Overview - Makes psytrainers reward-only; they will no longer be sold by traders.
Overview
- Makes psytrainers reward-only; they will no longer be sold by traders.
- Intended for Vanilla Psycasts Expanded, but also works without it. Should work for any psycast mods that add psytrainers in the usual way.
Why?
- To make exploration more fun!
WHY?
- In late-game of modded playthroughs, it is a common situation that players can get any psycasts they want: especially if they keep a few psycaster points unspent so they can use psytrainers from one or two tiers below to unlock the desired psycasts. As a result, many psycasts end up unused, which reduces long-term variety and replayability of the game.
- Several workshop mods remove psytrainers entirely, but that approach would push players toward the strongest psycaster paths every run, effectively eliminating diversity in psycast builds for players like me.
- By making psytrainers reward-only, this mod encourages a “go with what you find” kind of playstyle.
Mid-save
- Safe to add or remove mid-save. Doesn't affect already-generated trader stocks.
Best paired with
- Better Exploration Loot: increases the chance of obtaining psytrainers through exploration rewards.
- Too Many Mods - Compats and Rebalances: has an option to randomly unlock one available psycaster path on the first psylink gain (other psycaster paths still can be unlocked normally)
This mod adds an occasional, small event that motivates a colonist to craft a specific weapon or apparel unlocked by the recent research, granting a one-time quality boost if they follow through.
Adds new list boxes for recipe bills, health bills, plant selection, architect menu, research menu, and a quick select menu for designators, making it easier to find things when lots of mods are running.