RimWorld

RimWorld

MakaiTech - Psycast
214 Comments
GladioSanctus 10 Jul @ 7:10pm 
Can't wait for new psycast. This is literally one of my most favorite mods.
Vulkandrache 4 Jul @ 9:35am 
Ive used this mod a few times now and while it has some cool stuff in it is go back to "Soul Link"
and the Learning and Skill beacons every time. These abilities are so beyond powerful even in the most extreme modpacks ive tried.
FarmerJoe  [author] 3 Jul @ 7:18pm 
updated to 1.6
Xenokitty 23 Jun @ 12:31pm 
Hey! Could you do a patch for the Lich Soul to excluse removing the "inhumanization" from vanilla anomaly? It removes it since its classified as a debuff, i think. if not possible, i understand!
FarmerJoe  [author] 13 Jun @ 2:07pm 
that up to VE when they decide to update VPE to 1.6
Shimada 12 Jun @ 8:00pm 
Will there be an upgrade to 1.6?
FarmerJoe  [author] 4 Jun @ 4:53am 
there should be operation in health tab to do so
Myf 3 Jun @ 4:49pm 
Is there a way to return a Lich's soul back into their body? or are they permanently a lich forever?
Endevouz 20 Mar @ 5:46pm 
Autocast?
Oga88 15 Feb @ 5:53pm 
Is it possible to make a version that doesn't use vanilla expanded?
oinko sploinko 29 Jan @ 4:49pm 
life link seems to crash the game
Tiffy 30 Nov, 2024 @ 6:57am 
Would recommend it before, but the first one i picked was the one who changes your weapons into an completely different one... and you can just convert bows into smg and assault rifles... so sadly, its not balanced.
Cpt. Blood 8 Oct, 2024 @ 2:19am 
Great mod, thank you!
One of the best Psycast classes.
Hope you find free time and add two planned classes :)
SOGGY DOGGY 5 Oct, 2024 @ 3:44pm 
Great mod, there's just one issue. Enemy NPC pawns using Lunacy Prophet don't understand tainted stacks, and will uselessly try to cast spells they cannot. There's no error in the log for this, they just don't get it. Perhaps some way to force them to use tainted focus?
FarmerJoe  [author] 30 Sep, 2024 @ 9:40pm 
I've try push a fix
Grillcheese 21 Aug, 2024 @ 1:29am 
I'm enjoying this mod and I think it's very well done and high quality, but some of the tooltips are not descriptive enough, and I'm not sure what the psycasts do exactly. Is there a guide somewhere to reference? Is there any psycast that might resurrect a dead pawn?
Социопат 3 Aug, 2024 @ 1:59am 
the mod cover indicates the previous version of the game, although it is for the current version

question why was support for the earlier version removed from the mod?
Syilumi lunari 25 Jul, 2024 @ 12:26pm 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails?id=3296684264 this is a collection of my mods ima tend to my dying laptop so might not respond as fast
Syilumi lunari 25 Jul, 2024 @ 12:24pm 
cant get the hugslog cause my computers having a heart attack but modlist yea
FarmerJoe  [author] 25 Jul, 2024 @ 12:23pm 
hmm this is weird, do you mind sending your modlist? and also hugslog too?
Syilumi lunari 25 Jul, 2024 @ 11:54am 
nop
FarmerJoe  [author] 25 Jul, 2024 @ 9:28am 
ok this is weird, just in case but. do you use Combat Extended?
Syilumi lunari 25 Jul, 2024 @ 9:02am 
th uhnm i used the knowledge seeker beam made this happen

Exception ticking MakaitechPsy_PK_ChainBeam114140 (at (140, 0, 129)): System.NullReferenceException: Object reference not set to an instance of an object
[Ref 7D2BAABE] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.TickManagerUpdate_Patch2 (Verse.TickManager)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()

i think it just kept hitting the same bug i casted it on
ProfileName 14 Jul, 2024 @ 5:11am 
They were holding a weapon - but not any Makai weapons. Just that it seems it's unable to apply "Celestial" damage for some reason when using the chain spells.
This happens with both Chain *bolt* and chain *beam* - Beam just got stuck because it went into the negatives for its timer instead of clearing as expected, probably due to the lag - which added to its own lag causing problems.
fbagocius 14 Jul, 2024 @ 1:50am 
Are all Skill rolls based on Social? I noticed the rolls added my pawn's Social skill when using Tieweaver abilities, which is really cool. It would be neat to know what was being added for each ability rather than trying to guess, unless theyre all social, which would be less cool.
FarmerJoe  [author] 13 Jul, 2024 @ 1:23am 
@JKthree by default all hediff are considered "Bad" unless modder specifically set <isBad> to false. I assume the author of here gene didn't do so

@ProfileName I've never seen that, when the bug happen, does the pawn hold any weapon?
ProfileName 10 Jul, 2024 @ 6:44pm 
Serious issue - not even sure how or why but any form of Chain Bolt spell will cause immense lag due to being unable to apply "celestial" damage.
Chain Beam, however, is even worse - as it's permanently attached itself to one tile and the Caster.
https://gist.github.com/HugsLibRecordKeeper/e86d70dce0004916245aa32e2ab2a0e9
JKthree 27 Jun, 2024 @ 10:08pm 
Found a bit of a conflict if you are interested in looking into it
If a pawn has the Second/Double Hearted gene from Super Hero Genes (basically a free res)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2980061828
Regardless on the condition on the Heart, the pawn's recent history of events, or any good or bad conditions/hedriffs the pawn has recently or not recently gotten
Using Fateweaver's Reverse Fate will always kill the pawn within a few seconds due to the second heart hedriff reversing until both hearts are gone.
Accelerate Fate is okay in the matter, and will quickly restore the second heart but that won't help much when bad hedriffs are accelerating as well like infections or bleeding
@ 15 Jun, 2024 @ 9:47pm 
Please 1.4 bro, I'll do anything bro.
dBurva 15 Jun, 2024 @ 6:06am 
When used mentor sight on Submissive trait which is coming from vanilla traits expanded, trait is removed but it's effect still remains. It can be fixed with character editor it can be fixed readded and by removing.
And will of the fallen buff sometimes go down example it became 100 and then drop 78.
Chiiro 8 Jun, 2024 @ 12:06pm 
Works now thanks.
FarmerJoe  [author] 8 Jun, 2024 @ 11:36am 
what are the % behind hediff name. Thorn tree should specify it needed 15%. you gain % when pawn meditate(gain at the same rate as focus)
Chiiro 8 Jun, 2024 @ 11:35am 
Yes they do.
FarmerJoe  [author] 8 Jun, 2024 @ 11:16am 
@Chiiro does pawn have Path of Naraka hediff? (get by casting the first psycast of that tree)
Chiiro 8 Jun, 2024 @ 11:05am 
Since the 1.5 update whenever I try to cast Thorn Tree it tells me they aren't mentally strong enough and fails to cast
Ozymandias 27 May, 2024 @ 5:27am 
this safe to add/remove mid save?
Cryofex 14 May, 2024 @ 3:20am 
if you have the time, a seperate 1.4 version would be nice
Dusk Hopestar 7 May, 2024 @ 7:12pm 
I draw Noticeable Attention with the fact that this Lists as a 1.4 / 1.5 Despite my cursory check that this doesn't have a 1.4 multiversion file, and I am aware that this Was a 1.4 mod prior to 1.5 but at the moment it doesn't have any actual compatibility with 1.4 anymore, so mayhaps change the tags to reflect that until Solid compatibility [If you do intend it] is set up, which now that 1.4 is Static wont need to be touched afterwards, Thanks for the Consideration to read my ramble

TL;DR this mod isn't compatible 1.4 right now, don't list it as Such
✪ AstraZeneca 4 May, 2024 @ 11:47pm 
Very nice psycast mod, 'OP' to my liking. Btw, what's the different between reverse fate and accelerate fate?
kequilla 25 Apr, 2024 @ 7:19am 
When we get psycast schools for plants, crafting/construction/artistic, and medicine? Example of growth would be "rampant seed" launch a psionic charged seed at an enemy; On impact it explodes in growth entangling and harming them. The buildier could launch a restraint drone at a target, and make/modify golems. The medicine could be outright Dr. Frankenstein.
Tabu2684 21 Apr, 2024 @ 1:25pm 
after 1.5 update the mod just stoped working... I have it turned on but i don't have the makai tech tab when i choose what psycast abilities i want
CnB|Yiazmad 21 Apr, 2024 @ 6:01am 
Thank you for your work in making MakaiTech backwards compatible! Many huge, ultratech modpacks still use it in 1.4 while we're waiting for everything to be 1.5 compatible.
FarmerJoe  [author] 15 Apr, 2024 @ 6:29am 
I'll be updating with 1.4 compat soon
Thundercraft 15 Apr, 2024 @ 6:25am 
@Farmer Joe [author] wrote:
"I'm not sure if I would create a separate project for 1.4."
Would you consider it? You could add a "[No Longer Being Maintained]" or "[DISCONTINUED]" in the mod title after re-uploading to make it clear. This would be preferable to dropping support for 1.4 altogether. And I'm pretty sure this will not be the last time to see comments talking about how this mod no longer works in RimWorld 1.4.
Thundercraft 15 Apr, 2024 @ 6:19am 
@Farmer Joe [author] wrote:
"it is likely it isn't compatible since a lot of code changed."

Please continue to support users of RimWorld 1.4. Please don't give up.
RimWorld has had true multiversion support since version 1.0:
https://steamhost.cn/steamcommunity_com/games/294100/announcements/detail/1703951108841054240

There is a way to make a mod compatible with multiple game versions - even in the case where the .DLL (assembly) has to be recompiled to be compatible with each version.

Quote:
Version-specific content should go in a folder named after the version being targeted.
You can do this with the “Defs”, “Assemblies”, and “Patches” folders. Other data types, like textures, are always shared between versions.
If you do not need the multi-version content loading, you place the “Defs”, “Assemblies” and “Patches” folders in the mod’s root folder, just like before.
Sapphic Dentistry 14 Apr, 2024 @ 1:55pm 
Bummer, but that's fair. Most of the mods I use are on 1.5 now, so I'm running out of excuses not to update. Thanks, either way, for the mod, and thanks for updating it to 1.5!
FarmerJoe  [author] 14 Apr, 2024 @ 12:16pm 
oh right you mentioned that you still on 1.4,
it is likely it isn't compatible since a lot of code changed.
I'm not sure if I would create a separate project for 1.4.

also I understand remained on 1.4 because as of now. mod update are quite hectic
Sapphic Dentistry 14 Apr, 2024 @ 12:12pm 
I just ran a quick test with just this mod and the requirements, and it does still appear to happen. Here's the error log from that test. https://pastebin.com/9dq9rBPV