RimWorld

RimWorld

VPE - Luminis
76 Comments
Tardo The Ass-Monkey 25 Oct @ 9:27pm 
Would it be possible to get an autocasting option Solar Rift, so that it will automatically be recast when the rift ends?
Lemniscate_Mike 3 Oct @ 10:54am 
Great work!
Sentinel  [author] 2 Oct @ 6:33pm 
Fixed.
Lemniscate_Mike 2 Oct @ 5:21pm 
Getting an error on launch now, I'm thinking it's because of VEF Updating?

Here's the full log:
https://gist.github.com/HugsLibRecordKeeper/1cab3bacb93fc3dcb7f80344840d3c34
Brett 2 Oct @ 3:32am 
I think, you misunderstood, MannenMyten. Of course, I did not think what you implied.

Even though the plants are brightly lit by the solar pinhole, they are not growing because it's nightime where my colony resides. That's paradoxical, no? That was my question because to me it didn't make sense.
MannenMyten 2 Oct @ 3:10am 
@Brett it's a portal to the sun, did you think the sun just turned off during night time? lol
Brett 2 Oct @ 1:03am 
Thanks for the quick reply! :wololo:
Sentinel  [author] 2 Oct @ 12:10am 
@Brett That isn't a bug, it's intended by the devs, you'll need a mod to remove plant resting periods.
Brett 1 Oct @ 11:36pm 
Plants that are lit by the greater solar pinhole are still resting during night even though their growth rate is 140% (resting).

Any idea how to fix this? Thanks in advance!
Shadowwake 17 Sep @ 6:51am 
Fair enough! Thanks for the reply.
Sentinel  [author] 17 Sep @ 6:08am 
@Shadowwake Nah unfortunately I couldn't find a way to make it cost heat like the skipgate so I made it spew out a lot of heat instead.
Shadowwake 17 Sep @ 5:39am 
Do the solar pinholes have an ongoing cost to mental heat or some other penalty? Otherwise this seems like an incredibly inexpensive way (compared to 2500 power) to create and maintain multiple crop growing rooms, or even your whole base with an air conditioner or two.
Sentinel  [author] 16 Sep @ 11:44am 
Additionally it's fire damage, meaning mechs and anything that doesn't care about heat just shrugs it off
Sentinel  [author] 16 Sep @ 11:43am 
@WabbaCat The vanilla power beam has a [65, 100) range on the damage it can deal, seems fine to me.
WabbaCat 16 Sep @ 11:37am 
isnt 1 damage per % excessive?
Pretty much 1 shot anything even on low sensitivity?

I am just asking out of an assumption that it would cause such an issue. Not that I know that it would or not. I havent even gotten to a point where I can use any of this trees psycasts yet.
koimono 16 Sep @ 12:12am 
finally i can scream BY GODS LIGHT I SMITE THEE!! as i obliterate the tribals with the devine light of god
Sentinel  [author] 15 Sep @ 12:09pm 
Update:

Added psychic sensitivity scaling to sunbeam

Damage scaling is 1 damage per %
Sentinel  [author] 15 Sep @ 10:58am 
@ZAX Hey, i'll have a look to see if it can.
ZAX 15 Sep @ 10:38am 
Awesome mod! I wonder if the Sun Beam can be made to scale damage with psychic sensitivity?
Sentinel  [author] 7 Sep @ 1:10pm 
@the e Doesn't happen in my game, you maybe got a mod that conflicts with VPE?
the e 7 Sep @ 1:08pm 
uhh for whatever reason i can only unlock greater pinhole, radiant beacon, and enlighten, and the rest just take a point but dont give me the ability or unlock it, weird
oinko sploinko 7 Sep @ 12:55am 
i am once again asking for the finger beam and beam explosive kick
Sentinel  [author] 6 Sep @ 9:13am 
@Xalimur there's already settings for that
Xalimur 6 Sep @ 8:11am 
Recommendation for Ultima Luminis, make either every faction become hostile when casted or at the very least reduce relationship because turning off the sun would piss off anyone xD
Deathstar 6 Sep @ 3:31am 
Praise the Light
Sentinel  [author] 6 Sep @ 2:09am 
Only one of your pawns can have the buff compared to the 20 raiders with full void implants capable of running half the map in 3 sec
Sentinel  [author] 6 Sep @ 2:08am 
@Obi™ True, it's meant to be used on enemy factions that shit on balance (V.O.I.D pawns that resurrect themselves 30 sec after dying and modded enemies with 900% in every stat)
Sentinel  [author] 6 Sep @ 2:07am 
@Obi™ Yeah, half my base is lit up by pinholes so it all goes dark whenever I use th T7 lmao, good thing the T6 skills don't do that
Obi™ 6 Sep @ 2:05am 
Besides, when considering that in exchange for not being able to use solar pinholes and not being able to grow crops without grow lamps or something else. You get an effectively unkillable, undefeatble pawn that can obliterate any settlement you send it to. It's honestly a steal balance wise, no real drawbacks
Obi™ 6 Sep @ 2:03am 
I guess as someone who doesn't use solar pinholes that much, I don't see it as that much of a drawback lmao
Sentinel  [author] 5 Sep @ 11:34pm 
@Obi™ I thought about adding that but decided not to as removing solar pinhole's already annoying enough for the T7s, making it -50 ish would be overkill
Obi™ 5 Sep @ 10:57pm 
Does any of the light absorption abilities cause temperature to drop? Seeing as they're not eclipses but the genuine lack of light from stars
Alpharius 5 Sep @ 6:38pm 
can you make it to where when the pawn uses this psycast path, if a pawn nearby is sensitive to light it'll mess with them much more than a normal pawn
I think it would be really cool to clear out the band of tarbleeders currently ripping my colony to shreds by running up to them and glowing like a lamp
maybe even give adverse effects of some psycasts in this tree
so if a pawn is like sensitive to light instead of helping them it'll hurt them maybe (if you can even do that)
like with saving light it normally heals a pawn but if they have a gene for UV sensitivity then it hurts them that'd be cool
I love your work big man
be sure to drink lots of water and always say no to stranger danger
Mirko 5 Sep @ 1:19pm 
I think at this point you need to give your psycasts a name other than misc you've earned it.
Omnires 4 Sep @ 5:46pm 
Random pawn yelling, "Look at me! I have the power of a thousand suns!"
lol
ShadowEater25 4 Sep @ 2:13pm 
Yay!
Sentinel  [author] 4 Sep @ 2:01pm 
Update:

Furari Luminis and Aeterna Luminis will now cause the pawn to glow, the strength of the glow depends on the ability.
Sentinel  [author] 4 Sep @ 11:53am 
@ShadowEater25 I tried to make it so you can glow but didn't get it to work, I'll look once more how that could be done.
ShadowEater25 4 Sep @ 11:41am 
Question, when you consume all the light in the universe/local system, do you glow? if not I want that to be a feature to be a physical light source when you consume the light
ShadowEater25 4 Sep @ 11:40am 
now that I think about it, there is already a psycast tree for darkness, but I feel like The Author Can do it alot better
ShadowEater25 4 Sep @ 11:39am 
YES, CONSUME THE DARKNESS
Obi™ 4 Sep @ 9:17am 
Now we need one for darkness
Obi™ 4 Sep @ 9:16am 
"Absorb the light of the universe" is beyond metal, I'm in
Sentinel  [author] 4 Sep @ 9:11am 
Update:

Added settings related to goodwill cost and darkness behavior mode for the following skills:

Apocalypsis Luminis

Furari Luminis

Ultima Luminis

Aeterna Luminis

Added stronger variants of the current capstones as T7 (T6 skills felt lacking on modded enemies (V.O.I.D/Kraltech)):


Ultima Luminis:
Absorb the light of the universe and annihilate the target area with a super-massive cataclysm of pure light capable of destroying even heat resisting creatures, the universe will become void of natural light for a quadrum following the use of this ability. Ultima Luminis will be unavailable during this time. Solar Pinholes will fail for the duration of this condition.


Aeterna Luminis:
Absorb the light of the universe and convert it into pure energy to reach a state of near immortality, the universe will become void of natural light for as long as the caster maintains their hold over it. Solar Pinholes will fail for the duration of this condition.
truthwraith 3 Sep @ 11:18pm 
Amazing. It feels like I turn my head away from your workshop page for a instant and you create gold in the seconds I look away. I love this. Amazing work.
Sentinel  [author] 3 Sep @ 7:01pm 
@UnWiseSage58 It uses its own kind of darkness which just makes the entire planet into night time, I'll try to implement this as an option if I manage to make it work. Though the unnatural darkness won't be planet wide in this case (It's considered a quest and just using the game condition doesn't work for the total pitch black darkness)
UnWiseSage58 3 Sep @ 6:57pm 
Does Furai Luminis Trigger the Anomaly darkness event ? cause that would be pretty cool a last ditch effort that weakens the veil between the waking world an the Void
Sera 3 Sep @ 6:09pm 
@Starlight-Ellie oh ya from what i have seen Setinel is really active if finding what people want and if possible adds it. best dev i have ran across so far. Even if it is not addable he will tell you why in away you can understand.
Shade 3 Sep @ 1:05pm 
we bow to the psychic master. we are unworthy.
Sus 3 Sep @ 12:01pm 
you are the best! i understand that you may be tired, but consider the idea of ​​creating a psycast that will be associated with the creation and control of its pocket map dimension (for example, the ability to teleport objects or enemies there, change the temperature inside, create explosions inside)