to the Staff of the Defender, don't use powers at all, which makes sense wrt to the previous comment but I don't really understand how they work.)
Metalocif  [author] 20 Jun, 2023 @ 3:45am 
You'd need to reset the pawn's class by using the relevant dev action.

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.
Connor98 19 Jun, 2023 @ 1:17pm 
hello do you know if adding spells from RWOM would cause the blue age pawn to break? i added accelerate time and when the pawn is clicked on they dont have any buttons to press, thank you
Metalocif  [author] 18 Jun, 2023 @ 5:14am 
Oh yeah that's a thing. I don't think it's Callouts, just JecsTools.
Now that I think about it, I can probably fix that issue by making a damageDef apply the hediff instead of the spell.
Elgate 18 Jun, 2023 @ 3:25am 
If someone suffer the same fate, using the kill command on the acidic web destroys it and stop the log spam.
Elgate 18 Jun, 2023 @ 3:22am 
Found an issue. Looks like an interaction between callout and the acidic web. I'm going to post it as well on Callout's mod page. I used the acidic web on a clutchmother then killed it. I wonder if I didn't kill it while the projectile was in flight, losing a target. Pastebin for that particular log
https://pastebin.com/9r9nFW5N

And hugslibs for everything. Careful, I use cursed mods. A lot of them.
https://gist.github.com/HugsLibRecordKeeper/e301fb3fb8311fbf36fe8ab266e048cc
Metalocif  [author] 18 Jun, 2023 @ 2:39am 
The spell's name will have + or ++ after it for level 1 and 2 spells.
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.
Elgate 17 Jun, 2023 @ 3:06pm 
I have two questions: How do I know which level of a spell I have?
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
DxGGG | Megalomancer 11 Jun, 2023 @ 5:45am 
Nice, dude! Looking forward to giving this a go!
Metalocif  [author] 11 Jun, 2023 @ 5:02am 
Updated! See patch notes for the many many changes.
Metalocif  [author] 10 Jun, 2023 @ 7:36am 
It should be up by the end of the weekend, one new spell is proving to be oddly buggy and I want to change the recipes for Shamshirs, since we no longer have spell items.
Elgate 9 Jun, 2023 @ 3:29pm 
Any ETA on said update? I just made my modpack for it a couple of hours ago before seeing that message :p
Metalocif  [author] 9 Jun, 2023 @ 2:20am 
Big update on the way. It changes the way the mod's gimmick works through the power of C#. Instead of dropping spell items when hitting monsters, the Blue Mage will directly gain the relevant spell.
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.
Elgate 28 May, 2023 @ 2:40pm 
NOOOOOOO I was already pondering what to play for my next run :'(
Just kidding, thanks for the update ;-)
DxGGG | Megalomancer 28 May, 2023 @ 7:48am 
YAAAAAAAAAY!
Metalocif  [author] 28 May, 2023 @ 7:35am 
Updated to 1.4!
The mod now has a total of 50 spells.
DxGGG | Megalomancer 10 Dec, 2022 @ 1:19am 
decided to test if this works as-is in 1.4. It was an amusing test! Getting magic was fine, but casting Mitosis went hilariously wrong.

Back to waiting on the update LMFAO. Looking forward to it!
DxGGG | Megalomancer 21 Nov, 2022 @ 10:39am 
pumped to give this a go! do you know if favoriting a mod on steam will alert you when an update comes through?
Metalocif  [author] 26 Oct, 2022 @ 6:44am 
I do! I was adding a few cool spells with C# before 1.4; I just need to finish them and make everything work.
willieplasmayo 26 Oct, 2022 @ 6:24am 
Do you plan on updating this for 1.4?
Metalocif  [author] 3 May, 2022 @ 12:07pm 
I am satisfied with changes and the mod has been updated. The mod no longer needs Ideology, as it doesn't load the one spell that uses it if you don't have that DLC. Added a few spells: Fire Breath, Glitch and Step. Changed Chemfuel Slather and Snowstorm. Tell me if anything breaks as a result.
Metalocif  [author] 3 May, 2022 @ 6:30am 
@WBrash The Royalty DLC is absolutely required, since the whole mechanic of the class uses the EMP->Brain Shock from Royalty, but Ideology should only affect a single spell (which I need to fix anyway). I could make it conditionally exclude these.
On a side note, I am still adding spells and will update the mod whenever I am satisfied with changes.
WBrash 1 May, 2022 @ 9:35am 
Built an entire mod list and playthrough based on this class. Upon loading, it says it requires Ideology. Only noticed the comment below about the Royalty DLC after as well, but neither DLC is listed as a requirement. If they are required, is there a way to note that on the Workshop for players interested in this mod?
Peter 27 Feb, 2022 @ 8:03pm 
You are a god for making this mod and I wish you a happy life
reallyhairydave 30 Jan, 2022 @ 3:00am 
Cheers
Metalocif  [author] 29 Jan, 2022 @ 4:50am 
Universal spells = cantrips.
reallyhairydave 26 Jan, 2022 @ 4:37pm 
I know you disabled cantrips and maybe I'm getting my terminology confused here but I just crafted the training scrolls for mages and martial classes and the blue mage is the only one who can't learn it. Is this a bug or am I wrong in thinking universal spells not listed on the wanderer page are not cantrips?
reallyhairydave 16 Jan, 2022 @ 3:30pm 
Gotta say I'm loving this mod, got 2 powers so far and looking forward to grabbing more. I noticed there's a bunch of new ones from the last big update but I can't see what to target, I guess I'll just test it on them all :p

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
why are we here? just to suffer? 13 Jan, 2022 @ 12:22pm 
O YASSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
Legolukas 2 Jan, 2022 @ 11:28pm 
Thank you. Rim73 Was the problem. Now i gonna catc... Probably kill them all :D
Legolukas 2 Jan, 2022 @ 11:10pm 
Yes. Royalty is enabled as well.
Metalocif  [author] 2 Jan, 2022 @ 2:59pm 
Do you have the Royalty DLC enabled? The mechanic used was introduced in Royalty, so maybe not having it would cause a problem, although you should get red errors on startup.
(for anyone curious, it's the same thing as the Brain Shock caused by EMP damage on a pawn with a brain implant)
Legolukas 2 Jan, 2022 @ 11:10am 
Yes, I tried it withCatopletas, Boomrats and Meadow/ Frost Aves.
Metalocif  [author] 2 Jan, 2022 @ 5:37am 
@Legolukas Maybe some kind of performance mod? I hear Rim73 affects hediffs, which is what governs the spell drops.
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.
Legolukas 2 Jan, 2022 @ 12:09am 
Okay, thank you. I guess i have some mod conflict then... Any idea how to figure out, which mod could conflict? I don't get any errors.
Metalocif  [author] 1 Jan, 2022 @ 5:03pm 
@Legolukas You have to strike them with the Blue Mage's initial spell, Blue Learning. If they survive the hit, they should drop their spell, assuming they have one - not all animals can drop a spell.
Legolukas 1 Jan, 2022 @ 5:56am 
Hi, how high is the chance for dropping the spells? I already killed tons of animals (with the learning skill) and never got anything...