RimWorld

RimWorld

PsychoCasts
19 Comments
Mlie 15 May, 2022 @ 12:58pm 
level 35 boss 8 Feb, 2021 @ 3:46pm 
damn! That's alright. I wish you a very nice day :)
The Great Glumbini  [author] 8 Feb, 2021 @ 2:57pm 
Unfortunately not. I don't have plans to return to Rimworld soon, so I won't be updating any of my mods anytime soon either. Sorry, about that.

Although it makes me very happy to read your comment, I'm glad some of my psycasts made it into the game :)
NVM3L3SS 8 Feb, 2021 @ 11:31am 
hmmm?
Mass Skip, Nausea and Manhunt is already existing... not continued mod?
level 35 boss 15 Aug, 2020 @ 3:20pm 
1.2 ?
dan at the van 30 Jun, 2020 @ 11:13am 
Oh no need to apologise! thank you for the awesome work and good luck with the new job!
The Great Glumbini  [author] 27 Jun, 2020 @ 6:16pm 
I believe it still works, however I need to get around to updating neural heat values and such. Unfortunately I simply don't have time right now. I recently started a new job and don't have much time for gaming or modding right now, so I will be taking a hiatus from Rimworld and modding for the foreseeable future. I apologize for any inconveniences that may arise from bugs, new updates, etc. as I will not be able to address them anytime soon.
dan at the van 23 Jun, 2020 @ 12:52pm 
does this work with the most recent update that changed psycasts?
Rovalen 19 May, 2020 @ 9:23am 
Maybe you can compact at least your psycasts (and maybe vanilla ones too) into something like dropping list (sorry for bad english if anything) like CE ammo selection or animal handler designation or plant selection? It shouldn't include advanced code work
The Great Glumbini  [author] 18 May, 2020 @ 8:46pm 
I would have to make every gizmo (button) smaller to do that, and that's a bit out of my skillset
Rovalen 11 May, 2020 @ 5:52am 
Is there any way to make psycast button more compact? My level 6 super psycaster obscures half of the screen and lags a lot with all the psycasts learned
The Great Glumbini  [author] 3 May, 2020 @ 4:05pm 
Yea, the issue with the stun is exactly as you mentioned, so the only way I could use it as a balancing factor is if I make it unable to target enemies to begin with, which could actually be a fair tradeoff...

As for stunning the caster, I'm not sure if I can do that without also stunning the target, but perhaps I could create a hediff to apply on both that would temporarily halt entropy loss completely, so you're stuck with a big chunk of entropy until it passes. It's a bit extreme for the caster but I'm thinking it would be something along those lines in order to negatively affect the caster without impacting enemy raiders
Emottaja 3 May, 2020 @ 2:51pm 
I was going to suggest a long stun after the long range skip I suggested, but then realized that you'd have to restrict it to only work on allies so that you can't just skip a single enemy across the map and stun them for a few seconds.. :steamfacepalm: Would it be possible to cause a psycast to stun the caster as well? Just throwing out ideas. =P
Anyways, awesome mod! :steamhappy:
The Great Glumbini  [author] 3 May, 2020 @ 10:46am 
For the mirror image, something like that would require some C# (which I'm admittedly not very well versed in) as there aren't any vanilla parameters for abilities that allow for the spawning of anything other than raised rocks or smoke. Those 2 abilities are basically hard-coded (on XML side) to work the way they do, so I can't actually change what they "spawn".

As for a long range skip, I might consider it... but in my personal opinion such a powerful ability should come at very severe costs. To help you understand my balance philosophy in terms of teleportation, I already think Shadow Skip has an extremely generous range for its relatively affordable entropy cost. The only way I could see myself adding a cross-map skip is as a level 6 ability with a ludicrous entropy cost, and a warm-up time that would make escapes much slower and more dangerous.
Emottaja 2 May, 2020 @ 11:18am 
These sound useful and fun, already thinking of making an army of shadow skipping royal ninjas. :papyrus:
Also, here are a couple of suggestions:
Mirror Image.
-Create an illusory pawn to draw fire from enemies for a few seconds.

Long Range Skip.
-Skip with a long enough range to save that lone pawn mining on the other side of the map when 2 raids and a manhunting squirrel decide to spawn out of nowhere. :steamsalty:
The Great Glumbini  [author] 25 Apr, 2020 @ 12:39pm 
My pleasure :) I wanted to include a decent spread of buffs, debuffs and crowd control abilities. I wanted to stay away from inflicting physical wounds since I don't believe that's what a psycaster is supposed to do. I'm glad you guys are enjoying it. :D
Last_Misadventure 25 Apr, 2020 @ 1:19am 
Very nice! I was hoping there'd be some more beneficial buff casts added. Thanks for making it :):steamhappy:
noor18 21 Apr, 2020 @ 9:47am 
GREAT MOD
The Great Glumbini  [author] 19 Apr, 2020 @ 8:14pm 
Feel free to offer suggestions for new abilities, just understand that I'm purely using vanilla parameters to create new abilities, I'm not actually coding any new logic.