RimWorld

RimWorld

Vanilla Psycasts Expanded - Runesmith
110 Comments
blackkanye 10 Jul @ 12:32am 
Understandable. Thank you for the update
Irecreeper  [author] 10 Jul @ 12:27am 
Updated to 1.6! Sorry for the delay- finding the motivation to work on modding nowadays is hard, but we got there eventually.
King Critter 3 Jul @ 2:51pm 
awesome mod! quickly becoming one of my favorites :D
any chance we can see a bump to 1.6 before odyssey comes out? I'd be sad to leave this mod behind.
TheBronzeWarrior 21 Jun @ 9:23pm 
otherwise the new changes are absolutely goated, im just hesitant to add
TheBronzeWarrior 21 Jun @ 9:23pm 
do rune invocations work anywhere on the map instead of having a range?
ElysianEcho 7 Apr @ 12:46pm 
could work similar to the technomancer tree's little metal guys, take a chunk of heat to maintain them
Illium 31 Mar @ 5:23pm 
Love this mod. Always loved magic systems that involved inscribing runes on stuff.

Idea for a psycast (if you're taking suggestions): I'd love to see a psycast - or fingers crossed - even an entire psycasting tree based around inscribing a rune on weapons or armor that could "enchant" it with an effect. Dunno how feasible that is but it sounds cool.

Thanks for the mod and all your hard work <3
Irecreeper  [author] 31 Mar @ 3:11pm 
Second minor update, featuring some Mod Settings! Want your Runecircles to recharge faster... or go back to breaking on Invoking? Now you can do those things... and only those things. If you have more suggestions for Mod Settings, throw them my way?
Aranador 31 Mar @ 6:58am 
Oooh, I would like to see a Rune or 2 that can summon temporary helpers that clean and haul or maybe even repair and cremate - basically a post battle clean up crew.
Irecreeper  [author] 31 Mar @ 3:44am 
hey it's me at 4am

Decided to finally get around to updating this mod with some commonly suggested features! New patch out now, featuring the ability to ignore LoS when Invoking, and Runecircles that recharge over time!

Please enjoy!
CosmicAggressor 30 Mar @ 6:05pm 
Fair warning if you remove this mod midgame and psycasters using it simpily cease to exist.
CosmicAggressor 30 Mar @ 5:53pm 
The concept itself is sort of neat but the execution sort of sucks.
If you could cast to any rune anywhere on the map regaurdless of line of site this would result in a rune based psycaster being a wonderful defensive master, but as it stands this is more like having an automated weapon system that has to be activated by hand, and considering the costs of psycasting even when you are outright cheating by starting every colonist out as a psycaster, this just does not hunt.
TheBronzeWarrior 26 Feb @ 6:47pm 
very cool mod, i agree with dead thing and also have my own feedback.
make it so you can activated through walls. i cant really do much without being able to unless its on a big battlefield
Hubertdragon1 25 Feb @ 7:42am 
any plans of making another psycast?
Tonic 7 Jan @ 8:17am 
I have an issue where raging spirits don't attack non humans, also I kinda wish that instead of wandering they would follow the caster, like a trained animal lol
Dead Thing 6 Jan @ 10:52pm 
Follow up: What would make this class instantly more fun to use is not having to micro the runes in the first place. I want the runes made, I don't want to hand-hold the pawn to get that done. We have an in-between with the craftable runes, but they take forever to build. But the psy-cast runes also take a lot of time. I don't want to watch over my pawn or my builders as this happens. It ruins the entire flow.

I realize that it may not be viable to fix this. But that's my feedback.
Dead Thing 6 Jan @ 10:46pm 
I made a long post with suggestions about things but then Steam told me I had too many characters, without telling how many characters I actually had. JFC.

I'll boil it down since Steam sucks: This mod is great, I have problems with it. I refuse to engage with this psycaster class in the way it asks me to. There is too much micro-managing to build runes with my psycaster, or the amount of time spent building the constructable circles is awful. If there's a different way of making the circles happen, I'd be crazy down for that.
Hubertdragon1 29 Dec, 2024 @ 5:12am 
hm, i was thinking what if you could amplify effects of Teiwaz and Algiz with etch greater runecircle but they would have an cap for example the Teiwaz would start with 130% damage factor with normal circle, it would reach 200% if using the Etch greater runecricle, or Algiz with instead of giving 75% incoming damage multiplier it woudl have 50-25% incoming damage multiplier. This will make etch greater runecircle actually worth using in comparison to the easier and less time consuming etch runecricle but with weaker effects.
Annabellee 27 Dec, 2024 @ 6:39am 
Can we have a permanent rune circle, or can some of the runes be single targets when not used on a rune circle and aoe when used on a rune circle?
Tonic 24 Dec, 2024 @ 1:12pm 
I think a really fun effect would be allowing other psycasts to be applied to runes to turn them into landmines
Elgate 20 Dec, 2024 @ 8:43am 
I absolutely love the theming on that mod. It's so good. I wish there were some longer duration overall buffs (Like a large scale psychic soothe with a duration of a few hours that scales with psychic sensitivity)
The Realest Nooblet 17 Dec, 2024 @ 7:34pm 
Why did you make it require runes to do stuff?
Coldwatch 15 Dec, 2024 @ 2:44am 
the Mannaz dont target manhunter animals or insectoids
Hubertdragon1 8 Dec, 2024 @ 12:43pm 
thx irecreeper
Aurus 6 Dec, 2024 @ 6:03am 
Why do the summoned warriors attack with their fists and not with their axes?
Irecreeper  [author] 5 Dec, 2024 @ 10:17pm 
Small update: Crude Runecircles now have a unique texture, and are rendered in white no matter what they're made of to make them easier to see.

Thanks for the support!
McSqiggles 29 Nov, 2024 @ 4:43am 
love the mod but i wish the circles you build with stone were a little more permanent for the sake of having some weak but reliable defense that doesnt take 2 hours to set up every use
Hubertdragon1 27 Nov, 2024 @ 5:41am 
@Irecreeper sorry for ping but can you answer this: is the rune texture is gonna be more visible/better in the future updates?
Irecreeper  [author] 20 Nov, 2024 @ 5:31pm 
@Toby: Yeah, go ahead!

@Dr. Ethan Kaatz: There are no plans to do this, sorry.
ZX-DX 16 Nov, 2024 @ 9:51am 
O cool a Binding of Isaac reference /s
Toby 16 Nov, 2024 @ 8:21am 
Hey, I'm intending to add support for the Etch Runecircle psycasts to my mod "Better autocasting for Vanilla Psycasts Expanded" {LINK REMOVED} is it okay if I use the two psycast icons for area icons?
There's no license file I could find that'd allow me to do it
Hubertdragon1 10 Nov, 2024 @ 5:26am 
tho if i must give one criticism is that the rune circles are so tiny that the effect cannot be applied if one of the pawns walks out of the runecircle range, another think is that the circle can be barerly visible on the ground if you are using much more brownish stone and even if you are using black or white it still can be hard to spot. other than that I love the idea and execution
Hubertdragon1 10 Nov, 2024 @ 5:21am 
I love it, its everything that i would want from the beastmaster, rather than just throwing wild animals at the enemy im empowering those around me and send them to rip and tear, I also adore implementation of the rune mechanic.
Kirdei 8 Nov, 2024 @ 9:20am 
Haven't tried it yet, but love the concept!
Vartarhoz 5 Nov, 2024 @ 9:56am 
I would suggest that adding another "building" or zone or spots that can only be usable by runesmiths, who go there cast their Runecircle, manually casting each circle after battles are not fun. If they have nothing to do, they cast their runes on targeted spots.
Dr. Ethan Kaatz 3 Nov, 2024 @ 4:55am 
Will you be making this available for 1.4? :)
Armorguy1 2 Nov, 2024 @ 4:53am 
I like how this mod uses real runes and not made up crap.
Heckerpecker 1 Nov, 2024 @ 5:17pm 
"Ainz found out about runecraft"
Luneyl 29 Oct, 2024 @ 1:40pm 
This is the best thing that happened to psycasts.
Irecreeper  [author] 28 Oct, 2024 @ 6:32pm 
@Menelert: CE is not supported at the moment. I should probably poke their Discord about it- I don't play CE myself, and the patches I've made for the Mechanite Plague in the past are... likely questionably balanced.
Menelert 27 Oct, 2024 @ 12:41pm 
I'm not sure whether it's because of CE, but the Isa rune Ice Obelisk just doesn't work, the aiming cone keeps restarting without any shots fired. Other runes work fine, so no big issue, and i'm like 90% certain that it is the fault of combat extended so might not be patched in the near future, but still letting you know
Agusfer 15 Oct, 2024 @ 4:37am 
Warrior spirits can apparently join the colony like random animals do sometimes, in a rage state, lol
Vercreek 13 Oct, 2024 @ 12:11pm 
Are there plans to have a compatibility patch for Psycasts with Biotech Genes?
Pistachio01 10 Oct, 2024 @ 9:00am 
Great mod! Is there a way to have the psycaster etch a rune somewhere on the map without having to draft and take them adjacent to the desired spot? Like if I want a rune with my turrets I have to walk my psycaster over to the area to give the order to etch the circle. Would be nice if I could just put in the order on the other side of the settlement and have the psycaster walk over themselves without having to be drafted. Other than that love this!
Irecreeper  [author] 6 Oct, 2024 @ 2:12pm 
@Cheesex Oh, whoops. I think that was a change I made late in development, but forgot to actually note down in the description? I'll grab that soon.

@Hamacelos: Well, the crude runecircles cost stuff because it'd be far too easy to spam them everywhere otherwise. There has to be some cost involved, right? 50 bricks is probably manageable.

@Meakin: I don't really plan to expand this mod. The psycasting path's pretty complete as-is, but if someone wishes, they could make an expansion to the mod.
Cheesex 6 Oct, 2024 @ 12:01pm 
Should the greater runecircle record 150% psychic sensitivity? Its description says 200%, but psychicSensitivityConversionPercentage is 1.50
Chocolate Pie Kitten 5 Oct, 2024 @ 2:24pm 
Kahajduk yes it need royalty
Zoe, the Bad Wolf 4 Oct, 2024 @ 10:16pm 
Sir, your mod is amazing. Your execution is flawless!
Thank you so much for your effort and mod! :)
GoofyGuy73 4 Oct, 2024 @ 5:06pm 
do i need royalty
tinfoil hat bird 4 Oct, 2024 @ 3:08pm 
@Shcheglov depends on the kind of well you want to make but you need a rope/chain, bucket, mechanism and blocks to make a well,