RimWorld

RimWorld

VPE Cosmic Architect
28 Comments
WebSlug  [author] 19 Sep @ 10:19am 
@CruelMercy - Noted - I'll improve the power a little bit in a future update, increased damage + range.
CruelMercy 18 Sep @ 3:57am 
"Cosmic Bolt" It costs so much and does so little. Besides the little range. Otherwise, it's a sin to complain.
WebSlug  [author] 11 Aug @ 2:03am 
Compels the pawn to visit your bedroom. :steamhappy:

"What does "pull power" psycast do to a pawn?"
Insanity100% 4 Aug @ 5:56am 
What does "pull power" psycast do to a pawn?
WebSlug  [author] 30 Jul @ 3:01am 
@Latex Santa Adding options... but by default the ability will be un-nerfed allowing everything to be duplicated. I love unrestricted abilities but I appreciate some players prefer to inhibited when playing.
Latex Santa 29 Jul @ 11:07am 
@WebSlug
So you're adding mod options to nerf the psycast rather than nerfing it because you think it's best.
Thanks for preserving player agency, rather than imposing your own playstyle.
If the Arcane Forge in Rimworld of Magic is ever unavailable or the Replicator Prototype in Terraform Rimworld is ever nerfed or removed, at least I know I'll have this psycast for the foreseeable future to duplicate uncraftable stuff. o7
WebSlug  [author] 29 Jul @ 7:53am 
@PKPenguin Absolutely agree.

These things need time and fine tuning, in preparation I am adding various switches in the Mod Settings to accommodate limiting the ability. All input is welcome as time goes on.
PKPenguin 28 Jul @ 12:50am 
Fun and cool but I gotta admit that Duplicate Item is the most disgustingly broken cast I've ever used. I got a psylink neuroformer from a quest reward and duped it a ton and now my whole colony is comprised of max level psycasters, many of which can also duplicate stuff. I think it would make sense to blacklist items over a certain value from being duplicated and to also only create 1 new instance of the item rather than doubling the whole stack so you can't easily generate hundreds of materials or archotech bodyparts or whatever.
WebSlug  [author] 27 Jul @ 3:19pm 
Thanks @Latex Santa! Appreciated.
Latex Santa 27 Jul @ 3:08pm 
Another absolute banger.
WebSlug  [author] 26 Jul @ 1:01pm 
@kiufie Good to know! I'm pleased to hear that and thank you for relaying that. As a mod maker it's always hard to discern if your mods are enjoyed.
kiufie 21 Jul @ 12:16pm 
Thank's for the update. I've tested it with a 250+ modpack and there has been no issues. I will be making it a core mod for my playthroughs.:steamhappy:
WebSlug  [author] 21 Jul @ 8:21am 
@kiufie The mod is now compatible with version 1.6 of Rimworld. I fixed a few potential bugs in a few of the powers.
WebSlug  [author] 13 Jul @ 10:52pm 
@kiufie Thank you for the kind words. Absolutely. I had intended to update all of my mods to 1.6. I'll try and update it in the next few days.
kiufie 11 Jul @ 11:59pm 
Hi WebSlug

I recently came across this mod of your and have been enjoying it immensely.

Unfortunately it would seem something in the 1.6 update broke the mod. At first I added this mod to a modlist and got a map generation error, I then removed all mod except for
Harmony
Core
Royalty
Vanilla Expanded Framework
Vanilla Psycasts Expanded
This mod

When I go to make a new colony it troughs a error not allowing me to even click the next button.
Could you please take a look when you are able.
Thank you.
WebSlug  [author] 18 Feb @ 4:13am 
@Kai Thanks!

Well... having coded it myself I can assure you that there are NO loops or long running functions.

The powers simply function as intended. I'm a great fan of keeping things simple.

There should be little to no reduction in TPS due to the way the mod works.

---

It should be safe to add/remove in game. If removed from an existing game, you may have empty place holders representing the power buttons when you click on a pawn who previously possessed them.
kai 9 Feb @ 5:30pm 
this mod looks pretty cool! how is it in terms of performance overhead? I ask because some other VPE addons, like puppeteer and runesmith, are infamous for being pretty heavy TPS-wise. I'm wondering if this one is as well, and if it's safe to add and remove from existing save games
WebSlug  [author] 20 Nov, 2024 @ 2:19am 
Thank you @b - That means a lot. I'm glad you are finding the ability useful.
b 19 Nov, 2024 @ 8:08am 
i prefer this version, somewhat annoying having to unpack furniture in order to upgrade them.
overall, nice work.
WebSlug  [author] 15 Nov, 2024 @ 9:56am 
J.K. I did not know that. Well as I'm sure you're aware with my version of the ability you can use it on minified or existing placed furniture.
J.K. 13 Nov, 2024 @ 6:32am 
@WebSlug: Technomancer can upgrade furniture but they have to minified
WebSlug  [author] 12 Nov, 2024 @ 11:57pm 
@Donoya - As far as I'm aware the technomancer ability can't upgrade existing furniture either where as the ability in this mod can.
Olyndra 12 Nov, 2024 @ 2:20pm 
Upgrade item seems like the same thing as the technomancer ability. Is there anything this can do that the technomancer ability can't? And on the other end, is there anything that the technomancer ability can do that this ability can't?
WebSlug  [author] 11 Nov, 2024 @ 3:38pm 
Thanks @Vel Ten!
Vel Ten 11 Nov, 2024 @ 9:25am 
This is really, really cool.
WebSlug  [author] 10 Nov, 2024 @ 2:29am 
Thanks @LouldZarcs @Suno :steamhappy:
PolyPoky 10 Nov, 2024 @ 2:29am 
COOL
Suno 10 Nov, 2024 @ 12:58am 
wow