RimWorld

RimWorld

Vanilla Psycasts Expanded
4,336 Comments
gundampheonix 26 minutes ago 
[VPE] Too many iterations in Ability_Mend.Cast by *

What does this mean?
lostormisplaced May 29 @ 8:26pm 
pls never fix how buggy this mod is, it is great how it is
temudi May 29 @ 11:35am 
This mod breaks the game and i love it
cow of french May 29 @ 2:25am 
vanilla expanded is like 70% of rimworld
lostormisplaced May 28 @ 6:38am 
@Paladin Dawnheart Vanilla quests expanded: eltex
Paladin Dawnheart May 28 @ 5:44am 
Great mod. Just don't like the prestige armors being locked behind eltex wall, 100hrs in to a playthrough and haven't seen a eltex event pop up on it's own. Really don't like having to force events, or having to resort to other "balanced" ways of doing things. Really wish it was made into a heavily protected resource at a ancient mine full of robots or crazed casters, rather than "sometimes" events. Again great mod otherwise in all aspects. Thank you <3
Ivaera May 27 @ 7:54am 
I have a suggestion: what about using separate gizmo box per psycast category?

My idea comes from the Sidearm mod that create small icons in a box, what about making one box per psycast type? That could de-clutter the screen and organize better all the psycast.
Psyckosama May 26 @ 8:12am 
have animat insectotator and gauwalker been canceled or are they still on the eventual to-do list?
Lord Freedom May 21 @ 12:42pm 
@Capt. Will, You were right. I put some eltex gear on my pawn and now mend seems to be working
HyDaRiNo May 21 @ 7:50am 
How do i unlock genes like the archon gene ?
VitaKaninen May 20 @ 8:34pm 
@Kirboh, Yes. That is also the easiest way to unlock skill trees and skip further up a tree without having to learn everything below it.
Kirboh May 20 @ 7:23pm 
Can the psycasts found in this mod be found via psytrainers?
Tathar May 20 @ 7:56am 
I got a small result at 105%, but psyrings seem to ignore the caster's sensitivity.
Capt. Will Dai Soun May 19 @ 10:24am 
Mend working, need sensetivity above 100%, around 130% atleast to see any result
Lord Freedom May 17 @ 2:56pm 
Adding mine... Mend not working! No other issues. Great mod!
VitaKaninen May 14 @ 2:44pm 
They don't take bug reports from the comments. Use the google form linked up above.
dustin3667 May 14 @ 10:21am 
Having the same issue as another user. Mend does not seem to work at all. I do have several mods installed but most are VE related.
big fella May 14 @ 6:11am 
@eternal_melphis my melee psycasters can autocast fine.
Geobeetle May 13 @ 9:54pm 
The recharge psycast from staticlord doesnt actually charge mechs, in the UI it says +50% per day but the mech's power doesnt actaully go up at all, only stops draining.
Hero May 12 @ 8:36am 
Способность улучшить качество не работает выше хорошего, хотя должна улучшать до отличного. -фиксите
eternal_melphis May 11 @ 9:08pm 
for some reason any pawn with melee weapon cannot autocast, so my melee pawns forced to be boxers =) it kinda balance how powerful this mod feels, but still seems like a bug
AlexStevens May 10 @ 12:53pm 
For the Nightstalker assassinate ability: Having a sunblocker on the map from a mechcluster didnt count as target being in the dark, thus requiring to force an ecplise additionally.
Intentional?
Tathar May 10 @ 12:35pm 
I reported a while back that mend does not work as a psyring cast (I presume it isn't correctly using the wearer's sensitivity) but it does work as a natural cast. You need more than 100% psychic sensitivity for it to do anything though, and it'll be very minor if you're close to that threshold.
goodODST unit May 8 @ 5:08pm 
mend does not work, it consumes psyfocus but does not do anything. happens both when targeting a pawn and targeting an item on the ground.

also cannot cast on self, but that's more qol issue than bug
AlexStevens May 8 @ 10:01am 
Anyone happens to know, whether the hemosage blood storm affects the light levels for the Nightstalker abilities to work?
May 7 @ 6:08pm 
Hello, author. I really like your mod, but I find the skill design of the Arsonist to be somewhat unreasonable. In reality, the damage caused by a meteor is significantly higher than that of a missile, but in the game, it's not even as damaging as a handgun. I think this is clearly unreasonable
sOggy Wafl3 May 5 @ 8:07pm 
Craft timeskip on ideology specific grand sculptures turns them into normal grand sculptures after the ability is used anyone else try this?
VitaKaninen May 2 @ 2:32am 
It is listed as incompatible with CE officially. Then it is stated that it will probably work after their most recent patch, but if anything breaks, you need to report it to the CE team, not here.
slurpme223300 May 1 @ 3:58pm 
is the author of this mod busy? just curious...
slurpme223300 May 1 @ 3:56pm 
also for some reason I don't think it has CE compatibility because thunder bolt doesn't hurt anything and yeah high amount of perfomance degradation via high amount of psycasts
redwolf5502 May 1 @ 11:47am 
is there anyway to be able to read Pyscast stats even while using the shrink gizmo?
VitaKaninen May 1 @ 6:44am 
@Dlitz use the link in the description to report bugs.
Dlitz Apr 30 @ 9:35pm 
After installing only VPE and its necessary prerequisite mods, using the Obscure skill causes an error.
B.A.N Apr 27 @ 7:09pm 
Having the same trouble @CreeeesP. I start to have a very STRONG performance degradation when a pawn with many psycasts is drafted.

Not one with high level or high sensibility mind you, just too many psycasts options. I thought the psysets would help with this, but no luck. I'm considering just limiting the amount of psycasts paws have at this point because more than 3 starts to heavily destroy performance.
Schulup289 Apr 27 @ 4:30am 
After casting timeskip medication my pawns psycast became hidden in the health menu and i cant see the heat and psyfocus bars but the VPE menu is still there. Anybody know what happened?
CreeeesP Apr 27 @ 2:25am 
Those who have experienced performance degradation with high psycaster levels and / or excessive ability grabbing - how did you solve this problem, if you solved it? In general, this question is more for the sake of interest, since it usually makes no sense to increase the standard psycaster level limit by more than two or three times
VitaKaninen Apr 23 @ 4:48am 
There are many psycasts where the gizmo only shows up while they are drafted.
El lobo Apr 23 @ 3:25am 
I am not sure if this is a bug, or my own incompetence, but I can't manage to add the the regrow limbs psycast to my bar. All previouse ones work fine.
GoldenDove20 Apr 21 @ 5:36am 
I haven't messed around too much but decided to try out the Wildspeaker path and is Crop Burst supposed to supply you with infinite food?? you can use it every 24 hours and it supplies you with at least over 100 berry bushes, that needs some toning down for sure right?
RedGlobe Apr 21 @ 5:32am 
I don't know if it was mentioned before, but maybe it should be noted somewhere that if one sends a controllable "visitor" pawn (from a quest; e. g. host a guest quests type etc.) through a Skipgate the quest immediately fails. Probably because of how the mechanic is implemented and/or by technical limitation. Anyway, the game logic counts the pawn as "lost" (even though it is not) and hence the quest fails.

Just discovered this behaviour on my end.
Sakii Nightshade TTV Apr 20 @ 12:33am 
after some testing ive found that technomancer may be broken?
i can load into my maps but one of my pawns is missing and technomancer ticks are crazy on analyzer
VitaKaninen Apr 18 @ 6:06pm 
Use the google form up above to report bugs. They do not take bug reports from the comments.
Manties Apr 18 @ 5:47pm 
Also another weird thing is now when they cook they no longer stand in the center of the cooker, and even 1 tile away.
https://i.imgur.com/yIIricI.png
Manties Apr 18 @ 5:30pm 
Using psychic sooth made all my colonists and animals just stand, they are just standing until they collapse. If I tell them to go do something they come back afterward and just continue standing
Zoker Apr 15 @ 8:39am 
Hello, I tried to make a mod so that DeathShield doesn't modify the skin tone of the Pawn, do you know Milira Race? The huge changes that occur when DeathShield works on them make it feel like it's not right for them, and there are some other Alien Race mods, this mod intercepts and disables DeathShield's PostAdd method through Harmony, VPE is a really great mod:steamthumbsup:, I think other people may need this when playing Alien Race mods, but I think it's better to ask your opinion first, If you guys don't think it's good, then I'm just going to use this mod personally, and I won't share it in any way:steamthumbsup:
VitaKaninen Apr 14 @ 4:31pm 
@Mask of Humble, make sure you are also using Better VPE Skipdoor Pathing so that your pawns can use them to get around your home map on their own.
Mask of Humble Apr 14 @ 4:22pm 
Skip Doors are amazing, can't live with out them now, they make it so much better to get around you colony, I don't know how I lived with out them!

Also Chronopath along with the progressive attunement gene from phytokin you can easily make a very powerful psycaster in a short time
VitaKaninen Apr 14 @ 2:32pm 
Can you reach 300?
I use a mod called Better Sliders which lets me input any number I want, and I had forgotten about that. It is true that I can not put "Infinity" into the spot, but I can choose 300,000,000 if I want.

But in your case, if you can never reach 300 anyway, does it really matter?
Myrnalin Apr 14 @ 2:51am 
@VitaKaninen I cannot fathom why a mechanic you advertise with is behind a switch.
not a lie true, but a incorrect statement still, it is not limitless, the limit is 300.
Jeffery Helldiver Apr 13 @ 4:47pm 
How exactly do you disable the limit? For me the maximum psycaster level setting only gives me a range from 1-300, not an unlimited option.