RimWorld

RimWorld

Star Wars : The Force-Psycast
701 Comments
Lee  [author] 21 hours ago 
Ah. Yeah I should probably add some stuff to the mod page about it.
Dramn 22 hours ago 
Thank you for replying!<3There's a whole fricken freature with the master/padawan stuff that I had no idea existed when you recast the apprentice psycast on people lol
Lee  [author] May 27 @ 8:17am 
Yes. They can spawn with either one,
my leg May 26 @ 10:34pm 
i got a jedi order trade, but it spawns with plasma sword instead of lightsabers, is it because i am using kotor weapon's lightsabers mod?
Lee  [author] May 25 @ 8:20am 
They get a higher psylink level, or you have the master cast the ability on them again
Dramn May 25 @ 3:11am 
How does a padawan actually graduate from being a padawan?
kev675243 May 18 @ 1:42am 
for those who are still using the pre 4/18/25 version of this mod and want to update their old save to the current version, all you have to do is access you save file and find the "<learnedAbilities>" section. From there delete all <li> brackets with the "TheForce_Psycast"
Lee  [author] May 14 @ 8:48pm 
Yah, it's currently outdated as Rick is working on the fallout stuff. At some point we'll get back to working on it
GoSu May 14 @ 8:07pm 
Well maybe conflicts with this mod isn't right way of phrasing this, since I didn't check out that mod by it self. Could just be an issue with that mod alone. I guess I figured anyone using this mod is likely to be using those mods as well. Might be helpful to someone. Sorry if I shouldn't have posted that here.
Lee  [author] May 14 @ 7:56pm 
Weird. I don't know why it would conflict
GoSu May 14 @ 7:28pm 
So thought I would mention this just incase someone runs into this issue as well. I use ranger ricks SWCP Jedi Order mod which adds robes and some armor. However it also "requires" SWCP - Tools which seems to conflict with this mod. Causing lightsaber to continually miss and throw red errors. The SWCP Jedi Order mod doesn't seem to need the tools part to function so just disable that mod.
Lee  [author] May 12 @ 4:10pm 
Ah. If you have abetter image you want, feel free to send it on the discord
Durin BloodWolf May 12 @ 4:06pm 
Thanks you for this amazing mod, u are incredible i only see one bad thing about this. Its the new photo of "Rey" in telekinesis psycaster xD. The rest is amazing jaja
Boxnami May 10 @ 10:26pm 
Thank you so much, & thank you for the mod! It'll be a big part of how I spend 100's of hours on this game, lol.
Lee  [author] May 10 @ 10:04pm 
You cast it again on them.
Boxnami May 10 @ 9:23pm 
I'm sorry if it's been mentioned, but how do apprentices graduate? My apprentices are reaching decent psylinks and nothing has happened yet
Lee  [author] May 8 @ 10:49am 
You have to cast a lightside or darkside ability
Karlkeno Marx May 8 @ 10:48am 
I cannot get the alignment system to work, and I don't know why. All the mods were downloaded :(
Lee  [author] May 7 @ 6:33am 
Everything relating to the Lightsaber Portion is CE patched
Dalca May 7 @ 1:38am 
Checking before I commit to making a modlist. The (now separate) Lightsaber mod boasts CE compatibility, however some of its features relies on this one which to my understanding is not CE patched.

Is this correct?
Lee  [author] May 1 @ 5:43pm 
Ah. Thanks I'll check it out
uncast May 1 @ 5:53am 
I noticed quirk with Force Revitalise; I used it in a pawn with a wooden hand, and the power tried to regenerate his hand, into the wooden hand lol. Naturally it didn’t happen so it was stuck on a regeneration loop until I removed the wooden hand and let it regenerate. Not sure how it’ll work with bionics
uncast Apr 30 @ 3:10pm 
Thanks!
Lee  [author] Apr 30 @ 6:25am 
Yeah some abilities scale with your alignment
uncast Apr 30 @ 6:08am 
Hey cool mod! Just started a new with this and your lightsaber mod so haven’t gotten too far in.

Question : do you have to be attuned to a certain percentage of light / dark before light / dark powers become effective? I noticed that force heal didn’t do anything until my pawn was about 50% light attuned
Lee  [author] Apr 29 @ 10:17am 
Use the darkside/lightside abilitiy
SacePope Apr 29 @ 10:15am 
How does alignment work? I can't figure out how to change it from 0.
Lee  [author] Apr 29 @ 9:55am 
Every character can use whatever. They just need a psylink
Plutonic0wl Apr 29 @ 9:24am 
hey just had a question. Does every character have the ability to us light/dark/neutral sides of the force or do they need a specific trait?
Lee  [author] Apr 28 @ 11:27am 
Yep. Just those two and their requirements: Harmony and VPE
Sunlight88 Apr 28 @ 4:41am 
Hey Lee, thank you very much for helping to revive Rimworld Star Wars :-}
The old SW-mods were broken, I now want to try again with a minimal setup first. Without any additonal materials or races.
Am I correct in assuming that to be able to do that I only need your two mods:
- Star Wars : The Force-Psycast and
- Star Wars : The Force - Lightsaber, right?
I then will be able to test the Force and light saber wielding on my pawns, right? I need nothing else?
Lee  [author] Apr 25 @ 7:27am 
Fixed the Dropping lightsaber. Its in the lightsaber mod
D9sinc Apr 24 @ 9:03pm 
Okay, I tried replicating it, and after 4 duels, none of the contestants kept fighting after it finished. I don't know if maybe it was a one-off thing or if it's already been fixed. Sorry about that.
Lee  [author] Apr 24 @ 8:38pm 
Either one is fine
D9sinc Apr 24 @ 8:22pm 
The Kotor discord or the SWCP discord?
Lee  [author] Apr 24 @ 7:00pm 
That would be appreciated. Send it in the discord if you can
D9sinc Apr 24 @ 6:44pm 
Yeah, if you need a log let me know and I'll get one ASAP
Lee  [author] Apr 24 @ 2:47pm 
Weird. They should stop combat. Thats why they are dropping the lightsaber
D9sinc Apr 24 @ 2:41pm 
Oh, I also noticed that after a lightsaber duel, I have to move my pawns away from each other or else they keep fighting each other. Like they went from playing make believe and one got hit in the face and things got too real.
Lee  [author] Apr 24 @ 9:24am 
Uh no. Seems like a bug. Ill work on it
GoSu Apr 24 @ 9:19am 
Curious is it intended that pawns drop their weapons after a lightsaber duel?
GrynnReaper Apr 23 @ 1:26pm 
Thank you very much for the clarification and the fast reply
Lee  [author] Apr 23 @ 1:20pm 
Yes. They are now in the lightsaber mod since that was the part of the mod using them
GrynnReaper Apr 23 @ 1:12pm 
Would the update to this mod affect kyber crystal generation? The minable ones have completely vanished from my game they're not even available in dev mode
5katz Apr 23 @ 7:19am 
Yeah, which people will only read after having loaded their saves with missing colonists and broken rooms, which sucks on permadeath.

regardless i got it fixed with save editing, and i enjoy the mod immensely before and after the update, just hope less save breaking updates in the future ;P
Lee  [author] Apr 23 @ 5:30am 
There is a Giant New Save Warning at the top of the page. + the Github of the previous version is also on the page. Please Read
5katz Apr 23 @ 3:46am 
+1 on the salty people that got their saves fucked, i know the update is cool and all, yet i miss my vanished colonists since my game already auto-saved over it. Please don't publish save-breaking updates without a basegame update, or at least add an ingame-warining so people dont load their incompatible saves :/
Lee  [author] Apr 22 @ 1:06pm 
Hmm. I'll check on it. It should still be locked
Pogmothoin Apr 22 @ 12:57pm 
Yeah I get that the psy levels were open to serious abuse, just a big change heh.

Before the update their gear was locked, unless it was tattered, then they would dump it. Similar to refugees. But now mine spawned with all gear unlocked and immediately went to try put on other gear that was better quality.
Lee  [author] Apr 22 @ 12:40pm 
Psy levels were removed because they could infinitely cast Force Phantom resulting in unlimited population. The apparel thing is weird, they should spawn with their own apparel. And they are more of a body shield , but worker drones work as well