RimWorld

RimWorld

VPE - Horaxian
160 Comments
Victoria on Fire 21 Jul @ 10:14am 
I was using Graphics+ and on version 1.6. However, after checking it again this morning, it works perfectly now! Very excited to use your VPE mods! Thank you!
Sentinel  [author] 20 Jul @ 7:58pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Sentinel  [author] 20 Jul @ 7:48pm 
I've got another report with the same issue, are you running the graphic settings+ mod?
Sentinel  [author] 20 Jul @ 7:03pm 
@Victoria on Fire which version are you on?
Victoria on Fire 20 Jul @ 6:44pm 
Are there any mods that cause the misc tab in psycasts to not populate? I get some weird error, "Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing." and have no idea what is causing it...
Sentinel  [author] 19 Jul @ 11:54pm 
update:

1.5 1.6:

Void Penumbra has been made a toggle, please reset your psycast list using dev mode for the changes to apply.
Sentinel  [author] 18 Jul @ 4:57am 
@radm.botalov07 The cube cannot be tamed, it is too powerful!
Sentinel  [author] 18 Jul @ 4:47am 
@Fabu I can do something like that, you might need to reset psycasts when the ability changes. There's an issue where it keeps the last ability class when you already have it unlocked. I'm finishing another path then i'll update the old one.
Fabu 18 Jul @ 4:43am 
Small request, is it possible to make it so that using Void Penumbra on the same target removes the effect?
radm.botalov07 15 Jul @ 12:45pm 
one day we will tame the power of the golden cube.. I hope :ppg_pumplin:
Sentinel  [author] 3 Jul @ 4:20am 
Update: 1.6 port
Friski 26 Jun @ 8:00am 
and how balanced will this be in the vanilla game?
Krankus Wrexus 3 Jun @ 3:47am 
The description makes me believe it is purposeful
Беккит 3 Jun @ 12:51am 
Tier 4:

Summon Unstable Dreadmeld -

Is this a bug? when my dreadmeld splits into small pieces, monsters belonging to my colony come out of the first disintegration, and in all subsequent ones, monsters that are not part of my colony and are hostile to my dreadmeld come out.
Lord Rugdumph 26 May @ 6:42am 
What's the horax focus?
Sentinel  [author] 19 May @ 7:44pm 
Update: New psycast

T5:

True Ghoulification:
Psychically alter the body of the target to turn them into a ghoul!
Sentinel  [author] 19 May @ 1:58pm 
@kaelumkennedy Top of the psycast path tab, above all of the trees.
kaelumkennedy 18 May @ 11:29pm 
im a bit of a moron... ok a huge onw but i cant figure out how to open the vpe tabs
HerobrineZombie 18 May @ 9:42pm 
would it be possible to add a slider for the Bioferrite to Shard transformation rate, with how much bioferrite my current colony produces the current rate personally feels a bit too generous and would like a way to lesson it
Blackwolf 17 May @ 10:01am 
Thank you, that's a mod im using so that very Helpful
Sentinel  [author] 17 May @ 9:37am 
@Blackwolf i've had some issues with the death refusal gizmo disappearing while playing with Empire 1_5, that's the only one I can think of.
Blackwolf 17 May @ 8:37am 
Can anybody tell me what kind of mods might prevent death refusal from working with my pawns, they just remain dead and don’t redirect, I use somewhere around 260 mods but I’m not finding any errors that may prevent resurrection.
lostormisplaced 10 May @ 7:44am 
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢣⣀⡠⠔⠒⠉⠀⠀⠀cube.
radm.botalov07 8 May @ 1:43am 
Okay, if everything works out, it will be very cool :) ⠀⠀ ⠀⠀⠀
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⠀⠀⠀⠀⠀⠀⠀⠀⠀⠈⢣⣀⡠⠔⠒⠉⠀⠀⠀cube.
Sentinel  [author] 2 May @ 7:51am 
@radm.botalov07
@lostormisplaced

I'll consider it, i'm finishing another project i'm working on then i'll focus some stuff IRL, probably after that.
lostormisplaced 2 May @ 3:19am 
I agree with radm, we need to follow my cube!
radm.botalov07 30 Apr @ 8:32am 
Hello!

Since many of your VPE mods are based on Anomaly, how about a path related to the golden cube? The abilities would be, for example, based on increasing the happiness of the colony and some brainwashing of the raiders with the power of the cube (just as an option).

What do you think about this?
Cibo 28 Apr @ 7:25pm 
i started and scrapped three different colonies thinking i set up the religion wrong,
Cibo 28 Apr @ 7:24pm 
oh ok, you might want to put that in the description lol, i was so confused as to why i couldnt use it,
Sentinel  [author] 28 Apr @ 7:22pm 
@Cibo You need to have the "Favor of Horax" meditation unlocked, you can spend a point on the meditation type to unlock the use of the tree.
Cibo 28 Apr @ 7:20pm 
how do i use these? i chose the void touched which is the horaxian theme, and the ritualist, but im still locked out of the psycasts, am i doing something wrong?
Sentinel  [author] 24 Apr @ 4:04am 
@Sanxis I'll probably do that if I have to, I don't know how to make it so the trance only applies on certain actions though

About friendly death pall, just figured out how to do it, i'll add it to Voidweaver tree first.
Sanxis 23 Apr @ 10:53am 
Maybe you could add trance hediff to first psy ability on each tree perhaps ? Horaxian , Flesh and Void trees of course. If nothing works you can just add it as ability on psy treee that activates on meditation , rituals , casting of course.

I'm hopeful that you will be able to add hate chant as ability :)
Sentinel  [author] 23 Apr @ 9:34am 
@Sanxis Ahh you meant the pain field, could be interesting. I'll look into it but getting it to target enemies only might be tricky, will have to check if another ability can do that and see how it does it.

Haven't seen any other mod lock an hediff behind a meditation type. Wonder if that's possible.
Sanxis 23 Apr @ 8:59am 
Np , its fine :)

Deathpall and unnatural corpse is not that important but I would be really happy if you could manage to add hate chant at least :)

Yes VPE adds similar overpowered boring stuff but what I meant is what hate chanters do. The psyshic effect around them , chanting sounds etc. Maybe it would be possible to copy graphical effect , sounds but make it a custom ability such as map wide berserk after 3 hours of nonstop chanting.

Psychic trance : I really think it should be unlocked by choosing Favor of Horax and only be activated during meditation and psycasting like the other mod does.

Agony Pulse : Nociosphere and Creepjoiners have it as downside. Maybe you could integrate it to ability by only targetting enemies.
Sentinel  [author] 23 Apr @ 8:20am 
About agony pulse: I'll look into the ability, never really seen it in action yet
Sentinel  [author] 23 Apr @ 8:05am 
@Sanxis My bad I thought I replied to your post.

- Friendly deathpall would need a custom game condition which I don't know how to do for now
- I don't know how I could implement the unnatural corpse ngl, its nature leaves little to do with it.
- Psychic trance could be a fun late psycast yeah.
- Isn't there a psycast that does the psychic drone stuff already in VPE? I could maybe re-use that and port it in the horax tree after tuning some stuff.
Sanxis 20 Apr @ 2:39pm 
- Last but not least did you ever think about adding hate chant as ability ? Unlike cultist version this could be faster and stronger version of it. Imagine raiding other factions like cultists do with hate chanters. It can apply stronger mood debuff than vanilla one and at maximum level can put enemies into mental breakdowns.

Thank you for these amazing mods and I hope to see them get even bigger in the future :)
Sanxis 20 Apr @ 2:39pm 
I had few things in my mind :)

-Is it possible for deathpall ability to create friendly shamblers by the way ?
-Also do you think is there a way to implement unnatural corpse in some way ? Or its ability.
- We had a discussion about agony pulse before if you remember. There are some mods that add that and I've tried them but so far those were disappointments. Do you think you could add it ?
- I think adding Psychic Trance would be nice since only Horaxan Cultists can have them. Maybe unlocking "Favor of Horax" focus type should give it to any psycaster instead of adding it as an ability. Integrated Implants add it to game as implant and it trance goes active if you :
1) Meditate
2) Use any ritual
But it doesnt make sense as implant since cultists have direct connection to horax and get that bonus. Favor Of Horax allows us to tap into that connection to cast these abilities and because of that we should have that as well. In terms of game lore and logic this is how it should be.
The Viral Divinity 17 Apr @ 2:54pm 
Literally perfect for my Mantodean void swarm, now they can truly honor their "god"/hivemind by exerting it's will in realspace.
Sepheroff 14 Apr @ 11:23am 
W update! now my metal horror army start
Your Friend Toad 13 Apr @ 4:07pm 
I've always dreamt of having my very own Devourer pet. And now it's reality, thanks. :upvoted:
Sentinel  [author] 13 Apr @ 1:37pm 
Update: Apparently chimera wasn't CE compatible, it should be now.

Metalhorrors SHOULD BE FIXED. Do know that what I've done is replace the entity summoned through the spell with a new type of metalhorror (Tweaked to make the issue stop, don't be surprised if your metalhorror bleeds. It virtually cannot bleed out as it has a 0.000001 bleeding factor.) Additionally they are CE compatible as well.

Existing Metalhorrors aren't affected and will need to be killed.

General change: Path background cover change thanks to someone on the discord!
Sentinel  [author] 13 Apr @ 1:33pm 
@Sanxis Are you using Rimhud? there's an option to set tending quality on each creatures.
Sanxis 13 Apr @ 1:23pm 
Is there any way to make summoned entities friendly entity instead of considered colonists ? They are using colonist medicine treatment option which means my colonists are wasting best medicine on every injured entity unless i limit the treatment quality for everyone.
Sentinel  [author] 13 Apr @ 10:33am 
@Fobos Which abilities are you refering to?
Sentinel  [author] 13 Apr @ 10:32am 
@Sepheroff I got some ideas of how to fix that, will look into it.
Fobos 13 Apr @ 10:28am 
I would speed up the use of some abilities. The analogues from the original are much more effective than the mod ones.
Sepheroff 13 Apr @ 8:11am 
So there is nothing to be done about the pinging? If that's the case there is a whole skill that people will avoid due to it being annoying
Sentinel  [author] 13 Apr @ 6:26am 
@Sepheroff yeah that's an issue with how metalhorrors are made, you can heal them with the last skill of the left tree though