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RimWorld

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Star Wars : The Force-Psycast
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Mod, 1.4, 1.5, 1.6
File Size
Posted
Updated
37.442 MB
Nov 30, 2023 @ 10:13am
Aug 12 @ 11:10am
138 Change Notes ( view )
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Star Wars : The Force-Psycast

Description
As of 4/18/2025/ A new save is required due to numerous abilities being changed, lightsabers being removed, and other fixes




Lightside Abilities:
The light side of the Force was concerned with the ideals of good, benevolence, and healing. Followers of the light side strove to live in harmony with the world around them, acting out of wisdom and logic rather than anger and hasty judgment.



Darkside Abilities:
The dark side of the Force was considered by the Jedi to be the element aligned with selfishness, fear, hatred, aggression, and malice toward all living things. Such emotions seemed to increase the strength and abilities of a user of the dark side, providing a path towards personal power and the destruction or control of all opposition.


"Energy constantly flows through the crystal. You're not fighting with a simple blade as much as you are directing a current of power. Your thoughts, your actions, they become energy. They flow through the crystal as well and become a part of the blade." - Kanan Jarrus


Jedi Training:
Jedi training was the action of teaching an apprentice the ways of the Force in the Jedi Order. As a Jedi Master you should strive to teach everyone. Each ability is now a lecture.



Neutral:
The Force Sensitive was a being who was highly attuned to the flow of the Force. Force-sensitives could, with training, learn to sense and manipulate the Force. Force-sensitives who gained powers and abilities through the Force became Force Adepts.


Sith Sorcery:
Through the recitation of spells, execution of hand gestures, and/or the handling of various artifacts, darksiders were able to channel the raw power of the Force's malignant side to warp minds, alter the environment, and obliterate whatever obstacles stood in their way.


Telekinesis:
"A Jedi traditionally uses telekinesis to move inanimate objects, but there are some occasions when one might be forced to use this ability on an enemy combatant" - Luke Skywalker


Alignment:




Our other mods:


Backup of Last Steam Version - https://github.com/JodemLee/TheForce_Psycast/releases/tag/currentSteamReleaseV1

KoTOR Discord - https://discord.gg/tVsQNEQZcg
The Star Wars Collaboration Project https://steamcommunity.com/sharedfiles/filedetails/?id=3173924821&searchtext=Jedi
https://discord.gg/WdNqY2nNmZ

Leave a comment if you have any issues and I'll try to help to the best of my abilities. Coding is not my specialty.

All Credit goes the original Vanilla Expanded Team, I referenced their code to help build my new abilities
Thanks to the People in the Rimworld Discord for helping with some code issues.
Star Wars belongs to Disney. I don't claim to have made star wars. Just adapted it to rimworld
https://ko-fi.com/leeandtheforce
Popular Discussions View All (2)
156
Aug 18 @ 10:19am
Bug Reports or Issues
Lee
90
Aug 8 @ 9:10am
Ideas or Recommendations.
Lee
900 Comments
HK47 Raiden Aug 25 @ 6:17am 
extra to add, It didn't work, pawn would rather use a Mastodon Tusk instead of the Blade of Talzin.
HK47 Raiden Aug 25 @ 5:37am 
Just a quick mention about the Night Sister blade, it's missing some weapon tags so doesn't get shown in other mods like Autoarm/Simple Sidearms and is constantly switched out. I've edited the XML for the missing Tags to match what is in the Lightsaber mod linked above so it has

<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>

added below the tools section. in the NightsisterWeapon.xml and I'm hoping it will show up and become compatible with the other mods I mentioned previously.
GrundleTaint Aug 24 @ 10:05pm 
NAHHHHHHHHHHH your telling me i get an amazing star wars force mod and it fucking has the ability to give me an additional floaty sword?!?!?!? i love this mod! yall are amazing!! thank you!!!!!
Lee  [author] Aug 24 @ 3:00pm 
Ah no worries. I'm just not aware of everything that patches the mod
Komandarm Knuckles Aug 24 @ 2:32pm 
I apologize, the reason why I thought it wasn't targeting the specified limbs was due to OptionalPatches.xml, which set the stats of this mod's lightsabers to be the same as those from the KotOR mod, which means an armor penetration of ~40% and a lower damage as well as higher cooldown (BuildYourOwn kept the original stats, that's what tipped me off)

That made the lightsaber psycast abilities unable to deal enough damage or in some cases penetrate the armor at all, hence why I thought it wasn't working

Also, I'm currently playing on 1.5, forgot to mention that, so it might not even be an issue for those playing on Odyssey. Did the opposite and patched the KotOR lightsaber stats to be in line with this mod, and now the lightsaber psycasts actually do damage when using the other mod's weapons (or any saber other than buildyourown)

Sry for the inconvenience
Komandarm Knuckles Aug 23 @ 8:25pm 
Fair enough, I'm running a fairly large modlist, ty ^^
Lee  [author] Aug 22 @ 6:38am 
The Memphis - A little more detail would be nice
Lee  [author] Aug 22 @ 6:38am 
Komandarm, it might be different if you have a mod that changes how damage work, but other than that i don't know
TiraboTurbos Aug 21 @ 10:39pm 
Yo! A combat supplier's selling a techprint that seems to teach me how to make my own sith-tech implants! Sick! (Also good thing, the implants themselves are as expensive as Sion is Angry).
The Memphis Aug 21 @ 8:23pm 
is throw lightsaber bugged?