Rimworld Mod Rundown – Vanilla Psycasts Expanded



In this video we look at the runtime and question if we have anything better to do today!

Chapters (Thanks @fernyprojects!)
0:00 Introduction
17:34 Archotechist
20:52 Wildspeaker
25:50 Archon
30:48 Chronopath
35:41 Conflagrator
39:34 Empath
44:03 Frostshaper
49:18 Harmonist
54:09 Necropath
1:00:31 Nightstalker
1:04:18 Protector
1:08:11 Skipmaster
1:13:46 Staticlord
1:18:06 Technomancer
1:24:05 Warlord
1:28:12 Conclusion

—–

You can download the mod for yourself through Steam here
https://steamcommunity.com/workshop/filedetails/?id=2842502659

If you’d like to see my full list of recommended mods to try, check out my Steam Collection here
https://steamcommunity.com/sharedfiles/filedetails/?id=2929924947

—–

I stream Tuesday to Friday, 11am – 5pm UK time at
https://www.twitch.tv/mysteriousfawx

If you’d like to support me as a creator, you can do so at
https://www.patreon.com/mysteriousfawx

Every like, subscribe and comment will go a long way to getting me established on the platform, so many thanks if you’ve taken the time to do so!

source

40 thoughts on “Rimworld Mod Rundown – Vanilla Psycasts Expanded”

  1. Sorry, I zoned out in 50 seconds.

    In all seriousness, though, I've been waiting for this. I have thoughts. This is a far better method for powers than A Rimworld Of Magic. Less buggy, less OP, less buggy, relies on modified vanilla mechanics, and less buggy. There are a lot of problems that I've had with ARoM that I've never had with this mod. When using it like this, it's easy to set up your colonists like mages with just some setting tweaks and the like.

    However, do not use this with Ancients. There's not much point. Psycasts have a ton of overlap with Ancient powers. There's more stuff, yes, but a lot of stuff exists as duplicates without any downsides. And by pumping you sensitivity, many can be made more powerful.

    Also, holy crap this video! And yes, i learned a few things from it, thank you! I'm commenting now before it's dine because my break is almost over, but I don't want to wait and firget to comment.

    Reply
  2. "Everyone is a background character to that ONE god"
    To be fair, that is how I always play Rimworld. All the implants and luz always go into one guy with 1200% gobal workspeed

    Reply
  3. Health Swap can be used similarly to Age on prisoners, let's say you have a colonist with Asthma you can give the prison asthma and take their healthy lungs to your colonist. I believe I saw Francis John used it this was

    Oh another quick word, enchant quality can masterwork items, but this is driven by the pawns psy sensitivity, rather hard to raise as is, but anyone over 380 psy sensitivity can move ahead of excellent to masterwork, I've yet to check if higher sensitivity will take the item to legendary though, as the only way to even achieve that would be to change mod settings to bring a pawn to that insane level and while that sounds OP and awesome, one psy drone event would turn that pawn into a vegetable or an a killer that targets your colonist.

    Reply
  4. Health Swap: Your main fighter(s) lost their arms? Give your missing arms to the next trader and your fighters get their arms back.
    About to die to an infection? Give the infection to your prisoner.
    In my last run, I even gave my Luciferium Addiction to a visitor. Keep in mind that the addiction and the buff are two different hediffs, meaning I am keeping the buff of the drug and never have to take it again. Not sure if they fixed that one.
    You basically never need replacement bodyparts anymore and no doctor. Health Swap replaces all of that.

    Reply
  5. Excuse me, but 90 minutes? I might have to come back to this on the weekend o.o
    Thanks for your continued work exploring the Vanilla Expanded mods, you provide a great service.

    Reply
  6. This is probably the only long youtube video that kept me entertained the whole time, cant imagine the amount of time and effort it took to make it. I would love a video about the Hemosage and Puppeter path that they added as an extra for this mod.

    Reply
  7. Fantastic vid and must of took much work to make it.
    Wanted to correct the part about Technomancer's enchant quality cast. It was changed to instead scale off of psy sensitivity, so 120% for excellent, and 250% for masterwork and anything below 120% being good. Honestly conflicted if this is a nerf but feels like an op cast if you invest lots of resources into it by being about to make anything masterwork.

    Reply
  8. I wanna add a thank you for this rundown especially given this is 1hr + I can't imagine the time sink this required, I especially appreciate that I got to see some of them I tried out and didn't understand, others that I completely ignored that was showcased here. That time based one for example.

    Epic dev mod joke btw lmao I feel attacked

    Here's a crazy balancing idea for resurrection, you might fancy, get a random pawn, Mind Break em, leave em at the anime tree, give them alone Necro and you now have 10 revives, cut one arm, make it 5, this was the only way I could interact with this feature. restrict the bonus to starting pawns only, if the thrall dies don't build another lol

    Also, why didn't u ask us which ones we liked? Cause I wanna brag about the many benefits of a Protector…..

    Reply
  9. if you want to limit what path someone can take and have biotech, there's a mod by the name of "Vanilla Psycast Expanded – Biotech Integration" that limit's what path's you can take based on your xenotype, for example, highmates and lowmates have access to the empath path while impids are allowed to be conflagrators, and if you want to make a super psycaster you will need the specific psycasting gene from most xenotypes, though there is a mod option that limit's you to only having one psycast gene active at a time.

    Reply
  10. all this video does is make me wish rimworld of magic would finally get that upgrade to remove jectools requirement, because the raids could get wild with that mod. i've seen a very small number of psychic pawns using their abilities with this mod, but with RoM it was a constant threat during a raid.

    good job covering the stupid amount of content in this mod.

    Reply
  11. 1:18:34 so fun fact with this one, but you can actually increase the quality it produces stuff with your psychic sensitivity now. I think it’s around 150% for excellent quality and mid 250’s for masterwork I believe. It doesn’t immediately make it at that quality though and you’ll have to upgrade it to said quality with multiple casts.

    Reply
  12. Necropath is a great tree for fungoid colonists. I did rich explorer starting with a fungoid and since they’re skills never stop deteriorating even under lvl 10, and they can’t learn, the necropath tree basically removed all of her fungoid weaknesses. Cuz you can just keep the bodies of people with good skills around and then steal the corpse’s skills to make up for not having them yourself. I feel like being a necropath is also pretty fitting for a fungoid.

    Reply
  13. i mostly use health swap for burned brains to give it to another prisoner.

    enchant quality can go above good as it has is scaling with sensitivity. so far i got to master upgrades with about 400% sensitivity.

    Reply
  14. I love Chronopath, but I found its rather OP when paired with a deathless character like a sanguophage, either by directly getting the sanguophage to be the chronopather or by stripping the him, cutting off his legs and shoving him into a dark corner in a room where he just lies there, unable to move, unable to die and getting his age drained repeatedly to keep my chronopather (and later the entire colony thank to the deaging power) eternally young.

    Healthswap is handy for healing pawns. grab your frail, asthma stricken pawn with malaria and healthswap it on a volunteer in your prison. did not know its not a hostile action, good to know maybe I'll use some visitors next time. Also you can transfer lucy addiction without the lucy buff onto others without losing the benefits.

    Deathshield is useful when harvesting organs, unless you're running the post-mortun harvesting mod its probably the only way to extract everything from a forced volunteer.

    Reply
  15. Beautiful review! I appreciate the grind helping explain all the different psycasts within the mod. Of all the VE mods, this one is probably the one I’ve had the most time with funny enough. I found myself saying the same thing with some of the higher level psycasts being a little off for where they’re at on their respective skill trees.

    All in all, your advice on checking how much this mod may ruin the overall fun of Rimworld is an eye-opener for sure. I still manage to run into other bigger threats that keep me on my toes but I always forget that some mods can be tweaked to make sure they’re not making the game super easy.

    I remember being a kid and getting mad at Battalion Wars on the GameCube. Some of the more grand missions would be almost a little too complicated for my growing mind at the time and my father explained to me that if the game was easy, it wouldn’t be any fun. It was then I had realized that that was the exact reason I loved video games. It’s the battle to overcome the many obstacles and savor the glory of victory!

    Reply

Leave a Comment