RimWorld

RimWorld

137 ratings
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
Flesh Forge 2 Jun @ 7:22pm 
Happy to report that Engulf (the fireball psycast) works well for uncovering hidden Revenants, so that's another reasonable way for low/no tech tribals to deal with that :steamthumbsup:
Flesh Forge 2 Jun @ 7:38am 
ok, done. fyi for whatever reason, Revitalise works around this (regens the missing eyes and does not get deadlocked on the Blind hediff)
Flesh Forge 2 Jun @ 7:25am 
I'll bother the author and ask them about that, thanks.
Sleepy068  [author] 2 Jun @ 12:56am 
If the author doesn't want to for whatever reason or you cannot get a hold of them, let me know and I will patch it from my end as I'd rather you enjoy the mod. I'd rather we check to see if that author might be willing to adjust their hediff first though.
Sleepy068  [author] 2 Jun @ 12:54am 
hey @Fleshforge, that mod will need to add the tag <isBad>false</isBad> to the hediff "BU_BlindAttunement". I can see it does not have this in there. Does exactly what it says, just flags the hediff as a good hediff and it won't be targeted by the fix worst condition game code. This won't mean it can't be removed, just means healer mech serum and Deep Regen won't 'cure' it because a healer mech will remove that hediff too and it doesn't seem like the developer of that mod would want that to be the case (I assume?). It probably won't make much sense to patch that from my end so hopefully it is something you can bring to the developers attention.
Flesh Forge 1 Jun @ 4:32pm 
a bit more info, this happens with the blindfold on a perfectly healthy pawn as well, the regeneration targets the Blind hediff even though there is no real physical ailment.
Flesh Forge 1 Jun @ 4:35am 
re: the Blindsight/Truesight mod, your Deep Regeneration effect cures the "Blind" hediff that is added by that mod and it probably should not, considering it's only there to track the "attuned" beneficial offset, you should probably patch around it / make an exception. please note I don't mean the actual "eyes removed" missing bodypart - I think this might be the central problem with regeneration and blindsight, because the "Blind" hediff gets cured and instantly re-added by the other mod.
specifically the "Blindsight Works" part that has been adopted into this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3248249029
Flesh Forge 30 May @ 1:06pm 
I don't know if anybody has ever cheered on Clean Skip but what a nice ability, it looks great and works great.
Sleepy068  [author] 30 May @ 3:39am 
Hi @Flesh Forge, haha I'll definitely look into it, you're not the first person to have a similar issue and I dare say it was probably the same mod causing a conflict. Be best if I can at least identify it and flag it as incompatible (if i can't patch it). Leave it with me for now, hopefully I can work some magic.
Flesh Forge 29 May @ 6:47pm 
https://pastebin.com/uH7vqwAB

don't worry too much about it if it's not super super obvious, I am OK just ending the regeneration hediff for Revitalize when this kind of thing crops up, or just waiting it out.