RimWorld

RimWorld

Vanilla Psycasts Expanded
4,702 Comments
VitaKaninen 2 Nov @ 9:37am 
Leminos, you are using a kill-focused persona weapon, which gives the same amount of XP per kill as you would gain from meditating for 20% of your bar.

I give a kill-focused weapon to each of my psycasters, and set them as the only people to slaughter animals, and then raise quail to gain massive amounts of XP, and also ensure that their psyfocus is always topped up. If you start to run low on psyfocus during a battle, just skip a quail next to you, and smash them to gain 20% psyfocus.
bing bong 멍청한 병신 2 Nov @ 9:35am 
one of the persona weapon traits allows someone to recharge their psyfocus by killing with that bonded weapon
that translates to experience with this mod
Leminos 2 Nov @ 9:32am 
I am not sure why, but I keep getting massive amounts of psycast xp just by melee fighting, anyone knows how is this possible?
Wintermist 2 Nov @ 4:44am 
Aha, I did what Tump wrote about some pages back and deleted the whole Workshop folder and re-downloaded every mod. That fixed it. Thanks Tump.
Wintermist 2 Nov @ 4:15am 
Wondering if someone could help me out, All Psycast category graphics is just a questionmark, but everything does work still. I can unlock abilities and all. Puppeteer and Hemosage still has their normal graphics, but everything specifically from this one has that questionmark graphics instead of their theme graphics.

What could be wrong?
Tatara 2 Nov @ 1:04am 
Is it normal that there are no more competent neuro-trainers? They've all been replaced by neuro-psycasts?
El Tiqui-Tiqui 31 Oct @ 5:52am 
Do not use transmute Stone in a building or ship you will lose ownership of some of your builds and the ship or building will be bugged. you would need to destroy everything and move locations away from the affected area.
dreggon 29 Oct @ 6:26pm 
any way to enable the steel construct to be able to use the skipdoor when being controlled?
because that would be fun.
[NN]Crow 26 Oct @ 7:13pm 
I don't know if this is a bug or if it's on purpose, but I also have VFE Empire and VFE Desserters installed, and in each psycaster raid, the psycaster is equipped with full desserter gear with charge weapons or, failing that, some other spacer tech weapon. This is fucking unfair, especially in the early game, where I don't even have the basic armory research unlocked. And I've already had two of these raids, where my only chance of survival was to hide in a room and wait for them to give up and leave (not without losing two of my colonists first).
Is this set up this way on purpose, or is it a compatibility issue between mods? And if so, can I fix it?
broman 24 Oct @ 6:27pm 
If a puppet gets into a social fight with their puppeteer, they will fight themselves
Dlitz 23 Oct @ 2:01am 
Nightstalker's skill Intensify Shadows has an issue; it still reports an error even when I only have VPE and its prerequisite mods installed.
kongkim 21 Oct @ 4:42pm 
hope its ok i post a link here.

I just uploaded a add-on mod for this that adds ideology precepts for all psycast paths.
https://steamproxy.com/sharedfiles/filedetails/?edit=true&id=3591292394
Citizen Q 20 Oct @ 12:13pm 
@Hydra I looked into this, and the inability for thralls to gain skill XP isn't part of the mod's XML coding, but rather the compiled C coding, meaning it would be difficult for submodders to change. Hence why I'll voice my desire here again for a mod option to allow thralls to gain XP
BigBoy_Liam 17 Oct @ 5:30pm 
Is there another mod that lets me use psycasts while unconscious or unable to move?
chanoro 17 Oct @ 6:54am 
I'm having the same issue as MarsRust, vortex is castable but then does nothing, producing the same error due to the missing def.
MarsRust 14 Oct @ 11:25pm 
I've also searched the files of the mod and there is no building def for the vortex located at all in the files. I'm guessing an update accidentally removed it. Please fix. I took on mechs in my most recent save depending on this ability.
MarsRust 13 Oct @ 6:28pm 
There seems to be an issue with the vortex ability where it is missing its building def, causing the ability to not do anything.
MaxDergCat 13 Oct @ 2:32pm 
Is it possible to get an option that automatically chooses a raandom psy tree on the first level up of a pawn?
no way 13 Oct @ 12:36pm 
Жаль что русского нету
Jack 13 Oct @ 9:17am 
Any chance you might add a toggle in mod options so we can see abilities without having to unlock?

Being able to see the tree before I pick one would be great.
Hydra 11 Oct @ 11:34pm 
I decided to go looking for it and wanted to ask what in the thrall causes the skills to never increase, looking on the trait it simply disables the use of certain skills but the others they have never level
Hugalafutro 9 Oct @ 3:41am 
Hi, when using the Power psycast, then flying on different map with gravship, the triangle with infinity symbols overlay draws on the gravship map as well despite there being no appliances in those places
tump 8 Oct @ 8:43pm 
Nevermind, apparently the mod files for this and some other mods got corrupted, manually deleting the rimworld workshop folder and redownloading it fixed all of them.
tump 8 Oct @ 7:21pm 
Is anyone else getting the red X missing texture for the backgrounds on this mod? I'm trying to figure out what's causing it because it happens even when I only have this mod + VE framework
Silent Wings 8 Oct @ 5:52pm 
@Shoyguer you need to create a psy set and add all of the unlocked powers you actually want to use. Select your pawn -> Psycasts -> Customize Psysets (Edit) -> either create a new set or edit an existing one. Some of the powers can only be used if your pawn is drafted.
Shoyguer 8 Oct @ 5:41pm 
@Nykarus yes I did. Also, for at least one of my characters, some other powers were showing in the past. Now it just doesn't anymore. I have a character with like 9 powers bought, and only 1 shows up.
Nykarus 8 Oct @ 11:58am 
@Shoyguer just to be sure, you bought the powers individualy as well, right?
Shoyguer 8 Oct @ 11:24am 
For some reason, not all psy powers are showing to me. When I click a character, only 1-2 powers show, even though they have a lot of them unlocked. What could be the reason?
sabre 7 Oct @ 5:45pm 
dont know why but any time i use basilicus bestower my world doesnt generate
VitaKaninen 7 Oct @ 3:02pm 
@Noob, what makes you think it was from this mod?
Noob™ 7 Oct @ 2:58pm 
My kitchen bot had a heart attack from old age.
Nykarus 5 Oct @ 4:36pm 
Is there a way to copy the psycast from one pawn and past on another? I tried to copy a pawn with the character editor mod, but their psycast didn't get pasted.
bing bong 멍청한 병신 2 Oct @ 6:05pm 
think your best bet is to lower the exp gain to about 0.1-0.5
Tiffy 2 Oct @ 2:44pm 
Is there a config to disable or at least balance habilities?
The cold breath one is just extremely op.
Get to the side of any wild animal, it can be a colossal immortal being, and if you use this ability on it, it insta dies... not very fun...
3 Kobolds in a Trenchcoat 30 Sep @ 4:48am 
can't mend vacuits sadly with it, anyone got an idea how to fix it?
VitaKaninen 28 Sep @ 2:31am 
They can haul to vanilla storage, and most, if not all adaptive storage. Are you using LWM's continued? I has options to allow animals and mechs to be able to use it.
Slavbringer57 28 Sep @ 1:10am 
Is it possible to make the Rock Constructs interact with Storage objects at all? I've made 6 of them but they're actually kind of worse than spending the pawn work time when your storage is almost entirely shelf based...
Deathblade 27 Sep @ 5:57pm 
the backrounds of my psycasts in the menu are bugged does anyone know a fix?
Cookiesnm1lk 27 Sep @ 9:23am 
how much psi strength does a pawn need to use enchant gear to make legendary items? my current highest psyker has 369 strength and can only make masterwork items.
淚水與汗水 27 Sep @ 6:05am 
Balancing issues: the **Centurion** class is overpowered.

**Problems:**
1. **Early Game:** Triple movement speed lets it kite infinitely with a basic rifle.
2. **Tedious Micro:** Requires constant manual control to reach its potential. Repetitive kiting is boring.
3. **Late Game:** Can assassinate key targets effortlessly, making other classes obsolete.

The "Psychic Sniper" ability is too safe and synergizes too well with vanilla's free psychic energy.

I love this mod, but the Centurion's power level ruins the experience. Please consider a balance pass.
Citizen Q 25 Sep @ 6:02pm 
Any chance we could get a mod options toggle for whether Thralls can earn skill XP?
VitaKaninen 22 Sep @ 2:34pm 
HuslWusl 22 Sep @ 12:10pm 
How does the auto-cast work? My pawns never seem to do that - like psychic soothe
Cookiesnm1lk 21 Sep @ 7:07pm 
i notice that the metal constructs can fight fires if i tell them to do so. is there a way to get them to do it without me telling them to?
VitaKaninen 20 Sep @ 3:43pm 
@Cookiesnm1lk, No, they sweep the floor and haul items. Emptying the trash is a separate job type.
Cookiesnm1lk 20 Sep @ 3:02pm 
so are the little rock workers supposed to not be able to empty trash bins added by vanilla furniture expanded? i figured everything would be compatible with everything else. also i notice they don't merge stacks which is leaving very messy storage.
Winter 19 Sep @ 6:26pm 
@Futstub Regrow Limbs checks the pawn's health once per hour for it's 24 hour duration. If the pawn has an injury or scar, it will reduce the damage severity by one point. If there are no injuries or scars, it will then pick a missing body part to restore.
СТАЛИН 19 Sep @ 6:48am 
What Psycaster strength factor does? (Config)
Tenty 16 Sep @ 6:03pm 
@Buff_Cosmo I'm not the mod author, but based on Transmute's description it will only ever make a single item at a time. Therefore, using a stack that's worth only slightly more than a single steel or a single component will give you far better odds, albeit not necessarily good ones depending on how many modded low-tier materials are in your game.
Buff_Cosmo 16 Sep @ 7:16am 
I'm in desperate need for Transmute to generate steel and/or components, is it even possible? It keeps making random bodyparts and psycast learners.