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Psycast Sensitivity-based Ranges
   
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Mod, 1.3
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2022. júl. 14., 21:52
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Psycast Sensitivity-based Ranges

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Not compatible with Vanilla Psycasts Extended. Instead, check out this mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2881380497

Psycast ranges scale with psychic sensitivity. Initial code by Stomir in their mod "Psycast range scales with psychic sensitivity" for the initial targeting range and drawn circle increase. Code added to patch AOE and secondary target. Incompatible with Stomir's original mod.

Now your high sensitivity pawns can become incredibly powerful psycasters, while those with reduced sensitivity can barely do anything.

Skipped increasing area of effect:
Skipshield (Difficult to do, and on further thought, it would negate the purpose)
Chunkskip (Unlikely to be useful if chunks end up massively spread out)
Wallraise (Didn't seem very useful, plus annoying to edit)
Flashstorm (Expanding the radius made it even more unlikely to hit anything useful)

As a bonus, pawns have a small check after being teleported, and if they are both yours and ended up in a unseen location, they make it visible. Now if you have a mod that makes it possible to teleport through obstacles, you can teleport into places and actually see where you end up.

Note: If you use mods that increase your psychic sensitivity, it is possible to exceed the draw limit as it relies on a set maximum size, and I did not want to consume too much memory -- this mod already uses 10x the original value. Additionally, modded psycasts may not be supported, I have tried to exclude the ones I know from the drawn radius increase since their actual radius is the same, but I have probably missed several.

I do not intend to update this much, but anyone who wants is free to take the code and make their own better version, I am certain it is possible to do the same thing much better.
18 megjegyzés
SaltyDwarf febr. 17., 6:44 
1.5?
Shard  [készítő] 2023. jan. 2., 16:33 
I believe it should still work, but I haven't tried since I haven't been around much. You can try enabling it and testing with a backup of your save.
Star_Chris 2023. jan. 2., 13:59 
Would love to see this in 1.4
Mute 2022. okt. 29., 3:32 
Appreciate it :steamthumbsup:
Shard  [készítő] 2022. okt. 29., 3:30 
Better late than never, right? Put a link to it at the top of the description, hopefully it helps some people find it.
Mute 2022. okt. 29., 2:36 
Shard  [készítő] 2022. aug. 20., 10:29 
I know how that goes. I got burned out because I was working on a large patch mod for myself. If I wasn't using features from XML Extensions to make it far more compact and faster, it would have been well into the tens of thousands of lines. Hopefully I don't stay burned out too long.
Mute 2022. aug. 20., 4:37 
Fair enough. I've been trying not to fall into modding as it tends to lead me to not play and instead just write mods, but I might have to give the idea a go.
Shard  [készítő] 2022. aug. 20., 3:20 
Indeed, part of why I'm not rushing to try to get it done, should be quite easy for anyone with even basic modding skills to do it. You could do a mod for it if you have time, and I'd gladly link to it, I am kinda worn out right now and it will likely be a long time before I can manage it myself.
Mute 2022. aug. 20., 1:26 
Just wanted to mention, it looks like Vanilla Psycasts Expanded has built in support for this kind of thing - it would probably be do-able in XML for their abilities.

https://github.com/AndroidQuazar/VanillaExpandedFramework/blob/master/Source/VFECore/Abilities/Ability.cs#L88
https://github.com/AndroidQuazar/VanillaPsycastsExpanded/blob/d5bb66c4c6fbe29187a407773897f195bf684e30/1.3/Defs/AbilityDefs/Skipmaster.xml#L81

See "radiusStatFactors" and "rangeStatFactors"