RimWorld

RimWorld

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Cooler Psycasts
   
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Mod, 1.5, 1.6
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5.295 MB
Jul 9, 2024 @ 7:24am
Sep 2 @ 8:29am
23 Change Notes ( view )
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Cooler Psycasts

Description
43 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, one requires Ideology, one requires Anomaly.

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

Now compatible with Choice of Psycasts, thanks to Azuraal's cooperation.

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.

What's new in 1.6?

It's a surprise! Spam enough level 7+ psycasts and you'll face an Archotech Splinter, a very interesting boss fight. It will reward your psycaster with one of three special psycasts.

1







2













3









4





5





6





7





8





9





10



Level 10?!


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.
Tribals can transcend with the usual ritual at the anima tree. However, this will kill the anima tree.
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.


FAQ


Q: CE?
A: Mostly yes. Duplicate, Mass Reflect, Jitterskip, Skipblade, and Skiprifle 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.

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.

Q: Any tips to beat the spoiler?
A: Make sure to have several colonists. Your main psycaster will be incapacitated during the fight. You cannot realistically kill the boss and should deplete its energy instead. If you lose, your psycaster will become psychically deaf, but they will be worth +30 honor if you hand them over to the Empire.


Credits:
Me for the code and most graphical "assets".
The nice icon used for Mass Reflect by Psychosama.
Inquisitor Rapier graphics by Mad Catter.
104 Comments
GrobmotoriGER Oct 14 @ 7:38pm 
Things I noticed while I was debugging the patch in my previous comment:
Regarding the warning:
Tried to use an uninitialized DefOf of type StatDefOf. DefOfs are initialized right after all defs all loaded. Uninitialized DefOfs will return only nulls. (hint: don't use DefOfs as default field values in Defs, try to resolve them in ResolveReferences() instead)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
RimWorld.DefOfHelper:EnsureInitializedInCtor (System.Type)
RimWorld.StatDefOf:.cctor ()
CoolPsycasts.CompProperties_AbilityForceJobMulti:.ctor ()

I think just removing the initialization of CompProperties_AbilityForceJobMulti.durationMultiplier should just remove the warning, because if I read it correctly it initializes it with null anyway(which does not matter as the field is set when the comp is used in Execute)

P.s. AnimaTreeNeedsMoreGrassBeyondLevel6 patch is missing an .xml extension, causing it to not be applied :P
GrobmotoriGER Oct 14 @ 7:14pm 
Suggested Patch to get rid of the errors, &swapping that boss to a monosword:
<?xml version="1.0" encoding="utf-8" ?>
<Patch>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Combat Extended</li>
</mods>
<match Class="PatchOperationReplace">
<xpath>Defs/ThingDef[defName="CoolPsycasts_ArchotechSplinter"]/comps/li[@Class="CoolPsycasts.CompProperties_HasAvatar"]/weapon</xpath>
<value>
<weapon>MeleeWeapon_MonoSword</weapon>
</value>
</match>
</Operation>
<Operation Class="PatchOperationFindMod">
<mods>
<li>Combat Extended</li>
</mods>
<match Class="PatchOperationReplace">
<xpath>Defs/AbilityDef[defName="CoolPsycasts_MindMeld"]/comps/li[@Class="CoolPsycasts.CompProperties_AbilityMindMeld"]/cannotUseIfHediffs</xpath>
<value>
<cannotUseIfHediffs>
<li>CoolPsycasts_PossessHD</li>
</cannotUseIfHediffs>
</value>
</match>
</Operation>
</Patch>
GrobmotoriGER Oct 14 @ 6:23pm 
I am getting the following error with CE enabled:

Could not resolve cross-reference: No Verse.ThingDef named CoolPsycasts_Skipblade found to give to CoolPsycasts.CompProperties_HasAvatar
Could not resolve cross-reference to Verse.HediffDef named CoolPsycasts_DuplicateHD (wanter=cannotUseIfHediffs)
Paolini Oct 12 @ 7:01am 
@Good Old Jim you can simply disable them with cherry picker, takes like 2mins
Good Old Jim Sep 29 @ 7:01pm 
Anyway you could make a separate version with only up to level 6 psycasts? These all look really cool but the higher end ones seem real OP and I run Medieval Overhaul with world Tech limiter and it does not play well with Cherrypicker. Plus Im worried the *spoiler* rare monster/empires interactions from the mod may not fit/break the medieval overhaul. Please?
Loly1st Sep 24 @ 7:58am 
"Vanometric charge" doesnt do anything
OceanicOxen Sep 11 @ 5:27pm 
The warning/delay seems to just continuously trigger every 5 in game hours or so without actually spawning the boss
Andy Sep 6 @ 11:17pm 
Can you please add option to disable getting level 7+ from the Anima tree for compatibility with Keep On Linking mod?
Darth Tempest Aug 26 @ 12:06pm 
Hehe - thanks for that! And thanks for the mod!
Metalocif  [author] Aug 26 @ 10:58am 
It does now!
...I think I always have mechs or disposables blocking inquisitors, so I never realized the hediff didn't vanish.