RimWorld

RimWorld

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Combat Psycasts
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Mod, 1.3, 1.4, 1.5, 1.6
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Posted
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16.752 MB
11 Dec, 2021 @ 1:49pm
15 Jul @ 9:05am
13 Change Notes ( view )
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Combat Psycasts

Description


Commissioned mod for Rimworld that aims to provide more combat-oriented psycasts options.

Whether you like shooting stuff, making stuff explode from the outside or from the inside or choking stuff to death, we've got you covered.



















Now compatible with Vanilla Psycasts Expanded and has a dedicated psycast path if both mod are present. This mod's psycasts will be found under the "Kineticist" tree.

Definitely not compatible as-is with Combat Extended. Since we had to dance around the vanilla code for shooting to get psycasts to actually shoot bullets, making a patch would likely be more involved than just patching in some different values for damage. However if anyone ever make one, we'd be happy to link it here.

Should be compatible with everything else however, if you ever find an incompatiblity though please report it on our GitHub.



  • Q : How can I get the new psycasts on my pawns ?
    • A : You can obtain the new psycasts as you would obtain any other one, for instance when applying a psylink.

  • Q : How am I supposed to cast Brain Exploder if the neural heat cost is above 100 ?
    • A : Since this is a really powerful psycast, this is meant to be castable by going over the neural heat limit of a regular pawn. To do so, you can disable the neural heat limiter of a pawn by clicking on the little gauge icon near their neural heat bar. Alternatively, a pawn with a higher psychic sensitivity will have an higher neural heat limit, allowing them to cast it more safely.


  • Q : Is this safe to add mid game ?
    • A : It should be, but backup your save just in case.


  • Q : I found a bug ! Where do I report it ?
    • A : You can report it by opening an issue on our GitHub by clicking here.[github.com]

  • Q : Where is the source code hosted ?
    • A : You can find the source on GitHub.[github.com]





Art by Sir Van, C# and XML by Edern.
Thanks to legodude17 for the Vanilla Psycasts Expanded compatibility and 1.4 patch
Commissioner who had the original idea of this mod prefers to be anonymous.

If you too would like to commission a mod to be made, check out the Rimworld Mod Market :

[discord.gg]
Popular Discussions View All (2)
7
11 Mar @ 6:19am
Slugs not firing (SOLUTION)
Gae saekki-ya!
0
2 Aug @ 7:00am
Bug: Debug psychic shirt found in normal gameplay
hauntedsocks9
156 Comments
infected07 16 Aug @ 12:33pm 
@WaffleKing It is for sure op, I've personally reduced the values by about half on most skills for my game. The main issue is that these act like if you are summoning a gun, it costs psyfocus once, then only adds heat until the target is dead. also its blunt damage so its damage is better then its numbers compared to guns.

I was able to 2 shot rip arms and legs off 9/10 on my marine armored colonists with medium slugs.

damage and cost is done in xml so its fairly simple to adjust to your liking
WaffleKing 14 Aug @ 3:36pm 
ngl, this mod seems, a tad bit op. Though I've only tested with it on a dev world. How rare/expensive are the psylearners for these psycasts? Its semi-balanced only given leveling up psycasts cause you get random ones, but the psylearners should get a cost boost, if they don't already. Also could be more balanced if they just costed more psy-focus. Cause a medium psychic slug on even a person in flak armor will tear off their limbs.
infected07 12 Aug @ 2:19pm 
What would I need to edit in order to make the choke tick slower/take longer to reach max lethality

also the brain explode does indeed not seem to work with VPE on 1.6
[C|⦿] Typical Lama [✚] 28 Jul @ 10:36am 
Quite usefull as I've always found myself lacking this type of psycast.
olo 24 Jul @ 2:28am 
@Oscar , Yes they can, but they also work very well as support psy people, like Medics, Covert Ops or Shrinks as well as Ressource (s)pawns
Ocsar 21 Jul @ 8:21am 
might be a dumb question but do the psycasts work for pawns with the xenogene violence disabled, for example a highmate?
Edern  [author] 15 Jul @ 9:06am 
Should be updated to 1.6 now, sorry for the delay
Marty in the multyvers 9 Jul @ 11:59pm 
same here
aef8234 19 Jun @ 1:12am 
Hello. Just checking to see if this will be updated to 1.6
Bookwyrm 9 Apr @ 5:36pm 
@mrshitdick most warcaskets have little to no psychic sensitivity, perhaps that is the case