RimWorld

RimWorld

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Shard Psylink Neuroformer
   
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Mod, 1.5, 1.6
File Size
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233.951 KB
27 Jun, 2024 @ 3:24am
4 Jul @ 1:28am
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Shard Psylink Neuroformer

Description
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
44 Comments
blackkanye  [author] 31 Aug @ 11:55am 
@LokyinN1216 I made this primarily because I like to use VPE with the xp gain from meditating turned down to 0. So yeah
LokyinN1216 31 Aug @ 6:12am 
is it usable with vanilla psycast expanded?
Molay 31 Jul @ 8:22am 
I think the dark psychic shock is a cool feature. It's incredibly powerful to be able to make/buy psylinks. The downside is rather inconsequential all things considered. Thanks!
StockSounds 23 Jun @ 4:59pm 
I appreciate the effort
blackkanye  [author] 23 Jun @ 4:56pm 
@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 Jun @ 3:56pm 
cool!
blackkanye  [author] 21 Jun @ 3:49pm 
@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 Jun @ 3:31pm 
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 Jun @ 1:32pm 
nice
blackkanye  [author] 1 Jun @ 10:39pm 
Forgot to update ingame item description. Just added a short sentence to the end of the description warning about the psychic coma