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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.
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
<Patch>
<Operation Class="PatchOperationSequence">
<success>Normal</success>
<operations>
<li Class="PatchOperationAdd">
<xpath>/Defs/ThingDef[defName="ShardPsychicAmplifier"]/comps</xpath>
<value>
<li Class="CompProperties_UseEffectAddHediff">
<hediffDef>DarkPsychicShock</hediffDef>
<allowRepeatedUse>true</allowRepeatedUse>
</li>
</value>
</li>
</operations>
</Operation>
</Patch>
(i sucked at making it work and asked chat gpt to fix my code)
But i cant upload it for some reason (i just do not have option to do so)
do anyone know how to help?
But i would prefer some sort of other drawback since im not using VAE Insanity-bloat
Nothing major, but perhaps a simple decrease in mental break threshold or similar to offset how considerably easier getting the materials for this is.
the colony psycaster: THIS SHIT LACED
If you want to add a downside, just stick them with void curiosity after using it
If you want to add a cost (there's always the option of making it in a different mod that's just a copy-paste of this plus alterations if you suffer from wanna have cake and eat it too syndrome) the thing that comes to mind is use if it adding a stacking hediff that increases mental break threshold. Each shard neuroformer used slowly turns you a little bit more coocoo for coconuts!
That said I was basing the length more on both the fact that the Linking Ritual of the Anima Tree requires a ritual that takes some time to complete (don't remember exactly how long but I do know it's multiple in-game hours) as well as another mod, "Vanilla Psycasts Expanded," causes comas as an additional cost of some of the psycasts it adds.
@SpaccyVA This is a nice idea. You can remove the parts even though you might not be actively doing entity stuff or anomaly research. Maybe a little more than I want since the cost (sans gold) should be close-ish to the time investment of anima grass for tribals (assuming a few things). Trying to keep this in line with the other shard items which only have the downside of range. Could be fun, but the cost of replacing the body parts if it triggers too often inherently affects the 'true cost'. I would have to think on it a good bit (especially the % chance). Either way, I'll look into the twisted obelisk because it can cause flesh whip, tentacle, fleshmass lung, or fleshmass stomach
If I may make sugesstions
How about a Recepie like
300 Bioferrite, 3 shards, 15 Gold and 1 Psylinke Neuroformer für 3 Stable Shard Psylink Neuroformer
the Origninal recepie would give 1 Unstable Shard Psylinke Neuroformer
To Stablelise the Neuroformer you would need a Heart and an extra Shard
The Unsable Ones have the Possability to Take a Psylink Level ( if the new Level does not go below 1) or To Summon an Anomoly Raid of 2 or more Times the normal Strength
@Pikaku @Saltiest of Crabs @Moroi☆Reverie I'll consider it, but I wouldn't make them permanent effects. This is more just to have a neuroformer option similar to the other shard items. I do think a day or two of losing it could be funny though. I'm going to look through anomaly hediffs when my headache subsides
@Gorinich Is there any ways to deal with inhumanization outside of brain wipe (in vanilla)? You can't really deal with such a thing if you aren't actively doing anomaly research as far as I know if there isn't. I made these buyable from exotic traders specifically to support that. I'll consider it still though