RimWorld

RimWorld

Craftable Psylink Neuroformers
44 Comments
Dantanen 11 Jul @ 1:12pm 
Seems to work just fine in 1.6
2002cear 15 Feb @ 4:39am 
Thanks for your work on this one and keeping it updated!
NoonAndNight 16 Oct, 2024 @ 10:35am 
Looks like no one ever said "thank you" for updating this.

Thank you for updating this!
دانيال أيفان مولا 16 Apr, 2024 @ 7:25pm 
looking forward 1.5 too lol
Diefallman 12 Apr, 2024 @ 5:28am 
1.5 update please and thank you in advance
Six 11 Apr, 2024 @ 4:25pm 
Very much looking forward to 1.5 update! Thank you for your effort, your mod is appreciated!
Victor 1 Sep, 2023 @ 2:24pm 
Oskar said they replaced the vanilla def, so I guess you'd have to make a patch for that.
Dragon  [author] 1 Sep, 2023 @ 3:59am 
Does the conflict stop the mod from working/crash? I can't imagine how if it did.
Victor 25 Aug, 2023 @ 11:45am 
Conflicts with Vanilla Factions Expanded - Deserters
https://gist.github.com/HugsLibRecordKeeper/ebe71b747eb5fcee72de1880b0348f51
Dragon 18 Dec, 2022 @ 2:30pm 
Techprints are a limited pool, as in they won't be found again once you buy and apply the necessary ones. Buy up all the techprints you can, youll limit the pool and be able to find more of the ones you want.

Best traders are exotics and imperials.
KnightedWarrior 7 Dec, 2022 @ 8:42am 
I can never find the techprint for this amazing mod. How in the world do I find the techprint, can you guys tell me your experience?
TiraboTurbos 6 Nov, 2022 @ 12:49pm 
Absolute Chad! Thanks, mate!
Забулдыга 22 Oct, 2022 @ 9:42am 
тут есть русские
Dragon  [author] 22 Oct, 2022 @ 3:06am 
Updated to 1.4
Nikkö 24 Sep, 2022 @ 5:33pm 
Thank you for this mod, now i can make me super psykers without cheating.
Get Donked On 23 Dec, 2021 @ 4:42pm 
more archotech garbage might be of interest to you author man it has a psylink neuroformer recipe but its pretty well balanced by the fact u need to gather archotech material first from either killing mechanoids or getting them from quests
Dragon  [author] 9 Sep, 2021 @ 4:26pm 
I'd help but unfortunately I have no experience with Rimedieval.
Kurugane 9 Sep, 2021 @ 2:37pm 
Disregard. I see now. Nueural computation is vanilla research. I may have to create a whole seperate research option for it...which is beyond my understanding lol
Kurugane 9 Sep, 2021 @ 2:35pm 
I see this line, however how do i adjust it to be visible with a limiter?
Sorry not a modder by nature.
Dragon  [author] 9 Sep, 2021 @ 2:25pm 
You can change the Research Requirement in defs\Recipes.xml in the <researchPrerequisite> section on line 61.
Kurugane 9 Sep, 2021 @ 7:15am 
Where do i change the research requirement? I'm trying to patch this to be use in conjuction with Rimedieval. I think i've successfully made it so that i it can be crafted in the smithy. However I'm not sure why the research isnt showing.
gom40 7 Sep, 2021 @ 11:10am 
good:steamthumbsup:
Arrek 25 Aug, 2021 @ 1:26pm 
I kind of like the idea of two recipes for these; The components, gold and glitterworld meds at the high crafting requirements and perhaps the Luciferium version at a lower rate but like Molay suggested giving the Luci addiction. Sets up the choice to chase power without thought to the cost or to slow and steady it.

Another thought if possible is maybe add a new operation to the Biosculptor pods to add a Psylink, with more thought to the balance being in the nutrient cost and time the pawn is unavailable. With the three/two types you constantly judge on risk/reward/time for which way to advance.
Molay 25 Jul, 2021 @ 2:27pm 
Thing with using luciferium is, I'd almost expect that this would make the receiving pawn a luci addict. Maybe there's something there actually... Luciferium too are nanobots right? They may be so advanced and particularly suited for this task, that they themselves form partially into the psylink, reducing cost and complexity (crafting time). Perhaps as a cheaper alternative recipe, just 3 adv components, 40 gold and 6 luciferum, but upon use adds the luciferium hediff to the prawn (would require making a separate item as well, so a bit more work on your side). But maybe a cool idea. You can basically make them half price at the cost of causing addiction?

Food for thought :)
Molay 25 Jul, 2021 @ 2:16pm 
Looking at the recipes like that, the last one seems most appealing to me. Advanced components check for a variety ressources, the gold adds an aspect of value and scarcity, and the glitter world meds are thematically fitting and require trade (or quest). The whole package makes it nice little quest to collect those things I think, and the item more rewarding as a result.

First one seems bloated in comparison, with 5 ingredients, just aesthetically.

Second one looks interesting if you prefer luciferium thematically. I doubt the empire is fond of drugs, but maybe luciferium is all we got on the rim to make psylinks ourselves? Could definitely work.

Third one looks too simple for such a special item imo.
Dragon  [author] 25 Jul, 2021 @ 11:57am 
Of course these aren't all the possible options with these ingredients, but I think these are some more balanced choices than the current crafting resources.
Dragon  [author] 25 Jul, 2021 @ 11:57am 
Each Advanced Component costs 3 gold with some other stuff, so in that case it'd be 174 gold. I think 174, and even 150 gold is a bit much, but 12 is too low. I like the Glitterworld medicine idea though, and in the same vein, perhaps a bit of Luciferium.
Thematically, I'm a big fan of the idea that the Empire takes gold as currency, turns around, and siphons that gold straight into direct power as Psylinks.
I actually looked it up and apparently the market price of the Psylinks are actually 1200 silver, so I accidentally got very close to their in-universe cost. For balancing purposes in that case, however, it should probably be more around double that.
So working with market price, here's a few options that could be used equaling around 2400 silver:
-5 Advanced Components, 100 Gold, 10 Plasteel, 4 Glitterworld Medicine, 100 Silver
-4 Advanced Components, 120 Gold, 10 Plasteel, 6 Luciferium
-6 Advanced Components, 120 Gold
-6 Advanced Components, 100 Gold, 4 Gliterworld Medicine
Molay 25 Jul, 2021 @ 10:23am 
[...]


Plus, gold is relatively scarce (depending on how you play, at least), so that would make the psylink actually valuable in my mind.


Another avenue for inflating price and making it feel more valuable and scarce is adding, say 5 Glittertech Medicine to the recipe. Doesn't seem far fetched either. Glittertech medicine are basically nanobots that go into your body to fix it - pre-packaging them into the psylink for an easy plug-and-install (i.e. nanobots wire it to your brain properly) makes sense in my mind too.
Molay 25 Jul, 2021 @ 10:22am 
I'd probably do something like make it 8 advanced components, 200 silver, 150 gold.

In my head that makes sense from a lore-aspect, requiring more advanced components, as it's a techy-thing. The silver cost is brought slightly down, but made up with the high gold cost, and gives credence to those metals being used for the electronics and stuff.

That's something like 250 steel, 80 plasteel, 200 silver and 150 gold total if I'm not mistaken. It's definitely expensive, and I like to imagine that the Empire manufactures them for much cheaper... alas, our backwards little colony isn't as material efficient, there's quite a bit of waste in our production process!

I'd definitely like gold cost to go up though. Gold is one of the few things imperials accept to reward you with psylinks, so that's a reasonable link. Perhaps they want all that gold to make the psylinks, eh? :)

[...]
Dragon  [author] 25 Jul, 2021 @ 9:08am 
Saying cheap got me thinking about how exactly many resources are required to make these, so I did some quick math: 4 Advanced Components is 4 Components which is 12 Steel each, so the total is... 128 Steel, 50 Plasteel, 12 Gold, and 250 Silver (fun fact: that's 1260 Silver market price). Looking at it now, that is actually kinda low. Perhaps I should increase the Silver requirement somewhat? Maybe double or triple it? If enough people think that'd be better it's a quick change to make.
Molay 25 Jul, 2021 @ 8:26am 
I think the balancing sounds just right. Crafting those things yourself should require a lot of skill, don't forget the empire has advanced manufacting capacity, that's why they can hand them out like candy :D While I think they're a bit on the cheap side ressource-wise, I think that's okay with the skill requirements. Wouldn't mind personally if they required 2-3 days of dedicated crafting to get made. But I applaud how it's balanced, and that balance is seemingly an important factor for the mod maker. Thanks for the mod
Dragon  [author] 15 Jul, 2021 @ 4:36am 
While you may get a decent amount of them, with enough resources, this mod could potentially let you craft 1-2 a day with just a single pawn and an optimized crating area. Especially because of the nature of the Empire, said pawns that gain the Psylink powers also gain royal titles, which make them work less and requires large rooms and specific requirements for them; due to this, I figured the difficulty of crafting them should be rather high. You're welcome to turn it down in the settings file (can be opened pretty easily), but I'd personally keep these settings for balance.
Kasa 15 Jul, 2021 @ 3:53am 
I'd actually the default requirements (for skill and int level) are a tad to high?
Don't forget the empire hands these things out like candy when you Allie with them.
Armedwithpuns 27 Feb, 2021 @ 3:23pm 
wow clearly alooot of people have been wanting this kind of mod, 3,000 visitors and 5,000 subscribers :D
d_valroth 21 Feb, 2021 @ 2:03pm 
I always appreciate when a mod makes an uncraftable craftable, but doesn't make it too easy. This is fair enough anyway since the tribals have a free method of doing this.
Tardo The Ass-Monkey 10 Jan, 2021 @ 3:17pm 
Yeah, I found it not long before you replied. For some reason, I was thinking that it was a new tech, so I didn't even think to check the Tech Print area. Thanks for the quick response though.
Dragon  [author] 10 Jan, 2021 @ 2:32pm 
In my own testing I added it onto an ongoing save, so it should work without a new save. The Research Project required is Neural Computation, which is, by default, locked off due to needing a Tech Print, which may be the cause of your troubles.
Tardo The Ass-Monkey 10 Jan, 2021 @ 12:29pm 
Do you need to star a new game for this to work? I downloaded and enabled it in my current game, but I can't find the research project anywhere.
白眉鹰王 8 Jan, 2021 @ 4:17am 
@plantman How do you craft psylink in epoe? I didn't find the recipe.
turkler 13 Nov, 2020 @ 3:44pm 
>By the way, you can do whatever you want with this, copy it, mess with it, reupload it, I don't really care as long as people are having fun. It'd be nice to mention me, but I won't complain regardless.

you a real modder man, thanks a lot
Legion 2 Nov, 2020 @ 7:11pm 
You're far too generous with permissions. Not that I plan on messing with it, I think your general relaxation and passion alone are enough to make me sub.

+1
plantman 31 Oct, 2020 @ 2:11am 
epoe adds a recipe for them i think but this nice if all you want is to get a psylink Neuroformer
ElgranKhan 29 Oct, 2020 @ 12:26pm 
This mod is a godsend, thanks you a lot.