RimWorld

RimWorld

Rimhammer - The End Times - Magic
260 Comments
SickBoyWi  [author] Sep 15 @ 10:11am 
Update: 1.6 tweaks.
Terran Aug 10 @ 9:23pm 
Bless you! That's wildly cool, thanks so much :). Me and my friend love your mods.
SickBoyWi  [author] Aug 10 @ 3:27pm 
@Terran - There is a setting for drop pod raids that you can use to turn that off if you want.
SickBoyWi  [author] Aug 10 @ 3:27pm 
Update: Ready for 1.6. The factions are up next, so sit tight.
BiriCristão Aug 9 @ 3:47pm 
Such a nice mod, alongside Beastmen and all others. These creatures, well, they actually are "historical", though we wont find this "info" on our history books.. greek mythology is not ancient fairy tale (the Gor looks like Minotaur description right?). The fallen angels created those beasts, Nephilim, centaurs, cyclops, titans and giants alike.. One of the reasons the Lord sent the great deluge, to "purge" the genetic abominations and other devil's offspring.
Sorry for going too far from the topic, Jesus bless you man
Terran Jul 31 @ 2:22pm 
Oh cool! Thanks. That'd be pretty neat. I just was using this with the Winston Waves mod, on a Medieval only run, so having magical drop pods make it a little hard to survive! Hahaha.
SickBoyWi  [author] Jul 31 @ 1:06pm 
@Terran - It does. I can add a setting for disabling that as a part of the 1.6 upgrade I'm currently working on.
Terran Jul 30 @ 2:51pm 
Does this add the "Magical Transportation Pod" raid method? Any way to disable that?
SickBoyWi  [author] Jul 6 @ 7:52am 
@Detahmask00 - That was done because some of the magic items require Coal for crafting, so if the base mod wasn't active there'd be an error. It's worth $ and can be burned in benches, fires, and such. I'll put a defect in the Discord to see if there's a better way to get that handled. Also, I'll make sure it mines into a resource.
Deathmask00 Jun 30 @ 3:43pm 
why does this mod add coal veins? They don't drop anything either.
SickBoyWi  [author] May 10 @ 5:58am 
@Wally - That's a good question on the children. I assume if you have my Any One Can Magic mod active, then the magic traits would end up in the list of eligible traits for kids to get. I'd have to double check how the core source is pulling the list of those traits together to pick from to confirm that 100%.
Wally Winker ;) Apr 28 @ 6:38am 
This is awesome, really enjoying some of the utility spells :). One question: can children acquire the magic traits as a part of growing up? For context I'm using all of the mods in the 13 item rimhammer collection.
SickBoyWi  [author] Mar 29 @ 9:17am 
@Stalinator - It's manual.
Stalinator9000 Mar 27 @ 11:47am 
Does this mod feature a sort of auto cast functionality for the magic? Or is it all manually activated?
SickBoyWi  [author] Mar 15 @ 7:54am 
UPDATE: Added new Winds of Magic map incident.
SickBoyWi  [author] Mar 8 @ 6:52pm 
@SpaceRat - If you build a meditation spot, the pawn will meditate on their own. It shouldn't take very long for them to do it. An hour or so will get them full from empty.
SpaceRat Mar 6 @ 3:32pm 
Can someone tell me how to properly meditate? It seems to be going very slowly.
SickBoyWi  [author] Feb 23 @ 6:54am 
UPDATE: Fixed an issue with the Raise Ground spell. It now works (again) on deep ocean water.
SickBoyWi  [author] Feb 21 @ 5:09pm 
Time Police Officer - I'll give it a try in my current game, and see if it's working. I have been using lower ground quite a bit, and they function very much the same behind the scenes, but you never know. You should take defects to Discord if you want a faster response.
Time Police Officer Feb 17 @ 2:32pm 
Raise ground isn't working on deep water in my current play through. Using geological landforms mod. Doubt that's related unless there are multiple deep_water tags behind the scenes.
SickBoyWi  [author] Jan 29 @ 9:26am 
UPDATE: Fixed ruby ring and rod of flaming death.
huntergames9 Jan 14 @ 7:21am 
Thank you for all your work, I will definitely watch your videos, I love ogres kkkkk, looking forward to when they are ready, and take as long as you need, your mods are incredible
SickBoyWi  [author] Jan 13 @ 7:11am 
@huntergames9 - my Ogres mod is pretty far along, it's just not ready for public release yet, so it's reserved for donator's only. You can see some of it on my Discord, or ogres do visit the colony as traders in my current YT game. My name on YT is: SickboyWI, and the discord link for my stuff is above. Just ask, and someone (perhaps me) will point you to the ogre photos.
huntergames9 Jan 12 @ 9:11pm 
Hello friend, I saw that you have ogre powers, do you want to create a playable faction of ogres? It would be amazing, they are my favorites
SickBoyWi  [author] Jan 12 @ 11:51am 
UPDATE: Added a mod setting to allow players to turn off or on the pawn portrait panel ability icons.
59式坦克·改II: You can now turn them off!
SickBoyWi  [author] Jan 12 @ 11:29am 
59式坦克·改II - No, but I can add a mod setting for that. Give me a little while here, and I'll see if I can get it done today yet.
59式坦克·改II Jan 11 @ 10:48pm 
can i set to hide the icon?
SickBoyWi  [author] Jan 11 @ 1:13pm 
UPDATE: Added icon on pawn portrait panel to indicate that the pawn has an ability from this mod.
SickBoyWi  [author] Aug 25, 2024 @ 6:40am 
UPDATE: Defect fixes.
SickBoyWi  [author] Jul 29, 2024 @ 6:32pm 
UPDATE: Tweaked ability defs and AI ability defs.
Kerican Jul 29, 2024 @ 3:06am 
No worries, it was a couple days before anyone interacted with my post on Discord. That has happened, had just wanted to make sure I had posted in the right place.
SickBoyWi  [author] Jul 28, 2024 @ 7:11pm 
@Kerican - I'm on it. Sorry. I've been overwhelmed with 1.5 updates. That's done now.
SickBoyWi  [author] Jul 28, 2024 @ 7:10pm 
UPDATE: Defect fixes and such that were reported on Discord.
Kerican Jul 20, 2024 @ 9:59am 
I've posted on Discord and no one has touched my topic.
Kerican Jul 16, 2024 @ 6:48pm 
Don't use Dicord that Oftten but post that log under the user name Denthris in the bugs section
SickBoyWi  [author] Jul 16, 2024 @ 6:33pm 
@Kerican & @久雅 竜胆 - Please post on the Discord about it. If you can post a HugsLib log, I can get you sorted out there. I suspect you're just missing a mod that is required.
久雅 竜胆 Jul 16, 2024 @ 2:44am 
I am having the same issue as MIA Psycho, Sorry for the stupid question, but where are the final versions in the github (for 1.4)? I went there and only saw main and End 14.-JecsReplacement. Is it this one?
Kerican Jul 15, 2024 @ 11:53am 
The 1.5 version seems to be having alot of issues. I'm guessing its a mod conflict but nothing was obvious from my pecspective.

Error logs are repedative, on game load, when certain mobs span. Magic Tab disappearing from Pawn but them keeping abilities. Sure their was a couple more.
SickBoyWi  [author] Jun 16, 2024 @ 3:50pm 
@MIA Psycho - If you're using this on 1.4 yet, I'd recommend getting the 1.4 final version from GitHub. That will guarantee no 1.5 issues crept into your game.
@Rogim - You should be able to select the pawn, and they will have a new tab on the bottom left that shows their magic card. They will also have spell abilities at the bottom of the screen. If that isn't happening, then you're missing a mod or something. If you're on 1.4, see my comment to MIA Psycho above.
Rogim May 27, 2024 @ 12:14pm 
Question, how can I use the spells provided by the mod?, I have a Lore of fire initiate and it does not show me a menu for spells or anything, or do I have to install rimHUD or smth?
M.I.A.Psycho May 27, 2024 @ 2:33am 
Before last update everything was ok. But after last update I am unable to give right click orders to pawns /go cooking food , go harvest/ After process of elimination mod one after another. Is this the one that making it and i dont know why. Still using backwards 1.4 version of the game.
SickBoyWi  [author] May 26, 2024 @ 10:11am 
Note that Jecs is no longer required, for those that have been complaining about it for years.
SickBoyWi  [author] May 26, 2024 @ 10:05am 
Ready for 1.5.
arashii77 May 8, 2024 @ 1:35pm 
i have a big problem why the mod need to jectools ? and also why when i install the mod they say i didnt install ?
Kerican Apr 16, 2024 @ 1:40pm 
Sounds good. I was mostly just commenting on having all three of the mentioned mods. This mod, Rimworld of Magic and VE Psycrafts all going together. Didn't get a chance to have a pawn with all three mods to see if that cause and issues :p Mostly because none of my plays shortly before 1.5 got very far. But definitely always like to see more Magic :)
SickBoyWi  [author] Apr 13, 2024 @ 5:44am 
@Kerican - I am thinking of adding in a mod setting to control the proliferation of pawns with magic traits. I think that'll be a thing once I get all these mods updated for 1.5.
Kerican Apr 12, 2024 @ 9:36am 
I was running with all three of those mods. End Times magic showed up, but its basically talent based, so its waiting to get a recruitable pawn that has the talent. I ended up modifying the naked brutality scenario so I started with my one pawn with a school, but I did over a number of games see, and recruit a few other pawns with RImhammer magic. Granted the ratios seem less than other magic mods.
Uriel Septim VII Mar 2, 2024 @ 10:00am 
no, idk if there is a conflict with pyscasts expanded or rimworld of magic or something else but its causing a conflict.
SickBoyWi  [author] Mar 2, 2024 @ 6:42am 
Uriel Septim VII - If you're talking about no pawns having magic even, then you need to add my Any One Can Magic mod in your modlist, after this mod. Otherwise the magic from this mod will only show up on specific pawns from the Rimhammer - The End Times factions mod series.
Uriel Septim VII Mar 1, 2024 @ 8:48am 
does anyone else ever have a problem with game not enabling magic at all?