RimWorld

RimWorld

Vanilla Psycast Expanded - Biotech Integration
160 Comments
Lionheart Sep 30 @ 2:48am 
FYI imgur.com has blocked the UK from accessing it's site so your mod description which contains images hosted there, now has NO information available in that format for anyone accessing from the UK.
you may want to consider updating with a text description.
Seromas Aug 30 @ 5:52pm 
@Paolini I just published a small mod that sloves this issue and allows you set a custom chance for psycast genes to spawn on baseliners, check it out https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3559207907
Seromas Aug 30 @ 5:47pm 
@Danzen You can update the description now that the mod supports VRE Insector and Lycanthrope
Paolini Aug 27 @ 3:12pm 
This mod prevents enemy psycasters from spawning in with actual psycasts, they only have psylink levels
Glothia Aug 20 @ 12:31am 
@Sanakara Changing the two "VFE.PatchOperationToggableSequence" to "VFECore.PatchOperationToggableSequence" in 1.5/Patches/ToggleableConfigs.xml fixed the XML issues. The author used the 1.6 name in the 1.5 files.
Vulkandrache Aug 17 @ 9:12am 
Open the mod files and remove the additions you do not want.
Flurbel Aug 17 @ 8:50am 
Is there an option to not give xenotypes psycast genes?
Oda Nobuna Aug 5 @ 6:43pm 
Hello, just to know, with this mod it’s normal that human colon can’t learn any power? on one of my parties I have a horse that can learn no way..
Naturtok Aug 3 @ 2:55am 
Does this mod still prevent enemy psycasters from spawning in raids/using psycasts? It's been a hot minute since I've played
Sanakara Jul 31 @ 5:19pm 
It seem like the mod got silently updated and at least for me rimsort is not asking anymore for this dependency directly. In general, as far as I can see, everything works like intended. Nevertheless still get a dozen of red errors by this mod.

Obviously some XML entries need to be fixed/updated and I would really like to see this, cause this mod is more or less the only one, that is throwing so many errors around for me (CE 1.5). Even if maybe those errors could be ignored, it would help to lift the clutter and to identify maybe more serious errors.
Anyway... Right now it feels to me that this could be my last run with Biotech Integration. While I appreciate it found its way to 1.6, it lacks more and more to take into account new content, like other xenotypes like insectoids and starjack or new genes and so on and is limiting in this way the playabliity in general.

log file:
https://gist.github.com/HugsLibRecordKeeper/1c3f11dbc5c843263d2378452c59e6ce
toetruckthetrain Jul 30 @ 5:30pm 
some patches for mods like melee psycasts, combat psycasts, and runesmith would be cool
Dealer Mangan Jul 24 @ 7:21am 
For the record, i don't think the old name was "leaving room for misinterpretation". Coupled with the header image, it's pretty obvious that the mod ties psycasts and genes together.
Dealer Mangan Jul 24 @ 7:16am 
Can we please settle on one name? :D The back and forth is confusing, then the mod needs reenabling in RimPy
Porknelius Jul 23 @ 7:52pm 
same
Sanakara Jul 23 @ 7:14pm 
I am still confused. Rimsort still says can not find "* danzen.vpe.psycastergenes" and getting red errors. Is that now related to this mod, cause "VPE - Biotech Integration for Alpha Animals and More!" can not identify "* danzen.vpe.biotechintegration" as dependency?
Danzen  [author] Jul 23 @ 6:26pm 
Reverted back the ID
Axon Jul 23 @ 2:35pm 
other mods that require this mod dont recognize its new ID, such as More Psycaster Genes and Psycaster Genes Spawner and some others do not work now
Coolchilion Jul 22 @ 9:29am 
Vanilla Races Expanded - Starjack was just released, take a glance and see if the psycaster genes needs some adjustment from it
Rookie 1978 Jul 21 @ 1:30am 
Does this mean that those xenotypes can ONLY learn those psycast trees? Or do they have a natural aptitude for it?
Danzen  [author] Jul 20 @ 4:49pm 
@Vortek Gamer Ah, makes sense. Reverting back only the mod Id.
Vortek Gamer Jul 20 @ 3:29pm 
I noticed that you changed the mod ID as well as I use RimPy and it detected (with old name) as it is missing. I think you could keep the ID the same and change the name of the mod. Because if you change the Mod ID, other mods that use this for patches will be outdated and need to be updated with the new Mod ID. So for sure that Psycaster spawner will not work with this mod anymore as it go by the mod id for it
Danzen  [author] Jul 20 @ 12:29pm 
Just avoiding confusion, since many new people misinterpret "biotech integration" title. So I made the title more specific and now should reflects psycaster gene mechanics.
redundantusage Jul 20 @ 11:13am 
Thanks for your work on this Danzen.
Vulkandrache Jul 20 @ 11:04am 
Considering the old name is still on the banner i would say that yes, you are going crazy!
Dealer Mangan Jul 20 @ 11:01am 
Am i going crazy? Did the mod suddenly change name?
Danzen  [author] Jul 20 @ 8:38am 
Added Starjacks.
Danzen  [author] Jul 20 @ 6:19am 
@Coolchilion, I think I missed it, noticed there is a new xenotype in oddysey which I just bought the DLC today. So yes, will add it soon!
Coolchilion Jul 20 @ 4:23am 
Plans to add psycast genes for the starjack xenotype in Odyssey?
Alexander Moonflower Jul 19 @ 5:10pm 
AWESOME!!!!!!!!!!!!!!!!!!!!!!
MercuryRiver Jul 19 @ 12:23pm 
All the changes make sense to me! Thanks for update
Danzen  [author] Jul 19 @ 7:17am 
@Dealer Mangan Thanks! Yes, I believe all psycasting genes are still discoverable without using any Vanilla Expanded xenotypes. That’s also why I didn’t make those mods required dependencies. That said, for the best experience, especially thematically, I do recommend using all VE xenotype mods if possible!
Dealer Mangan Jul 19 @ 7:04am 
I think that the ideas behind the changes make sense on paper, but you have to take into account that not every player will use the vanilla expanded races. i think that you should ensure that every kind of psycasting gene can be discovered with just the vanilla xenotypes. maybe you already have, it's just not clear to me atm.
Danzen  [author] Jul 19 @ 6:57am 
I'd love to hear what others think about these changes.
Danzen  [author] Jul 19 @ 6:55am 
(Off Topic) Explanation of Changes:

🔥 Uhlan (+Conflagrator, +Skipmaster)
It makes sense for Uhlans to get Conflagrator, especially considering their aggressive nature and visual similarity to Impids, who already have that gene. I also feel like Skipmaster fits their battlefield role well. As super-soldiers, they’d logically use mobility and teleportation tactics to overwhelm enemies.

🐻 Yttakin (−Warlord)
I’m thinking of removing Warlord from Yttakin to make that gene feel more exclusive to xenotypes like Hussars or Boarskin, characters who are designed for raw, warmonger. Yttakin are certainly powerful, but I feel their strengths lie more in animal influence and they're also living in icy habitat.
Danzen  [author] Jul 19 @ 6:54am 
🐷 Pigskin (+Harmonist, −Wildspeaker)
I don’t think Pigskins have a strong enough connection to nature to justify Wildspeaker, not in the same level as Yttakin or Lycans. Instead, I’m thinking Harmonist might suit them better, since their chaotic, unpredictable behavior could reflect a sort of intuitive balance with the world, just not in a spiritual or tribal sense.

🧟 Fungoid (+Necropath)
I'm thinking that Necropath makes a lot of sense for Fungoids, since they're already associated with infection, corpses, and parasitic behavior. Giving them this gene reinforces their identity as decay-based, death-linked beings.
Danzen  [author] Jul 19 @ 6:54am 
🐗 Boarskin (+Protector, +Warlord)
It makes sense for Boarskins to have both Protector and Warlord. They’re tougher and braver than Pigskins (has coward gene), so giving them these genes reinforces their role as tanky frontline brutes who can also lead in a primal, forceful way.

🐜 Insector (+Archon, +Skipmaster)
I feel like Insectors would be a great fit for Archon, since insects (especially ants) are all about hierarchy and coordinated group behavior. Adding Skipmaster also seems appropriate, given how fast and agile some insects are. It plays into their swarmy, reactive nature.

🐺 Wolfman / Lycan (+Nightstalker, +Wildspeaker)
It just makes sense for both Wolfmen and Lycans to have Nightstalker and Wildspeaker. They’re nocturnal hunters who form packs and live close to nature. These genes capture both their stealth and their spiritual connection to the wild.
Dealer Mangan Jul 19 @ 6:30am 
HUUUGE W:steamhappy:
Danzen  [author] Jul 19 @ 4:46am 
VPE-BI has been Migrated to 1.6.

Fix:
- Hussar and Uhlan can't use psycasts
- Archotechist, Wildspeaker, Hemosage, and Puppeteer not required gene
- Toggleable not working

Update: Xenotype Endogenes changes:
- Fungoid (+Necropath)
- Uhlan (+Conflagrator, +Skipmaster)
- Pigskin (+Harmonist, -Wildspeaker)
- Yttakin (-Warlord)

New Add:
- Boarskin (+Protector, +Warlord)
- Insector (+Archon, +Skipmaster)
- Wolfman/Lycan (+Nightstalker, +Wildspeaker)
Smiley Face Killer Jul 19 @ 4:38am 
Ahhh yea, we back, space psyscasts gettin more balanced
redundantusage Jul 18 @ 11:04am 
I enjoyed this mod, vanilla psycasts expanded just isn't the same without it. Whether it gets updated to 1.6 on not, thanks for the fun.
Dealer Mangan Jul 16 @ 4:33am 
O Legend, return to us! :steamsad:
LZIM Jul 12 @ 10:10am 
o7
Kyokui Avarus Jul 11 @ 8:57am 
I hope this can get updated to 1.6, otherwise mlie might have to step in and save us....
NeverSink Jul 9 @ 7:25am 
I really hope this mod will receive a 1.6 update at some point, as it added a lot of flavour!
Thank you for your work!
Sanakara Jul 6 @ 2:28am 
One of my favorite mods. But I'm afraid it will become dead. has not been updated since 2024 and could need some overhauling right now. Guess with 1.6 it could be totally outdated.
Nox Tenebris May 5 @ 2:55pm 
Is anyone updating this mod to work with more recent Xenotype mods? Hasn't been updated in over a year.
Mr. Big Smalls Apr 14 @ 7:51pm 
I actually really like this change. By default, the balancing for VPE is all over the place, and the OP psycasts are dead easy to unlock while random more niche ones are actually locked behind requirements. This keeps it more in line with vanilla, which I love to see.
SalSalvador13 Apr 3 @ 9:28am 
I know people talk about the lack of support for Insectors and lycanthropes but there is also a lack of support for boarskins from VRE-pigskins, there is also an upcoming anomaly themed race according to recent VE roadmaps
kongkim Mar 1 @ 3:12am 
Im not 100% sure i understand it, but are there a way to make then start with the genes, to possible gain the Psycast. but not start with Psycast points unlocked?
Carcer Feb 21 @ 2:46am 
I've not tried it but I guess I could just add genes via dev mode