RimWorld

RimWorld

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BattIePatch: Psychic Silence Is Golden
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Mod, 1.5, 1.6
File Size
Posted
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1.611 MB
30 Jun @ 7:23pm
10 Jul @ 6:21pm
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BattIePatch: Psychic Silence Is Golden

Description
V1.6

This mod integrates Psychically Deaf pawns a bit better in the Anomaly DLC by making them immune to the Golden Cube's fascination and immune to being targeted by the Unnatural Corpse. There is a choice to have Psychically Deaf pawns be ignored by Revenants, or have them still be targeted by the Revenant but have the Hypnosis not affect them.

Found another anomaly you think should ignore Psychically Deaf pawns? Found an issue? Leave a comment!

Update 1.6.1:
Added the much requested Weighted Mode! Pawns with higher Psychic Sensitivity will now be selected more often by anomalies; the higher their sensitivity compared to the rest of the pawns on the map, the more likely they will be chosen! By default, this is off. Right now, this ONLY impacts Revenants hunting their prey. More functionality will be added in the future.
39 Comments
Claiming_Herald 18 Jul @ 9:41pm 
And they corrected you so politely too
BattIeBear  [author] 7 Jul @ 4:29pm 
@Karkino after some testing, it looks like Psychically Deaf pawns are already immune to both the Agony Blast and ambient pain field of the Nociosphere.
BattIeBear  [author] 7 Jul @ 3:32pm 
I think having my grammar being corrected by an @IliterateAshole may be peak irony! Fixed, thanks for pointing that out!
IliterateAshole 7 Jul @ 3:26pm 
Sorry to be a grammar nazi, but "the Hypnosis will not *affect* them."
BattIeBear  [author] 7 Jul @ 7:44am 
@Foxx glad you like the mod!
BattIeBear  [author] 7 Jul @ 7:43am 
@Karkino I will check it out!
Foxx 7 Jul @ 4:42am 
Thank you! I always thought it was bullshit that the revenant could mind control me when I'm cut off from the psychic world.
Karkino 7 Jul @ 2:19am 
The attack of the nociosphere called "pain blast" or something. Could be negated by this? If not. Could be? Haha
BattIeBear  [author] 6 Jul @ 4:14am 
@Joshyan Yep! I'm looking into weighted pawn selection based on Psychic Sensitivity (as an option) just for such situations, though of course the downside is that means a few pawns will have a LOT of bad stuff happen to them. And if you want to wear a bunch of psychically deafening helmets then go ahead! That is this mod working as intended. If you find the helmets are too cheap/easy to acquire, that's not within the scope of this mod to fix.
Joshyan 5 Jul @ 9:02pm 
Praetor Suit's helmet from [CP] Doom has -100% psychic sensitivity. Technically give baseline colonist temporary psychically deaf and it isn't hard to have all colonists wear them all the time.

On the flip side, why don't you make psychically sensitive colonist get the debuff base on how strong their sensitivity are. So have sensitivity above 100% will make debuff progressively worse. (1-100% is normal, 101-120% slightly debuff, 121-150% slightly stronge debuff, 151-200% Stronger debuff and 201%+ full debuff.)

Something like Cube's fascination/withdraw progress faster, higher mood impact from event (like psychics drone) and more damage from unnatural darkness.


PS: Make debuff optional since not everyone like an idea of make game harder