RimWorld

RimWorld

MIM - WH40k Psycast
81 Comments
emitbreaker  [author] 11 Jul @ 7:12am 
@Bloodyfist It's fine the main issue has been fixed - only minor bullet issues.
Bloodyfist 11 Jul @ 6:16am 
Sorry i do not know how to look at or post logs.
Bloodyfist 11 Jul @ 6:15am 
Thank you
emitbreaker  [author] 11 Jul @ 5:35am 
@Bloodyfist Fixed. Update this mod. Some Framework.... I don't know why but some of their bullet function not works as it used to be, so I need deep dive for them.

However, currently I have to focus on the migration of my other mods, so the fix may takes time.
emitbreaker  [author] 11 Jul @ 5:15am 
@Bloodyfist Okay, now I'm puzzled. In 1.6 at my local environment, things work without issue. I've short-cut by using development mod to give my pawns few points, but after that, I can properly leveling all the psypath. Do you have any sort of error / warning log?
emitbreaker  [author] 11 Jul @ 5:02am 
@Bloodyfist Yeah it's pretty much odd and happening in 1.5 as well, but I can't see any error message. Perhaps they've changed something without proper error debugging for rest of us. Will check it but it may takes time.
Bloodyfist 11 Jul @ 4:59am 
Sorry 1.6. Used to the others that had to be changed for only 1.6.
emitbreaker  [author] 11 Jul @ 4:09am 
@Bloodyfist 1.5 or 1.6?
Bloodyfist 10 Jul @ 5:03pm 
Has anyone else had the issue with no psy ability showing up
Bloodyfist 10 Jul @ 12:34pm 
I do not know the 10ed or the orks but i am sure with how rimworld is there are physical abilities the orks have that could be put in the psy tree as another tree. Use psy to inhance thier body stuff.
Bloodyfist 10 Jul @ 1:33am 
I just choose psykana disipline an realized i have no cast i can learn.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3521732262
emitbreaker  [author] 8 Jul @ 9:18am 
@intelfir It depends on the definition of "Canon", and in my case, official miniature codex is the only reliable source of Canon. That's where I'm struggling since, you know, GW did GW and we only have two to three psychic powers for orks on 10ed. ;(
intelfir 8 Jul @ 7:23am 
About to dos "orks" (haven't tried mod yet, so not sure if you added it already) why not just use canonical ork belief (if ork thinks red things makes him fast he moves fast) and just add bunch of abilities which use a lot of psyfocus and do kind of miracle (loot drops, invisibility, mass teleport) but make it untargetablle so it would happen on random part of map chaotically
Maze 7 Jul @ 8:05am 
@emitbreaker No worries, thanks for looking into.
emitbreaker  [author] 5 Jul @ 10:48am 
@Maze Ah, did they updated in the very last time of 1.5? Wow... Let me see what happens but 1.6 migration forcing me significant works to do, so I can't promise when to fix.
Maze 4 Jul @ 6:44am 
Seems a slight problem with vanilla psycasts update, got the images but no abilities I can click in the psycasts menu
emitbreaker  [author] 24 Apr @ 6:38am 
@Watermelon Face 72 Maybe after completing sub factions? Ripping GW asset is highly risky, but you may make some supplementary local mod for that. In the end, all you need to do is put same file name in same folder and put your mod lower than this one.
Watermelon Face 72 21 Apr @ 3:01pm 
Hi! Any chance that you might release an optional patch to cover up the ai art? I understand why you have it in, but personally I would much prefer something else, weather that be ripped GW art or even just a black card with the faction symbol on it.
emitbreaker  [author] 20 Mar @ 6:09am 
@Stalinator9000 Oh... sounds like I have to review all the abilities at some point. Noted!
Stalinator9000 20 Mar @ 1:27am 
Fair point. Last comment: "Shield of Sanguinius" (Aura FNP 5+) Does NOT apply to caster. "Malefic wardings" (Aura FNP 5+) Does apply to caster. Do with that as you will.
emitbreaker  [author] 19 Mar @ 5:14pm 
@Stalinator9000 Ah, that sort of thing. Basically, if movement speed doesn't applied to the caster, pawns will be soon get out of the casting range so consider that sort of thing as an exception.
Stalinator9000 19 Mar @ 4:26pm 
It is simply because it seems logical to me "Auras" should apply to the caster and it should have some kind of very specific reason why it does not (Again just my thinking). I guess the only difference is the <canTargetSelf> should be true for the "EMWH_BuffAbilityAuraHediffKindBase" for the specific auras which does not apply to the caster. I can always patch it out for my own game, I just wanted to ask if it was intentional or not so it could be corrected if it was a bug. Once again I am really appreciative of the work that went into these mods, thanks ^.^
Stalinator9000 19 Mar @ 4:18pm 
@Emitbreaker Not quite certain what vanilla source code you are referring to but again completely fair. I just wanted to highlight an inconsistency with other auras such as "Onslaught" (Movement speed) does apply to the caster, as well as "Domination of the hive mind" (Feel no pain). This is true for most auras applying movement speed and FNP in general, these apply to the caster but most of the other auras do not.
emitbreaker  [author] 19 Mar @ 5:16am 
@Stalinator9000 Yes the original source code of vanilla works in that way, so I just follow the same mechanism :)
Stalinator9000 19 Mar @ 1:55am 
Is it intentional that some the "buff psycasts" (Aura) are not applying to the caster? Example: "Veil of time" and "Might of heroes" etc. (Side note, awesome mod series love your work thanks for contributing to the community champ <3 )
Uriel Septim VII 18 Nov, 2024 @ 4:55am 
Mim my sexy 40k bro got an idea while its not really in 10th edition it is in the books and would be cool....daemon summing pyscast. just a short list of lesser daemons to summon. I would love to be able to have something like that in my chaos cult colony.
kceeri 13 Sep, 2024 @ 10:53pm 
Do you have plans to add the other imperium disciplines like biomancy?
emitbreaker  [author] 2 Sep, 2024 @ 7:51pm 
@Akitsuki Fixed. Please update this mod.
emitbreaker  [author] 2 Sep, 2024 @ 7:44pm 
@Akitsuki Oops, hotfix will be deployed asap.
Akitsuki 1 Sep, 2024 @ 10:25am 
Could not load UnityEngine.Texture2D at Things/Projectile/EMTS_WarpflameBullet in any active mod or in base resources.
Could not load UnityEngine.Texture2D at Things/Projectile/EMDG_PoisonBullet in any active mod or in base resources.
Could not load UnityEngine.Texture2D at Things/Projectile/EMTS_WarpflameBullet in any active mod or in base resources.

i need help
慕柯 23 Jul, 2024 @ 11:04pm 
@emitbreaker thanks a lot ! I will try again.
emitbreaker  [author] 23 Jul, 2024 @ 9:47pm 
@慕柯 I presume this issue comes from the discrepancy between 1.4 and 1.5 because of the base code difference. In this mod, most of the abilities are placed under 1.4 / 1.5 separately, so to properly translate them, I think you may need to make folder like;

1.4
├ Assemblies
├ Languages
├ Chinese

1.5
├ Assemblies
├ Languages
├ Chinese

But I'm not good at translation, so not 100% sure...
emitbreaker  [author] 23 Jul, 2024 @ 9:07pm 
@慕柯 Translation is invalid? That's interesting... I think I didn't do anything special for this mod - let me try translation at my end.
慕柯 23 Jul, 2024 @ 6:53pm 
I'm sorry, as this should have been my problem, I tried to translate this mod, but I found that the translation was invalid. Can you guide me on how to do it.
emitbreaker  [author] 12 May, 2024 @ 7:53pm 
@himmel123 Happy to hear that XD
himmel123 12 May, 2024 @ 11:26am 
Thank you for the fast responses and the fixes!
emitbreaker  [author] 11 May, 2024 @ 11:51pm 
@Csulu & @ himmel123 Fixed. Sorry for the inconvenience caused because of a very silly mistake.
emitbreaker  [author] 11 May, 2024 @ 7:47pm 
@Csulu & @ himmel123 thanks to himmel123's heads up now I figured out what's happening. Unfortunately, I may need to do some additional coding or remove some psycasts for VPE. And if I understood the code correctly, my chaos daemon mod may causes similar issue. I'm currently aways from my desktop so will push the update within today my time.
himmel123 11 May, 2024 @ 2:30pm 
I posted it inside the MIM Core Error Logs discussion too. This mod currently breaks my game. All other MIM mods are running just fine.
Csulu 11 May, 2024 @ 12:53pm 
Hi i found that if i activate your mod with VPE both get deactivated
emitbreaker  [author] 10 May, 2024 @ 6:30am 
@Aaravos Not sure about it. I've been played my own colony with my mod set until yesterday, and started a new one from yesterday but haven't seen the issue. But someone else also told me the similar case, so I think possible mod conflict that I don't know. Would you please share your log or at the very least mod list to the Core mod's error log thread?
Midnight 10 May, 2024 @ 6:27am 
Had MIM, Core, weapons, psycasts, thousand suns running. Day or two ago, tried to load up my mod list and suddenly the MIM mods bugged out. Not sure what exactly, but the mods refused to load up. Only booting up the default game, when going through my 100 mods to figure out which one specifically. Tracked it down to the MIM mods. Was there a recent change?
emitbreaker  [author] 9 May, 2024 @ 8:19am 
@MaroonPhoenix CE? Other than that, my mod use it's own, isolated code so there would be less chance of conflict unless any mod that changes either Verb or Job. At the very least, it works with HAR / VE series but I personally don't use HAR based racial mod, so I can't answer about them.
MaroonPhoenix 9 May, 2024 @ 8:14am 
Does this mod have any well known conflicts?
emitbreaker  [author] 8 May, 2024 @ 9:56pm 
@cralis7 I think Rimpy is malfunctioning. My local one doesn't cause the same issue, but well, the software hasn't been managed for a long time in the end...
cralis7 8 May, 2024 @ 9:50pm 
Weird interaction with RimPy... RimPy reports that this mod must be loaded after "emitbreaker.mim.wh40k.ideology" -- which if I'm not mistaken, is your MIM Ideology mod. It does this even if it's loaded after the MIM Ideology mod, and even if it's loaded after ALL of the MIM mods.

I think it's working when I load, so maybe it's some sort of interaction with the expectations of RimPy?
emitbreaker  [author] 8 May, 2024 @ 6:35am 
@koyuki virus Update - now you can use psycasts without any other mod (except Core) of mine.
emitbreaker  [author] 8 May, 2024 @ 3:27am 
@koyuki virus I put soft dependency with my local mods to each psycasts, since some of them needs each factional mod's functions. If you want to use those mod without any factional mod, give me few time - I may need to learn how to use mod setting function for this issue.
koyuki virus 7 May, 2024 @ 8:42pm 
Ive tried running this mod on 1.5, its dependencies and character editor and using the character editor menu the psy cast abilities don't show up, there is no tab at all actually as if they don't exist. I done this with and without VPE and its the same result. I tried reinstalling this mod and the core as well plus VPE and its frame work and still the same. With VPE the psycasts don't show up in the psylink menu too.
emitbreaker  [author] 12 Apr, 2024 @ 8:31pm 
@알빠노? 어쩌면 모드가 제대로 업데이트 안 되어 있을지도 모르겠네요. 구독 해제하시고 다시 한 번 구독해주시면 감사하겠습니다. VPE가 어떻게 바뀔지 몰라서 어노멀리 나오고 나서 업뎃한거라;;