RimWorld

RimWorld

Mooloh's Mythic Framework
369 kommentarer
Poetic 10. aug. kl. 20:44 
Appreciate your hard work!
Flaggschiff 4. aug. kl. 15:08 
Do I have Mythic Items from 1.5 in 1.6? So far I cant use them as Relics like in 1.5, would be nice if its possible.
Vodakhun 30. juli kl. 4:43 
Thank you!!!
Aschevacuum 27. juli kl. 16:29 
Fianlly
Mooloh  [ophavsmand] 26. juli kl. 10:52 
Tentatively updated to RW 1.6. Although I haven't purchased the new DLC, so I'm not sure it'll play nice with that.
Vodakhun 24. juli kl. 20:57 
I absolutely loved this mod and would add it instantly if you ever find the time to update it!
Killerkitty641 12. juli kl. 15:01 
I too would love an update. This has been one of my favourite mods as well.
Harmonea 9. juli kl. 13:42 
The 1.6 preview that came out today seems to indicate Odyssey will incorporate named weapons with special abilities, and I was reminded of this mod.
This has very quickly become one of my favorite mods, and I hope to see it continue. I really love seeing callbacks to past favorite colonies, and it pushes me to take quests I would normally pass up, which makes gameplay more interesting.
kspksp666 2. juni kl. 9:25 
Could you add a setting for disabling "natural" mythic creation (so you need to use a myth maker)?
sharkcrisp049 3. maj kl. 4:08 
does a weapon without quilty been attached a mythic title will cause game crashing?after serval times the game crushed steady when i finished a mission that rewards a warcasket plasma sword with mythic title,since the game crushed,I cant provide logs for the error,sry
redwolf5502 29. apr. kl. 12:14 
Is it possible to see a list of your mythic items?
Harmonea 5. feb. kl. 13:22 
Oooh this is a super cool mod!

I want to second the request to tweak the mod settings for compatibility with Endless Growth. With that, genes, and tweaks to skill degredation or removal of daily learning caps, hitting 20 really doesn't feel special anymore. I would love to be able to change it to 35-40 or so.

If not, no problem; will just poke the CSV file on my own to remove those items that don't "pass muster." (The other reply there about \n vs \r\n is super helpful!)

Thank you even if you can't adjust this; I love this as a concept and can't wait to find my mythic items in future saves.
Mooloh  [ophavsmand] 7. nov. 2024 kl. 8:54 
Hmmm that's odd. Just to sanity check:
- There's no errors on game load that mention problems with loading mythic items?
- If you're file encoding doing anything odd? The mythic items csv expects lines to be separated by a "\n" character, and some text editors might quietly change that to something else like "\r\n"
- Have you tried creating a mythic item in game (easy to do with debug mode by maxing a pawn's skills), then editing the resulting item in the csv?
DRYWALL EATER 7. nov. 2024 kl. 0:59 
I have been trying to edit the moo_mythicitems.csv file to remove mythic items I made as a test from the saved mythic pool, but every time I launch the game after editing it (even to something I know should work) it is wiped and made blank. Is this intended? is there any way to stop it?
ohluitvaenri 17. okt. 2024 kl. 5:21 
could u add compatibility with Endless Growth mod? it removes level cap like ducks insane skills did
Mooloh  [ophavsmand] 8. okt. 2024 kl. 9:44 
P 2/2

Regarding the error. Have you changed the mods you're using lately? My best guess is that the game saved a mythic pair of pants and duster that were made from a modded material that's no longer present in your current modlist. If you click the "Clear invalid items" button (also below the danger zone in the mod options), that should clear it out of your save file.
Mooloh  [ophavsmand] 8. okt. 2024 kl. 9:44 
Hi @Burugushiwa

Thanks for the feedback! If you go into the mod's settings, there are some buttons you can select to 'clear' the saved list of mythic items. But be warned that this is a metaphorical "heavy hammer" - it'll delete ALL saved mythic items, so you'll need to rebuild from there. NOTE: For safety, this option is not visible by default. You'll need to scroll down to the bottom of this mod's options to the section called "DANGER ZONE BELOW", then select the checkbox there to make this button show up.

As a forward-looking solution, you can also limit the number of mythic items that are saved. I believe the default is 100, so you can try lowering that so that only more 'recent' items are remembered.

P 1/2
Buru 8. okt. 2024 kl. 3:22 
hey mooloh, love the mod, its basically the only one out there that reliably allows you to get references to past colonies, and i get attached to every colonist so its especially cool !
I have a suggestion, and a tiny red error to share
Sugggestion : make it so the weapons / apparel from a specific colony get a tag or something, i've had this mod for like a year now and the amount of mythic items from random colonies i kinda forgot about arent as exciting as the newer ones. something to let you delete mythic items from certain colonies would be good, the current list makes it tedious (unless i have missed a setting?)

The error i found says a duster and a pair of pants are made of stuffable but no stuffable def supplied, thus it will be made from default stuff instead (litteraly what the error says).
It is self explanatory and i dont mind, its just a red error in your great mod i thought you might want to know about.
Noxebo 15. aug. 2024 kl. 16:59 
Fair point, I will just 'fix' my issues on a local copy I suppose.
Thanks for a swift reply o7
Mooloh  [ophavsmand] 15. aug. 2024 kl. 16:01 
Hmmm, I'm hesitant to try that, since I think that might cause problems with thing like the neolithic mod, or anything that disables techs above a certain advancement level.
Noxebo 15. aug. 2024 kl. 15:12 
Speaking of the research options, would it be possible to increase their tech level so they aren't forced to be unlocked by other "tech advancement" mods that require every research of a particular tech level to be researched? I like the idea of house keeping research but it becomes pointless if i'm forced to unlock them anyway.

I'm not aware of increasing a research tech level possibly causing any problems so i figured it might be best to ask.
Mooloh  [ophavsmand] 19. juli 2024 kl. 10:18 
Oh I see, thanks for the clarification. That's definitely unintended. I'll need to see if can replicate that.
Rxz 18. juli 2024 kl. 11:40 
Sorry I wasnt that clear what I meant, I mean my slave without any gear can do the hyper kibble, same as the medicine bill, my pawns without Myth gear can craft them~
Mooloh  [ophavsmand] 17. juli 2024 kl. 16:52 
I think it's just more visible due to how it works with semi-random research. I'm not sure how I can stop that interaction easily unfortunately.
Mooloh  [ophavsmand] 17. juli 2024 kl. 16:51 
Hiya @Rxz - that's intended. The research options are only there to prevent those recipes from clogging your menus when you don't have the needed mythic item to produce them (ex: as long as you don't research the kibble option, you won't see that option taunting you in your butcher table task list when you can't use it)
Rxz 17. juli 2024 kl. 9:04 
Hello, something funny is happening, I understand that there are some special bills that only people wearing Mythic gear can do, but for some reason this isnt restricted in my current game, for Medicine and Kibble.

Not sure what's the cause, I was using Semi-random research and was forced to complete it, and accidently found I can do the kibble one. Then tested also the Medicine one.
fergis4 18. maj 2024 kl. 8:41 
OK I love the mod but now I can't make upgraded medicine at all because no one has whatever healers wisdom is so what is that and how do I get it because rn I'm cock blocked into herbal medicine and it's starting to piss me off. Personally making healers wisdom a requirement for upgrading medicine is a stupid Idea period. You can do it base game the way it is just fine there does not need to be a new barrier of entry that's dumb maybe a barrier to efficiency like with kibble but I want to assign whoever I want to to make medicine without getting pissed off because of some weird pointless and needless mechanic change
Mooloh  [ophavsmand] 12. maj 2024 kl. 11:25 
Thanks for the ideas lizzardtong. I still need to get the new DLC, so I have no sense of what would be a good mythic effect, but once I've updated my other mod, I'll need to look into that.
Lizzardtong 12. maj 2024 kl. 1:16 
Considering that Anomaly adds another ending, you think you'll add the void ending as another flag to create a mystic item? maybe with some ability like higher damage to void monsters or faster void research? or both depending which of the two void endings is picked.

i love using this mod and it starts to feel strange to do the void ending and not get a mythic item unlike with the other 3 endings.
GROMMI 1. maj 2024 kl. 14:15 
Thank you for updating this. I'm always a big fan of your mod and it helps me create epic stories. I am excited to create more as we overcome the void.
MarsInAres 29. apr. 2024 kl. 9:21 
SUCH a cool mod!
Mooloh  [ophavsmand] 28. apr. 2024 kl. 12:53 
Ok, I tentatively updated this for 1.5. If anyone finds a bug, don't hesitate to let me know in the discussion thread.
alto1060 23. apr. 2024 kl. 7:55 
Glad to see the author still working on this, it's an awesome mod I use all the time so I wanted to add my encouragement as well. Hopefully work slows down for them soon!
Mooloh  [ophavsmand] 20. apr. 2024 kl. 21:11 
Thanks a bunch for the encouragement Erik. I'm planning to update my mods once I get the chance. That was originally going to be this week, but instead I'm working overtime for my job.... Hopefully next week will see this figured out.
erikandruscarpentry 17. apr. 2024 kl. 17:54 
This mod is amazing, cant wait for the 1.5 release :D
Mooloh  [ophavsmand] 14. apr. 2024 kl. 19:58 
@Dark oh that's good to know, thank you.
Dark 14. apr. 2024 kl. 19:52 
I tried updating this to 1.5 myself when the beta first started but the VE framework hadn't updated yet. It seemed like it should only require a couple of tweaks for 1.5 though now that the framework is updated. Mostly just some renamed methods from what I saw.
Mooloh  [ophavsmand] 13. apr. 2024 kl. 16:51 
@LEO I just noticed that the 1.5 update dropped. Planning on looking into it over the next few weekends.
LEO 13. apr. 2024 kl. 16:32 
Hello, i like your mod, any plans for 1.5?:spiffo:
Blanck7 28. feb. 2024 kl. 13:42 
is there a list of abilitys
BloodW0lf 4. sep. 2023 kl. 20:41 
is this still being updated?
Mooloh  [ophavsmand] 23. juli 2023 kl. 9:19 
@Malamute Kid Thanks for pointing that out. I'll need to double check that and see what's going on. It's entirely possible that I didn't test that thoroughly back in the day, and that I just saw the health tab buff and assumed wrongly that it would work as expected.
Malamute Kid 23. juli 2023 kl. 1:11 
hi
Great mod, thanks! I think I found a bug, where a cooking legendary doesn't work. It is supposed to add 250% to the cooking speed, the effect is present on the health tab and the info panel, but it doesn't calculate the cooking speed at all (same value with and w/o the item).

Any idea how to solve it? I don't use many mods, mostly vanilla expanded and QoL but I can give you more info if needed.
Natalie6 27. juni 2023 kl. 16:43 
Ah well, for now at least I no longer need to make a decision in the long run on who gets the extremely powerful rifle.
Mooloh  [ophavsmand] 27. juni 2023 kl. 14:56 
@natalie6 Yeah that's a limitation of the system. In order to minimize the amount of data being thrown around, mythic relics aren't associated with the normal mythic item they're produced from, so the game can't recognize if a mythic item has already been 'seen' in the current run as a relic. I should revisit this once I understand how to pull ideology information better.
Natalie6 26. juni 2023 kl. 21:19 
Interesting issue or oversight- I have a mythic selected as one of my ideology's relics, but also just got the same mythic as a quest reward option.
Artjomski 13. mar. 2023 kl. 14:34 
That's good to know, love the slider idea. Thanks i will try it out!
Mooloh  [ophavsmand] 13. mar. 2023 kl. 14:07 
@Artjomski that will likely result in more mythic items being created, but there should be no effect on game performance if that's your concern. If you're worried about too many kill-count based mythic items being made, you can mess around with a slider in this mod's settings to change how many kills are needed for kill-count myths.
Artjomski 13. mar. 2023 kl. 12:07 
is it a good idea to use this mod when you run a 200 people colony and my enemy raids are also around 200 people?