RimWorld

RimWorld

VPE - Anima
63 Comments
Sentinel  [author] 20 Jul @ 8:01pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
HelleboreFlower 3 Jul @ 12:22pm 
Thanks to this wonderful mod you made, i go around raiding bases and setting up camp in them after murdering their occupants to fight off hordes of people so that i can use consume corpses, eventually allowing me to have enough heat capacity to make the psylinks. Does make for some fun times, thank you :GhostLoveEyes: adding this to the horror list of things i should get put on a watch list for Lol
Sentinel  [author] 3 Jul @ 4:19am 
Update: 1.6 port
Sentinel  [author] 24 Jun @ 2:06am 
@HelleboreFlower It's more of a VPE exploit than anything, you can do that with the chronomancer tree as well.

Concerning the anima meditation type, I don't have plans to assign the meditation type from the anima link for now, you can dev mode the meditation like you are currently doing.
HelleboreFlower 23 Jun @ 7:22pm 
I found an OP method to level up. I craft a psyring with the animeditation ability. When colonist switches pysrings and then switches back to the animeditation ring, there is no longer a cooldown on the ability. Do with that as u will.
HelleboreFlower 15 Jun @ 7:26pm 
Any chance that when a pawn gains powers from a anima link, that it would unlock the anima tree meditation? I constantly play tribal and being able to fully integrate a new member to the tribe, i was hoping this anima link would allow them to meditate and level up with the anima tree. If not thats ok! ill just use dev mode to unlock that meditation option if i use the anima link on someone. :GhostLoveEyes:
Aitor 16 May @ 4:55am 
correct, he has lost the ability to eat
Sentinel  [author] 15 May @ 11:37am 
@Aitor can the colonist you're trying to consume the mote with eat? I know i'm having this issue with drugs where I can't consume a drug if my pawn has no food need.
Aitor 15 May @ 11:35am 
i cannot consume the anima motes ot wisps
Mr McNificent 8 May @ 3:31am 
I ain't no coward, I'll take the coma. haha
Psyckosama 5 May @ 7:32pm 
@Sentinel If you'd like some ideas for a Polux tree based psitree, I have some ideas.
Sentinel  [author] 2 May @ 7:52am 
@Surasu Undying you can give access to these skills to other pawns with eltex rings, anima reap only gives the buff once but can be re-used to kill an enemy
Surasu Undying 2 May @ 12:14am 
So far i am liking the tree but i find it weird having 2 skills of 1 time use. Also does anima reap work once too? Because it would be cool if instead of that you could use those skills on other pawns too! Or make them repetable with a very high cost would work too.
Sentinel  [author] 29 Apr @ 5:30am 
@Mr McNificent it can be silly with heat focus but hey if you're high level enough to cast it without going into a coma go ham!
Mr McNificent 29 Apr @ 5:17am 
I'm liking the 500 heat change to the animalink.
Works great with Heat Focus and the Atronach birthsign from ESCP Birthsigns lol
Sentinel  [author] 28 Apr @ 1:13pm 
@Fxuls that's a problem with how VPE handles having no focus at all, basically you still need 0.1 focus regardless of the actual focus cost being 0%. Nothing I can do for that. Timeskip meditation also works that way.
Fxuls 28 Apr @ 12:57pm 
Hey Im getting a bug where Im seeing "Animeditation consumes .0% psyfocus but [Pawn name] only has .0%" This isn't intended right? I get that if I have them meditate for even a second then I can cast it normally, but this pawn in particular I was having them not meditate at all and only rely on using Animeditate
Sentinel  [author] 28 Apr @ 5:17am 
@Rince That's odd then, Second mind isn't classified as a "bad" hediff in the mod, could be that though.
Rince 28 Apr @ 5:11am 
@Sentinel my pawn is celestial, mb celestial heddif is deleting second mind one, heh
Sentinel  [author] 28 Apr @ 5:02am 
@Rince you're supposed to get the "Second-Mind" hediff when you use anima reap, I do get it when using it. Odd that you're not getting the hediff.
Rince 28 Apr @ 4:54am 
is it correct that anima reap only kills target? i killed couple of raiders with it, my anima caster is not upgraded in any way
Sentinel  [author] 28 Apr @ 2:39am 
Update:

Removed sick thoughts from anima second mind.

Changed the heat drain of anima-link to 500.
Sentinel  [author] 27 Apr @ 6:11am 
@Cringe Shaymin yeah they're meant to be abilities you put onto an eltex ring to spread it with other psycasters, it's a perma upgrade.
Cringe Shaymin 27 Apr @ 5:26am 
Are Anima Attunement and Anima Mind really just one-time cast abilities that give permanent buffs, or is there something about them I'm missing?
fgrewsdtxs 26 Apr @ 1:02pm 
Yeah on second thought, anima reap isn't that op compared to other final spells. Thank you, your mods are very creative and so well made
Sentinel  [author] 26 Apr @ 1:06am 
@fgrewsdtxs

Anima reap one shotting is intended.

I'll give the link ability 500 heat generation in the update after I finish another path
Sentinel  [author] 24 Apr @ 9:37am 
@Psyckosama I did think about making a pollution centered tree yeah, i'll have to think about some more ideas for that tree before I start working on it though
Psyckosama 24 Apr @ 9:23am 
Also, I do want to thank you for doing what the VE team has been faffing on for years: Psicasts connected to the tree types. Finally, my Tree girls have the super powers they've needed forever!
Psyckosama 24 Apr @ 9:22am 
You going to do the final tree type? Because a Tox-Tree line would be interesting as hell.
Sentinel  [author] 23 Apr @ 11:47pm 
@Ember Yeah Animeditation can be busted for the early levels of psycasters but it becomes less effective in higher levels.

Though I agree anima-link is lowkey insane, might add a stronger heat cost to it.
Haru Urara 23 Apr @ 11:33pm 
Gonna be real, animeditation and anima link are absolutely busted paycasts. I've got 5 paycasters right now that spam these 2 psycasts whenever they can and the speed they level up at is absurd, especially with me funneling all the neuroformers into my noble
Stalinator9000 20 Apr @ 2:10pm 
@sentinel "You use pick up and haul right?" -> Yes :)
Stalinator9000 20 Apr @ 12:25am 
@Sentinel Hmm, you are correct, it should not need a tickertype. However this change was what fixed it for me. Which is very weird! sorry for the confusion. I did also added the comp for it to be registered as a drug such that it could be consumed through the drug pawn gizmo:
<comps>
<li Class="CompProperties_Drug">
<listOrder>200</listOrder>
<teetotalerCanConsume>true</teetotalerCanConsume>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
But by now then I may be wrong about this as well :D
Sentinel  [author] 19 Apr @ 5:52pm 
@Stalinator9000 nevermind that doesn't seem to be the fix, atleast not on my end. You use pick up and haul right?
Sentinel  [author] 19 Apr @ 5:23pm 
Didn't think drug items needed a ticker type
Sentinel  [author] 19 Apr @ 5:22pm 
@Stalinator9000 Yooo i'll try this on my end and i'll push out the update if it fixes it, thanks for the research!
Stalinator9000 19 Apr @ 8:54am 
@Sentinel, FYI: I have figured out why I can not pickup the motes/whisps. You have not specified a TickerType for them. It is fixed when i add "<tickerType>Normal</tickerType>".
Sentinel  [author] 18 Apr @ 7:55pm 
@Mr McNificent It does not, it works exactly the same as a psylink would.
Mr McNificent 18 Apr @ 6:45pm 
Does the Anima-Link power also give a new recipient the Natural meditation type?
Ryanisunique107 18 Apr @ 8:06am 
thank you
Sentinel  [author] 18 Apr @ 2:33am 
@Ryanisunique107 While I don't have enough ideas to make a class centered around healing I can defo take this into consideration for the next class I'll make!
Ryanisunique107 17 Apr @ 4:10pm 
may i suggest a healing class
Sentinel  [author] 17 Apr @ 1:13pm 
Fixed.
Sentinel  [author] 17 Apr @ 12:29pm 
@Julian33XD Damn I missed that detail, gonna fix that.
Julian333XD 17 Apr @ 9:54am 
Unlocking Animancer has the same description as Horaxian, "Embrace the power of the dark archotech".
Sera 16 Apr @ 3:29pm 
Make a anima-link
Anima reap
Anima wisp/mote

you realize this mod makes at least 6 of my mods redundant and i love you for that right?
Sentinel  [author] 16 Apr @ 3:25pm 
@Stalinator9000 Damn It is odd, I don't see why this item would cause issue to pick up, it's technically a copy of the go juice with tweaked stats so it should work. I'll mess around with it and see if I can get it to work.
Stalinator9000 16 Apr @ 1:15am 
@Sentinel, I do not have CE installed. I do not get 2 "Pick up" prompts, only one. Which does not work. It could be a mod conflict, but these items are the only ones in my mod list which has this behavior.

I have tried to move the mod to the top and bottom of my list respectively and it has the same behavior either way.

Again it could just be on my end, maybe other can chime in with their observations?
Just to make it clear I think it is a great mod and I thank you for making it <3
Sentinel  [author] 14 Apr @ 2:57pm 
@Stalinator9000 That is a CE issue for the pickup part, I do get 2 "pick up" prompts in my game and the second one works, check if you have any?

As for the stacking issue that's odd, they stack in my game.
Manaroth 14 Apr @ 1:25pm 
suggestion for new casters (death knight) Raise small army of undead Shadow Powers melee fighter...(shaman) totems to buff and heal allies ranged caster nature lightning and water style powers ...(Gene Stealer) explanes its self