RimWorld

RimWorld

Tribal Psycast
48 Comments
Sir Rolin 4 Sep, 2023 @ 11:06am 
can confirm, it sets every meditation focus gain to 0 if used with VPE
Nikuksis  [author] 4 Nov, 2022 @ 3:10am 
Well actually this mod doesnt conflict with VPE. Though i think they are not matching each other since VPE adds a lot of archotech psycasts, focuses and other technic-based psy features which is not fit the "tribal Psycasts" theme.

Actually VPE changes vanilla psycasts almost completely and therefore i dont think Tribal Psycasts should be used there.

What features from TP would you like to see along with VPE? I'd probably can simplify Tribal Psycast mod and leave just few things in it like Drugs meditation bonuses or some tribal benefits for psycasters.
Lily 1 Nov, 2022 @ 2:11pm 
i want this to be compatible with vanilla expanded psy too
The Blind One 12 Oct, 2022 @ 7:19am 
Is this compatible with vanilla expanded psycasts?
Nikuksis  [author] 7 Sep, 2022 @ 2:39pm 
he should get one once you grow enough grass and link to the tree, just like vanilla does
𝓐𝔱𝔩𝔞𝔰 5 Sep, 2022 @ 3:13am 
how can you get psycasts with this mod im not sure how to my tribal linked to a tree but didnt get a psycast ability.
D.Cub3d 21 Feb, 2022 @ 6:38am 
Can't check it out until later, but I appreciate the quick work. I'll let you know when I can if it's been resolved if someone else hasn't mentioned it before then.
Nikuksis  [author] 21 Feb, 2022 @ 6:12am 
Please update from workshop and check if error is gone.
Nikuksis  [author] 21 Feb, 2022 @ 5:50am 
Let me see. It must be incompatibility with newer version of rimworld since it now has option to choose the main menu background.
Duke Flapjack 21 Feb, 2022 @ 5:35am 
@Transflux
Makes sense. It doesn't seem to do it anymore after leaving the main menu so I've been ignoring it. I just *hate* having red in my logs.
D.Cub3d 20 Feb, 2022 @ 6:38pm 
pretty sure its from here, in 2263846882\Common\Patches\TribalPsycastsIncidents.xml:

<Operation Class="PatchOperationReplace">
<xpath>/Defs/ExpansionDef[defName="Royalty"]/backgroundPath</xpath>
<value>
<backgroundPath>UI/Menu/WorkBanner</backgroundPath>
</value>
</Operation>
D.Cub3d 20 Feb, 2022 @ 5:50pm 
@Duke Flapjack
Yeah I get that as well, was just going through my list to find out what mod it was and thought it might be this one after getting a ways through my list.

I wonder if it's a mod incompatibility, as I don't see anyone else mentioning it. Going to look into it some more, though I think it might be from Vanilla Textures Expanded, or the 3rd party add on for it to give other mods icons for their menus. Or maybe the author forgot to upload a texture with the mod and no ones noticed. Idk how many people check out their logs or whatever.
Duke Flapjack 18 Feb, 2022 @ 8:48pm 
This mod keeps spamming the log with this:

Could not load UnityEngine.Texture2D at UI/Menu/WorkBanner in any active mod or in base resources.
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

Anybody have any idea? As far as I can tell it's harmless, but it's highly annoying.
PetLoverSpy 17 Jan, 2022 @ 8:52am 
Good to know, thank you!
Nikuksis  [author] 12 Jan, 2022 @ 12:55pm 
@PetLoverSpy, psylink will NOT be granted. Only abilities to call for help etc. Text of the quest was not altered, sorry.
If you help the deserter he will open quest for some high-tech weapons instead of psy-link giver.
PetLoverSpy 11 Jan, 2022 @ 6:58am 
Is it correct that honor quests still say psylinks will be gained? I just want to make sure I won't be stuck with a bestowing ceremony I never want to complete lol
FireHydrus 14 Jul, 2021 @ 11:42am 
Hi Nikuksis,

To add to the conversation about the current balance with having to take drugs to get focus, perhaps adding a config in the mod options menu in game to allow players to configure the buffs or debuffs to their own liking might not be a bad idea?

I honestly wouldn't mind having a setting that forces addiction or require heavy usage of psy related drugs to facilitate a massive boost focus gain (Perhaps something like +200%); would make the production and deployment of psycasters significantly more expensive, plus it would help balance tribal starts where you could, in theory, make everybody a psycaster given enough time.
The Blind One 9 Jul, 2021 @ 9:22am 
I'd like to make the argument that (occasional) drugs have a really good bonus to focus but when addiction kicks in then it should actually become a massive penalty as one becomes intoxicated and possibly enslaved by the (darker) 'spirits' so to speak ;) One needs to be stronk of mind to control the powers of Anima.
Nikuksis  [author] 9 Jul, 2021 @ 8:25am 
Hi The Blind One, Thanks for a comment.
Actually tea or ambrosia or smokeleaf are not that addictible, you can safely use them one per day as far i remember.
But you're right i think current setting is a bit harsh in developing psychic skills. Especially because you cant choose the time of drug taking and synch it with meditation time and have to do it manually.
I will think about increasing the focus output without drugs.
The Blind One 8 Jul, 2021 @ 10:50pm 
Dope mod man, love the idea of psychic tribals vs scientific empire, has a little bit of a dune feeling to it. I didn't like the psylink techno-babble baboozle the empire is in and for gods sake what duke with high psylink powers needs to be saved from a chinchilla? One little caveat though, as an avid meditator myself, I can testify that meditating on drugs is kinda like taking steroids for accessing the spiritual BUT it is actually hugely detrimental for your long-term practical advancement and growth. Anyway to depict that? Drugs are great to shake you up from your old world paradigm but without care you get addicted and its the addiction that kills any deeper connection you can truly get.
TurtleShroom 25 Apr, 2021 @ 11:51am 
When I said that, I meant adding back the MEDITATION for the Traits.
Nikuksis  [author] 25 Apr, 2021 @ 10:33am 
It does not remove any traits
Eggnog 25 Apr, 2021 @ 8:53am 
ah thank you, wasn't sure if was intended or not
TurtleShroom 25 Apr, 2021 @ 8:15am 
How would I change the Mod to add back the Traits?
Nikuksis  [author] 25 Apr, 2021 @ 4:55am 
@TurtleShroom , I'm not playing /modding rim currently, but i will consider this in future. You may change the mod in the way you like if you want.
Actually this mod does not remove the psyfocus at all, it just leave this feature only for tribal people and pawns with rare "Medium" trait.
Nikuksis  [author] 25 Apr, 2021 @ 4:46am 
@Eggnog, Yes this is intended. If you want the royalty background back remove the latest "operation" in the Patches/TribalPsycastIncidents.xml. I will remove it from mod later since theres is separate mod from Cabbage for this.
TurtleShroom 24 Apr, 2021 @ 7:17pm 
Is there other varations you could make on this?

I love the idea of the Royals not being psychic, but I don't want to remove Meditation Focuses or eliminate the Neuro-Link stuff, etc., and so on. Really, all I wanted was a change to the Royals and Royal titles.

Is there a way to do that, or a way to split this Mod somehow?
Eggnog 24 Apr, 2021 @ 7:05pm 
i have also verified files as well, it shows up without this mod
Eggnog 24 Apr, 2021 @ 6:00pm 
this mod is currently breaking the royalty menu background, https://gist.github.com/36a2aa46013374678d9c2424c19e4f68

not much of a problem but just would like you to know
AGenerikUsername 17 Jan, 2021 @ 7:55pm 
Maybe instead of hard capping the drugs, make drugs give a boost to focus to give it a better purpose? ie, a regular pawn without drugs would gain 50% of psy focus per day, but a pawn hopped up on drugs would gain 120% per day? (Not exact numbers, just as an example of what it could be) That way drugs have a purpose (beyond selling for butt loads of money) and people that don't want to use drugs can still do their own thing.
Nikuksis  [author] 8 Jan, 2021 @ 8:04am 
@Romara , just wanted to give drugs more sense, and i think it fits great, as many human tribes uses various drugs in their shamanic rituals. However i agree that it could be less dependent from drugs, since you cant manage your pawns to take a drug at the same time as they have to meditate without manual commands.
Romara 7 Jan, 2021 @ 5:48pm 
As much as I love various mind influencing substances personally, why lock out regular meditation so hard? Just curious as to the logic.
Nikuksis  [author] 25 Dec, 2020 @ 5:22am 
I do not actually remember. I think you can restore it with anima tree very slowly. Better just smoke something :)
Madmatt88 25 Dec, 2020 @ 4:37am 
Can I restore psi concentrationn without drugs?
ALE199 19 Nov, 2020 @ 7:56am 
I've been playing a bit and I wonder how balanced it is between tribals and Empire?
Like the only good thing about getting titles is the Psycast, that way your noble would be atleast useful in combat, without it what makes a noble good?
I suggest lowering the price or cooldown for favours/requests.
Loplod 25 Oct, 2020 @ 4:28am 
Mate what a sick mod, thanks a bunch! having a blast with my new tribal psycaster colony
Nikuksis  [author] 24 Oct, 2020 @ 4:33am 
@trajda ,
Thank you for mention this.
With quick check :

Royalty Tweaks - Should be compatible with this mod.

Powerful Psycast AI - Also should be compatible, and recommended to use to have tribal raids more dangerous. I have to test this.

Build near anima trees - "tribal Psycast" also reduces anima tree build restriction range a bit. Depending of mod load order it will either reduced or disabled.

Factions should be safe to load but needs a test also.

Medieval royalty should be compatible also.

Please note this is just quick look of the changes mods adds. I will perform several test and update the description.
Currently please make a save backup and be ready for bugs.:josef:
Nikuksis  [author] 23 Oct, 2020 @ 2:44am 
Yes that can be like that, but imperials already have lots of implants that change their bodies, and as long as they fear tribals with their unexplainable powers they made a protection for their soldiers as psychic blockators.

As for gameplay i think titles gives enough bonuses to have one of your pawns titled, one mayor of village which can call for help and do other things.
In the same time you can have others be tribals with psylinks.
Sopel 23 Oct, 2020 @ 2:17am 
This is a good dynamic, I did enjoy the feeling of some sort of monarchy, it gives the feeling of you being a part of something, but I disliked that it was connected so tightly to psychic abilities. Also, tribals now have something unique going for them, which imo fits them more than some "aristocracy" - in my opinion, this is how the dlc should have been done.
While writing I had an idea - what if the psy abilities were possible to gain by non-tribals in a form of a brain implant? This could somehow explain why tribal villages are raided/destroyed and everyone in them killed - the royalty is coming down to get the abilites from the tribals. The higher ranked royalty and their guard could show up with such implants, and you on the rimworld would have no technology (as the empire) to craft these yourself so it would be a nice risk/reward that gets you the best of both world and would make for interesting gameplay. Worth considering?
PistFissed 21 Oct, 2020 @ 10:20pm 
Thanks for adding a new way to play. Your vision of Rimworld is no less important or interesting than anyone else's. Good work.
Nikuksis  [author] 21 Oct, 2020 @ 5:30pm 
Thats why i wrote "if you find that...", i think vanilla royalty is just not fit the dark rimworld setting and there were no sense to fight empire and skip titles.
If you think that magic, that was bestowed into your people as reward for saving semeone from guinea pig you can just skip this mod.
Also i didnt add the anima tree, it was already there with it's magic.
#6 21 Oct, 2020 @ 4:50pm 
Wow, change the whole dynamic of a dlc and suddenly the wolves are out to kill.
I think this is interesting, tribals have always been shit to play because higher tech will win every time. I may try this on my next run.
FilthyCasualDaniel 21 Oct, 2020 @ 3:50pm 
this is dope, gives a reason to play tribals
The Dutchman 21 Oct, 2020 @ 3:35pm 
The reason behind this mod makes absolutely no sense...
BlueSky 21 Oct, 2020 @ 3:05pm 
Ah yes, because magic fits the rimworld lore instead of it being neural implants
James Stone 21 Oct, 2020 @ 2:46pm 
So, your solution for "ruining the original lore" is essentially nuking the recent tweaks to make psychic powers more or less a technological thing with the Anima tree serving as some sort of ancient experiment, and making the psychic stuff a bunch of Nami-style magic garbage.

Nice going my man. Don't forget to fix the starvation crisis in the third world by making a gigantic pyre and burning tons of food while the kids watch.
Reel 21 Oct, 2020 @ 2:31pm 
interesting take