RimWorld

RimWorld

Rebel Psycasts
19 Comments
CTH2004 Jul 3, 2023 @ 10:00am 
how well does it "play" with Vannilla Psycasts Expanded? After all, you can get psylink levels in the hundreds (with lots of work)

Also, what's a "bladelinked" sword?

Finally, I got royalty about 2 days before they removed that feature, so I was using it, thought it was nice, then Boom. Gone!

Thanks in advance!
Stormtrooper  [author] Jan 28, 2023 @ 7:09am 
It's probably because I forgot to check for null of pawn variable assuming there's always a "pawn" performing an attack, but I guess "turret" is not a "pawn"... Honestly was too lazy to check for sure, but judging by the log I'm 99% sure that's the case and it should be fixed now.
Emberbuck Jan 24, 2023 @ 8:05pm 
here's an interesting bug for ya and I'm not sure why its going after my miniturrents but...
Exception ticking Turret_MiniTurret185327 (at (61, 0, 66)): System.NullReferenceException: [code]Object reference not set to an instance of an object
at IllegalPsycasts.HarmonyPatches.notifyEmpireAboutIllegalBladelink (Verse.Pawn casterPawn) [0x00000]
at IllegalPsycasts.HarmonyPatches.notifyEmpireAboutIllegalGunBladelink (Verse.Verb_LaunchProjectile& __instance) [0x00007] Verse.Verb_LaunchProjectile.Verse.Verb_LaunchProjectile.TryCastShot_Patch5(Verse.Verb_LaunchProjectile)
at Verse.Verb_Shoot.TryCastShot () [0x00000] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
at (wrapper dynamic-method) Verse.Verb.Verse.Verb.TryCastNextBurstShot_Patch2(Verse.Verb)
at RimWorld.Building_TurretGun.Tick () [0x000bc] in <617d4a4b3c1842ffb4eb3fd1337f915c>:0
[/code]

Really humorous really when you turn a miniturrent into a bulletstorm
5katz Nov 7, 2022 @ 11:34am 
shoot me a message on discord (@5katz#5416) and i'll tell all i know about how it functioned
Stormtrooper  [author] Nov 7, 2022 @ 11:33am 
The part about detection chance upon attack should be straightforward enough - I'll try my best to do it once I figure out exactly what weapons were affected with it.
5katz Nov 7, 2022 @ 11:31am 
So, couldnt quite pinpoint any direct evidence for the Persona bonded weapons, and i mean persona bonded, like the ones with traits.

it seems that on relase the persona bond was called "Bladelink", and had to also be hidden from or in accordance with the empire. only source i have here is a "i saw it", and a 2 year old blog post that does mention them, it states

"I thought these blades are cool, I like how they they have their own names and personality. I don't like how all of them are always connected to the empire...
Maybe you can find a rogue bladelink weapon who won't snitch on you and tell the empire..."

Blog post's named "Things I think that will make the Royalty DLC even more fun!" on devtrackers
Stormtrooper  [author] Nov 7, 2022 @ 10:46am 
I could do it... In fact, if it really worked like that, it MUST be done - but since I don't remember it I have no clue WHAT exactly would I be supposed to implement.
Stormtrooper  [author] Nov 7, 2022 @ 10:45am 
Wait what. You mean the biodcoded weapons had same behaviour? And you say it was "per use", too, just like with psycasts? Do you remember what titles were required to legally use them, what were the chances of detection and what weapons are we exactly talking about?
5katz Nov 7, 2022 @ 10:25am 
I seem to remember the persona bond weapons Royalty introduced also needed permits, and would have a chance to cause diplomatic consequences when hitting someone.
If there's no leftover code about that though, it would probably be a pain to recode so no pressure
Stormtrooper  [author] Nov 7, 2022 @ 9:57am 
Trivia: surprisingly bits of code for damaging relationship and notifying the player as well as drawing the ILLEGAL rectangle on the screen displaying detection chance were still laying dormant in the depths of assemblies, only data structures listing psycasts with detection chance and minimum required title were removed making checks for illegal usage always return false
Stormtrooper  [author] Nov 7, 2022 @ 9:54am 
What do you mean "interact with ultratech weapons"? This is a feature restoration mod, I only added illegal psycats back and nothing else is touched.
5katz Nov 7, 2022 @ 8:48am 
yo sweet exactly what my mod was ment for, shame i never figured out how to patch the illegal stuff back in, does this interact with the ultratech weapons eg monosword as well?
Stormtrooper  [author] Nov 6, 2022 @ 3:54pm 
It should be theoretically possible to exempt psycasts gained from other sources than imperial implants... But it doesn't make sense for one source to be legal and another to be not when the final result is the same.
Stormtrooper  [author] Nov 6, 2022 @ 3:51pm 
It doesn't. Except for the fact that if your tribesmen shiponed psycats from anima tree without getting royal titles... Well consider this another rebel path because Empire doesn't like anyone attempting to break their monpoly
boy i die!!! shit boy Nov 6, 2022 @ 3:45pm 
How does this interact with the tribal psycasting changes?
Stormtrooper  [author] Nov 6, 2022 @ 3:38pm 
I literally patched one line of the xml via XPath...
TurtleShroom Nov 6, 2022 @ 3:35pm 
That's precisely why you don't want to overwrite the Quest or the outpost. Too many risks and side effects.
Stormtrooper  [author] Nov 6, 2022 @ 3:34pm 
I could try to do that, but since it's a feature restoration mod I tried to keep it as close to original as possible and back in 1.1 the silencer was in the outpost, not in deserter's inventory. And the issue with quest rewards incompatibility is pretty much academical - not only would you have to patch the quest, but also do it via touching very specific part of it.
TurtleShroom Nov 6, 2022 @ 3:29pm 
You know, I think you could eliminate ANY issue with the Quest by putting the Psychic Silencer in the Deserter Pawn's Inventory. You can force-spawn a Pawn to always have something in there. Why not have it be the silencer, while the Psy-Links are still in the storage shed listed by the Quest?