RimWorld

RimWorld

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Sleepy's More Psycasts
   
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
3.370 MB
5 Nov, 2022 @ 6:18am
14 Jul @ 4:41am
32 Change Notes ( view )
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Sleepy's More Psycasts

Description

Sleepy's More Psycasts
Modding is easier together, this mod is licensed under CC0 1.0 UNIVERSAL[creativecommons.org].

Credit
This mod was originally a fork of Noodles and DC's amazing More Psycasts mod. I absolutely loved their mod, so much so i approached them to fork it when 1.4 released. During this process I became worried that what I envisioned and considered balanced was skewing too far from what they originally designed. In realising this, I supported Noodles in updating the original mod to 1.4 so as to ensure those that enjoyed that mod could continue to do so while I could make my fork exactly how I wanted too.

I love to add content to this game that I feel is missing or that I'd like expanded. I figure that if I enjoy what I've added, others may too so I to post my mods to the workshop. Balance is critical to me as I am a vanilla player and I'll try to ensure nothing is unbalanced but ultimately I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced. Hopefully you enjoy the mod none the less.

You can find all the stats and exact effects of each Psycast here:
https://docs.google.com/spreadsheets/d/1faxDTPkJH_VzmbJvx3Nk5F3C3Jc0F3Wc/edit?usp=sharing&ouid=115256024533553637186&rtpof=true&sd=true


What Does This Mod Add?
35 new psycasts (37 with DLC):



Roadmap:
- Feature complete.
- This mod will be maintained with bug fixes and balance adjustments.


On Going Games:
- Safe to add to an ongoing game
- It will cause issues if removed from an existing save (consider starting a new game to see if you are happy with the content).

Compatibility
- Vanilla Psycasts Expanded: Not Compatible (Not planned, full remake of mod would be required)

Integrated Compatibility:
None at the moment.


Conflicts
Vanilla Psycasts Expanded: Psycasts from this mod won't show up, have no tech tree and won't spawn as psytrainers.


Known Issues
None at the moment.


Language Support
English (Always Latest)(Developed in this Language)

Github:
https://github.com/sleepy068/Rimworld_MorePsycasts

Please post any issue reports to my Github. I appreciate any feedback but please keep in mind I have a goal in mind for the content I am adding so what I consider balanced may not always be what you'd consider balanced.
164 Comments
Sleepy068  [author] 11 Jul @ 8:41am 
Volume 2 and 3 are live, no immediate errors but i expect hidden issues as some of my other mods have seen them already. Please report accordingly.
Flesh Forge 25 Jun @ 6:08am 
Nice, thank you that sounds great :steamthumbsup:
Sleepy068  [author] 25 Jun @ 1:15am 
Hey @FleshForge, already on the way, Vol 3 has just that request, firestorm, basically a better version of engulf and spawns 'fuel' around the area to keep the flame alive longer for better area denial/damage. Vol 2 and 3 are ready to go but I've already patched them for 1.6 so they wont work in 1.5 anymore. Just easier to release them alongside 1.6. You can see all the psycasts I've added for the volumes in the stats and exacts document that is linked above "What's New?". Bit more on the technical side but should give you an idea.
Flesh Forge 24 Jun @ 1:35pm 
would be nice to have a tier 6 giant fire explosion, a much larger radius version of engulf, maybe with cost reqs similar to resurrect.
JoeOwnage 22 Jun @ 5:33am 
fair enough man thanks for your mods
Sleepy068  [author] 21 Jun @ 9:32pm 
Hi @JoeOwnage, no sorry, i'd likely need to rely on Harmony to patch a whole bunch of things and the additional overhead might effect game performance (even if slightly I do try to keep my mods slim) and compatibility.
JoeOwnage 21 Jun @ 2:46pm 
Any autocasting planned?
FrozenSnowFox 10 Jun @ 2:06am 
@Sleepy068
Thanks for the reply. You don't need to worry I don't intend to go anywhere when it comes to Rimworld modding, I'm too addicted to the game. I only want to hand the mod off because I no longer use it so its just extra work maintaining it and providing support for it. Having said that unless something radically changes it only really needs a version change.

I think Mlie already has way too much on his plate. I'd rather hand it off to someone interested so it can get the attention it might require. Since you already took in some other psycast mods I thought I'd ask if you're interested. However I understand if you are too busy or simply not interested. We've had some big names dip out of the modding scene due to needing to handle real life things. I hope things go well for you, thank you for your time.
Sleepy068  [author] 10 Jun @ 1:48am 
Hey @FrozenSnowFox, I certainly hope we will still see you modding here and there but I totally understand that feeling when interest fades.
Regarding your question, to be honest I am not too sure I'll have the time myself between real life and all the mods I am currently working on. Your best bet might be Mlie if you just need someone to fork the mod as is and maintain compatibility. That way it keeps it alive but importantly, exactly how your userbase likes it as Mlie won't generally change the mod tiself.
FrozenSnowFox 9 Jun @ 6:05pm 
With 1.6 coming I was wondering if you'd be interested in adopting my FSF More Psycast Powers mod. The attack psycasts are pretty hacky since I lack coding skills but the rest should be decent. It still has a small userbase that likes it but I use VPE nowadays so I don't have any interest in maintaining it.