RimWorld

RimWorld

118 ratings
Cooler Psycasts
   
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Mod, 1.5, 1.6
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5.295 MB
9 Jul, 2024 @ 7:24am
2 Sep @ 8:29am
23 Change Notes ( view )
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Cooler Psycasts

Description
43 cool psycasts to spice up your game, trying to stick to the mind-magic/teleportation theme of vanilla, level 10 psycasters, and Empire retaliation!
Three psycasts only appear if you have Vanilla Expanded Framework enabled. One requires Vanilla Races Expanded - Archons, one requires Ideology, one requires Anomaly.

Not compatible with Vanilla Psycasts Expanded, but hopefully doesn't overlap with other psycast mods. If it does, use Cherry Picker.

Now compatible with Choice of Psycasts, thanks to Azuraal's cooperation.

For other modders, the C# source is included and the comps are somewhat reusable, so feel free to do stuff with them as long as you credit me.

What's new in 1.6?

It's a surprise! Spam enough level 7+ psycasts and you'll face an Archotech Splinter, a very interesting boss fight. It will reward your psycaster with one of three special psycasts.

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10



Level 10?!


A level 6 psycaster can interact with a psychic neuroformer to transcend it. This is a process that takes time and causes neural heat as work is performed. However, when finished, you are rewarded with a transcended psylink neuroformer, which cannot be otherwise acquired.
Transcended psylink neuroformers can be used to upgrade a psycaster all the way to level 10. Note these psycasts do not have psytrainers.
Tribals can transcend with the usual ritual at the anima tree. However, this will kill the anima tree.
The Empire forbids the use of level 7 psycasts and higher. Should you use one, the Empire will become your enemy, unless the offending psycaster is implanted with a psychic silencer, an implant which halves maximum neural heat capacity.
The Empire will enforce this with their Inquisitors, powerful melee fighters that come with special anti-psycaster gear and implants.


FAQ


Q: CE?
A: Mostly yes. Duplicate, Mass Reflect, Jitterskip, Skipblade, and Skiprifle don't work, so they won't appear.

Q: I don't like this psycast and it's going to dilute the pool of good psycasts.
A: Use Choice of Psycasts or Cherry Picker.

Q: Duplicate doesn't make sense lorewise.
A: The lore primer mentions an archotech duplicating a ship for its own inscrutable purposes.

Q: X psycast is too weak/too strong.
A: Drop a comment with your reasoning and I'll take a pass at balance.

Q: Icons are ugly.
A: I'm a programmer, not an artist. Sorry. Help with art is welcome.

Q: X psycast should also affect Y modded condition.
A: Drop a comment with the mod's ID and the hediff's defName and I'll add it in.

Q: How do I get a psychic silencer?
A: Quest rewards or trading, though the Empire won't sell it to you. With VFE - Deserters, you can buy it for intel from the Deserters.

Q: Can you add a VPE version?
A: VPE uses a completely different system from vanilla, which means I'd have to rewrite all abilities. Also, these were not really designed as paths for VPE, since the abilities are fairly unrelated.

Q: I have a cool psycast idea.
A: Great, put it in the comments or DM me on Discord. I will be updating this mod whenever inspiration strikes.

Q: Any tips to beat the spoiler?
A: Make sure to have several colonists. Your main psycaster will be incapacitated during the fight. You cannot realistically kill the boss and should deplete its energy instead. If you lose, your psycaster will become psychically deaf, but they will be worth +30 honor if you hand them over to the Empire.


Credits:
Me for the code and most graphical "assets".
The nice icon used for Mass Reflect by Psychosama.
Inquisitor Rapier graphics by Mad Catter.
96 Comments
Darth Tempest 26 Aug @ 12:06pm 
Hehe - thanks for that! And thanks for the mod!
Metalocif  [author] 26 Aug @ 10:58am 
It does now!
...I think I always have mechs or disposables blocking inquisitors, so I never realized the hediff didn't vanish.
Darth Tempest 26 Aug @ 9:52am 
Does the negapsychic venom fade at some point?
Metalocif  [author] 25 Aug @ 4:22pm 
Should be fixed.
Also added a psycast that lets you create a trap containing any known psycast, triggered by enemies stepping on it (set a trap that casts Berserk Pulse for you).
I expect some very fun bug reports about it, although "I turned Invisibility into a trap and the enemy turned invisible" would be a case of PEBKAC.
Metalocif  [author] 25 Aug @ 12:44pm 
Great report, 10/10.
Will fix.
OceanicOxen 25 Aug @ 12:21pm 
induce psychic storm gives a null pointer exception because this.parent.pawn.Map.Biome.baseWeatherCommonalities.Find((WeatherCommonalityRecord match) => match.weather == this.Props.weather) returns null for some if not all biomes.
At the very least it does on grasslands but i tried a few dev quickstarts and it errored for all of them.
these tests were conducted with all dlcs + harmony + VEF + VRE archon + cooler psycasts
Metalocif  [author] 25 Aug @ 10:25am 
I don't even think there's anything in here as strong as Berserk Pulse and Invisibility (or any VPE psycast), except maybe Strip.
Starlight-Ellie 24 Aug @ 8:17pm 
is this op? maybe, but the entire vpe mod is already op, so who cares? tear apart that kidney from the raider with this
Metalocif  [author] 24 Aug @ 4:28am 
No, not really. Try resubscribing to the mod?
hypersonicliontamer 24 Aug @ 3:41am 
Is there a syntax error in the .xml for: execute, extend, strip, timeshunt, awaken, chemfuelskip, despair, Emesis, archotech and transcendant folder? class ="

also in execute "<compClass>CoolPsycasts.CompAbilityEffect_ForceJobMulti</compClass>" was a source of an console log error for me.