边缘世界 RimWorld

边缘世界 RimWorld

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Mech-Accord Psycaster
   
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Mod, 1.6
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4.579 MB
8 月 19 日 上午 6:31
8 月 27 日 上午 9:44
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Mech-Accord Psycaster

描述
Adds a path to VPE that lets the caster summon, control, and empower drones.

The path features several passive abilities that raise drone-specific stats or give them passive effects.

The "Main" nodes on the tree allow summoning up to 3 drones, which will auto-attack enemies within the casters range. The caster can also designate a priority target, or target themselves to stop the auto-attack.

The branch nodes are buffs to the drone(s) and add damage, speed, range, and fire rate. The top of the tree is additional capabilities such as adding elemental damage to the shots, allowing the shots a chance to fear or stun, and having the drone explode for a burst of area damage.

The only abilities that the caster will gain to their bar are the Summon and Attack casts, a channel ability to allow drones infinite range, an overclock ability to summon a fourth drone in exchange for heat buildup, and temporary 'selector' casts to choose drone type and elemental type.

The original intent behind this tree was for a psycast tree that didn't need constant micromanaging and remembering which ability did what. It was not intended for the caster to take every passive, though you can if you want, but instead to take the ones to fit their style.

Drone damage is also increased with the casters psychic sensitivity.

You can also choose one of three visuals for a psycaster's drones; technological, crystalline, or lupine. These visuals are colored according to the caster's hair color for further customization.

Because one of the passives lets drones deal extra fire damage, it means you can sic fire wolves on enemies, even if the gacha gods didn't bless you recently.

For other modders: most drone-related boosts are simple XML stat defs, which means it is easy to create genes or implants related to this path with no C#.

Code by me.
Art by Immortalus.
Arknights by Yostar.
Mechanics and commission by Luke
27 条留言
Gun Built 11 月 6 日 下午 5:02 
@Candy it seems the best fix currently is to use dev mode to reset the pawns psycast. This will despawn your other drones after a few ticks then just manually add the psycast back.
Gun Built 11 月 6 日 下午 4:19 
@Candy I'm having the same issue
Stalinator9000 10 月 20 日 下午 2:12 
At the moment the drones seem to be able to auto-attack any hostile target on the map. They will fly there and attack it. I can only designate a target within the range but they can auto obtain any target on the map. Is this a mod conflict or a intended mechanic? BTW, great mod love the idea!
Candy 8 月 31 日 上午 11:58 
There seems to be a bug when leaving a map while having the drones active leads to them being stuck in a perpetual (they are active but you cannot use them since they arent actually in the new map)
Esraniki a Ariral 8 月 27 日 上午 10:14 
this is now an actual masterclass mod, something ive wanted for so long xD thank you again, for fixing the performance issues... godspeed mate, you deserve the points, good job<3
Metalocif  [作者] 8 月 27 日 上午 10:09 
Yeah, the missing visual is a funny story.
When they shoot normally, the projectile appears to originate from behind them, which looks silly. My fix was to make the projectile tick several times right after being shot - except that was too many times, so the projectile would hit instantly, never rendering. So right now projectiles only tick one extra time (from three), giving them a chance to render.
Esraniki a Ariral 8 月 27 日 上午 10:05 
jesus christ dude, i dont know what you did, but it legit is full 750 now... you fixed the issue and made them visually actually shoot bullets. THANK YOU, ♥♥♥♥♥♥♥♥♥... i love you<3 actually thanks for fixing this...
Metalocif  [作者] 8 月 27 日 上午 9:45 
Try this update, if it keeps lagging I don't know what to tell you, as both idle drones and combat are fine for me.
Esraniki a Ariral 8 月 27 日 上午 9:27 
surprisingly, the lag pretty much goes away 50% when attacking, but if they are idle and following the pawn that summoned them, one drone takes my TPS from 750 down to around 100~, having 3 out reduces it to a whopping 20, idk if the fix did anything as i havent used it prior before said fix, but this just seems unreasonable that the claim is that "Made drones recalculate once every five ticks instead of once per tick" - when DPA shows it calls the function i mentioned 2x per tick, to a total of 120 calls/60 ticks
Roque the Rogue 8 月 27 日 上午 8:09 
The latest update made it work a bit faster for sure, though it stills lags to almost a halt when the drones are attacking anything