RimWorld

RimWorld

Star Wars : The Force-Psycast
Lee  [developer] 14 Dec, 2023 @ 9:21am
Bug Reports or Issues
Post any issues you have with the mod.
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Showing 1-15 of 145 comments
Mitchel-256 20 Dec, 2023 @ 5:59am 
Not sure this is exactly a bug report, but, on the included Light/Dark xenotypes for the factions, the Minor, Normal, and Major Force sensitivity traits are all in those xenotypes. However, when looking at those xenotypes, or when adding all three genes to existing xenotypes, it gives a "Gene Conflict" error in the Xenotype Creator.

Hair and skin color genes have a function to randomly select one of them when there's competing genes (like two hair color genes on one xenotype). The "Gene Conflict", on the other hand, makes it look like Minor Force Sensitivity will suppress Normal and Major.

Is this intended?
Lee  [developer] 20 Dec, 2023 @ 11:02am 
Theres a fix in the works, it should be out later today
Mitchel-256 24 Dec, 2023 @ 4:39am 
Works properly now. Thanks, and great job on this!
Softis 31 Dec, 2023 @ 5:28pm 
The "Force Sensitivity" gene (Light Side tier 2) is giving Metabolic Efficiency instead of taking it like the others do. I'm assuming that's not intentional...
Last edited by Softis; 1 Jan, 2024 @ 10:03am
GoSu 5 Jan, 2024 @ 4:42pm 
When using the force repulse it pushes buildings out of the way and if you havent explored the area you can no longer move into the building
Lee  [developer] 5 Jan, 2024 @ 6:55pm 
@Gosu. Should be fixed now
Delta1138 15 Jan, 2024 @ 5:10pm 
Mate it's a mess of a save file now, so don't worry but here's the log anyway:

https://gist.github.com/HugsLibRecordKeeper/f4946170221b3d626c2ef1f6b740438c
Lee  [developer] 15 Jan, 2024 @ 8:00pm 
@thekidmowgli. The only errors I'm seeing are xenotype errors for the outerim. I don't have any interaction with that mod so I don't know where the issue would have come from.
Lee  [developer] 15 Jan, 2024 @ 8:05pm 
@Delta1138 : Seemed to be a massive amount of pawns that became deleted or null referenced. But no errors stating what would cause it.
Delta1138 16 Jan, 2024 @ 5:55am 
That's what I mean (I took a look myself ingame) and the only thing that distinguished the pawns (again from memory) I noticed that disappeared were ones that had completed the Darkside/Sith Sorcery tree branches. Quite frustrating but I have put aside like 6 Pureblood ovums to start a new generation when I get the biotech stuff researched. Like I said the save is salvageable but I'm gonna have to dev destroy a few things to stabilise the save. Tbf it's also meant I could use the log to drill home an issue with one of the Vanilla Expanded storytellers (i.e. Freya Fierce). You didn't add a patch or anything did you which swaps out the eye genes to "sith eyes" if they complete the darkside branch? Sometimes patches that add a gene to an already 'complex' xenotype break them. If I'm perfectly honest the Sith Pureblood xenotype mod is good but it has some issues with genes not being able to be added (via inject genes mod) to those pawns. Just my thoughts on it having slept on the issue.
thekidmowgli 16 Jan, 2024 @ 11:54am 
@lee01richards interesting. i removed the outerim mods a few weeks ago and started a new playthrough and received no errors for a day or so. since then i’ve removed this mod, started a new playthrough and the rapid error message has gone away. i am unsure if this is common. would it be safe to add this mod mid-playthrough? i really enjoy the force powers.
Lee  [developer] 16 Jan, 2024 @ 3:25pm 
@Delta, nope the sith eyes are a seperate gene all together. And its been there since the beginning, so I don't know what exactly caused the issue
Lee  [developer] 16 Jan, 2024 @ 3:26pm 
@thekidmowgli, technically the mod should be safe to add, but since it adds two factions I don't know how well it would work out
ne_propheta 9 Feb, 2024 @ 1:41pm 
Hi @lee01richards! <3

I think there's a bug when you have Psylink (at least at level 1) AND a lightsaber equipped.

In fact, when I equip the lightsaber, the pawn got the 'Lightsaber Defence' health condition, which aids in deflecting incoming bullets.

But the issue I've found, is that if you do some kind of Caravaneering AND either have an encounter OR you decide to create a new settlement, when you enter the fresh map your pawn hasn't the 'Lightsaber Defence' thing anymore.

If you drop and re-equip the lightsaber, the problem is fixed, tho, and you'll get the debuff again.

At the moment, I tested your mod along with the required Vanilla Expanded mods and EdB Prepare Carefully. No other mods involved apart the obvious/mandatory Harmony.

I also tried to remove all mods, repair the game via Steam and then enable only the aforementioned mods just to be a little more sure than the issue isn't coming from other mods (like Dual Wield, Simple Sidearms, Run & Gun and whatsoever).

Unfortunately I don't see any useful error in the in-game logger (I've also enabled DEV mode, yep).

Thanks in advance and I would like to use this tiny space to thank you a lot for your wonderful mod, Richie Lee :3
Last edited by ne_propheta; 9 Feb, 2024 @ 1:42pm
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