RimWorld
Star Wars : The Force-Psycast [Discontinued]
907 commentaires
千早聖愛音です 8 sept. à 21h12 
666 Thank you so much:steamhappy:
Lee  [créateur] 8 sept. à 20h58 
Cast Sith Sorcery Crafting on the mech link
千早聖愛音です 8 sept. à 20h55 
Oh, that's my question. Its name is Mechu-Line. Where should I find it?
Lee  [créateur] 8 sept. à 20h09 
i don't know what your talking about
千早聖愛音です 8 sept. à 19h50 
Hi, I would like to ask how to obtain the psychic preconditioning machine control center that can revive the machine?
Lee  [créateur] 30 aout à 19h25 
Uh, your on the wrong mod. This has been discontinued. Though this mod was built with vpe
Goodmodius 30 aout à 17h32 
i got a dumbass question
is this usable with vpe
im assuming not but i would like to know
HK47 Raiden 25 aout à 6h17 
extra to add, It didn't work, pawn would rather use a Mastodon Tusk instead of the Blade of Talzin.
HK47 Raiden 25 aout à 5h37 
Just a quick mention about the Night Sister blade, it's missing some weapon tags so doesn't get shown in other mods like Autoarm/Simple Sidearms and is constantly switched out. I've edited the XML for the missing Tags to match what is in the Lightsaber mod linked above so it has

<weaponClasses>
<li>Melee</li>
<li>Ultratech</li>
</weaponClasses>

added below the tools section. in the NightsisterWeapon.xml and I'm hoping it will show up and become compatible with the other mods I mentioned previously.
GrundleTaint 24 aout à 22h05 
NAHHHHHHHHHHH your telling me i get an amazing star wars force mod and it ♥♥♥♥♥♥♥ has the ability to give me an additional floaty sword?!?!?!? i love this mod! yall are amazing!! thank you!!!!!
Lee  [créateur] 24 aout à 15h00 
Ah no worries. I'm just not aware of everything that patches the mod
Komandarm Knuckles 24 aout à 14h32 
I apologize, the reason why I thought it wasn't targeting the specified limbs was due to OptionalPatches.xml, which set the stats of this mod's lightsabers to be the same as those from the KotOR mod, which means an armor penetration of ~40% and a lower damage as well as higher cooldown (BuildYourOwn kept the original stats, that's what tipped me off)

That made the lightsaber psycast abilities unable to deal enough damage or in some cases penetrate the armor at all, hence why I thought it wasn't working

Also, I'm currently playing on 1.5, forgot to mention that, so it might not even be an issue for those playing on Odyssey. Did the opposite and patched the KotOR lightsaber stats to be in line with this mod, and now the lightsaber psycasts actually do damage when using the other mod's weapons (or any saber other than buildyourown)

Sry for the inconvenience
Komandarm Knuckles 23 aout à 20h25 
Fair enough, I'm running a fairly large modlist, ty ^^
Lee  [créateur] 22 aout à 6h38 
The Memphis - A little more detail would be nice
Lee  [créateur] 22 aout à 6h38 
Komandarm, it might be different if you have a mod that changes how damage work, but other than that i don't know
TiraboTurbos 21 aout à 22h39 
Yo! A combat supplier's selling a techprint that seems to teach me how to make my own sith-tech implants! Sick! (Also good thing, the implants themselves are as expensive as Sion is Angry).
The Memphis 21 aout à 20h23 
is throw lightsaber bugged?
Komandarm Knuckles 21 aout à 17h45 
The lightsaber abilities don't do what they say they do. The hand one does make the pawn drop their weapon, but doesn't really hit the hand. Most of the time they hit somewhere else, to the point that when they actually hit the part they're supposed to, it might as well be coincidence

Is this known/intended?
✪ AstraZeneca 18 aout à 23h15 
Funny thing is it messed up after updating to 1.0.38. Before updating rimsort it was doing well. But no worries, all is well now.
GoSu 18 aout à 9h57 
@AstraZeneca, update your rimsort maybe, I don't have that issue. 1.0.38 is the latest
Lee  [créateur] 18 aout à 8h56 
That sounds like a Rimsort issue. The dependency is listed in the about folder as well as the loadafter
✪ AstraZeneca 18 aout à 8h39 
I discovered this mod doesn't have Vanilla Psycast Expanded dependency when used in RimSort. The load order is also not there. Caused me a few errors hehe.
Lee  [créateur] 16 aout à 16h40 
Thanks for the feedback, however it is unlikely to change in the near future
Devious_Soldier 16 aout à 15h21 
Force revitalize is way too powerful, in my opinion. I train three pawns with it and I never worry about losing limbs or organs again
Lee  [créateur] 16 aout à 13h03 
If you cut off its hand sure
The Memphis 16 aout à 12h44 
Is it possible to make the inquisitor mechanoid drop it's lightsaber?
Lee  [créateur] 12 aout à 10h25 
Weird. Never seen that bug before
神木零子 12 aout à 9h16 
Language bug encountered. PAWN_planetOfOrigin → UNRESOLVABLE in Sith Slave backstory. This bug still exists after changing language to English.
Test environment: All DLCs, all Star Wars mods and required mods, character editor
mageofsomethingorother 12 aout à 2h07 
thank you very much!!
Lee  [créateur] 11 aout à 15h32 
The event shouldn't have been fired off. As for the red nexus, walk a pawn into it and check their health tab
Sheepie 11 aout à 14h11 
Ok what do you mean they shouldn't have triggered ahaha, and yea I saw a red nexus looking thing but I dont know what it does or how to interact with it
Lee  [créateur] 11 aout à 7h36 
Cast sith sorcery crafting on a regular mechlink
mageofsomethingorother 11 aout à 4h19 
I've been having a lot of fun with this but wanted to ask!! Is there any way to find a mechu-deru link or do you just have to start with it?
Lee  [créateur] 10 aout à 15h47 
Uh. They shouldn't have triggered.
But if it did, then look around the map for force nexuses
Sheepie 10 aout à 14h25 
Hey what does the force vergence event do?
Mountain Toad 10 aout à 14h19 
Awesome mod. Keep up the good work. Looking forward to the update
Geargrinder 9 aout à 9h57 
Aight. Thnx for the quick response. You might add it to the tooltip that the ability builds heat over time instead of being a 1 time cost so players don't waste their first level on the stance (like me). Or perhaps I didn't read correctly.
Lee  [créateur] 9 aout à 9h42 
It builds heat over time, so it may be your pawn doesn't have enough heat to sustain it
Geargrinder 9 aout à 9h38 
I have a problem with the 'jedi ready' stance. It's supposed to be a 1 time cost for a 3 hour buff. But when I activate it the ability is channeled, which means my lvl1 Jedi reaches max heat in about 1 second.
Lee  [créateur] 8 aout à 19h18 
Sometimes they fight, sometimes they don't. It'll be fixed in the new mod
Catgirl's Union Rep. 8 aout à 19h07 
shouldn't the sith and jedi be fighting each other? i just had a caravan from each show up and they're just hanging out together, i was hoping to get some sweet free loot off of whichever of them lost
Mountain Toad 6 aout à 17h40 
Very cool mod. Thanks for making this.
Lee  [créateur] 6 aout à 10h10 
And plus, i don't use the mod anyways, so it would have to come from their side
Lee  [créateur] 6 aout à 10h10 
Its no longer using VPE, so unlikely.
toetruckthetrain 6 aout à 10h08 
do you think the remake might one day have that?
Lee  [créateur] 6 aout à 9h55 
toetruck : no. This mod is effectively discontinued as i work on a remake.
Tucker : Yes
Tuckertheliz 6 aout à 9h39 
Is dark chain supposed to be as strong as an anti-grain warhead? I used it on a raid that was prepping and killed/downed all of them. Idk if its a mod conflict or just balancing atm. Besides A couple OP abilities, I am really loving this mod though.
toetruckthetrain 6 aout à 8h27 
VPE biotech integration compatibility some day?
Space Gandhi 2 aout à 22h07 
Just an update resubbing did fix the cyclic error but I also had to resub to the factions mod and The Psycast mod was generating errors. I imagine this wont be a problem for long once everyones moved from 1.5 to 1.6 but just for any one who comes after.
Lee  [créateur] 2 aout à 13h45 
Nope. I recommend dev unlocking the Jedi training tree and picking up the apprenticeship ability