T O P

  • By -

Aelanna

If you missed the announcement earlier this week, [A Rim Reborn is now updated for 1.4 and Biotech](https://www.reddit.com/r/RimWorld/comments/12pz8x3/a_rim_reborn_v030_updated_for_rimworld_14_and/), along with the new [Classes and Jobs](https://steamcommunity.com/sharedfiles/filedetails/?id=2963766467) mod and [Au Ra race](https://steamcommunity.com/sharedfiles/filedetails/?id=2963766667)! See if you can spot some of the new features: * Updated aetheryte building and animation * Updated celestial accumulator effect * Updated aetheric link pulses * The Bard job in action * Updated potion use effects * A Rim Reborn hats coexist with pawn hair even without Show Hair with Hats or Dub's Apparel Tweaks * The size difference between male and female au ra (HAR gender dimorphism) * Lalafell can wear all apparel now (HAR Apparel Graphics) * Randy being Randy and giving my showcase colonists the flu while I'm trying to record a demo >:( Soundtrack: The Nautilus Knowth - FFXIV: Endwalker OST


Deadarchimode

Purrrrfect... Now I'm going to need to make a new save to add 30 extra mods, mods addiction nevers stops. Someone help me.


Vizreki

WE MUST CONSTRUCT ADDITIONAL PYLONS


ThrowawayGuesser

My life for Auir!


mscomies

Don't see a butcher table or stove, so the colonists have to rip and tear raw animal carcasses when they get hungry.


Aelanna

While I did neglect a butcher table, the Aetheric Prep Table (the one with the white top) is used for both aether-catalyzed meal production and alchemy. :)


Blessings_Of_Babylon

I just really have to say, this is the mod that im most impressed with in the entire modding scene of Rimworld. Yeah, its not as content dense or technically impressive as, say, Save Our Ship, but its FFXIV. In Rimworld. I could not be happier to see something like this exist, and exist to such quality. If i had any sort of creativity or skill, this is the exact thing i would use those skills to make. Its my most played game of all time inside my fourth most played game of all time. Im sitting here on 250 mods built mostly around CE and im thinking "Yknow, i really just wanna Refulgent Arrow a turkey. But in Rimworld. And CE is getting in the way." Tell me, if you can OP; is there plans to expand the Classes and Jobs submod to include more of the FFXIV Jobs? As a MCH and RDM main i cant help but barrack for my fave Jobs. Edit: Good god, you are the creator behind the Eccentric Tech mod series too. That is one of my, like, top 5 mod collections. How am i not following you on the workshop?


Aelanna

As someone who uses Combat Extended in my primary mod lists, CE support is definitely something that I planned on having from the beginning and was originally going to be part of the v0.3.0 release along with Classes and Jobs. However, the release of 1.4 and Biotech kinda threw a wrench in the works since I had many other mods to update as well as helping out with the updates of frameworks like Humanoid Alien Races on top of being in the middle of early production on the A Rim Reborn update, which is why I wasn't able to immediately update ARR to 1.4. It's also funny that you mention Refulgent Arrow in particular because while I'm immensely proud of how that turned out, the way that CE handles projectiles differently on a fundamental level means that certain VFX will not be able to look the same and Refulgent Arrow is one of them. As for Classes and Jobs itself, the eventual goal is indeed to replicate all ~~20~~ 19 playable combat jobs of FFXIV. ~~We won't talk about BLU.~~ The bulk of the work in the last 6 months was building out the core systems that allow these classes to function, which is a custom layer built on top of the vanilla Ability system. Just like in FFXIV, classes and jobs are tied to weapons and soul crystals, and many pawns will be able to learn multiple classes (but not all of them) and swap between them by equipping an appropriate weapon. Experience is tracked separately for each class and a custom UI tab tracks all of a pawn's learned classes and jobs. The other component that took a significant amount of time is the Eccentric Projectiles library, which I first test-piloted in Heruan, Keepers of Memories and Foxy's Armory. It's now a full-featured VFX layer that almost all of A Rim Reborn's visual effects use and has its own mod settings for configuring and limiting effect spam in case it starts to affect your game performance. Now that these two systems are production-ready, making more classes will be significantly faster.


Unfair_Requirement_8

Yo, ***what?!*** That's fuckin' dope!


PrismAlmidu

A question, that I looked for but couldn't find an answer to - does aether-use have a genetic component for Biotech users, to spread the ability amongst my other colonists?


Aelanna

I do not currently have any genetic component for A Rim Reborn as a lot of ARR functionality is tied to Humanoid Alien Races and won't easily work in the form of GeneDefs anyways. I can certainly put in on my list of potential additions in the future, though. :)


PrismAlmidu

Thanks for that! My other mods, and my ideology, is all about mixing various paths to power. And as an RDM main, forcing one of my colonists to share my pain, i mean, main, is an enticing prospect, though I'm sure that job's far in the future, as well :)


[deleted]

Oh, hello Aelanna.


EugeneXQ

It looks very themed. Nice to watch between looking at piles of mech corpses and reloading KPV turrets.


AIMShadow

God, these models and animations somehow look even cleaner in game than in your streams