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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.
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.
Minor regen is a good idea but revitalise uses the regeneration code in the game and it is hard coded into the pawn health code, it is complex. I typically never override core code or xml, bit of a rule for myself so my mods do not conflict with other mods and do not change the core game, only add to it. I won't add any new psycasts to this mod though, i have 2 new psycast mods in the works so I'd add them there.
make it quite cheap compared to the bigger regeneration powers so it makes sense to use to fix multiple missing bits.
specifically the "Blindsight Works" part that has been adopted into this mod:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3248249029
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.
Ill definitely look into brickgate, i couldn't originally get it to work area of effect so i settled for single item which works but isn't ideal since you cant even queue the casts. No doubt ill work it out eventually.
e: heck, maybe give it an area of effect and maybe have that scale with psylink level
Definitely can regenerate limps too: https://imgur.com/fq2I0yg
Are you using any mods that change the healer mech serum or medical system?
If you do touch any mechanics again though, funny interaction with Ideology:
When a pawn is under the effect of the Revitalise psycast, and when the target of the Blindsight ritual, their eyes get cut out and one of them instantly re-grows, so the ritual will continue forever. I'm not saying leave an exception for Revitalise to ignore this specific case (because why would it?) but you may want to have some kind of cooldown between bodyparts re-growing, apparently when the pawn is otherwise fully healed there is no cooldown and the ritual doesn't have enough time to complete.
I'm not really sure why it wouldn't work sorry and if you're seeing some of the other new ones such as energise or revitalise then that would be even weirder. I wonder if it is just a case of you having a psycast ready to choose and then jumped in after my update pushed, as I doubt the mods would automatically update their psycast lists in that instance since it was ready but it shouldn't keep happening after that. If it does, it must be more static then I think and it'll just effect that save specifically. The psycast will still be there as a psytrainer and should still be selectable at level 6 but doesn't really help your mage now. Does it just keep not showing up no matter how many relinks?
Thanks for all the mod work. I look forward to seeing your new mod and what all options it might have available. Hopefully, you'll post a link to your new mod here on this one so we don't miss anything you come up with. Thanks again and game on!