RimWorld

RimWorld

Star Wars : The Force-Psycast [Discontinued]
907 Comments
千早聖愛音です Sep 8 @ 9:12pm 
666 Thank you so much:steamhappy:
Lee  [author] Sep 8 @ 8:58pm 
Cast Sith Sorcery Crafting on the mech link
千早聖愛音です Sep 8 @ 8:55pm 
Oh, that's my question. Its name is Mechu-Line. Where should I find it?
Lee  [author] Sep 8 @ 8:09pm 
i don't know what your talking about
千早聖愛音です Sep 8 @ 7:50pm 
Hi, I would like to ask how to obtain the psychic preconditioning machine control center that can revive the machine?
Lee  [author] Aug 30 @ 7:25pm 
Uh, your on the wrong mod. This has been discontinued. Though this mod was built with vpe
Goodmodius Aug 30 @ 5:32pm 
i got a dumbass question
is this usable with vpe
im assuming not but i would like to know
HK47 Raiden Aug 25 @ 6:17am 
extra to add, It didn't work, pawn would rather use a Mastodon Tusk instead of the Blade of Talzin.
HK47 Raiden Aug 25 @ 5:37am 
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 Aug 24 @ 10:05pm 
NAHHHHHHHHHHH your telling me i get an amazing star wars force mod and it fucking has the ability to give me an additional floaty sword?!?!?!? i love this mod! yall are amazing!! thank you!!!!!
Lee  [author] Aug 24 @ 3:00pm 
Ah no worries. I'm just not aware of everything that patches the mod
Komandarm Knuckles Aug 24 @ 2:32pm 
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 Aug 23 @ 8:25pm 
Fair enough, I'm running a fairly large modlist, ty ^^
Lee  [author] Aug 22 @ 6:38am 
The Memphis - A little more detail would be nice
Lee  [author] Aug 22 @ 6:38am 
Komandarm, it might be different if you have a mod that changes how damage work, but other than that i don't know
TiraboTurbos Aug 21 @ 10:39pm 
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 Aug 21 @ 8:23pm 
is throw lightsaber bugged?
Komandarm Knuckles Aug 21 @ 5:45pm 
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 Aug 18 @ 11:15pm 
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 Aug 18 @ 9:57am 
@AstraZeneca, update your rimsort maybe, I don't have that issue. 1.0.38 is the latest
Lee  [author] Aug 18 @ 8:56am 
That sounds like a Rimsort issue. The dependency is listed in the about folder as well as the loadafter
✪ AstraZeneca Aug 18 @ 8:39am 
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  [author] Aug 16 @ 4:40pm 
Thanks for the feedback, however it is unlikely to change in the near future
Devious_Soldier Aug 16 @ 3:21pm 
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  [author] Aug 16 @ 1:03pm 
If you cut off its hand sure
The Memphis Aug 16 @ 12:44pm 
Is it possible to make the inquisitor mechanoid drop it's lightsaber?
Lee  [author] Aug 12 @ 10:25am 
Weird. Never seen that bug before
神木零子 Aug 12 @ 9:16am 
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 Aug 12 @ 2:07am 
thank you very much!!
Lee  [author] Aug 11 @ 3:32pm 
The event shouldn't have been fired off. As for the red nexus, walk a pawn into it and check their health tab
Sheepie Aug 11 @ 2:11pm 
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  [author] Aug 11 @ 7:36am 
Cast sith sorcery crafting on a regular mechlink
mageofsomethingorother Aug 11 @ 4:19am 
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  [author] Aug 10 @ 3:47pm 
Uh. They shouldn't have triggered.
But if it did, then look around the map for force nexuses
Sheepie Aug 10 @ 2:25pm 
Hey what does the force vergence event do?
Mountain Toad Aug 10 @ 2:19pm 
Awesome mod. Keep up the good work. Looking forward to the update
Geargrinder Aug 9 @ 9:57am 
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  [author] Aug 9 @ 9:42am 
It builds heat over time, so it may be your pawn doesn't have enough heat to sustain it
Geargrinder Aug 9 @ 9:38am 
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  [author] Aug 8 @ 7:18pm 
Sometimes they fight, sometimes they don't. It'll be fixed in the new mod
Catgirl's Union Rep. Aug 8 @ 7:07pm 
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 Aug 6 @ 5:40pm 
Very cool mod. Thanks for making this.
Lee  [author] Aug 6 @ 10:10am 
And plus, i don't use the mod anyways, so it would have to come from their side
Lee  [author] Aug 6 @ 10:10am 
Its no longer using VPE, so unlikely.
toetruckthetrain Aug 6 @ 10:08am 
do you think the remake might one day have that?
Lee  [author] Aug 6 @ 9:55am 
toetruck : no. This mod is effectively discontinued as i work on a remake.
Tucker : Yes
Tuckertheliz Aug 6 @ 9:39am 
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 Aug 6 @ 8:27am 
VPE biotech integration compatibility some day?
Space Gandhi Aug 2 @ 10:07pm 
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  [author] Aug 2 @ 1:45pm 
Nope. I recommend dev unlocking the Jedi training tree and picking up the apprenticeship ability