RimWorld

RimWorld

37 ratings
Mech-Accord Psycaster
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.6
File Size
Posted
Updated
4.579 MB
19 Aug @ 6:31am
27 Aug @ 9:44am
5 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Mech-Accord Psycaster

Description
Adds a path to VPE that lets the caster summon, control, and empower drones.

The path features several passive abilities that raise drone-specific stats or give them passive effects.

The "Main" nodes on the tree allow summoning up to 3 drones, which will auto-attack enemies within the casters range. The caster can also designate a priority target, or target themselves to stop the auto-attack.

The branch nodes are buffs to the drone(s) and add damage, speed, range, and fire rate. The top of the tree is additional capabilities such as adding elemental damage to the shots, allowing the shots a chance to fear or stun, and having the drone explode for a burst of area damage.

The only abilities that the caster will gain to their bar are the Summon and Attack casts, a channel ability to allow drones infinite range, an overclock ability to summon a fourth drone in exchange for heat buildup, and temporary 'selector' casts to choose drone type and elemental type.

The original intent behind this tree was for a psycast tree that didn't need constant micromanaging and remembering which ability did what. It was not intended for the caster to take every passive, though you can if you want, but instead to take the ones to fit their style.

Drone damage is also increased with the casters psychic sensitivity.

You can also choose one of three visuals for a psycaster's drones; technological, crystalline, or lupine. These visuals are colored according to the caster's hair color for further customization.

Because one of the passives lets drones deal extra fire damage, it means you can sic fire wolves on enemies, even if the gacha gods didn't bless you recently.

For other modders: most drone-related boosts are simple XML stat defs, which means it is easy to create genes or implants related to this path with no C#.

Code by me.
Art by Immortalus.
Arknights by Yostar.
Mechanics and commission by Luke
24 Comments
Candy 31 Aug @ 11:58am 
There seems to be a bug when leaving a map while having the drones active leads to them being stuck in a perpetual (they are active but you cannot use them since they arent actually in the new map)
Esraniki a Ariral 27 Aug @ 10:14am 
this is now an actual masterclass mod, something ive wanted for so long xD thank you again, for fixing the performance issues... godspeed mate, you deserve the points, good job<3
Metalocif  [author] 27 Aug @ 10:09am 
Yeah, the missing visual is a funny story.
When they shoot normally, the projectile appears to originate from behind them, which looks silly. My fix was to make the projectile tick several times right after being shot - except that was too many times, so the projectile would hit instantly, never rendering. So right now projectiles only tick one extra time (from three), giving them a chance to render.
Esraniki a Ariral 27 Aug @ 10:05am 
jesus christ dude, i dont know what you did, but it legit is full 750 now... you fixed the issue and made them visually actually shoot bullets. THANK YOU, holy shit... i love you<3 actually thanks for fixing this...
Metalocif  [author] 27 Aug @ 9:45am 
Try this update, if it keeps lagging I don't know what to tell you, as both idle drones and combat are fine for me.
Esraniki a Ariral 27 Aug @ 9:27am 
surprisingly, the lag pretty much goes away 50% when attacking, but if they are idle and following the pawn that summoned them, one drone takes my TPS from 750 down to around 100~, having 3 out reduces it to a whopping 20, idk if the fix did anything as i havent used it prior before said fix, but this just seems unreasonable that the claim is that "Made drones recalculate once every five ticks instead of once per tick" - when DPA shows it calls the function i mentioned 2x per tick, to a total of 120 calls/60 ticks
Roque the Rogue 27 Aug @ 8:09am 
The latest update made it work a bit faster for sure, though it stills lags to almost a halt when the drones are attacking anything
Esraniki a Ariral 27 Aug @ 6:15am 
after more looking into dubs performance analyzer, its safe to say it IS the drones, moreso "VanillaPsycastExpanded.MAC.Drone DoTick", its doing around 4.5k calls in 60 ticks (the actual fuck?). Please reduce the amount of calls the drones do, they dont need to be 1ms reactive, 30 tick updates are completely fine, but this is a bit excessive with the amount of updates they do
Esraniki a Ariral 27 Aug @ 2:31am 
absolutely love this mod, but it lags so fucking bad xD
going from 750TPS down to 100 with one drone alive by itself, highly doubt that that should be the case
Krof Gninut 26 Aug @ 9:01pm 
seems to have some kind of incompatibility with simple sidearms that caused gizmos to disappear when drafted. Removing broke everything.