RimWorld

RimWorld

BattIePatch: Psychic Silence Is Golden
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
BattIeBear  [author] 5 Jul @ 6:01am 
@Marmot Gotcha! Then yes, fully compatible.

@Joshyan Sorry, I don't really play with too many mods that affect psychics so I'm not aware of any. That said, if your pawn is being hunted by a Revenant and you activate such an item it would absolutely save their life! Keep in mind, though, that changing their sensitivity to 0% after the fact won't change anything, it can ONLY be used as a preventative, not a curative.
Marmot 4 Jul @ 9:36am 
@BattleBear the androids from VRE: Androids by default have a psychic sensitivity of 0%, in the unofficial expansion you can install some stuff to make them have a sensitivity that is one of 5 settings, the 3 I remember off top of head are 1%, 100%, and 200%
Joshyan 4 Jul @ 7:54am 
This is quite OP since there are mod and item that could reduce psychic sensitivity to 0% temporary.
BattIeBear  [author] 4 Jul @ 5:14am 
@DisgracedDairy Not sure! I don't use that mod, but as long as it works by setting Psychic Sensitivity to 0% it should work fine.

Let me know how it goes!
BattIeBear  [author] 4 Jul @ 5:13am 
@daddy devito good call! It's 4th of July here in the states, but I will look into that next weekend. Like everything else, it would be an option in settings :steamthumbsup:
DisgracedDairy 3 Jul @ 6:30pm 
Does this work with VRE:Androids?
daddy devito 3 Jul @ 3:55am 
as a way to implement the immune to sightstealers thing it might be possible to copy whatever code reveals them for normal pawns and just jack up the radius for psychically deaf pawns
BattIeBear  [author] 2 Jul @ 3:21pm 
@FleetOfWarships I can look into that! The biggest issue I see is how are they visible to some pawns but invisible to others.
FleetOfWarships 2 Jul @ 12:09pm 
Does this also make them immune to sightstealers? Their invisibility works through a psychic power, erasing their appearance from their target's mind.
BattIeBear  [author] 2 Jul @ 4:31am 
@SAUCE__GODD This mod is really only focusing on interactivity between anomalies and the Psychically Deaf trait. I'm not trying to completely overhaul the system, especially because at some point it becomes too fiddly/obtuse for the player to interact with in a clear manner (determining which rituals require psychic sensitivity, for example, or deciding if a lance relies on the user at all or is more like a gun).

The main downside of the Psychically Deaf trait is that you can't use a lot of implants or psycasts added by the Royalty DLC. In fact, the game itself views Psychically Deaf as a negative trait when creating a custom Xenotype in Biotech.
BattIeBear  [author] 2 Jul @ 4:25am 
@darktoes Sorry, that won't be a part of this mod. If you read the Revenant Hypnosis description, it's basically subjecting them to constant psychic torture. Just like with a Psychic Drone, being more sensitive is not always a good thing as it also makes you more susceptible!
darktoes 2 Jul @ 4:17am 
At least as far as the revenant is concerned, I would think having a lot of psychic power would actually help them. Perhaps psycasters with high psyfocus would have a chance of repelling the attack, and maybe even knocking out the revenant.
SAUCE__GODD 1 Jul @ 10:35pm 
I have an idea (but not necessarily a request)

I think it would be cool if it wasn't just a positive

Like they also can't participate in rituals or use lances/serums

Maybe anomalies instinctively target them or they're unable to cross the void gate/activate the nodes
Pink Lion Gaming 1 Jul @ 8:03pm 
This should have been base game honestly.
TheTrueJohnMadden 1 Jul @ 2:29pm 
Awesome! Thank you! I'm waiting to start any new colonies until 1.6 fully comes out but definitely I'll throw this in my mod list once it's out.
BattIeBear  [author] 1 Jul @ 2:11pm 
@TheTrueJohnMadden Yes! It would be an "opt in" setting. I try to make my mods as personalizable as possible :steamthumbsup:
TheTrueJohnMadden 1 Jul @ 2:08pm 
Assuming I understand VitaKaninen's suggestion correctly: If you do figure out a way to add weighted chances/effects, could you add an option to disable it? I don't really like the idea of my VPE psycasters being instantly obsessed with the cube or exclusively harassed by revenants/corpses because they have super high psychic sensitivity.
BattIeBear  [author] 1 Jul @ 11:12am 
@miyani-ce Similar to my response to VitaKaninen, I will be looking into a weighted mode based on psychic sensitivity. Not 100% sure how feasible it is, but I do think it's a great idea!
miyani-ce 1 Jul @ 9:47am 
wouldn't it be cool if psychically weak pawns had less drastic effects when being hunted by a revenant?

or having the cube take longer for them to be addicted?
pretty great mod btw
VitaKaninen 1 Jul @ 9:29am 
All good. It was just an idea.
BattIeBear  [author] 1 Jul @ 9:16am 
Wanted to add that I think it's a great idea, just not sure if it's feasible without breaking a ton of compatibility!
BattIeBear  [author] 1 Jul @ 9:15am 
@VitaKaninen I can look into the code and take a look, but as far as I'm aware there is not really a way to add weight to the random pawn selection. I might be wrong though.

If I'm able to make that change, it would be changable in settings as an "opt-in" hard mode.
VitaKaninen 1 Jul @ 9:02am 
Do you think that psychically sensitive pawns should be MORE susceptible to the Cube, Revenants, Unnatural corpses, etc? That might balance it out a bit.
TurtleShroom 1 Jul @ 8:59am 
Genius!
BattIeBear  [author] 1 Jul @ 8:00am 
Glad you all like it! It's something that I've wanted in game for a very long time, especially as I'm planning on having a few Hussars in my next playthrough once Odyssey releases!
VitaKaninen 1 Jul @ 7:11am 
Makes sense that they would be immune to things like this. Great idea!
MetaVandetta23 1 Jul @ 6:57am 
I am surprised someone hasnt done it sooner. Very nice, it would give psychic deaf pawns some niche use!
BattIeBear  [author] 1 Jul @ 4:36am 
@turkler Thanks!
turkler 30 Jun @ 7:54pm 
awesome mod