RimWorld

RimWorld

VPE - Luminis
96 Comments
Chronomancer Dec 6 @ 1:26pm 
Would it be possible to change how Apocalypse and Ultima Lumis work? As Apocalypse Lumis causes my game to slow down to ~5 tps and Ultima Lumis takes 16 GB of ram causes an out of memory error and then crashes.
Physchoo Dec 4 @ 9:16pm 
Hello, This is not a complain but just a notice maybe one of my other mods makes it so that Yield of resources scales with work efficiency because the moment I have a pawn unlock and cast 'Aeterna Luminis' any crop they harvest gives thousands of it at once and mining any resource also gives thousands. With a node of Compacted Steel (which they mine within half a game hour) the colony gets almost a million steel.
Just to test I made a sample colony and within 3 weeks of meditating my psycaster basically became a demi-god who can ignore the law of conservation of mass.
Delurium Nov 28 @ 6:30am 
Can you change enlighten so that I don't have to draft to use it?
Sentinel  [author] Nov 23 @ 4:25am 
@YvngPope Hi yes they can spawn with it.
YvngPope Nov 22 @ 6:27pm 
Can the AI spawn with these too? Love your work btw
Dibolic Nov 17 @ 11:56am 
Thank you!
Sentinel  [author] Nov 17 @ 11:56am 
Fixed the values
Dibolic Nov 17 @ 11:54am 
So fast!
Sentinel  [author] Nov 17 @ 11:53am 
@Dibolic wasn't aware of the values getting reversed, i'll fix it real quick, thanks for letting me know
Sentinel  [author] Nov 17 @ 11:52am 
Update: Fixed latest issue with VEF removing attack speed stats
Dibolic Nov 17 @ 11:52am 
VE Framework just removed VEF_MeleeAttackSpeedFactor and VEF_RangeAttackSpeedFactor to favor Core game MeleeCooldownFactor and MeleeCooldownFactor (values are inversed)
ShadowEater25 Nov 12 @ 1:35am 
May I suggest two diffrent psycaster trees?

1. Greed, they can create money in some way and become more powerful the more they hoard, they can have some other powers based on being greedy and being a god of gold
(I wish to roleplay as a worshiper of a god of greed who rewards resources for worship and colonists/enemies)

2. The Warped, they corrupt the land with their psychic aura and terraform the planet into shrouded world for more detail on how I think it should work is that the pawn will create a purple fog around them that grows as the more powerful the warped gets, the aura buffs colonist and debuffs enemies whilst also turning the ground into a corrupted landscape that slows movement.
(inspired by warhammer, stellaris's psionic shroud, minecraft thaumcraft's warp, and terraria's corruption)
Sentinel  [author] Nov 11 @ 4:53pm 
@Starlight-Ellie Empath does that, it's in base VPE
Starlight-Ellie Nov 11 @ 4:49pm 
I don't know what kind of path would fit in, so I just comment it here. I was thinking about a psycast that could create a psychic soothe in the map and/or block the psychic drone event.
Sentinel  [author] Oct 31 @ 8:17am 
@Tardo The Ass-Monkey I might end up asking them if I need to add more autocasting related things, the current system works fine and even allows enemies to cause the condition if they have Solar Rift unlocked, you just don't get the casting delay from it.
Sentinel  [author] Oct 31 @ 8:14am 
Update:

Added autocast to Solar Rift.
Tardo The Ass-Monkey Oct 30 @ 6:30pm 
I'm not sure how they did it, but there is this mod ( https://steamcommunity.com/sharedfiles/filedetails/?id=3199585285 ) that adds a bunch of autocasting options to stuff. Maybe you could work something out looking at their files, or talk to them directly?
Sentinel  [author] Oct 29 @ 4:11am 
@Tardo The Ass-Monkey I'm testing autocasting on my run before uploading the update, I don't know how to use the VE system but I found an alternative way.

@Dust It's a stronger laser that destroys everything in the white circle (as long as the target uses HP, so buildings/plants/creatures/items), the errors might be tied to your hardware as I'm not getting these errors, there's a slow down for about 10 seconds due to the sheer amount of explosions but it resolves itself without errors on my end.

Sun beam scales with psychic sensitivity so I recommend using that if the other abilities are too heavy on your hardware.

Out of curiosity, how much RAM do you have? Does this happen with only this mod?
Dust Oct 28 @ 9:27pm 
Does Ultima Luminis only hurt creatures? I'm casting it, game is nearly crashing, spitting out constant "out of memory" errors, then the flash resolves and there's just a few flames. No destruction of plants or buildings.

I imagine whatever it is trying to do must be really cool with this many out of memory errors though lmao.
Tardo The Ass-Monkey Oct 25 @ 9:27pm 
Would it be possible to get an autocasting option Solar Rift, so that it will automatically be recast when the rift ends?
Lemniscate_Mike Oct 3 @ 10:54am 
Great work!
Sentinel  [author] Oct 2 @ 6:33pm 
Fixed.
Lemniscate_Mike Oct 2 @ 5:21pm 
Getting an error on launch now, I'm thinking it's because of VEF Updating?

Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/1cab3bacb93fc3dcb7f80344840d3c34
Brett Oct 2 @ 3:32am 
I think, you misunderstood, MannenMyten. Of course, I did not think what you implied.

Even though the plants are brightly lit by the solar pinhole, they are not growing because it's nightime where my colony resides. That's paradoxical, no? That was my question because to me it didn't make sense.
MannenMyten Oct 2 @ 3:10am 
@Brett it's a portal to the sun, did you think the sun just turned off during night time? lol
Brett Oct 2 @ 1:03am 
Thanks for the quick reply! :wololo:
Sentinel  [author] Oct 2 @ 12:10am 
@Brett That isn't a bug, it's intended by the devs, you'll need a mod to remove plant resting periods.
Brett Oct 1 @ 11:36pm 
Plants that are lit by the greater solar pinhole are still resting during night even though their growth rate is 140% (resting).

Any idea how to fix this? Thanks in advance!
Shadowwake Sep 17 @ 6:51am 
Fair enough! Thanks for the reply.
Sentinel  [author] Sep 17 @ 6:08am 
@Shadowwake Nah unfortunately I couldn't find a way to make it cost heat like the skipgate so I made it spew out a lot of heat instead.
Shadowwake Sep 17 @ 5:39am 
Do the solar pinholes have an ongoing cost to mental heat or some other penalty? Otherwise this seems like an incredibly inexpensive way (compared to 2500 power) to create and maintain multiple crop growing rooms, or even your whole base with an air conditioner or two.
Sentinel  [author] Sep 16 @ 11:44am 
Additionally it's fire damage, meaning mechs and anything that doesn't care about heat just shrugs it off
Sentinel  [author] Sep 16 @ 11:43am 
@WabbaCat The vanilla power beam has a [65, 100) range on the damage it can deal, seems fine to me.
WabbaCat Sep 16 @ 11:37am 
isnt 1 damage per % excessive?
Pretty much 1 shot anything even on low sensitivity?

I am just asking out of an assumption that it would cause such an issue. Not that I know that it would or not. I havent even gotten to a point where I can use any of this trees psycasts yet.
koimono Sep 16 @ 12:12am 
finally i can scream BY GODS LIGHT I SMITE THEE!! as i obliterate the tribals with the devine light of god
Sentinel  [author] Sep 15 @ 12:09pm 
Update:

Added psychic sensitivity scaling to sunbeam

Damage scaling is 1 damage per %
Sentinel  [author] Sep 15 @ 10:58am 
@ZAX Hey, i'll have a look to see if it can.
ZAX Sep 15 @ 10:38am 
Awesome mod! I wonder if the Sun Beam can be made to scale damage with psychic sensitivity?
Sentinel  [author] Sep 7 @ 1:10pm 
@the e Doesn't happen in my game, you maybe got a mod that conflicts with VPE?
the e Sep 7 @ 1:08pm 
uhh for whatever reason i can only unlock greater pinhole, radiant beacon, and enlighten, and the rest just take a point but dont give me the ability or unlock it, weird
oinko sploinko Sep 7 @ 12:55am 
i am once again asking for the finger beam and beam explosive kick
Sentinel  [author] Sep 6 @ 9:13am 
@Xalimur there's already settings for that
Xalimur Sep 6 @ 8:11am 
Recommendation for Ultima Luminis, make either every faction become hostile when casted or at the very least reduce relationship because turning off the sun would piss off anyone xD
Deathstar Sep 6 @ 3:31am 
Praise the Light
Sentinel  [author] Sep 6 @ 2:09am 
Only one of your pawns can have the buff compared to the 20 raiders with full void implants capable of running half the map in 3 sec
Sentinel  [author] Sep 6 @ 2:08am 
@Obi™ True, it's meant to be used on enemy factions that ♥♥♥♥ on balance (V.O.I.D pawns that resurrect themselves 30 sec after dying and modded enemies with 900% in every stat)
Sentinel  [author] Sep 6 @ 2:07am 
@Obi™ Yeah, half my base is lit up by pinholes so it all goes dark whenever I use th T7 lmao, good thing the T6 skills don't do that
Obi™ Sep 6 @ 2:05am 
Besides, when considering that in exchange for not being able to use solar pinholes and not being able to grow crops without grow lamps or something else. You get an effectively unkillable, undefeatble pawn that can obliterate any settlement you send it to. It's honestly a steal balance wise, no real drawbacks
Obi™ Sep 6 @ 2:03am 
I guess as someone who doesn't use solar pinholes that much, I don't see it as that much of a drawback lmao