RimWorld

RimWorld

[FSF] More Psycast Powers
96 Comments
Asteroid 25399 Jun 21 @ 7:55am 
Thanks for the 1.6 update!
FrozenSnowFox  [author] Apr 9 @ 6:37pm 
@Good Old Jim
Sorry but I'm afraid I won't be doing major updates to this mod. Also I'm not sure I'd be able to do that with just xml. Addtionally the mod Sleepy's More Psycasts has psycasts for exactly the things you're after so I'd suggest taking a look at that.
Good Old Jim Apr 9 @ 6:05pm 
I know its a long shot but anyway you could add two healing psycasts, one for healing scars (Say level 3 or 4) and another for regrowing limbs (Level 6)? I prefer your mod to vanilla psycasts expanded because yours feels way more balanced/not OP but Im playing medieval overhaul and my LORD limbs do be flying and with no prosthetic I seek to turn to "Magic".
Jetroid Mar 26 @ 5:47pm 
Thanks a lot!
FrozenSnowFox  [author] Mar 26 @ 2:59pm 
@Jetroid
That would be because that was added as a new tag in 1.5. When I updated the mod I only checked it was running without errors and changed the version number. I'll upload a fix.
Jetroid Mar 26 @ 11:54am 
Hi FSF, love your mods for being simple and unintrusive, always feels more "vanilla-like" than the "Vanilla Expanded" mod series to me.

Question - why can't non-violent pawns cast Arctic Pinhole? They can cast Solar Pinhole and it feels inconsistent to me.
FrozenSnowFox  [author] May 20, 2024 @ 12:19am 
@Shadowknght
I've been meaning to look into doing that at some point. It hasn't annoyed me yet again so I hadn't really noticed. I had wanted to add self casting to a bunch of things because I find it annoying and silly you can't use them on yourself. When I get around to doing it it'll be added to my tweaks mod rather than a standalone mod.
Shadowknght May 20, 2024 @ 12:15am 
Hello, just wanted to say this is such a great mod and I love it. Used to play with it a lot back in the day, but when VPE came out, I ended up swapping to that since I love the psycasting system in this game.

Unfortunately, that means I can't use the patches anymore. I loved being able to skip through walls or being able to target people with water skip. Please, if it's possible and not too much of a hassle, could you fork those patches into VPE in a separate mod?
K09 May 18, 2024 @ 10:18am 
This is a really cool mod. Thank you so much for making it.
上弦月 May 2, 2024 @ 12:41am 
You're welcome, thanks for the fixes and update
FrozenSnowFox  [author] May 1, 2024 @ 11:55pm 
@3439268288
Sorry I had wrongly assumed the Frostbite issue was the issue I've heard about many times before where hits didn't work quite right on moving targets. I checked it and as you said it didn't work. Thank you for letting me know about the issue and how to fix it. I've uploaded a fix for it.
上弦月 May 1, 2024 @ 11:17pm 
Anyway,thanks to your reply.
上弦月 May 1, 2024 @ 11:16pm 
Hello, author, I have found the reason why frostbite doesn't work. The problem is the <explosiveRadius>0</explosiveRadius> of the ThingDef in frostbite. Just change the 0 in frostbite <explosiveRadius>0</explosiveRadius> to any number greater than 0, such as 0.1 or 2.
FrozenSnowFox  [author] May 1, 2024 @ 3:48pm 
@3439268288
As I've mentioned previously powers like Frostbite are a bit finicky and don't work well on moving targets. The way some powers are made in this mod is a bit hacky since its purely XML. While it might be possible to fix this issue nowadays, I have no interest continuing this mod and spending hours reworking things. It is effectively discontinued as I personally use VPE instead.

It was supposed to be picked up by somebody else but that never happened. Due to requests I've checked the mod to make sure it loads without issue and updated the version tag.
上弦月 May 1, 2024 @ 10:32am 
The Frostbite still can't do nothing,as the Doesn't Learn From Mistakes said,please to fix the mistake. thank you
Asteroid 25399 Apr 3, 2024 @ 12:00pm 
Thank you! I made the same comment for 1.4 and you graciously updated it. This is a fantastic mod and you're a legend. I use almost all your mods in every playthough.
FrozenSnowFox  [author] Apr 2, 2024 @ 2:40pm 
@Asteroid 25399
This mod was supposed to be merged with some other psycast mod but for whatever reason that never happened. I checked it and it loaded without errors. So I fixed the mangled folder structure and slapped a 1.5 tag on it. So it should be good to go for another year+.
Asteroid 25399 Apr 2, 2024 @ 11:01am 
I've been using this mod since 1.3 and haven't tried 1.5 yet but I hope it does work for at least another version! I can understand focusing on your other mods, but I think you're underestimating how good this mod is! I really don't like how other mods try to completely overhaul psycasts or add ones that don't make much sense to me and certainly don't feel "vanilla".
lilwhitemouse Jul 30, 2023 @ 10:30pm 
So it's great for a ranged fighter who gets cornered?
nguyenanh2132 Jan 7, 2023 @ 8:03am 
ahhh I see, thank you!
FrozenSnowFox  [author] Jan 6, 2023 @ 10:01pm 
@nguyenanh2132
It allows them to perform a new attack type just like bionics do. I believe there is some sort of selection weighting when it comes to selecting which melee attack to use but to ensure they choose the psyblade its best to limit the choices of what attacks they have available.
nguyenanh2132 Jan 6, 2023 @ 9:50pm 
How does psyblade works if you have an equipped weapon? Does it provide a flat increase to melee dps or does it do nothing?
FrozenSnowFox  [author] Nov 18, 2022 @ 2:44pm 
@1111
It sounds like you probably have a psytrainer from this mod sitting around somewhere. That error should only pop up the first time you load the game without the mod. When you do that it should delete the psytrainer since it can't find it. After that if you save and load the game again it shouldn't cause any further errors because all references to the mod should have been purged already.
JessieFeathers Nov 13, 2022 @ 6:02pm 
uwu
FrozenSnowFox  [author] Nov 7, 2022 @ 2:05am 
@Doesn't Learn From Mistakes
I didn't test it for 1.4 but if anything changed to cause issues it should have thrown a ton of errors when I updated it. Most of the attack spells work off the same mechanic. Frostbite is a bit hacky made, if I recall it had some issues with fast moving targets due to not being an aoe attack.

Keep an eye on Noodles and the More Psycasts mod. I've given him permission to use whatever he likes from this mod and continue it.
Doesn't Learn From Mistakes Nov 7, 2022 @ 1:37am 
Frostbite seems to do nothing. I target a human or animal, cast it, and nothing happens, no added hediffs or anything, no red errors thrown up. Is it working on your end?
FrozenSnowFox  [author] Oct 30, 2022 @ 3:18am 
@Noodles
Not at all, feel free to incorporate any of them or all of them into your mod. However I must warn you I made them all with xml so some of them are a tad hacky. I'm sure you could do a much better job than what I did.
Noodles Oct 30, 2022 @ 3:06am 
Hey, developer of More Psycasts here, if you want to discontinue this mod, would you take issue with me taking up the psycasts presented here?
Asteroid 25399 Oct 7, 2022 @ 12:43pm 
@FrozenSnowFox Thanks so much for updating!
FrozenSnowFox  [author] Oct 7, 2022 @ 4:51am 
@Lollri
@Asteroid 25399 
I loaded the mod up fixed an error and corrected the version number. It shouldn't require anything else and should work fine for 1.4 if you want to use it.
FrozenSnowFox  [author] Oct 7, 2022 @ 4:29am 
@Asteroid 25399 
I'm glad you liked the mod and that's fair enough. Since this mod is all xml it should actually still work fine for 1.4 without any updates if you want to give it a try. Although it'll probably complain the version number is wrong unless you edit that.
Asteroid 25399 Oct 7, 2022 @ 4:26am 
Thanks for this mod. This is my favourite psycast additions and I'm bummed you won't be continuing it, though that's completely understandable. The Vanilla Expanded version is just too much and changes the gameplay in a way I just don't want to deal with.
FrozenSnowFox  [author] Jul 31, 2022 @ 4:39pm 
@Lollri
Yeah this is the problem with me being unable to code. You can only do so much with xml I made them immune to gaining diseases but if they have it it'll keep going. I think I could have increased immunity gain but that kind of goes against the idea of stasis.

Odd that the options menu didn't work for you, it's from the vanilla framework. I know they did have some issues for a while but they should be all sorted out these days.
FrozenSnowFox  [author] Jul 31, 2022 @ 12:09am 
@nguyenanh2132
I'm glad you enjoyed it. The good news is about half of the abilities are in Vanilla Psycasts Expanded in some form.
nguyenanh2132 Jul 30, 2022 @ 11:19pm 
Thanks for this mod man, it have been my favorite psycast mod ever. Shame it got discontinued.
GULÉ🏠 May 24, 2022 @ 9:04am 
Nevermind xD I just read it's a headiff
GULÉ🏠 May 24, 2022 @ 9:03am 
Does this have support for Simple Sidearms? Casting Psyblade doesn't really seem to do anything.
FrozenSnowFox  [author] May 21, 2022 @ 2:19pm 
@theotakugamer
I haven't done any CE patches but check the list. I think someone might have done a compatibility patch for it at some point.
theotakugamer May 21, 2022 @ 1:32pm 
Exactly what I was looking for. Is the Psi-blade Combat Extended compatible though?

I know all psycasts are governed with their own independent system, but that's an actual weapon. No hard feelings if not, I'll just disable it along with Arctic Pinhole (already have that one covered).
Jetroid Jan 20, 2022 @ 2:37am 
@FSF
Fair enough. I've had a couple more times to use it now, and yes, it didn't completely 100% end the raid, as you said, only grievously wounding most and downing many. The caveats about not affecting mechanoids is also true. Neuroquake does kill everything, after all.

In truth, I've found that the time my caster spent downed due to pain shock from the burns far outlasted the coma duration, and comes with risk of burn scars. Damage to apparel, etc. Yes, when you frame it as a cheaper alternative to Neuroquake, I can certainly see that. Early game, it's worse than Neuroquake as you can't mitigate the fire. Late game it's better, as your second caster can skip/waterskip the caster to safety from behind a wallraise, whilst also giving your caster much better heat protection armor.

Fair enough!
FrozenSnowFox  [author] Jan 19, 2022 @ 11:57am 
@Jetroid
Firestorm is intended to be a cheaper alternative to neuroquake with the downside of it not ending a raid and causing fire everywhere. I tested it quite a lot it's power on a raid can vary a bit. For the most part it should soften up the raid but in most cases there'll still be plenty wanting to fight afterwards, at least in larger raids. It's also useless against mechanoids and its usage against man hunter packs is quite poor.

It's downside is getting the caster out a live which if you can make preparations beforehand is not all that difficult. Personally I don't see the point of using firestorm if the coma length is longer. Neuroquake is overall superior as it can completely end all raid types and the diplomatic damage is minor at best.
Jetroid Jan 19, 2022 @ 4:28am 
I'm going to have fun with these, thanks. I like Fracture as a support cast, makes enemies noticeably squishier.

Firestorm seems too powerful though. It completely ends human raids, and the only cost is that you can't use your caster for 2.5 days, have to heal their burns, and any equipment they were carrying burns up. If you give them Phoenix Armor and devilstrand gear, there's almost no cost. Even for my poor tribals, it seems a no-brainer to use it on tougher raids.

Meanwhile I only ever use Neuroquake in the most dire circumstances, as it can berserk my own pawns/animals, my caster is out for a long time (Cassandra will likely raid whilst still down, as she has a MTB of 3.75 days between big threats), and has diplomatic fallout.

To be clear, I think the gameplay effect is fine, it just needs a few more consequences. Perhaps the coma should last 5 days - same as Neuroquake - and have the side effect of causing a solar flare (we're taking matter from a star, it makes sense).
bagelhe Jan 4, 2022 @ 2:12am 
great mod!
Forekast Nov 6, 2021 @ 7:15pm 
Oh I see. Not sure I want to mess with all that for now, but thanks for the info!
FrozenSnowFox  [author] Nov 6, 2021 @ 6:53pm 
@Forekast
That's an issue with the Vanilla Framework. I reported that a while back I would have thought it would be fixed by now. For the time being you can pull out one of the patch files so the other options show up, change them in game then put the files back.

Steam\steamapps\workshop\content\294100\2586815515\Mods\1.3\Vanilla Expanded Framework\Patches
Forekast Nov 6, 2021 @ 6:48pm 
Trying this out for the first time. I'm only seeing the "Disable Psycast X" options, but none of the others in VEF. This just me, or are others seeing this too?
Thanks!
Tyrannical_Elmo Oct 31, 2021 @ 3:13am 
I approve this mod. Way better than Ascendancy.
d0ct3rstrang3 Oct 29, 2021 @ 6:55pm 
I truly appreciate all of the mods you have made good sir, thank you.
fatburner Oct 21, 2021 @ 3:03am 
This mod combined with choice of psycasts makes the royalty DLC so much better. I would donate if you had a lightning wallet
FrozenSnowFox  [author] Oct 4, 2021 @ 3:07pm 
@Birds Aren't Real
Thank you for your kind words. I tried my best to always keep in mind how useful an ability is and how often it will be used.