RimWorld

RimWorld

Megumin Psycast (Now VPE Compatible!)
65 Comments
elĐeve 2 Sep @ 8:17pm 
GENIOUS :SG0_BestGirl:
Starlight-Ellie 19 Aug @ 7:08pm 
man, I LOVE the "ekusuporosion" name
akata 25 Jul @ 5:20am 
thank you for update!
ZealStar 24 Jul @ 9:44am 
O7!1.6 finally comes!
Alma_S  [author] 24 Jul @ 1:48am 
updated to 1.6
akata 13 Jul @ 2:25am 
Update for 1.6 plz :<
KΞNTΛR 19 Jun @ 4:08pm 
Me:
"I shouldn't"
The Voices in my head:
"You always wanted an easier solution to kill raiders don't you? So now is your chance!"
Me:
"No! Stop it!"
Alma_S  [author] 2 May @ 1:19pm 
@宋之前先唐完 its Ponpeco Kids' Clothes

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3237739433
宋之前先唐完 2 May @ 1:41am 
谢谢你的MOD:steamthumbsup:!顺带请问一下第一张图片里“megumin” 的服装是哪个MOD?

Thanks for the mod! By the way, may I ask which mod is the “megumin” costume in the first picture?
J_Gaming 17 Apr @ 6:58pm 
エックルスプロション!!

*levels an entire raid*
Alma_S  [author] 10 Apr @ 6:42pm 
@Aphantasia i updated the mod. should be more accomodating to your total annihilation dreams. thin roofs are both collapsed and the explosion damage goes through the roof as well, albeit subtracted. mountain roofs are still impenetrable though. thanks for thoroughly playtesting my mod. i really appreciate it!
Alma_S  [author] 10 Apr @ 4:40pm 
@Aphasia lmfao. i can try to tweak the sky explosion's damage to partially go through the roof if its too unrealistic
Aphasia 10 Apr @ 4:40pm 
the normal sky blast works perfectly fine btw
Aphasia 10 Apr @ 4:37pm 
oh so that must be why, because I casted sky surge(with a pawn with a max heat of 9999999, because OP) on an enemy map and it left the buildings pretty intact, but it vaporized a few walls and nothing else
Alma_S  [author] 10 Apr @ 4:06pm 
@Aphasia sky surge does bypass walls as intended in my testing. how much maximum heat capacity does your psycaster have? can you make sure that you didnt target a roofed area? the sky explosions wont damage things under a roof, but will collapse the roof. im guessing you mistook it being blocked by roof as being blocked by walls. also, can you test the regular sky blast as well? if after eliminating all these variables either the two sky explosions still dont bypass walls, i suspect a mod conflict, which is the least likely. how big is your modlist?
Aphasia 10 Apr @ 3:33pm 
sky surge didn't wipe out the whole map in one big incineration like I expected. :( I thought it would expand the "one wall bypass blast" and not just work like the normal surge with a hole.
TheWWworld 10 Apr @ 11:53am 
Megumin!!!
The 1 Apr @ 8:46am 
Decided to check back in, and VPE compat has been added, with even more sass than we imagined.
Thank you!
Alma_S  [author] 26 Mar @ 11:23pm 
@Sir Cumcise maximum heat capacity scales with psy sensitivity, so yes, but indirectly
Sir Cumcise 26 Mar @ 5:15pm 
does the damage scale with psy sensitivity?
Alma_S  [author] 26 Mar @ 7:13am 
i suggest to use sky blast if you had to damage through walls. thats quite the use case i meant the psycast is used for. power surge can instead be used to damage far away targets that arent well protected by walls
Alma_S  [author] 26 Mar @ 7:10am 
@Aphasia the bug should be fixed now. thanks for reporting! on the explosions not going through walls, theres a coding limitation that area damaged by explosions are calculated in a single tick. explosions happening in the same tick cant pierce walls as they are calculated in the same tick where the wall still exists. to pierce through walls, the second explosion needs to be calculated after the first explosion destroys the wall. this is no problem for orbital bombardment that spawns explosions continously in a multi-tick manner, but for a mod that depends on the single-tick smokepop psycast function, its harder to implement. not to mention thats not how Megumin does explosions. i either need to do multiple explosions copying orbital bombardment (which isnt in character) or find a new way to work explosion AoE calculation to work live through multiple ticks, decreasing in damage as it pierces walls, which i have no idea how, as im not familiar with how ticks work in this game
Aphasia 25 Mar @ 12:10pm 
if a sky blast is casted up against the map edge, so that some is inside, the explosion wont kick in and instead spit out an error
Aphasia 25 Mar @ 11:39am 
oh no it is supposed to nvm
Aphasia 25 Mar @ 11:39am 
also is the sky explosion supposed to only damage the very outer area? I noticed that it came with a massive untouched spot in the middle
Aphasia 25 Mar @ 11:38am 
I cant wipe out entire bases if it just eats a single wall and disappears :(
Aphasia 25 Mar @ 11:38am 
power surge variant deserves repeating explosions (a single wave only destroys a single wall) that scale with amount of heat used.
Alma_S  [author] 24 Mar @ 11:36pm 
@Wolf Emoji Guy i havent tested the AI on them. lemme know whether or not they blow your base to smithereens lmao
wofwofwofwofwofwofwof 24 Mar @ 10:40pm 
new VPE tree let's go, I use every tree on the workshop and have psycaster spawning set to 100% so they each get a random one.
Them8 23 Mar @ 6:54pm 
.... I'm going to get this. My Main battle pawn has 460 neural heat. this is not a good idea. hope deathless works!
Alma_S  [author] 23 Mar @ 10:18am 
@Velocity youre the one who made it so :finger guns:
Tenchi 23 Mar @ 7:20am 
Look at my psycast, ye mighty, and despair. Explosion!
Velocity 23 Mar @ 2:21am 
sweeet it has a tree now, thanks man
Alma_S  [author] 22 Mar @ 6:52pm 
@Noisy Koi they are not directly affected by psychic sensitivity/level, but higher levels grant more psychic sensitivity, and more psychic sensitivity grants more neural heat capacity, so the explosions do get indirectly affected by psychic sensitivity/level
Renfri of Fredefalk 22 Mar @ 4:50pm 
EXPLOSION!!!!
Noisy Koi 22 Mar @ 6:26am 
all I need to know is, do the explosions scale with psychic sensitivity/level?
chitoseender 22 Mar @ 1:59am 
yeah, explosion, more explosion, and more explosion...
Vulkandrache 22 Mar @ 12:35am 
Open the files directly and remove the coma effect from the spells.
Ben Delver 22 Mar @ 12:33am 
does anyone know a mod that disables psychic coma from casting some of the really powerful psycasts in VPE
Alma_S  [author] 21 Mar @ 3:16pm 
i appreciate the suggestions guys. the mod now has VPE tree included. hope you guys enjoy!
Vectrix 20 Mar @ 8:45pm 
now if only we could add in the effects with the spell circles
GenericUser984 20 Mar @ 6:37pm 
the background art should just be t-posed Megumin, if ya wanna go full memery
UyTheo 20 Mar @ 12:45pm 
I agree with @The and @slimepuddle that it would be in character (and funny x3) but I agree with @The Blind One that their skill tree would be cool. <3
k.slama95 20 Mar @ 1:11am 
lmao
KingsMan_ 19 Mar @ 9:47am 
Megumin!Megumin!Megumin!Megumin!Megumin!Megumin!Megumin!:steamhappy:
slimepuddle 18 Mar @ 2:27pm 
Honestly having a VPE skill "tree" consisting of exactly one bakuretsu node would be hilarious and in-character. All that would be missing is the bg art for the tree.
The 18 Mar @ 10:57am 
@The Blind One
I disagree. It should just be one psycast, "Bakuretsu!", but its size should scale with psychic sensitivity and contribute 105% of available neural heat.
Alma_S  [author] 18 Mar @ 9:10am 
@Luftwaffles the specifics of how its done is not by spawning an antigrain shell. i copied the smokepop psycast codes and repurposed it to do explosion damage instead. ive never tried CE, so CE guys, use at your own risk
Luftwaffles 18 Mar @ 8:57am 
I wonder if this is CE compatible? The gif looks kinda like the psycast is literally spawning an antigrain warhead and detonating it, which if it is means it should be compatible.
The Blind One 18 Mar @ 3:50am 
You absolutely could do a VPE skill tree.

It goes like this;

Small Bakuretsu!
Medium Bakuretsu!
Large Bakuretsu!
Huge Bakuretsu!
Super Bakuretsu!
Ultra Bakuretsu!
Gigantic Bakuretsu!
Double Giga Bakuretsu!
Triple Giga Bakuretsu!
Godly Bakuretsu!