RimWorld

RimWorld

Do psychic ships emit their mind waves only periodically?
As in the waves that make animals go crazy. Do they just do this randomly, or can/will attacking the ship trigger one as a response as well besides disgorging the usual mechanics defenders.
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Showing 1-12 of 12 comments
Azrak Nov 16, 2018 @ 3:56am 
Hm. Never had a Psychic Ship trigger mad animals. But then again, I don't usually leave them alive for very long. Are you sure it's not just a coincidence that the 2 events happened alongside each other? Afaik Psychic Ships only apply a mood debuff to your colonists that gets worse the longer the ship is intact.
crgzero (Banned) Nov 16, 2018 @ 4:05am 
Psychic ships don't effect animals that I've ever seen. Barely effect pawns as is but I tend to deal with them post haste so no time to cause trouble.
Stormsong Nov 16, 2018 @ 4:06am 
Originally posted by Azrak:
Hm. Never had a Psychic Ship trigger mad animals. But then again, I don't usually leave them alive for very long. Are you sure it's not just a coincidence that the 2 events happened alongside each other? Afaik Psychic Ships only apply a mood debuff to your colonists that gets worse the longer the ship is intact.
Psychic ships can pulse animal madness as an ability.

@OP: It is a periodic attack. Assaulting the ship will only unleash the defenders, or if they're already out, enrage them. It will not on its own force the psychic wave. What you do have to watch out for though (or at least I do -.-) is attacking when it's got a psychic wave lined up anyway. They are not connected, but my luck is such that more than a few times I've had the wave happen as I sent my squad on the attack. Especially sad when my drafted beasts get angry; they're so close by that I have little time to prepare.

EDIT: wow, less people know this than I'd originally thought. Okay, link time then -
https://rimworldwiki.com/wiki/Crashed_ship_parts
Last edited by Stormsong; Nov 16, 2018 @ 4:13am
WarWise Nov 16, 2018 @ 4:18am 
Happened with me too today.
Mostly because I allowed it to survive for more than a few days. Usually I set up defenses around it then atack with all my colonists as fast as possible.

Anyone knows if a EMP shell targeted at the ship also hurts the mechs inside before they are released?
Yaldabaoth Nov 16, 2018 @ 4:22am 
Originally posted by WarWise:
Happened with me too today.
Mostly because I allowed it to survive for more than a few days. Usually I set up defenses around it then atack with all my colonists as fast as possible.

Anyone knows if a EMP shell targeted at the ship also hurts the mechs inside before they are released?
They don't.
Wolfguarde Nov 16, 2018 @ 4:53am 
The mechs technically don't exist until the ship's attacked; the game spawns them as a response to taking damage.
ExoticButts Nov 16, 2018 @ 8:48am 
Psychic ships are pretty brutal, and in vanilla they really don't provide the same actually worthwhile reward for removing them (as Tynan removed their AI core drop). Poison ships are also just brutal without much reward.

Sure, both drop advanced components, but only 1 of them, and really, without mods Adv. components aren't THAT great.

Originally posted by Wolfguarde:
The mechs technically don't exist until the ship's attacked; the game spawns them as a response to taking damage.
Can confirm. The spawning is a C# class in the game's backend that spawns a bunch of mechanoids. Rather hilariously though, you can mess with the XML of the game to make any structure do the same. Mechanoid walls, anyone? ;)

Just cuz this is a crashed ship part thread, if someone else got as annoyed with Tynan as I did when he shoehorned caravaneering in as the only AI core method, here;

https://steamcommunity.com/sharedfiles/filedetails/?id=1239138840
Rio Nov 16, 2018 @ 10:14am 
Psychic ships can get way worse if you leave them alone for a while, least in beta they did. They would upgrade to a worse psychic drone. Dunno if they still do since once a psychic ship or poison ship falls. I make sure when they pop out they'd be forced through my bases defenses (If not a build a wall so they are forced into the defenses.

Then I bombard the ship with a mortar until its hit and they pop out, get em killed. Then beat up the now defenseless ship.


Way, way, way, better than my old method of make turrets and sandbags near where the ship fell.
ExoticButts Nov 16, 2018 @ 10:29am 
Originally posted by The Devil's in the details:
Psychic ships can get way worse if you leave them alone for a while, least in beta they did. They would upgrade to a worse psychic drone. Dunno if they still do since once a psychic ship or poison ship falls. I make sure when they pop out they'd be forced through my bases defenses (If not a build a wall so they are forced into the defenses.

Then I bombard the ship with a mortar until its hit and they pop out, get em killed. Then beat up the now defenseless ship.


Way, way, way, better than my old method of make turrets and sandbags near where the ship fell.
Back in Alpha and Beta I used to just throw down a sh*tload of IEDs around the part.

Then Tynan made it so stepping right next to the part will spawn the mechs, so you can't get close enough for IEDs to be effective.

Tynan made a lot of changes I've come to question. I can see the balancing, but sometimes the changes just weren't quite right.
Rio Nov 16, 2018 @ 10:55am 
I plain don't like mechoids, specially centipeds. I think they're the most worthless, waste of time raid you can get. And they just love burning everything down, taking a million years to die. The ship ain't even good money anymore without the A.I. core.

Just down one marine armor raider, and strip them before they die and thats a nice prize. And tribals got the big numbers for lots of human leather that sells well and they die very easy.

What mechoids got? Plasteel I can buy from most every bulk trader,or get 300+ a pop per long range scanner spot, bleh. Everything mechoids drop is common and in low amounts.
ExoticButts Nov 16, 2018 @ 10:59am 
Originally posted by The Devil's in the details:
I plain don't like mechoids, specially centipeds. I think they're the most worthless, waste of time raid you can get. And they just love burning everything down, taking a million years to die. The ship ain't even good money anymore without the A.I. core.

Just down one marine armor raider, and strip them before they die and thats a nice prize. And tribals got the big numbers for lots of human leather that sells well and they die very easy.

What mechoids got? Plasteel I can buy from most every bulk trader,or get 300+ a pop per long range scanner spot, bleh. Everything mechoids drop is common and in low amounts.
That'd be why I linked my mod. It readds the AI cores as well as adding glitterworld meds to poison ships. At least the mechanoids are somewhat worth fighting now.

Also, mods. Mods are your friend. Something like What The Hack?! makes mechanoids far more worthwhile.
Wolfguarde Nov 16, 2018 @ 2:02pm 
Originally posted by ExoticButts:
Also, mods. Mods are your friend. Something like What The Hack?! makes mechanoids far more worthwhile.

As someone who uses said mod (along with around 200 other ones), I wholeheartedly support this statement. Vanilla's ok, but it gets stale pretty quick.
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Date Posted: Nov 16, 2018 @ 3:29am
Posts: 12