RimWorld

RimWorld

Pawn Suppression Implants
90 Comments
Alternate 18 Jul @ 5:45pm 
Thank you so much for updating! This is a must-have mod for me.
哈尔菲斯 18 Jul @ 12:56am 
thanks for updating
[Zerg03] MrHydralisk  [author] 17 Jul @ 7:39pm 
Updated to 1.6. You can all go back to exploding heads of your rebelling prisoners.
[Zerg03] MrHydralisk  [author] 14 Jul @ 12:19pm 
Check To/Do
Jonathans0 14 Jul @ 12:18pm 
1.6
子鱼丶 12 Jul @ 12:52am 
o7 1.6pls
[Zerg03] MrHydralisk  [author] 4 Jul @ 9:08pm 
Will be updated to 1.6, but after 1.6 and DLC fully release.
[Zerg03] MrHydralisk  [author] 24 Dec, 2024 @ 1:36am 
The Viral Divinity, check your Comms console, cause it available to activate any PSI from it to counter loosing button, when faction swapped.
The Viral Divinity 24 Dec, 2024 @ 1:32am 
I too, was wondering if these worked against slaves and I believe I can confirm they don't. Just had a grand slave rebellion, and once they switched factions I lost the ability to use the implants, defeating the point :/
[Zerg03] MrHydralisk  [author] 5 Jun, 2024 @ 7:06pm 
Klang, never really heard of such, so highly likely there is either other mod that changes something related to research or mod files smh corrupted on your PC (even tho it should shown error then). PSI have it own research tab, so maybe you just have too many tabs from other mods, so it not showing. But overall can't suggest much with this amount of information.
Klang 5 Jun, 2024 @ 5:36pm 
I'm having an issue where despite having the mod in the mod list, the technology isn't showing up? I don't know for certain if this is a problem with the mod or not, but I was hoping someone may have had the same thing happen?
cap_wacky 1 Jun, 2024 @ 11:39am 
Thank you so much for the update on this one :)
[Zerg03] MrHydralisk  [author] 30 May, 2024 @ 5:01am 
Zo_Confuzled, it works on humans, so it not limited to be prisoner or not. Mostly description says "prisoners" cause putting "pawn" inside the game will be close to breaking 4th wall, so it replaced with similar word, which will still keep the idea and fit the in game world.
Zo_Confuzled 30 May, 2024 @ 4:55am 
Do these work on slaves as well or only on prisoners? Would be cool to have implants that help controll slaves trying to escape
[Zerg03] MrHydralisk  [author] 7 May, 2024 @ 2:46pm 
Goisa and cap_wacky, now it seems to be compatable with Rimworld 1.5. The issue was that in devs removed brain reference in vanilla code, which the mod was relying on. But now I added local reference and it working again.
[Zerg03] MrHydralisk  [author] 7 May, 2024 @ 12:47pm 
Goisa, still in progress of updating, cause need to revisit a lot
Goisa 7 May, 2024 @ 11:15am 
work with 1/5?
cap_wacky 16 Apr, 2024 @ 8:42pm 
Excellent, just glad to know it's on your radar and not abandoned :) Thank you.
[Zerg03] MrHydralisk  [author] 16 Apr, 2024 @ 3:11am 
cap_wacky, almost updated all mods that I made, this one was just not first on the list. Hopefully this one wasn't affected much by 1.5 changes, so it wouldn't take long to do.
cap_wacky 15 Apr, 2024 @ 10:08pm 
Any plans to update this one to 1.5? Not trying to push for "Why hasn't this been updated?" or that sort of thing. Just wondering if a 1.5 update is being looked at or in progress, etc....
Shinobi 25 Feb, 2024 @ 5:21am 
Thank you, the modder behind Slavery Utilities stopped updating it and I was getting tired of my crop farms turning into lead farms.
[Zerg03] MrHydralisk  [author] 3 Feb, 2024 @ 6:06am 
Maty the Fluff, then it prob better ask devs of that mod for what should be done about it on their or mine side. Cause in Vanilla high tech factions doesn't seems to have such issue.
Maty the Fluff :3 1 Feb, 2024 @ 3:27pm 
Yes! The raid I was talking about is from the vanilla expanded empire/deserters mod
[Zerg03] MrHydralisk  [author] 1 Feb, 2024 @ 4:25am 
Maty the Fluff, from what I remember it not suppose to spawn it on raiders. Do you use some custom faction or maybe some mod that changes logic of implants or hediffs, cause it highly possible it being due to that rather than PSI mod?
Maty the Fluff :3 30 Jan, 2024 @ 6:21pm 
Hello! I am having a little issue: some high-tech raiders spawn with a PSI in their brain and it activates instantly as soon as they spawn...to raid me :D
Is there a way to turn off raiders spawning with PSI?
Oddbase 14 Jan, 2024 @ 5:33am 
ah i see. thanks for the reply
[Zerg03] MrHydralisk  [author] 14 Jan, 2024 @ 5:29am 
Oddbase, At first I wanted to add affect to Terror, but it had some issues with implementation and it was a bit removing the reason for ever activating PSI, so I worked around it. If you preventive PSI, then look at Mental type.
Oddbase 14 Jan, 2024 @ 5:19am 
maybe some of these should cap the terror for slaves at 100 considering they have a exploding head button attached to them
xxx_420_Bad_Boy [Wizard_Cum] 14 Dec, 2023 @ 12:38pm 
I interpreted it as more of an instant brain shutoff, but that's fair!
[Zerg03] MrHydralisk  [author] 14 Dec, 2023 @ 12:22pm 
XXX_420_Bad_Boy, stun won't necessarily lead to a fall. It closer to when you touch open wire and due to moving current through your body you can't really move muscles, due to nerv overload. It was also considering other mods with tasers, that stunned pawn itself, but not really dealt any dmg, so it made this way partially for consistency among mods.
xxx_420_Bad_Boy [Wizard_Cum] 14 Dec, 2023 @ 10:04am 
@[Zerg03] MrHydralisk psi stun should cause a small amount of blunt damage to random limbs to reflect that it causes a pretty nasty fall!
chaorain 10 Dec, 2023 @ 1:52am 
Thanks, at least I know I'm not missing something blatantly obvious.I'm gonna try some things to see if I can figure it out. I'll update if I figure it out.
[Zerg03] MrHydralisk  [author] 9 Dec, 2023 @ 5:00am 
chaorain, I just check it and it seems to work fine with EPOE. To install it you don't need research itself, just an existing implant on a map somewhere for game to notice it (like any other vanilla implant, if you have it you can try implanting things in pawn). Could you be having some other mod that changes implants logic or maybe changing a way of checking if item exist on a map? Outside of that I not sure what might be the reason, since it utilizing vanilla way of doing surgery to implant. Also, can try making new map with dev mod and check if it still not working there in fresh game.
chaorain 9 Dec, 2023 @ 3:27am 
I've used this mod in the past and absolutely love it. However in my latest colony (after a long break) I can't implant the implants. It simply does not show up in the surgery options. I am running 1.4.3901 rev238. I have them researched and crafted. I am able to install EPOE implants (such as missing toes). I thought I might of been missing a research to actually implant them but I can't find anything. Any ideas?
[Zerg03] MrHydralisk  [author] 4 Nov, 2023 @ 4:30pm 
sweet owl, was fine last time I played with EPOE.
sirduck 4 Nov, 2023 @ 4:26pm 
run okay with Expanded Prosthetics and Organ Engineering - Forked?
[Zerg03] MrHydralisk  [author] 25 Sep, 2023 @ 1:51am 
cylordcenturion, basically there was plans for something like that, but I was too busy and haven't time to try implementing this new type.
cylordcenturion 24 Sep, 2023 @ 9:31pm 
is there any intention to make it so that having a suppression implant affects slave suppression?
[Zerg03] MrHydralisk  [author] 7 Aug, 2023 @ 2:53am 
Kokorocodon, yes, you can remove them just like any another implant, when you need to.
Kokorocodon 6 Aug, 2023 @ 5:38pm 
These are common as fugg, most raider have one. Can they be removed?
[Zerg03] MrHydralisk  [author] 3 Aug, 2023 @ 4:42am 
Strange, 1.4 was fine last time I checked. Will look in it later
Dr. Beta★雞湯 3 Aug, 2023 @ 4:38am 
my issue occurs on 1.4
[Zerg03] MrHydralisk  [author] 3 Aug, 2023 @ 2:26am 
Dr. Beta★雞湯, if it Rimworld ver 1.3, then it just a limitation, cause such UI features was added in 1.4 ver of the game.
Dr. Beta★雞湯 2 Aug, 2023 @ 11:17pm 
strange issue: "Administer Anesthesia" appears on pawns with PSI Anesthetic installed, but only when they are *not* rebelling or in a mental state
[Zerg03] MrHydralisk  [author] 18 Jul, 2023 @ 8:24am 
Grumpy Goose, Is it Rimworld ver 1.3?
Grumpy Goose 18 Jul, 2023 @ 8:01am 
Hi! Great mod! I have one quesstion tho, I installed the Anesthetic PSI into all the slave pawns in the colony for when they revolt, but when they did I was unable to manually set it off. Is this on purpose?
Archy 25 Jun, 2023 @ 12:34am 
please consider option for social fight for automatic activation, my colony is full of lunatics(anty race for example, loves social fighting) and psi anesthetic kinda subdued my workforce
[Zerg03] MrHydralisk  [author] 4 Apr, 2023 @ 9:11am 
Strange. Checked it when you first said abour it on 1.4 and after activation it kept UI and swapped to recharging icon as intended, didn't saw any issue with vanish.
Nefilol Seflll 4 Apr, 2023 @ 9:08am 
@[Zerg03] MrHydralisk: I'm on 1.4.
[Zerg03] MrHydralisk  [author] 4 Apr, 2023 @ 6:04am 
Feklskog Gorklurf, is it on ver. 1.3? Cause on 1.4 it working fully, while 1.3 lacking some UI code features.