RimWorld

RimWorld

Star Wars : The Force - Lightsaber
541 Comments
Lee  [author] 3 Sep @ 6:23pm 
You can make anyhing from medicine, to advanced components if you input the recipe correctly
Lee  [author] 3 Sep @ 6:22pm 
It's every recipe :)
darkzero 3 Sep @ 5:22pm 
@Lee, opps, wrong spot. for the alchemy question lol. Is there a list of recipes somewhere or is it trial and error?
Lee  [author] 3 Sep @ 2:07pm 
Spawn a new one in. For somereason it disappears after a while
Athelas 3 Sep @ 2:07pm 
After playing for approximately two hundred days, the option to customize lightsabers was gone. I cannot customize them anymore.
tjtjehdrjs 3 Sep @ 6:46am 
Thank you so much!
Lee  [author] 3 Sep @ 6:10am 
@Darksero - Bleeding is temporarily disabled and Sith Achlemy is from the force standalone mod, and it works by inputting recipes.
Lee  [author] 3 Sep @ 6:09am 
Pushed a fix for the last error
tjtjehdrjs 3 Sep @ 3:33am 
It was working fine before, but suddenly whenever I put a lightsaber on the ground, an error pops up. It seems related to a null value. Is there any way to fix this
darkzero 3 Sep @ 1:48am 
Okay so, I have two questions. How does one 'bleed' a crystal.
Then sith alchemy, erm..how exactly does that work? Trial and error?
吉田咲 2 Sep @ 11:03pm 
https://gist.github.com/HugsLibRecordKeeper/1299e68715b35f367763bc79763439e4
An error occurs when the lightsaber is placed on the ground.
GoSu 2 Sep @ 9:38pm 
So after the update, I started getting red errors from Lightsabers being in storage. https://gist.github.com/HugsLibRecordKeeper/c0c3cccd20299d696d150e77cc2b1fe6
Lee  [author] 2 Sep @ 6:33pm 
when the pawn isn't drafted, it just shows the hilt
rhyndo 2 Sep @ 6:31pm 
Does the blade show when the lightsaber is not in use, or just the hilt?
Lunar Nepneus 31 Aug @ 1:19pm 
😂😂
Lee  [author] 31 Aug @ 1:03pm 
Thanks. I know
Lunar Nepneus 31 Aug @ 12:52pm 
ily
Lee  [author] 31 Aug @ 12:12pm 
I'll take a look at balancing later since it's not as cut and dry.

Sabers aren't just by themself, they have the stances as well to consider
madguy99 31 Aug @ 5:32am 
Actually curved should have an improved chance to hit rather than armor penetration. Works better with melee animation than ap, since duel ability is just based on dps.
madguy99 31 Aug @ 5:17am 
BALANCE ISSUE: the nerual heat recovery rate, meditation psyfocus gain, and lightsaber deflection need balancing across saber types as, at the moment, crossguard > dual-bladed > curved > all other types (broad is hard to fit). My suggestion for balance are:

shoto: lower damage than standard saber but improved neural heat recovery and psyfocus gain
standard: standard damage and some neural heat recovery and psyfocus but not as much as shoto
broad: standard damage and increased lightsaber deflection but no neural heat or psyfocus
curved: standard damage and improved armor penetration (due to precision), no neural heat or psyfocus
crossguard: increased damage, no neural heat or psyfocus
double: decreased seconds per attack (higher dps than standard), no neural heat or psyfocus

This would give each saber type a distinct combat focus.
madguy99 31 Aug @ 5:17am 
BUG REPORT: integration with melee animation. The melee lethality is very low as melee animations seems to think the damage type is blunt (-75%). This means that pawns basically have a 0% chance to kill when performing executions. This is true for dual-bladed lightsaber and irrc all other saber types.
Lee  [author] 30 Aug @ 7:26pm 
Are they using vanilla abilities or custom abilities? Vanilla has an issue with targeting where if you can select both a location and a target, it'll prioritize the lowest
pakeru 30 Aug @ 5:08pm 
what do you mean vanilla?
RoM has a lot of throw abilities, they worked quite well.
Lee  [author] 30 Aug @ 7:27am 
That's just vanilla
pakeru 30 Aug @ 6:07am 
lightsaber throw seems to miss more than half of the time, even when target isn't moving. Is that a bug?
Lee  [author] 29 Aug @ 9:54pm 
Can I have a little more context?
MP7 Sniffer (@bandit) 29 Aug @ 9:41pm 
so, just a silly question... The sabers also turn-off? That would be so cool!
Lee  [author] 28 Aug @ 6:33pm 
Strange
Is M a Letter? 28 Aug @ 6:33pm 
I answered my own question: it was the saber, I couldnt upgrade it, or change the stance. Made a new one and sold the own one; idk what happened there
Is M a Letter? 28 Aug @ 6:30pm 
Really love this mod, but does anyone know how to change stances? I have a lightsaber weilding pawn, set them to Vapaad, but now when I change the stance the lightsaber stays over their head? is it a problem with the saber? or am I stupid? ty :)
Lee  [author] 28 Aug @ 6:44am 
Rimworld projectiles sadly don't act like that
pakeru 28 Aug @ 1:52am 
Suggestion:

Lightsaber throw should damage everything along the path to the target (like in movies/games) not just the target (sort of like an column-shaped AOE damage)
pakeru 28 Aug @ 1:50am 
where do you get kyber crystal?
Lee  [author] 26 Aug @ 1:12pm 
Eight : The melee animation mod is mentioned at the bottom.
Jide : should be, but the crystals won't appear until a new map
Waipa : cast it on a bled crystal
Waipa 26 Aug @ 1:11pm 
how does the "purify crystal" thing work?
Jide Aurelius 26 Aug @ 12:13pm 
Safe to add to an ongoing save?
eight 23 Aug @ 1:31pm 
"Melee Animations". Ah. Can I ask that the mod description mention/link to that mod? Some people like me don't get it otherwise. Also, same for the "hands" mod?
eight 23 Aug @ 11:33am 
Is there a separate animations mod that I should be using? Did I miss something in the docs?
The Memphis 22 Aug @ 11:10am 
@Str1k3s lightsabers appear in some Sith or Jedi caravans, you can also craft one but they're quite expensive. You also need a kyber crystal, which is on the map if you start a new save or from Jedi/Sith traders & a lot of components
The Memphis 22 Aug @ 11:09am 
Yeah Throw saber wasnt working for me either, but is it possible to add force leap to be able to jump over walls?
Adonnay 22 Aug @ 1:46am 
@tachi Melee Animations (the mod) has a setting "Always Animate Weapons". Turn that off in case you have the mod.
Str1k3s 21 Aug @ 5:49am 
how to get lightsaber??
Lee  [author] 20 Aug @ 9:36pm 
Can i get a log or something?
Icaro 20 Aug @ 9:33pm 
everything works except the throw lightsaber from this mod and from the the force psycast no idea no red errors.
Lee  [author] 20 Aug @ 4:55pm 
Its seems to be an issue with Melee animation
tachi 20 Aug @ 2:08pm 
I was not originally getting the lightsaber out while undrafted bug when i started my save new a few days ago. But sometime last night something changed mid play through and now only 1 of my 2 lightsaber pawns are walking around with it out undrafted.
charlieo123 14 Aug @ 11:31am 
seems like a similar bug that "The Memphis" encountered too
charlieo123 14 Aug @ 11:29am 
same problem with Avtark, additionally, there's a bug where even undrafted, the lightsaber still remains in the pawn's hand. This problem still exists even after dropping and re-equipping the saber, and only resolves if the pawn picks up a new saber (the old saber remains bugged)
garra30 14 Aug @ 9:00am 
just updating on my issue, I removed the mod "Show me your hands" and the lightsaber works fine now, probably a compatibility issue caused by far too many mods on my setup.
Lee  [author] 13 Aug @ 5:31pm 
I haven't changed anything about the ability so I don't know what could causing the issue