RimWorld

RimWorld

Vanilla Psycast Expanded - Biotech Integration
 This topic has been pinned, so it's probably important
Danzen  [developer] Dec 10, 2023 @ 9:29pm
Balancing/Suggestion/Feedback
Feel free to suggest anything here.
Last edited by Danzen; Dec 14, 2023 @ 5:23am
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Showing 1-15 of 15 comments
Grey.Vice Dec 11, 2023 @ 1:59am 
Very good mod :steamhappy:
Is this compatible / need patch for the new psycasts from RPG Adventure Flavour Pack ?
Asep_Hejo Dec 11, 2023 @ 6:29am 
Great mod! If it possible to add to this race mod?

https://steamcommunity.com/sharedfiles/filedetails/?id=2894397737
https://steamcommunity.com/sharedfiles/filedetails/?id=2580023528
https://steamcommunity.com/sharedfiles/filedetails/?id=3007127191

and races from alpha genes? And i think adding extra 1 random psycast page for baseliner pawn to add more diversity? since mostlikely we start with only baseliner
Last edited by Asep_Hejo; Dec 11, 2023 @ 6:31am
Asep_Hejo Dec 11, 2023 @ 11:47pm 
it is possible to make some kind of ritual or building to get the gene for specific path? For example to unlock necropath the pawn has to kill 100 humankind and construct a building from the skull to get the gene
King Devely Dec 13, 2023 @ 9:58am 
Suggestion: Nephilim Race mod with the Lightseeker Psycasts mod makes a good combo
Evyatar Dec 14, 2023 @ 12:36pm 
Love the mod, my suggestion is to add some kind of probability based option that makes it so not 100% of pawns of a certain race get the caster gene, instead it has % which is configurable so mod users can make it rarer to get caster pawns
Yolsos Dec 30, 2023 @ 8:00pm 
I really think there should be some way for baseliners to use psycasting with this mod, tribal baseliners just feel way to weak imo. Maybe a random chance for a baseliner to have one of the genes?
Last edited by Yolsos; Dec 30, 2023 @ 8:04pm
Would it be possible for Baseliners to get access to some of the more vanilla like psycast trees?
Paizuri-Chan Jan 18, 2024 @ 1:52pm 
I actually like the idea to unlock tree from genes, and not from psylink level...

However with the mod on you have to get the gene and then unlock by wastin a psylink lvl...

Is this possible to just immediatly set your psylevel in a spell after u genetically ehnanced your pawns?
복실복실이 Feb 19, 2024 @ 12:24am 
I think this is really good way to balance original mod.
Can you lock accessing skill tree from learning skill with item?
I think it ruin unique gene's value because if anyone buy 1 skill, skill tree opened.
PHCGamer Jul 12, 2024 @ 3:57pm 
Have I misinterpreted what this mod does by trying to use these genes to give a pawn a specific psycast path? I'm thinking that might be the case because a pawn I put the puppeteer gene on was still unable to take the associated path because they didn't have an imperial backstory.
JazzimoX Aug 1, 2024 @ 6:27pm 
I hope there may be some opportunity for baseliners to get early psycasts before they are able to research, build, capture, and genescan to get psy genes. Tribals especially. Was thinking how this mod makes becoming an Acolyte with the Empire a useless rank until you follow all the steps.
JazzimoX Aug 1, 2024 @ 6:34pm 
Also, does this mod disable the backstory requirement similar to 'No Backstory-Locked Psycast Paths'? If not, then in combination with the above, some of these paths will be awful to acquire.
Wildspeaker would be a marathon to unlock, needing gene research, yttakin/pigskins, and tribal pawns.
deltaplays010 Sep 15, 2024 @ 2:58am 
it would be interesting that baseliner humans had a random psycast gene, so if a basiliner gets a psylink he has something to start with instead of just being a completely useless psycaster
gunns22 Nov 23, 2024 @ 12:16pm 
I agree with Vartarhoz on your main comment thread; aside from screwing with xenotypes from other mods by non-VE Team developers, this mod basically cripples the psionic aptitude of Baseliners. Having the genes FORBID certain Psypaths (or even giving bonuses like increased damage, elemental damage resistance, and reduced Heat building and Psyfocus cost) instead of having the entire mod block off Psypaths unless a Pawn has the correct gene would make this mod worlds more usable in a casual playthrough.

While I'm here, I might as well ask: is your old 1.4 Organs Yield mod dead? I've been asking for a 1.5 update for a couple of months now and been ghosted the whole way. If you're not going to update Organs Yield to 1.5, then just say so, and I'll stop bugging you. I hate to bring up this topic on a mod where it's irrelevant, but as I said, I've gotten no answer on the proper comment thread.
Hey, some possible genes to add:
https://steamcommunity.com/sharedfiles/filedetails/?id=3471042591
Suggested Races, the Wasters and Poluxkin
https://steamcommunity.com/sharedfiles/filedetails/?id=3466657119
Suggested race/origin - comes free with a tentacle
https://steamcommunity.com/sharedfiles/filedetails/?id=3462136587
Animakin requirement?
https://steamcommunity.com/sharedfiles/filedetails/?id=3458481103
Gauranlenkin?

https://steamcommunity.com/sharedfiles/filedetails/?id=3457332499
Insector (VRE)
https://steamcommunity.com/sharedfiles/filedetails/?l=norwegian&id=1541721856&searchtext=Psychology
Includes Herald of the Black Hive and Oculist
- Insector for the black hive.
Ocularkin from Alpha Genes for the Oculist tree?

The treekin being able to have two due to tree connection/relation would be interesting and give them a little boost
Last edited by Psyckosama; May 14 @ 4:20am
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