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CRIMSPR - Psychics Module
   
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Mod, 1.4
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619.914 KB
20 Dec, 2022 @ 3:58am
20 Dec, 2022 @ 9:58am
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CRIMSPR - Psychics Module

In 1 collection by Jenkem
Project CRIMSPR
5 items
Description


MOD INFORMATION
Hello again! Have you the unholy urge to generate stories revolving around feuding families wielding magical force powers? Isn't it rather trash how almighty psychic power and psychic imbecilism is gatekept by a few xenotypes? If yes to any of these, then this is the mod for you!!!

This mod overhauls and expands the vanilla psychic genes using the "SpawnThoseGenes!" framework. Every newly created pawn now has a dedicated germline gene category for their psychic sensitivity and thus their psychic power. In addition, 23 more psychic sensitivity genes are added into the game, expanding the variety of possible psychic ability into a spectrum. This mod is a part of CRIMSPR, a new modding project that seeks to overhaul and expand Rimworld's genomes. For more information, check out my Core Module and my Collection page.


WHAT DOES IT DO?

Overhauls Vanilla Psychics Genetics
  • Each pawn now has a dedicated genetic category for their psychic sensitivity, meditation focus gain, and psychic entropy recovery rate (as of right now, collectively called "Psy-Sense", but may separate in the future)
  • Psy-Sense spawn possibilities are now spectral for each xenotype; Impids have a 11.3389% chance to spawn with a psychic sensitivity of 105%; Wasters have a 0.110229% to spawn with 160% psychic sensitivity (who knows what all that radiation does up there...)
  • Adds 23 Psy-Sense genes
  • If a pawn is missing his Psy-Sense genes somehow, then that's a 5% psychic sensitivity
  • Lightweight and seamless tweak to genetics that makes a massive difference


QUESTIONS AND ANSWERS

Savegame compatible?

Probably not a great idea to add nor remove since it nukes vanilla traits, and adds in the essential gene to all pawns.

Can u patch X modded xenotype?

In due time, I want to build out CRIMSPR a bit more and up my modding skills so as to streamline that process. Perhaps once CRIMSPR and "SpawnThoseGenes!" is understood a bit more, other modders can roll compatibility patches into their mods without me having to do a modded xenotype megamod. In the meantime, I encourage you to make those patches yourself! It's quite straightforward, all in XML, and "SpawnThoseGenes!" has example code in their mod file.

Can u CRIMSPR-ify X bunch of genes or X gene mod?

In due time, I hope to enfold tons of different gene categories in the CRIMSPR network under various modules. I am rather new to modding, so I'd like to interact with the community in order to gauge popular demand before moving forward... and hopefully finish university here.

What if I don't like the gene spawn balances?

You don't have to! Here are a couple things you can do—
  1. Drop your suggestion in the comments; I'll be sure to read every single one and engage in the dialectic for future updates.
  2. Alter the spawn weights in my mod files; just input "2904282856" in "Steam\steamapps\workshop" to find the correct .xml files; be sure to save copies of your bespoke chance weights tho, in case I update this mod.
  3. Use dev mode to alter a pawn's germline; great for on the fly tweaking of important colonists, in case psychic Hussars shivers ye timbers.


INCOMPATIBLE MODS
To be figured out! (But as the mod is designed, it should not be incompatible with much. All vanilla genes are still included, meaning that modded xenotypes still play nice with CRIMSPR.)


RECOMMENDED MODS


LOICENSE
If I disappear, y'all have free reign to resurrect the mod. You can use CRIMSPR genes in your own works (I don't exactly own numbers), though I'd appreciate a shoutout :] I'd be flattered if you'd include CRIMSPR mods in a collection; I however assert dominance over the CRIMSPR brand >:}


MOD UPDATES
To be continued...
2 Comments
triplespud 4 Jan, 2023 @ 5:14am 
Seems to work fine with Vanilla Psycasts Expanded so far, good mod.
shane_357 2 Jan, 2023 @ 3:45am 
Support for modded xenotywould be easily fixed by making the 'default' psychic sensitivity 100%, instead of 5%. At the moment it's impossible to use any modded xenotype, same for the Immunity Module, without creating a custom variant. This isn't a difficult fix.