RimWorld

RimWorld

35 ratings
AI Can Use Psycasts
   
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Mod, 1.5
File Size
Posted
Updated
1.142 MB
May 2 @ 3:31pm
May 3 @ 2:56pm
5 Change Notes ( view )

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AI Can Use Psycasts

Description
This mod lets enemies use psycasts.

What's the difference between this and Powerful Psycast AI?

This mod leans on the system vanilla uses to let enemies use abilities, instead of creating extra jobs, which should be more stable and performant. It is also compatible with every modded psycast, as long as the creator made them autocastable. Mods that only repurpose the game's code should be autocastable out of the box.

I also took care to make enemies somewhat smart in their use of psycasts (unlike Powerful Psycast AI, which has Skip coded as a random teleportation). With this mod, enemies will try to skip away from danger, or skip your colonists into their murderballs.

The mod settings let you, among other things, disable individual psycasts from being generated on enemy-controlled enemies, if you don't want to get cheesed by Berserk Pulse spam.


If anything doesn't work, or an enemy used a psycast in a very stupid way, let me know.


Mods this is compatible with:
- Cooler Psycasts
- Melee Psycasts (thanks Mlie)
- [FSF] More Psycast Powers


This is obviously incompatible with Vanilla Psycasts Expanded, which uses its own system to make psycasts autocast.

I repurposed a lot of the code from Powerful Psycast AI for pawn generation and mod settings, so you can consider this a fork of it, in a way.
9 Comments
kinonothin 12 hours ago 
there are like 5 mods that do this already and none work, lets see if this one does
Ravinglegend 12 hours ago 
The PDN file is still in the latest version.
Metalocif  [author] 17 hours ago 
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 21 hours ago 
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 21 hours ago 
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.
GRUFOLA 22 hours ago 
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 May 2 @ 6:28pm 
Incredible. I never even realized tat computer players cannot use it.
Metalocif  [author] May 2 @ 5:12pm 
Removed it, thanks.
Ravinglegend May 2 @ 3:55pm 
You left the paint dot net (.PDN) file in the about section. Removing it reduces the file size by over 3 megabytes.