RimWorld

RimWorld

Shard Psylink Neuroformer
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
blackkanye  [author] 1 Jun @ 8:40pm 
Updated. Check change (patch) notes if you care
blackkanye  [author] 1 Jun @ 8:39pm 
@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  [author] 31 May @ 1:43am 
@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
StR876 31 May @ 1:19am 
<?xml version="1.0" encoding="utf-8" ?>

<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>
StR876 31 May @ 1:18am 
here is code for it
StR876 31 May @ 1:17am 
could you explain what do you mean? (im not very good at modding)
blackkanye  [author] 25 May @ 2:13am 
@StR876 Did you use some xml somewhere as a reference? I remember looking for it, but I didn't spend much time looking due to things coming up. If you can lead me to something to use as an example, I would appreciate it
StR876 6 May @ 1:59pm 
@Alfador
StR876 6 May @ 1:55pm 
I made a patch that adds psychic shock as a downside of using them
(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?
Alfador 14 Apr @ 12:27am 
I quite like the utility of this mod.

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.
月羽狐 2 Feb @ 6:11pm 
This is great, bro. The shard finally become useful
Sillicat 10 Nov, 2024 @ 1:19am 
me when i craft a psylink neuroformer with a shard
the colony psycaster: THIS SHIT LACED
blackkanye  [author] 16 Oct, 2024 @ 3:50am 
Update added patch for sanity lose for Vanilla Anomaly Expanded - Insanity
mir_38 23 Aug, 2024 @ 8:05am 
Great mod, no more stinky green archot*ch for my cultists
If you want to add a downside, just stick them with void curiosity after using it
Lovecraft 15 Aug, 2024 @ 7:50am 
You should really add some sort of downside even if it was as simple as making the pawn go into one of the anomaly mental breakdowns on use
Dr Jimothy 8 Aug, 2024 @ 4:43pm 
"No downside since the only downside to the other shard items is the range being nerfed. Well that and because I didn't want to figure out adding an effect and stuff at the moment."

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!
StR876 2 Aug, 2024 @ 9:36am 
thanks
blackkanye  [author] 30 Jul, 2024 @ 7:04pm 
@StR876 My bad I forgot to put the research is Insanity Weaponry (putting it with the other shard weapons)
StR876 30 Jul, 2024 @ 12:18pm 
what resarch project is needed to craft this?
TheCowofEternalFlame 17 Jul, 2024 @ 11:20am 
Looking at the wiki it seems it depends on the ritual and the quality of said ritual. Void provocation has a chance to cause Dark Psychic Shock, leading to a 2-4 hr coma, Skip Abduction is 30 days at 0% quality reducing by 1 day per 2.5% quality, and Brainwipe ranges from 60 days at 0% quality to 1 day at 100% quality.

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.
blackkanye  [author] 16 Jul, 2024 @ 6:20pm 
@TheCowofEternalFlame Is that how long the ritual ones are? I looked into adding more effects awhile ago, but without decompiling code (which I just don't have the energy/drive to do that right now) to look at comps or write my own it doesn't seem possible (to my current knowledge)
TheCowofEternalFlame 16 Jul, 2024 @ 11:29am 
For a downside an option could be simply putting the pawn into like a 24h+ coma
JazzimoX 2 Jul, 2024 @ 12:21pm 
While everyone is giving their ideas, how about a chance to give metalhorrors when injecting the neuroformer? It's Anomaly themed, lore accurate to the entities, and isn't an overhaul or massive deviation from this simple mod (I imagine).
Rince 1 Jul, 2024 @ 6:46pm 
great work, art also look cool, thanks for the mod!
C H I C K E N 1 Jul, 2024 @ 1:34pm 
I got a good idea... ditch the whole psylink idea... and instead, allow it to give Pawns a new "Shardlink" That gives its own unique list of abilities, but since you are tapping directly into a Dark Archotech... Using a "Shardcast" simply affects the pawn's Mood directly (Unless inhumanized) One idea for a shardcast is the "Reapskip" (Based off of the Killskip from Vanilla Psycasts expanded) It works mostly the same, but To make up the direct mood loss from its use, it gives "Reaper's adrenaline" which is a effect that boosts the damage and defence of the pawn, meaning that further uses make it stronger, and hence more kills, It'd go well with an inhumanized pawn or even a joywired Colonist.
blackkanye  [author] 30 Jun, 2024 @ 4:00am 
@markhunter that goes beyond the intent of what this mod is supposed to accomplish, but thanks for the suggestion. The idea of a chance to summon an anomaly raid (or more specifically cause the 'provoke void' effect) could be entertaining. I'll think about it

@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
SpaccyVA 29 Jun, 2024 @ 5:28pm 
for a downside you could give it a risk of creating anomaly parts on the pawn that relate to head or chest?
markhunter 29 Jun, 2024 @ 6:50am 
nice Mod

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
blackkanye  [author] 27 Jun, 2024 @ 6:41pm 
@hartmansgrad This is probably the suggestion closest in line with the other 'shard' artifacts. The only downside over their non-craftable counterparts is range (lances specifically for example. Unsure about shard animal pulser). Considering it, but I wouldn't do it if I do something else

@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
Gorinich 27 Jun, 2024 @ 5:27pm 
A small chance to inhumanize might work, but maybe not impactful enough if your plaing an inhumanization colony anyway
Moroi☆Reverie 27 Jun, 2024 @ 3:10pm 
God yeah, if you ever feel like figuring out adding an effect, giving the character chronic hallucinations or somesuch would be amazing.
Karkino 27 Jun, 2024 @ 9:43am 
instant hallucination mental break after use? something like that sounds fair
Pikaku 27 Jun, 2024 @ 7:33am 
maybe as a downside it can cause a mental break or smthn, considering youre pumping straight dark archotech psychic shit into ur brain lol
hartmansgrad 27 Jun, 2024 @ 4:11am 
An elegant downside might be swapping out the gold requirement for a heart