RimWorld

RimWorld

VPE - Anima
72 Comments
Poison Oct 1 @ 4:22am 
Can u make the Autocast work for the Psycasts? like Perma casting and Generating Psymotes while meditating or if you just in General have enough Psyfocus and Heat?

also make it work for the Meditation and the Anima link? im Trying to have 1 Generate lots of Psy motes for general use, and then 2 more that Generate Anima Links so i can hyper level my Main Psycaster, but micro managing that is really annoying

Would be appreciatet, if not, still fine tho, Great tree, i love it
sku Sep 20 @ 9:30am 
yes sir, he is sir link-a-lot. beeing a psycaster is normal, psydeaf people are looked down upon and executed xD
Sentinel  [author] Sep 20 @ 9:13am 
He be linking.
sku Sep 20 @ 9:07am 
i have a pawn that can easily spend the heat....want a colony of casters? animalink+heat focus...its just going on forever....
Sentinel  [author] Sep 10 @ 10:01pm 
@Micillia

It spawns the link on the ground, works like a psylink.
Micillia Sep 10 @ 8:57pm 
Confused on how Anima-Link is supposed to work. When i use it it gives me the heat and uses the psyfocus, but the pawn i target with it does not develop psychic abilities, and when i use it on myself there is no experience change. I purchased it off of a trader and taught it to my pawn.
Western Aug 27 @ 9:22am 
I second Sea's' comment. It doesn't quite make sense for a harvesting-esque ability to be one time use, but I also understand that coding can be complicated. If it is possible and something you'd like to add, please do, but this mod is already great. Keep up the great work!
Sentinel  [author] Aug 14 @ 3:29pm 
Update:

Fixed not being able to pick up the wisps/motes
Sea's Jul 29 @ 12:41pm 
It's busted but I love it.
Is the Anima Reap suppose to be a one stage buff? I feel like more intuitive for it to give a little psy sensativity (like 5 or 10%) for every kill you make with it since you fight so many enemies and after using it once it turns into a insta kill ability
Sentinel  [author] Jul 20 @ 8:01pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
HelleboreFlower Jul 3 @ 12:22pm 
Thanks to this wonderful mod you made, i go around raiding bases and setting up camp in them after murdering their occupants to fight off hordes of people so that i can use consume corpses, eventually allowing me to have enough heat capacity to make the psylinks. Does make for some fun times, thank you :GhostLoveEyes: adding this to the horror list of things i should get put on a watch list for Lol
Sentinel  [author] Jul 3 @ 4:19am 
Update: 1.6 port
Sentinel  [author] Jun 24 @ 2:06am 
@HelleboreFlower It's more of a VPE exploit than anything, you can do that with the chronomancer tree as well.

Concerning the anima meditation type, I don't have plans to assign the meditation type from the anima link for now, you can dev mode the meditation like you are currently doing.
HelleboreFlower Jun 23 @ 7:22pm 
I found an OP method to level up. I craft a psyring with the animeditation ability. When colonist switches pysrings and then switches back to the animeditation ring, there is no longer a cooldown on the ability. Do with that as u will.
HelleboreFlower Jun 15 @ 7:26pm 
Any chance that when a pawn gains powers from a anima link, that it would unlock the anima tree meditation? I constantly play tribal and being able to fully integrate a new member to the tribe, i was hoping this anima link would allow them to meditate and level up with the anima tree. If not thats ok! ill just use dev mode to unlock that meditation option if i use the anima link on someone. :GhostLoveEyes:
Aitor May 16 @ 4:55am 
correct, he has lost the ability to eat
Sentinel  [author] May 15 @ 11:37am 
@Aitor can the colonist you're trying to consume the mote with eat? I know i'm having this issue with drugs where I can't consume a drug if my pawn has no food need.
Aitor May 15 @ 11:35am 
i cannot consume the anima motes ot wisps
Mr McNificent May 8 @ 3:31am 
I ain't no coward, I'll take the coma. haha
Psyckosama May 5 @ 7:32pm 
@Sentinel If you'd like some ideas for a Polux tree based psitree, I have some ideas.
Sentinel  [author] May 2 @ 7:52am 
@Surasu Undying you can give access to these skills to other pawns with eltex rings, anima reap only gives the buff once but can be re-used to kill an enemy
Surasu Undying May 2 @ 12:14am 
So far i am liking the tree but i find it weird having 2 skills of 1 time use. Also does anima reap work once too? Because it would be cool if instead of that you could use those skills on other pawns too! Or make them repetable with a very high cost would work too.
Sentinel  [author] Apr 29 @ 5:30am 
@Mr McNificent it can be silly with heat focus but hey if you're high level enough to cast it without going into a coma go ham!
Mr McNificent Apr 29 @ 5:17am 
I'm liking the 500 heat change to the animalink.
Works great with Heat Focus and the Atronach birthsign from ESCP Birthsigns lol
Sentinel  [author] Apr 28 @ 1:13pm 
@Fxuls that's a problem with how VPE handles having no focus at all, basically you still need 0.1 focus regardless of the actual focus cost being 0%. Nothing I can do for that. Timeskip meditation also works that way.
Fxuls Apr 28 @ 12:57pm 
Hey Im getting a bug where Im seeing "Animeditation consumes .0% psyfocus but [Pawn name] only has .0%" This isn't intended right? I get that if I have them meditate for even a second then I can cast it normally, but this pawn in particular I was having them not meditate at all and only rely on using Animeditate
Sentinel  [author] Apr 28 @ 5:17am 
@Rince That's odd then, Second mind isn't classified as a "bad" hediff in the mod, could be that though.
Rince Apr 28 @ 5:11am 
@Sentinel my pawn is celestial, mb celestial heddif is deleting second mind one, heh
Sentinel  [author] Apr 28 @ 5:02am 
@Rince you're supposed to get the "Second-Mind" hediff when you use anima reap, I do get it when using it. Odd that you're not getting the hediff.
Rince Apr 28 @ 4:54am 
is it correct that anima reap only kills target? i killed couple of raiders with it, my anima caster is not upgraded in any way
Sentinel  [author] Apr 28 @ 2:39am 
Update:

Removed sick thoughts from anima second mind.

Changed the heat drain of anima-link to 500.
Sentinel  [author] Apr 27 @ 6:11am 
@Cringe Shaymin yeah they're meant to be abilities you put onto an eltex ring to spread it with other psycasters, it's a perma upgrade.
Cringe Shaymin Apr 27 @ 5:26am 
Are Anima Attunement and Anima Mind really just one-time cast abilities that give permanent buffs, or is there something about them I'm missing?
fgrewsdtxs Apr 26 @ 1:02pm 
Yeah on second thought, anima reap isn't that op compared to other final spells. Thank you, your mods are very creative and so well made
Sentinel  [author] Apr 26 @ 1:06am 
@fgrewsdtxs

Anima reap one shotting is intended.

I'll give the link ability 500 heat generation in the update after I finish another path
Sentinel  [author] Apr 24 @ 9:37am 
@Psyckosama I did think about making a pollution centered tree yeah, i'll have to think about some more ideas for that tree before I start working on it though
Psyckosama Apr 24 @ 9:23am 
Also, I do want to thank you for doing what the VE team has been faffing on for years: Psicasts connected to the tree types. Finally, my Tree girls have the super powers they've needed forever!
Psyckosama Apr 24 @ 9:22am 
You going to do the final tree type? Because a Tox-Tree line would be interesting as hell.
Sentinel  [author] Apr 23 @ 11:47pm 
@Ember Yeah Animeditation can be busted for the early levels of psycasters but it becomes less effective in higher levels.

Though I agree anima-link is lowkey insane, might add a stronger heat cost to it.
Dr Gregory House Apr 23 @ 11:33pm 
Gonna be real, animeditation and anima link are absolutely busted paycasts. I've got 5 paycasters right now that spam these 2 psycasts whenever they can and the speed they level up at is absurd, especially with me funneling all the neuroformers into my noble
Stalinator9000 Apr 20 @ 2:10pm 
@sentinel "You use pick up and haul right?" -> Yes :)
Stalinator9000 Apr 20 @ 12:25am 
@Sentinel Hmm, you are correct, it should not need a tickertype. However this change was what fixed it for me. Which is very weird! sorry for the confusion. I did also added the comp for it to be registered as a drug such that it could be consumed through the drug pawn gizmo:
<comps>
<li Class="CompProperties_Drug">
<listOrder>200</listOrder>
<teetotalerCanConsume>true</teetotalerCanConsume>
<overdoseSeverityOffset>0</overdoseSeverityOffset>
</li>
</comps>
But by now then I may be wrong about this as well :D
Sentinel  [author] Apr 19 @ 5:52pm 
@Stalinator9000 nevermind that doesn't seem to be the fix, atleast not on my end. You use pick up and haul right?
Sentinel  [author] Apr 19 @ 5:23pm 
Didn't think drug items needed a ticker type
Sentinel  [author] Apr 19 @ 5:22pm 
@Stalinator9000 Yooo i'll try this on my end and i'll push out the update if it fixes it, thanks for the research!
Stalinator9000 Apr 19 @ 8:54am 
@Sentinel, FYI: I have figured out why I can not pickup the motes/whisps. You have not specified a TickerType for them. It is fixed when i add "<tickerType>Normal</tickerType>".
Sentinel  [author] Apr 18 @ 7:55pm 
@Mr McNificent It does not, it works exactly the same as a psylink would.
Mr McNificent Apr 18 @ 6:45pm 
Does the Anima-Link power also give a new recipient the Natural meditation type?
Ryanisunique107 Apr 18 @ 8:06am 
thank you
Sentinel  [author] Apr 18 @ 2:33am 
@Ryanisunique107 While I don't have enough ideas to make a class centered around healing I can defo take this into consideration for the next class I'll make!