RimWorld

RimWorld

PsyBlasters
51 Comments
Arquebus  [author] 18 Oct, 2024 @ 1:31am 
Sweet! I wanted to eventually revisit this mod but for CE, but i guess 'Mind Bullets' can go to the retirement home before its birth :D
AnneThrax 16 Oct, 2024 @ 1:51am 
RealLifeHobgoblin 17 Sep, 2024 @ 9:09pm 
Arquebus  [author] 28 Jul, 2024 @ 1:15pm 
I subclassed the bullet class and overwrote the base damage method in that subclass. Check out the plaguegun tutorial on the rimwprld wiki or check the code in the github repo
CTH2004 26 Jul, 2024 @ 7:22am 
i'm curious, how exactly did you go about makeing the power related to the sensitivity? I am planning on making a gene with similar capabilities, but I don't know where to begin...

thanks in advance!
Macky 10 May, 2024 @ 3:41pm 
I agree with AKEKHQ, a lot of the imperials spawn with the weapons. It would be nice to have an option in the mod settings to increase the rarity of these weapons for NPCs. Either way, I really like the mod, its really fun brain blasting enemies!
AKEKHQ 21 Nov, 2023 @ 9:59am 
Would it be possible to lower the comonality of those weapons? since a LOT of imperials spawn with it. or maybe make it soo only pawns with psychic link can spawn with it?
Ros[É] 3 Nov, 2023 @ 7:42pm 
I agree with @Osetrokarasek an option to go over the normal "empowered" limit that's linked with psysensitivity would do wonders
L1-GH7//S33-K-3R 7 Sep, 2023 @ 5:06pm 
What I'm trying to say is that the aforementioned weapons have their defaultProjectile made in ThingDefs but not actually applied to their Verbs.I think my Lv.0 social skill finally figured out how to speak properly.My apologies for any confusion.
L1-GH7//S33-K-3R 5 Sep, 2023 @ 5:06pm 
The errors can be located in Thingdef/[name of the thing]/verbs/Verb_Shoot/defaultProjectile
L1-GH7//S33-K-3R 5 Sep, 2023 @ 3:03pm 
Why would someone create a website called"versions"? I'm not intentionally linking anything to this page
L1-GH7//S33-K-3R 5 Sep, 2023 @ 3:01pm 
@Arquebus No I mean the advanced versions of the pistol,the shotgun and the S.rifle are using the projectiles defs of their basic versions.In the ThingDefs.I'm sorry for causing misunderstanding my english skill is terrible
Arquebus  [author] 5 Sep, 2023 @ 8:28am 
@Jesse1079 I assume you mean in CE?
L1-GH7//S33-K-3R 5 Sep, 2023 @ 5:09am 
Some of the weapons are using wrong projectile defs.Most advanced Psy-Weapons are using basic ammunition in XML code
Osetrokarasek 25 Aug, 2023 @ 1:01am 
and maybe it should deal more damage?
Osetrokarasek 25 Aug, 2023 @ 12:37am 
love this mod, but brain dump should only be available to psycasters, imho
Flesh Forge 19 Apr, 2023 @ 5:07pm 
this looks so pretty, great work!
Arquebus  [author] 9 Mar, 2023 @ 1:29am 
@no profile ty for the comment and complement. I will look into this!
no profile 9 Mar, 2023 @ 1:24am 
Thank you for the fun mod. I think Rimworld will be more fun if more of your mods come out.
It's a machine translation.

Creating a brain dump is strange.
Crafting skills are not referenced and there are no unfinished items.
It works very slowly but cannot be interrupted.

Other weapons in this mod are referenced and some are made normally.
Arquebus  [author] 23 Feb, 2023 @ 7:52am 
Pushed an update that included an implementation of my newest mod Mod Icons, adding an icon to the mod entry in the loading screen. As always, please let me know if you see any bugs!
Arquebus  [author] 23 Jan, 2023 @ 1:34pm 
@Maritisa there is no cap on the damage it can do. But the armpen and size is fixed, slightly more armpen and larger than a doomsday rocket. Iirc, the damage it will do is about the same if you spend 45ish heat. In unmodded royalty, a level 6 psycaster with no other upgrades has a base of 60 max heat.
Maritisa 19 Jan, 2023 @ 6:24pm 
...I look at how that rocket launcher works, glance back at one of my old, stupidly powerful colonies, and now I ponder if that rat would just be firing the equivalent of a thermonuclear bomb... Is there a cap? Does it make the explosion bigger? Can I barricade myself in the toughest embrasures I have, and just obliterate an entire map with an archo-psion?
Because god damn would it be awesome if I could
Woffleman  [author] 10 Jan, 2023 @ 10:22am 
@Raxlos I can't say destiny was a direct inspiration. Originally the guns looked more akin to halo's forerunner weaponry, before shifting to something closer to warframe's prime weapons (they even had the colour scheme at one point). Ultimately I didn't want them to look too close to certain video games, which is why the designs ended up with more sweeping curves instead of angular pieces.
Kenko 9 Jan, 2023 @ 5:55pm 
I also would like to comment that this mod is especially a bugger to patch because of the bullet code in the mod requiring a field from the vanilla projectile class not found in the CE one so I am very much not surprised that no one has taken on the task to make a CE patch for this mod.
Daeharde Trihardt 7 Jan, 2023 @ 11:56pm 
Psyper rifle made me W H E E Z E . Well played.
Raxlos 7 Jan, 2023 @ 7:38pm 
Out of curiosity, was the design for these inspired by the Destiny 2 Prophecy weapons? They look similar(ly cool)
Sir Fragalicious 7 Jan, 2023 @ 6:41pm 
Would be cool to see these as persona weapons too.
Aranador 7 Jan, 2023 @ 6:33pm 
People who want a CE patch, the usual approach is to ask the CE team to make a patch. Please respect that not every modder really knows how to mod for CE, and some modders would rather spend their time producing the content they want.
Arquebus  [author] 7 Jan, 2023 @ 11:49am 
@dalebarrett I've never done a CE compat patch.So will have to see what needs to change for it and then figure out how psyblasters' mechanic will work with it. I see many people interested in it though, so might have to play a CE run to help me get hyped for it too :D.
EchoBlue 7 Jan, 2023 @ 9:29am 
"wIlL cE eVeNtuALlY bE cOmpAtIbLe"
Daunmi 7 Jan, 2023 @ 9:04am 
Psyper rifle.

PSYPER rifle.

I hate you so much. :slimehappy:
dalebarrett 7 Jan, 2023 @ 5:15am 
will CE eventually be compatible?
Arquebus  [author] 7 Jan, 2023 @ 3:53am 
Minor update to the mod which makes eltex a crafting ingredient if VPE is installed. @Sir Humphrey Appleby thanks for the help with this!
Vartarhoz 7 Jan, 2023 @ 2:08am 
I really hope for Medieval and Neolithic versions of this mod.
AZGreentea 6 Jan, 2023 @ 5:08pm 
This is needed. Other than a few casts, there isn't much to use focus on day to day. Most of my casters spend more time gaining focus than they ever come close to using.
sapitt6214 6 Jan, 2023 @ 3:13pm 
mod looks great. but i always thought some armor for psycasters to give them better protection while enhancing psychic sensitivity would be awesome
Sir Humphrey Appleby 6 Jan, 2023 @ 1:13pm 
Consider throwing <VPE_Eltex MayRequire="VanillaExpanded.VPsycastsE">#</VPE_Eltex> into the /costList. I made a dirty patch to do that. 1 for pistol, 2 for shotgun, rifle, sniper, 3 for launcher.

Other people probably won't appreciate it but I think Eltex is a great way to limit player growth. You can't just buy what you need.
Scalapher The Artificer 6 Jan, 2023 @ 11:14am 
I'm not really sure where to suggest this, or to who, but I think it would be really neat to have a psy-generator mod that allows psylink users to generate electricity at the cost of psychic heat.
Sun-In-Splendour ( Kai )  6 Jan, 2023 @ 8:58am 
I really love the concept and art for this mod. Can't wait for the test drive on that pistol.
Arquebus  [author] 6 Jan, 2023 @ 8:11am 
Updated contents for numbers!
Arquebus  [author] 6 Jan, 2023 @ 2:36am 
@Dietrich Yeah, this mod proved quite difficult to balance honestly. Our initial implementation had the neuroblasters only create heat, but that was busted as hell. Heat recovery and cap are so easy to stack that the bonus was essentially free. So we either had to lower the damage bonus or make it limited in some way. So that's when we decided to add a very small focus cost to them.
In our tests, the normal psyblasters consumed around 30-50% of a psyfocus bar and never went over the safezone of a lvl6 caster for a 2500 point raid depending on positioning. The neuroblasters half as much focus and double the heat.
We're monitoring balance and player feedback, as this is the most balance intensive mod we've made so far and I'm really still learning.

The sensitivity idea is a good idea though. I'll have to think about it a little.

@K.M.P.I.H.E. I personally don't see it, but even if you do, I wouldn't recommend using it like one ;)
Arquebus  [author] 6 Jan, 2023 @ 2:36am 
@Kokorocodon glad to hear you think so! :)

@mscomies The numerical info is in the gun list. But that's very true, we'll keep that in mind for the next time or if we do revisions to the infographic.

@Emperor Lowa good idea. We'll keep that in mind if we need to do revisions!

@shane_357a melee psyblaster was on the cards but was eventually dropped from feature scope. If we decide to do feature extensions, this is definitely one I also want to do!

@Hamacelos That's the neat part. There isn't!

@Vesparum I know right?! Exactly what we were going for! So super happy you think this!

@Riei Oooo psybolter. Sounds awesome. Similar to shane, I'll add this to the feature backlog and we'll consider adding it if we extend this in the future.
K.M.P.I.H.E. 6 Jan, 2023 @ 12:13am 
Its cool mod,but why rifle is looking like dildo?
Dietrich 5 Jan, 2023 @ 10:49pm 
Interesting idea, dislike they use Psyfocus as it is such a precious resource that takes a lot of time to get back, but otherwise I'm happy my Psycasters with great shooting skill arent being wasted.

Wish they would just give Heat instead of consuming Psyfocus but that's just how I feel, otherwise these are amazing for smacking enemies with lots o' armor, would be interesting to see their damage scale with Psychic Sensitivity too but I'm sure that would require a lot of code wizardry to do.
Helios 5 Jan, 2023 @ 9:15pm 
Great work!

Would just suggest to add some melee options and bows/xbows that launch psyschic arrows/bolts as those would make this perfect for our medieval fantasy playthoughs :D
Vesparum 5 Jan, 2023 @ 8:50pm 
at long last, a ranged weapon for my psycasters!
Hamacelos 5 Jan, 2023 @ 3:30pm 
out of curiosity, is there a cap for the damage for the rocket launcher?
shane_357 5 Jan, 2023 @ 3:29pm 
Could you add psy-blades? Always wanted psychic swordsmen wielding crystal blades.
Emperor Lowa 5 Jan, 2023 @ 3:24pm 
Okay this is an idea! I would add they require Eltex if you DO have vanilla psycasts expanded. Not sure who would make a patch for that however.

Otherwise great idea, integrate psycasters with their weapon systems! now to add psitech for maximum "brain power!" :D
mscomies 5 Jan, 2023 @ 3:19pm 
Maybe include numbers in the weapon stat graphic and a comparison with their equivalent vanilla weapons. I can't tell if these weapons are supposed to be balanced for vanilla or if they were meant for OP god mode runs