RimWorld

RimWorld

AI Can Use Psycasts
50 Comments
Realm Imp 14 Jul @ 9:41am 
hope for an update soon :bummer:
1.6 ?
тетеря, блин 11 Jul @ 8:54am 
1.6 🙏
Marty in the multyvers 9 Jul @ 11:57pm 
1.6?
Anon 11 Jun @ 2:08pm 
Does anyone have experience using this compared to VE Psycasts? Dont want to use that because it ruins the vanilla gameplay around getting psycasts and simplifies it making it less interesting. But are the enemies using psycasts better with this mod or the other?
Brumes Wolf 29 May @ 1:00pm 
A raid that is "preparing for a while" has one of more of their casters repeatedly cast mass chaosskip, and they also seem to be randomly casting skip. Its not a real problem but it sure does look dumb:).
They also keep trying to use wallraise which gives the message "Wallraise needs to be used on empty area"
lol 27 May @ 7:51am 
Bugreport: enemies used 'elemental shield' from More Psycast Powers on my colonist instead of their own
blue.ronin 20 May @ 2:00pm 
I am using CAI-5000 with this mod and psycasters are casting so there has to be some other conflicting mod. Only issue is what they casting on who. :D
PS.: There is misspell loyal vs local. ;)
Metalocif  [author] 17 May @ 3:40am 
I'm guessing not, then? Which is strange: I'm patching things in very gently, so as long as things like Impids and Sanguophages use their abilities with CAI-5000, psycasters should too.
AKEKHQ 17 May @ 12:03am 
Does this mod work with CAI-5000? ive been playing with it and despite seeing psycasters appear they never cast abilities.
Metalocif  [author] 11 May @ 1:22pm 
Updated with an option to make psycasters unwaveringly local.
Also added tooltips for a couple options where clarity is warranted, and, more importantly, on the options to enable individual psycasts. That way, if you're not sure what a given psycast does and you don't know whether to enable it or not, you can check in that very menu. Convenient!
Metalocif  [author] 11 May @ 11:10am 
Sure, good idea. i will only have it apply to psycasters generated by this mod, though, as you can encounter psycasters naturally through the Empire.

This would also give another reason to use my Thaumaphagy ritual mod!
Lambda65 11 May @ 11:05am 
I wanted this so much... Can you add option to make enemy psycaster "unwaveringly loyal".
In my opinion it is very OP to have an opportunity to recruit psycaster pawns.
Metalocif  [author] 10 May @ 3:04pm 
Friendly fire fix is hard, but I remain undaunted by transpiler hell.
Getting enemy psycasters to chill between psycasts is interesting. I'll look into it.
Thanks for the testing. I probably need to patch Elemental Shield and Steelskin explicitly, but it's just XML.
blue.ronin 10 May @ 7:04am 
The bubbles looks great, nice quick work. :steamhappy:

Now I can see, that they are quite a spammers and often use all they heat right at the beginning of the combat and so there is not much way to counter them before it is too late. Maybe it could be fixed by forcing several seconds delay after successful cast and also let bubbles linger for one more second. Is it possible?

I don know if you look at the friendly fire cast yet. From my testing following psycast are sometimes used wrongly:
Cooler Psycasts - Emesis on themselves (nice new icon btw :)
[FSF] More Psycast Powers - Elemental Shield on enemy
[FSF] More Psycast Powers - Steelskin on enemy
Most of the others seems to work quite well.
Metalocif  [author] 9 May @ 4:10pm 
Probably fixed that issue with raid generation. Let me know if it keeps happening.
Metalocif  [author] 9 May @ 2:04pm 
Thought bubbles are go. Enemies using psycasts will briefly display the psycast's icon.
Metalocif  [author] 9 May @ 1:10pm 
Thanks, I'll try to figure out what is wrong with my transpiling, then.
Cool idea. Should be doable; I agree fights can be rather hard to parse.
blue.ronin 9 May @ 12:59pm 
Great mod idea, was sorely missed! Essential for tribes to make them a threat. :steamhappy:

From my testing pawns still casting Emesis form Cooler Psycasts on themselves when there is a fight but no enemy nearby. For sure when they have only that one ability.

Also could be possible to show icon of the psycast in bubble when they are casting similarly as it is in VPE? It would bring much more clarity what is happening.
Metalocif  [author] 9 May @ 7:56am 
Pushed an update. Enemies with Berserk (and all abilities that are harmful yet can self-target) should no longer use Berserk on themselves. Due to flawed vanilla logic, this was incredibly difficult to fix, and it took the help of Smash Phil, best known for the Vehicle Framework.
Should also fix the harmless red error on startup with patches failing without Ideo/Anomaly.
Also tried to fix issues with factions, so let me know if that sort of thing happens again.
Knight.Chaos 9 May @ 5:15am 
@XxN1GHTMAR1SHDEM0NxX

It's the NPC not AI art, remove your comment.
=>PR<= XxDEM0NIKSxX 8 May @ 11:42am 
AI In Rimworld? Hell Nah... Support Human Artists Twinzy 💔🪨✊
Monkey Magic 8 May @ 11:30am 
Same issue occurred with a Tribal raid IIRC too.

But yeah, the tool is there, so I use it. I do the same for my own mods. Still miss the occasional issue though. XD
Metalocif  [author] 8 May @ 11:17am 
Smart. I'm asking because I don't think Ancients can raid you in vanilla.
Monkey Magic 8 May @ 10:24am 
Nah, all vanilla apart from Harmony and your mod. I always test mods by themselves first. Saves on having to look for conflicts with other mods that aren't there XD
Metalocif  [author] 8 May @ 10:19am 
Odd, I was expecting something without a defined tech level. I tried adding a null check to that. Were they modded factions?
Monkey Magic 8 May @ 10:16am 
The error occurred with an Imperial , and an Ancient raid. Both were pretty high value raids. There was no error with a Pirate raid, but they didn't have any psycasters I suppose.
Metalocif  [author] 8 May @ 9:22am 
Would you happen to remember what kind of raid caused that issue? The faction, or at least its tech level.
Metalocif  [author] 8 May @ 9:19am 
Listed, thanks.

First pastebin:
First error is because of Ideology groups. Second error is because of Anomaly groups. Oopsie. I'll add a DLC check.
Second pastebin:
No idea. I'll investigate.

I am currently knees-deep in transpilers to fix an issue caused by vanilla code that makes enemies cast Berserk and similar abilities on themselves, so that's a welcome distraction.
Monkey Magic 8 May @ 9:02am 
I assume this requires the Royalty DLC? Not listed in the description yet :P

EDIT - Looks like the mod correctly states Royalty DLC and Harmony are required in-game, so it's just here that needs the fix. Speaking of fixes, your mod throws up the following errors:

https://pastebin.com/1TEqEDrx

Looks like some of your patches are failing there :/

There's another error when test out raids in dev mode:

https://pastebin.com/MfFrrrJg

Enabled mods: Core, Royalty, Harmony , and AI Can Use Psycasts
Metalocif  [author] 7 May @ 4:49pm 
That's... normal?
You may be used to playing with Choice of Psycasts and turned it off.
Joey da Moey 7 May @ 4:30pm 
When my colonists obtain their powers i am unable to pick for them. it just chooses it automatically
Cosmic Meatball 7 May @ 3:28pm 
anyone test this with cai5000
Metalocif  [author] 6 May @ 3:11pm 
Let me know if you can replicate the error.
Metalocif  [author] 6 May @ 3:09pm 
VE Psycasts already has enemies use psycasts.
Farbott 6 May @ 2:51pm 
made my tribals not spawn lmao, trying to see if i can sort it out myself
Kolljak 6 May @ 2:48pm 
is Vanilla Expanded Psycasts going to be supported?
CrackaJack 4 May @ 1:56pm 
thanks!
Metalocif  [author] 4 May @ 12:11pm 
No, this only affects enemies. Colonist autocasting is a mostly separate endeavor.
CrackaJack 4 May @ 12:07pm 
does it work for colonists too?
Realm Imp 4 May @ 12:10am 
@kinonothin whats the 5 mods
kinonothin 3 May @ 9:51am 
there are like 5 mods that do this already and none work, lets see if this one does
Ravinglegend 3 May @ 9:50am 
The PDN file is still in the latest version.
Metalocif  [author] 3 May @ 5:12am 
Pushed an update that makes nobles have +1 psylink level per royal permit they have, which is as far as I can tell the best way that should work with modded titles and such.
This is hardcoded to only work for the Empire faction (because of empire-like factions with permits), so if you play with that mod that adds a second empire, these nobles won't get extra levels.
Macropod 3 May @ 12:41am 
Tell me please, is it possible to add an improvement to the mod with the distribution of ps-abilities? So that the titled nobility from the Empire has real power and a wide range of castes. And the higher the title, the more?
The situation when a visiting imperial count is weaker than a novice psionicist from the player's settlement looks strange.
Macropod 3 May @ 12:35am 
Thank you very much! This is exactly what was missing for the full-fledged existence of psionics in the game. The situation when existing abilities are not used can be very annoying.
Giorgio Dibitonto 2 May @ 11:55pm 
Thank you very much for this!

Just wondering if this could create some conflict with EBSG framework, it have a code that make possible write an advanced "think tree def" on xml to make enemies and colonist cast various abilities.

Didn't tested, just asking. Anyway thanks!
TurtleShroom 2 May @ 6:28pm 
Incredible. I never even realized tat computer players cannot use it.
Metalocif  [author] 2 May @ 5:12pm 
Removed it, thanks.
Ravinglegend 2 May @ 3:55pm 
You left the paint dot net (.PDN) file in the about section. Removing it reduces the file size by over 3 megabytes.