RimWorld

RimWorld

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Cooler Psycasts
   
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Mod, 1.5
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1.848 MB
Jul 9, 2024 @ 7:24am
May 2 @ 4:26pm
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Cooler Psycasts

Description
27 cool psycasts to spice up your game, trying to stick to the mind-magic/teleportation theme of vanilla, level 10 psycasters, and Empire retaliation!
Three psycasts only appear if you have Vanilla Expanded Framework enabled. One requires Vanilla Races Expanded - Archons.

Not compatible with Vanilla Psycasts Expanded, but hopefully doesn't overlap with other psycast mods. If it does, use Cherry Picker.

For other modders, the C# source is included and the comps are somewhat reusable, so feel free to do stuff with them as long as you credit me.



Emesis (level 1)
Forces a target to vomit. This empties their stomach and cures gut worms and food poisoning.
Use cases: food poisoning is annoying; otherwise it's a way to stun people.


Ease Gravity (level 1)
Skips away gravitons before they can affect the caster, reducing the effects of gravity on them. This increases movement speed and carrying capacity which decreasing mass. Can be used in a caravan.
Use cases: caravaning, anything that needs you to move faster.


Despair (level 1)
Causes a target to fall into despair for a short time, instantly draining their mood and reducing their consciousness. Also ends inspirations.
Use cases: converting pawns with Crisis of Belief abuse, triggering inspirations on the Tortured Artists, poor man's Berserk if raiders are having a picnic.


Field of Flowers (level 1)
A spell psycast that grows a field of flowers. The radius is proportional to the caster's psychic sensitivity.
Use cases: prettify the surroundings of your base.


Chemfuelskip (level 2)
Skips chemfuel into an area. Not only will the ground be flammable, so will pawns in the area.
Use cases: set anything on fire, lets mechanoids take flame damage.


Induce Rain (level 2)
Changes the weather to rain.
Use cases: Gets rid of worse weathers, slows raiders down and makes ranged weapons less accurate, and puts out fires.


Distortion (level 2, requires VEF)
Generates a microscopic skipgate linked to a singularity. The gravitational effects are negligible on objects and creatures; however, the light distortion makes it hard to acquire targets, halving the range of anyone in the area.
Use cases: force that Pikeman to come closer to you.


Timeshunt (level 2)
Skips a target forward in time by a couple hours. They will be otherwise unaffected.
Use cases: deal with a dangerous enemy later or save an ally until you can tend to them.


Illusion (level 3, requires VEF)
Create an illusory fighter by manipulating the visual centers of everyone nearby. It can be controlled but cannot interact with anything and will eventually vanish.
Use cases: distractions and free melee blockers.


Phase (level 3, requires VEF)
By temporarily skipping away parts of structures the caster would walk into, lets the caster walk through walls.
Use cases: easy ancient danger, complex, and camp looting; peekaboo tactics in raids.


Chunk Rain (level 3)
Skip the five closest chunks far above the ground. They will fall down in an area around the target location.
Use cases: bombard enemies and destroy turrets.


Psychic Feedback (level 3)
Sends chaotic psychic stimuli into the target's brain. The overstimulation causes mild permanent damage; psylinks enter a feedback loop that causes the psychic energy to violently erupt, damaging everyone nearby.
Use cases: farm Trauma Savant, down raiders, nuggetify prisoners, show the Empire who's boss, explode your psycaster's duplicates.


Awaken (level 4)
Awakens a target, partially filling their need for sleep and negating some coma-causing health conditions.
Use cases: negate comas from medical operations, let your crafter pull all-nighters at the low, low cost of killing rats with a magic thinking sword.


Organ Skip (level 5)
Create a skipgate inside a target, skipping a random organ or implant to the caster's location.
Use cases: funny warcrimes.


Mass Reflect (level 6)
Uses skipgates to teleport projectiles in an area in place, reversing their momentum; they will be returned to the sender.
Use cases: centipede bullet spam, doomsday rockets, mortars.


Duplicate (level 6)
Spawns an exact duplicate of the caster. The duplicate will be naked, have no psycasts, have no artificial prostheses, and disappears after a duration proportional to the caster's psychic sensitivity.
Use cases: sacrifices, slave trading, decoys, activating that archotech eraser thing from VE, abusing abilities that are not psycasts, extra manpower...


Enslave (level 6)
Permanently enslave a target by crushing their mental resistance.
Use cases: controllable Berserk, easy way to take prisoners.


But wait, there's more!


A level 6 psycaster can interact with a psychic neuroformer to transcend it. This is a process that takes time and causes neural heat as work is performed. However, when finished, you are rewarded with a transcended psylink neuroformer, which cannot be otherwise acquired.
Transcended psylink neuroformers can be used to upgrade a psycaster all the way to level 10. Note these psycasts do not have psytrainers.
The Empire forbids the use of level 7 psycasts and higher. Should you use one, the Empire will become your enemy, unless the offending psycaster is implanted with a psychic silencer, an implant which halves maximum neural heat capacity.
The Empire will enforce this with their Inquisitors, powerful melee fighters that come with special anti-psycaster gear and implants.

Discover these psycasts by playing the mod!


FAQ

Q: CE?
A: Mostly yes. Duplicate, Mass Reflect, and Jitterskip don't work, so they won't appear.


Q: I don't like this psycast and it's going to dilute the pool of good psycasts.
A: Use Choice of Psycasts or Cherry Picker. Note that Choice of Psycasts won't work on level 7+ psycasts.


Q: Duplicate doesn't make sense lorewise.
A: The lore primer mentions an archotech duplicating a ship for its own inscrutable purposes.


Q: X psycast is too weak/too strong.
A: Drop a comment with your reasoning and I'll take a pass at balance.


Q: Icons are ugly.
A: I'm a programmer, not an artist. Sorry. Help with art is welcome.


Q: X psycast should also affect Y modded condition.
A: Drop a comment with the mod's ID and the hediff's defName and I'll add it in.


Q: How do I get a psychic silencer?
A: Quest rewards or trading, though the Empire won't sell it to you. With VFE - Deserters, you can buy it for intel from the Deserters.


Q: Can you add a VPE version?
A: VPE uses a completely different system from vanilla, which means I'd have to rewrite all abilities. Also, these were not really designed as paths for VPE, since the abilities are fairly unrelated.


Q: I have a cool psycast idea.
A: Great, put it in the comments or DM me on Discord. I will be updating this mod whenever inspiration strikes.


Credits:
Me for the code and most graphical "assets".
The nice icon used for Mass Reflect by Psychosama.
Inquisitor Rapier graphics by Mad Catter.
52 Comments
Metalocif  [author] 18 hours ago 
Patch notes are in the mod files.
It adds two psycasts, a few improvements here and there, and hopefully a fix to the issue with Illusions spawning where they shouldn't. Illusions don't disappear when they appear as eg. manhunting animals because the psycast that summons them assigns the hediff that makes them disappear - if they are spawned another way, it's not assigned.
Most importantly, the update enables enemies to use some of these psycasts, so you can use my Enemies Use Psycasts mod with this one.
xkp92110(orick) 21 hours ago 
what's update :P
Vartarhoz Apr 20 @ 7:05pm 
I really hate the idea of most of these Psycasts cannot be used if user is incapable of violence. Like Timeshunt
Latex Santa Apr 7 @ 2:33am 
How did I miss this?
Looks great. I'll use it in my next game for sure.
Paolini Feb 9 @ 7:23am 
Can this red error be ignored safely ?

Config error in CoolPsycasts_InducePsychicStorm: two comps with same compClass: CoolPsycasts.CompAbilityEffect_DestroyFactionRelations
UnityEngine.StackTraceUtility:ExtractStackTrace ()...( 20more lines)
shockmouse Jan 20 @ 11:28am 
Just had a goodies stash with 35 man-hunting illusions. They had scaria, lasted lasted forever, and left corpses.
Star_Chris Oct 16, 2024 @ 5:45am 
Strange behavior adding mid-save with upper level psycasts so it's probably not safe for mid-save addition

The most interesting one was "Learning" used on a child, which rocketed them to max growth tier but also sent the user to the datatype limit of neural heat
Works fine on a test world, but I am a little sad to see that Learning only fills the learning bar and not the growth tier as in this bug. (Yes I know it gives points based on psychic sensitivity, but 1-3 growth tier points isn't really worth 90% psyfocus) I was hoping it would be the means of getting the best of both worlds with growthtiers + vats
As for a buff? Perhaps what I experienced in the bug where a child is granted nearly the full track of growth tier (162 points) or a part of it for psychic sensitivity to matter (300% seems to be the standard upper limit in vanilla so ~50 per cast) in exchange for an almost guaranteed neural overload (1000 or something)
Otherwise very cool mod, always appreciate standalone psycasts
Womack334 Sep 16, 2024 @ 10:59am 
My new colony of one pawn and one slave was ambushed while traveling by 38 manhunter illusions. My pawn fought for a day and a half before falling (only had a revolver and poor steel knife). I was hoping the illusions would disappear eventually but they did not. Since it was a manhunter ambush I was unable to flee the map. Is there a way to prevent this from happening to other players?
Pink Lion Gaming Sep 16, 2024 @ 8:00am 
Are there any known incompatibility issues? I testing this mod in a dev mode save and I used the Entropy Psycast, I forget its name but it creates heat and Psyfocus at the same time except when my pawn used it it drained their Psyfocus instead and also it won't stop even when the heat is maxed out, I removed their Psylink with devmode and the Entropic ability is still active in their health tab. I had very few mods enabled, mostly small quality of life mods. However I did have Humanoid Alien Races with the "Human Hive" race as my Psycaster.
Pyresryke Aug 15, 2024 @ 9:55am 
The organ teleporter is hilarious.