RimWorld

RimWorld

VPE - Horaxian
192 Comments
Sentinel  [author] 17 Oct @ 7:35pm 
Update:

Summons will default to no medical care;

Summon abilities are now ranged.

Buffs:

Several summons have had their cost and casting time reduced.

Info:

You will need to use the debug option "Reset psycasts" to refresh the abilities.

Previously summoned entities will be unaffected.
黑虎阿芙洛狄忒 16 Oct @ 12:27pm 
Moreover, they all default to the highest medical treatment standard... Before you know it, the base's resources will be wasted completely.
黑虎阿芙洛狄忒 16 Oct @ 11:57am 
Can the healing of summons be disabled? These summons themselves are not valuable, and they run around everywhere. As a result, after an attack, my doctors always run all over the map to heal them, even ignoring the injured colonists.
Raith 11 Oct @ 10:11pm 
the skip door was in my home map, not on the other map, I used farskip to get out of there
Raith 11 Oct @ 10:09pm 
oh btw, I got a mod that affects psycasts to make them more powerful, so the amount of heat gained from them is also lessened
Raith 11 Oct @ 10:09pm 
ah yeah I do have skip door around
Sentinel  [author] 11 Oct @ 9:31pm 
@Raith Wait that can't be from them.

Frenzy and mutator give 75 neural heat

Abductor gives 100.

Do you have a skipdoor around?
Sentinel  [author] 11 Oct @ 9:24pm 
@Raith i'll have a look.
Raith 11 Oct @ 9:14pm 
hey, I dunno if it originates from this mod or not, but when I set down a frenzy obelisk in a map like another faction base and left, the neural heat refused to go down as if the obelisk was still there. since there's no way to destroy them without directly interacting with them, my pawn is constantly stuck with 50 neural heat. I currently don't know how to get rid of it.
Sentinel  [author] 27 Sep @ 12:58am 
Glad you're enjoying them!
Sokol 27 Sep @ 12:57am 
Hey Sentinel if you read this i just got done looking trough all ure new Psy mods and they are fantastic each and everyone of them thank you so much for all youre work abseloutle quality
Sentinel  [author] 20 Sep @ 5:45am 
Update: The obelisks will now disappear when their summoner dies.
Sentinel  [author] 20 Sep @ 5:39am 
@CAdaverOusPRophet Good catch, I forgot to take that into account.
CAdaverOusPRophet 19 Sep @ 6:06pm 
If a pawn dies while having an obelisk summoned the obelisk persist. Minor issue
CAdaverOusPRophet 19 Sep @ 1:27pm 
Outstanding
Sentinel  [author] 19 Sep @ 9:37am 
Update:

Added psycasts:

T3:

Mini-Frenzy Obelisk:
Conjure an obelisk capable of turning nearby enemies mad, causing them to enter a state of berserk rage. The obelisk requires focus to upkeep, resulting in a permanent increase of 75 neural heat for as long as it exists.

Mini-Mutator Obelisk:
Conjure an obelisk capable of turning nearby enemies into creatures of twisted flesh, the obelisk requires focus to upkeep, resulting in a permanent increase of 75 neural heat for as long as it exists.

T5:

Mini-Abductor Obelisk:
Conjure an obelisk capable of abducting nearby enemies, causing them to be transported near this obelisk. The obelisk requires focus to upkeep, resulting in a permanent increase of 100 neural heat for as long as it exists. Won't pull enemies within the red area.

Notice:

End of support for 1.5
CAdaverOusPRophet 18 Sep @ 11:04am 
Oo one inflicting temporary beserk on hostile pawns would be cool. perhaps a long cooldown per activation
Sentinel  [author] 18 Sep @ 6:00am 
@CAdaverOusPRophet I like the idea, could probably do something like

Mutator obelisk: Turns a target into a fleshbeast, causing it to attack its previous allies.
Abductor obelisk: Despawns an enemy (That one might be a T8 with how cracked it can be, would need a big heat cost.)

No promises i'll add that but I dig the idea.
CAdaverOusPRophet 18 Sep @ 1:20am 
Miniature Obelisk that act as turrets would be nice. perhaps requiring heat like Technomancers golems for lower tech colonies
Sentinel  [author] 15 Sep @ 9:10am 
Scratch that, I need to participate in it.
Sentinel  [author] 15 Sep @ 9:09am 
@Thekiborg I'm praying for your downfall.
Thekiborg 15 Sep @ 9:09am 
what's a favor of horax
Sentinel  [author] 15 Sep @ 9:07am 
"These Trees can be unlocked after spending a point on the "Favor of Horax" meditation type"
EvilNecroid 15 Sep @ 9:05am 
requires a Horaxian?? wtf is a Horaxian?
Sentinel  [author] 12 Sep @ 4:08am 
Update: New psycast

T6:

Void Mutation:
Violently mutate the target by infusing them with a large concentration of dark archites, resulting in them turning into a random Void entity. This entity can then be captured if you successfully contain it.
Sentinel  [author] 9 Sep @ 2:21am 
Update:

Buff:

Void Regeneration will now work like ghoul regeneration, meaning it can restore missing parts.

Void Regeneration's duration now scales with psychic sensitivity

Minor changes:

Rewrote descriptions
Siemaki 3 Sep @ 1:19am 
Oh I see, it did not come back but maybe because my pawn was hurt and bleeding.
Well, he had it coming - tried to solo whole enemy settlement - pride comes before a fall ;)
Sentinel  [author] 2 Sep @ 2:59pm 
@Siemaki I used the vanilla entity invisibility hediff which apparently does work this way, it has:

<recoverFromDisruptedTicks>90</recoverFromDisruptedTicks>

meaning it should come back after a second and a half after being hit.
Siemaki 2 Sep @ 2:52pm 
Does Void Penumbra end with taking damage? My pawn got hurt in explosion and became visible (enemies started to attack) even thought the headiff is still there. Will the invisibility come back eventually?
Darkstar 26 Aug @ 11:53am 
How do you unsummon the creatures from this mod? They appear to be animals, but don't show up in the animal tab and can't be slaughtered or dismissed in any way.

Also curious if the draftable animals mod works with this...
Obi™ 16 Aug @ 3:36am 
Would it be possible to gain death refusals through a psycast?
Lucio Magno 3 Aug @ 10:19pm 
Would be cool if we could have these 2 paths as separate mods, I don't really like the invoker tree
Marmot 24 Jul @ 9:47am 
I'm curious how a half ghoul is different from a regular one
Victoria on Fire 21 Jul @ 10:14am 
I was using Graphics+ and on version 1.6. However, after checking it again this morning, it works perfectly now! Very excited to use your VPE mods! Thank you!
Sentinel  [author] 20 Jul @ 7:58pm 
Update: Removed DDS textures from the files, some users are having issues while loading these.
Sentinel  [author] 20 Jul @ 7:48pm 
I've got another report with the same issue, are you running the graphic settings+ mod?
Sentinel  [author] 20 Jul @ 7:03pm 
@Victoria on Fire which version are you on?
Victoria on Fire 20 Jul @ 6:44pm 
Are there any mods that cause the misc tab in psycasts to not populate? I get some weird error, "Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing." and have no idea what is causing it...
Sentinel  [author] 19 Jul @ 11:54pm 
update:

1.5 1.6:

Void Penumbra has been made a toggle, please reset your psycast list using dev mode for the changes to apply.
Sentinel  [author] 18 Jul @ 4:57am 
@radm.botalov07 The cube cannot be tamed, it is too powerful!
Sentinel  [author] 18 Jul @ 4:47am 
@Fabu I can do something like that, you might need to reset psycasts when the ability changes. There's an issue where it keeps the last ability class when you already have it unlocked. I'm finishing another path then i'll update the old one.
Fabu 18 Jul @ 4:43am 
Small request, is it possible to make it so that using Void Penumbra on the same target removes the effect?
rdm 15 Jul @ 12:45pm 
one day we will tame the power of the golden cube.. I hope :ppg_pumplin:
Sentinel  [author] 3 Jul @ 4:20am 
Update: 1.6 port
Friski 26 Jun @ 8:00am 
and how balanced will this be in the vanilla game?
Krankus Wrexus 3 Jun @ 3:47am 
The description makes me believe it is purposeful
Lord Rugdumph 26 May @ 6:42am 
What's the horax focus?
Sentinel  [author] 19 May @ 7:44pm 
Update: New psycast

T5:

True Ghoulification:
Psychically alter the body of the target to turn them into a ghoul!
Sentinel  [author] 19 May @ 1:58pm 
@kaelumkennedy Top of the psycast path tab, above all of the trees.
kaelumkennedy 18 May @ 11:29pm 
im a bit of a moron... ok a huge onw but i cant figure out how to open the vpe tabs