RimWorld

RimWorld

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Shard Psylink Neuroformer
   
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Mod, 1.5
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233.932 KB
27. juni 2024 kl. 3:24
1. juni kl. 22:41
4 ændringsbemærkninger ( vis )
Du mangler DLC for at kunne bruge dette emne.

Abonner for at downloade
Shard Psylink Neuroformer

Beskrivelse
Adds a Shard Psylink Neuroformer that is craftable and buyable. I thought that a psylink neuroformer like the artifacts you could craft in Anomaly would be neat. Perfect fit in my opinion. I was debating on whether to make them buyable or not, but decided to because of the other shard items being buyable (plus then the option is there if you aren't pursuing anomaly research/crafting actively in the colony)

Using the Shard Psylink Neuroformer will cause Dark Psychic Shock on the user for a range of 12 hours to 1 day (24 hours)
*You can turn off this feature by going into ShardPsylinkNeuroformer.xml and putting "<!--" at the beginning of line 83 ("<li Class="CompProperties_UseEffectAddHediff">") and then putting "-->" at the end of line 86 (the closing brackets for that block of code that looks like "</li>"). This will comment out the comp that inflicts the dark psychic shock. This is a stop gap until I fiddle with mod settings

If you have Vanilla Anomaly Expanded - Insanity active: Pawns will lose 5% sanity when using shard psylink neuroformers. In the mod settings for VAE - Insanity, you can adjust the sanity lose when you use them if you don't think that is enough of a downside

Craft it at the Bioferrite Shaper for 100 bioferrite, 2 shards, and 10 gold after researching Insanity Weaponry

Buy them from outlander exotic caravans and exotic orbital traders


I tried my best (well with how much time I wanted to spend on it) with the art. A bit scuffed maybe

Let me know if there are any issues
41 kommentarer
StockSounds 23. juni kl. 16:59 
I appreciate the effort
blackkanye  [ophavsmand] 23. juni kl. 16:56 
@StockSounds I put a short bit of instructions in the description on how to disable the dark psychic shock since it is pretty simple for now. Just expect to have to do it again once I update this mod to 1.6 sometime next week if you do it now. Was considering just uploading a version specifically with the psychic shock instead, but eh I'll decide when I am updating stuff next week
StockSounds 21. juni kl. 15:56 
cool!
blackkanye  [ophavsmand] 21. juni kl. 15:49 
@StockSounds I'm busy and still working on a current colony, but I'll update all of my mods for 1.6 before Odyssey for sure. The plan was to wrap things up in my current colony and then test/update my mods. I expected to finish it this weekend, but life happened. So it might be another week (still before Odyssey though). I assume it works fine though. Should just need to add 1.6 to the tags in the about file if you want to do that yourself for now. I don't know anything about mod settings at the moment. In the future I would like to do such a thing though
StockSounds 21. juni kl. 15:31 
This looks awesome! I wish it didn't have the psychic shock though, the cost alone is fine, "slightly above fair", and 24-hour incapacitation is nothing but an inconvenience. If you know how mod options work, could you make it so that can be disabled if not already?

Also, I'd just like this in 1.6.

If not, I can see myself engineering an alike mod on my own. Perhaps a dark psylink that gives creep abilities.
StR876 19. juni kl. 13:32 
nice
blackkanye  [ophavsmand] 1. juni kl. 22:39 
Forgot to update ingame item description. Just added a short sentence to the end of the description warning about the psychic coma
blackkanye  [ophavsmand] 1. juni kl. 20:40 
Updated. Check change (patch) notes if you care
blackkanye  [ophavsmand] 1. juni kl. 20:39 
@StR876 just a heads up since I don't know what will happen with your patch. Thanks for the help. If you care enough about the length, you just will patch the hediff that is in the same file instead. If you could make that patch, should be easy to know what to do for ya
blackkanye  [ophavsmand] 31. maj kl. 1:43 
@StR876 As a programmer, I tend to go by example if I'm using pre-existing code. Then I'll think if there is a way to do it more cleanly later. Saves time from trying to do stuff from scratch that already is done for ya. Since I want to keep things totally xml, I look for examples in the XML to do anything all my mods currently do. I had looked for xml regarding Dark Psychic Shock, but I think I missed it. I get lost in walls of text often nowadays sadly.

Anywho, I'll have to look for those examples still. It might be hard coded (or there might not be a vanilla example of doing so), but I need to find out the fields to set length of Dark Psychic Shock if there are any. I should check some things ingame first. I feel like some things put you out for different amounts of time (I'm talking base values. not stuff affected by psy sensitivity/ritual quality), so there should be a value to change that... hopefully.

Either way thanks. The patch should help me look for it