RimWorld

RimWorld

Sleepy's More Psycasts
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.
The Bard of Hearts 6 Jun @ 10:44am 
I feel like one of those people in front of the fudge shop with my face against the window watching the fudge be made. :steamhappy:
Flesh Forge 6 Jun @ 3:40am 
Effects of Psychic Calm/Word of Joy should scale with target's psychic sensitivity, since their best use case is offsetting psychic drones, which also scale with psychic sensitivity (I have one pawn with -95 mood from a high psychic drone)
Sleepy068  [author] 6 Jun @ 12:51am 
Hey @TheBardOfHearts, hopefully soon, it is technically done haha, I just need to make the steam workshop art and maybe another round or two of balance checks. I have 9 ready for volume 2 (Even more psycasts) and 12 ready for volume 3 (combat focused psycasts). I do want volume 2 to do 12 too though so I'll work on a few more ideas.
The Bard of Hearts 5 Jun @ 11:06am 
Thank you for adding your new ones to a new mod. Gives people more options on how to play exactly. However, I have to say I am super interested seeing your new spells. =3 When can we expect to see your new stuff?? :d5_prinny::megamanjump:
Sleepy068  [author] 5 Jun @ 3:59am 
It is level 5 and I did want that kind of effect as it can be hard to get to level 5 and get this psycast (Choice of psycast mods aren't considered in my balancing), level 4 is a single use, 3 and less is spam casting for similar-ish results (flash heal etc). Level 6 is if they are literally dead haha. But i'll keep it in mind, I always play with my own mods and I am constantly adjusting them.
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.
Flesh Forge 5 Jun @ 3:50am 
actually how about a "Minor Regeneration" that is only good for small body parts like fingers, toes, or other endpoint extremities? seems like you could probably programatically examine that, check if a missing bodypart has any children, if not then it's OK to regenerate, if it does then it fails.
make it quite cheap compared to the bigger regeneration powers so it makes sense to use to fix multiple missing bits.
Flesh Forge 5 Jun @ 3:46am 
I think it's fine power wise, I just mean it's so cheap to cast that if a pawn has more than one of any particular issue - missing two fingers, or an ear and a toe, or anything minuscule that would probably make sense to fix with a lesser tier psycast - other than lasting injuries it's always less micromanagement to just throw Revitalise on them and eventually they will be 100% in one cast.
Sleepy068  [author] 5 Jun @ 3:05am 
That said, I will reassess it and double check it feels balanced. Balance suggestions are always welcome, TheBardOfHearts made a lot of suggestions early on in the mods development that helped the mod so much and helped it be as balanced as it is, so I will always consider them.
Sleepy068  [author] 5 Jun @ 2:55am 
It is way less powerful then it seems overall, for example, if someone is missing a leg, it will need to heal back the leg, tibia, foot and femur first at 15 points of damage per day for 10 days. Which will actually take like 105 points to fully heal. That is basically the entire psycast were deep regen (65%), a level 4 psycast, can do it instantly. I designed it so it is very powerful for recovering after combat but it isn't fast enough to truly save someone during combat. It also is strong as a trickle fix for a heavily scared and broken pawn. Superficial only heals scars, nothing else, and is only level 3. Revitalise won't fix things deep regen can either, like addiction or disease (bad back).
Flesh Forge 5 Jun @ 1:20am 
I think Revitalise should cost more psyfocus, like 80%. It fixes so much and only costs 10% more than Superficial Regeneration.
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.
Sleepy068  [author] 29 May @ 6:38pm 
Hey @FleshForge, post your mod list via a pastebin link if you can, if i can work out the mod causing the issue i can either try and write a patch or in the least list it as incompatible.

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.
Flesh Forge 27 May @ 4:19pm 
re: Brickgate, I think it could be a little more generous / scale with psylink level / scale with psychic sensitivity. It's a cool, weird little power, I like it.
e: heck, maybe give it an area of effect and maybe have that scale with psylink level
Flesh Forge 27 May @ 11:53am 
so you're right, my problem does not happen with just your mod, it works correctly. huge bummer for me because I have no idea whatsoever might cause this kind of weird mod interaction! thanks anyhow!
Flesh Forge 27 May @ 11:46am 
I don't thiiiiiiiiink so but I will cut out everything but your mod and make a test game and verify.
Sleepy068  [author] 27 May @ 12:41am 
Hey @FleshForge, I am a little confused with the first example, Deep Regeneration just uses the same code as the healer mech serum, it will only fix 1 issue and only the most 'life threatening' issue first. In that example, it will cure Dementia and that's it, using it again will 'cure' the cut out eye (one at a time). e.g, i cut out this pawns eyes with the ritual, he has Dementia, it cured Dementia but the eyes would require a second and third hit. https://imgur.com/8h3KkjX
Definitely can regenerate limps too: https://imgur.com/fq2I0yg
Are you using any mods that change the healer mech serum or medical system?
Flesh Forge 26 May @ 10:19pm 
that actually seems to be a problem more generally than just hediffs (can't regenerate a missing limb with it either)
Flesh Forge 26 May @ 10:14pm 
Another Blindsight ideology crossover problem: if a pawn has their eyes removed by the Blindsight meme ritual, AND has some other major hediff that might be removed with Deep Regeneration, like Dementia, nothing actually gets regenerated and the pawn just gets the Renewal sickness hediff. Seems like there is some kind of check to avoid regenerating eyes in this specific case, I am not sure if this is vanilla behavior or your mod. I verified that Deep Regeneration cures Dementia in other situations, it looks like just this specific situation is a problem.
Flesh Forge 26 May @ 1:36am 
it's not thaaaaaaaaaat big a deal, even without dev mode tools you can just cancel the ritual and wait out the duration of the effect, but it could be a little cleaner if it's not a lot of work.
Sleepy068  [author] 26 May @ 12:19am 
Hi @FleshForge, I'll definitely look into that. It uses the vanilla regeneration mechanic (same as ghouls) so I'm not too sure how much I can change as a lot is built into the pawn health code but I'll work it out.
Flesh Forge 25 May @ 5:25pm 
I am entirely OK with it being super OP in that very, very specific situation since otherwise, tribals are completely defenseless vs that enemy.

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.
Sleepy068  [author] 22 May @ 12:29am 
Hi @FleshForge, I completely forgot that would stun it and unlike mechs it won't adapt making it very powerful haha. I'll keep it a level 1 psycast but I'll keep that use case in mind for when I do the next round of balance adjustments just to test more factors and ensure it is balanced.
Flesh Forge 21 May @ 1:28pm 
Very pleased to report the Static Burst psycast works perfectly on Anomaly's Revenant, making it an automatic best-in-tier pyscast :steamthumbsup:
The Bard of Hearts 20 Apr @ 8:48am 
She's gotten two chances to perform the linking ritual since your update and none of your new ones show up (I don't think). I'm guessing its just not going to show up on this save. No biggy.
Sleepy068  [author] 20 Apr @ 12:25am 
Hey @TheBardofHearts, i did just test Choice of Psycast and Keep on Linking together but I wasn't able to recreate the problem sorry, this was on a fresh game though, I was able to choose Superskip. https://imgur.com/iFH6wth
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?
The Bard of Hearts 19 Apr @ 9:19pm 
Btw, I'm not seeing the "Superskip" spell available for my mage. She's already at the 6th level and is now just collecting all the spells via "Choice of Psycast" mod. But "Superskip" doesn't show up on the list of available choices. Any ideas?
Samuel_Bucher 19 Apr @ 2:39am 
I really like how these psycasts focus more on how vanilla psycasts work mechanically and lore-wise. This mod is more deserving of the "vanilla expanded" title than the actual Vanilla Psycasts Expanded.
The Bard of Hearts 8 Apr @ 12:33pm 
@Sleepy068
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! :viol:
Gerewoatle 7 Apr @ 8:48pm 
Thanks for the update, and the decision to create an additional add-on mod instead of expanding this one further is entirely reasonable. I'm looking forward to it!
Sleepy068  [author] 7 Apr @ 6:32pm 
Instead I have decided to wrap this mod up, I have added a couple of new psycasts mainly because the code, xml and testing was already in and done and I didn't want to break anything trying to remove them but the remaining psycasts I have planned will be added to a standalone addon instead. This is just to stop the mod growing too big and giving players less freedom of choice for what they want to add to the game. As always, Cherry Picker can help disable content you don't like and Choice of Psycast can allow you to choose a psycast instead of it been random. I'll keep trying for the mod options now and then but I can't promise anything sorry. I'll continue to support this mod through bugfixes and balance changes practically forever though.
Sleepy068  [author] 7 Apr @ 6:31pm 
Hey guys, I've just done a quick update. I spent tens of hours trying to get a mod options to work, I did get very close but it just didn't consistently work and in the end decided it'd likely cause more issues then it would solve so I sort of had to give up on that.