RimWorld

RimWorld

Excessive coma?
Hello!

I hope you all are going well.

You see, today I received three heavy attacks from robotic raids, and they forced me to use my level 6 psi warriors in order to save the colony without any deaths (I don't know why the game is so unfair today). I had to use my two colonists with level 6 psi-link and the psychic power of '''Neurism'''. That is to say, the most powerful ability of the psi, which consists of all enemies becoming hostile to each other in a long range with a very long duration, with the consequences that those who use this power will be in a coma, lose reputation in the factions and bad mood for everyone. I fully understand this, and I accepted the consequences of using this great power twice in order to save the colony. The problem is that it's been seven days and my psi warriors are still in a coma, and in the description it says it's only five days in a coma after using it. Is this normal? I don't use any type of mod or anything to get bugs. I play fair using only what the game gives me. The only thing that I usually use is the bioregeneration chambers to heal my colonists (they are Royalty dlc objects) and I don't know if by putting them inside, the coma will '''stop'''until they get up.
< >
Showing 1-11 of 11 comments
marcusaddamsson Feb 15, 2023 @ 3:13pm 
I believe it's called 'neuroquake' altho I've never used it (description was too scary to pick). And I don't think a Biosculpter will help you. In fact, I think if you used it... it would make the coma last longer. In my experience, any time-based issue that a pawn is having (like medical treatment for an on-going medical condition) is essentially put on hold while the pawn is in the biosculpter. So I don't think that will help you.
Originally posted by marcusaddamsson:
I believe it's called 'neuroquake' altho I've never used it (description was too scary to pick). And I don't think a Biosculpter will help you. In fact, I think if you used it... it would make the coma last longer. In my experience, any time-based issue that a pawn is having (like medical treatment for an on-going medical condition) is essentially put on hold while the pawn is in the biosculpter. So I don't think that will help you.

Yes, I have the game in spanish and I trought the translation was '''Neurism''' for that psi-power. It is very powerfull, I recommend to you use it, because it can save you from a powerfull raid, but try to have it as the last win card. About the biosculter, I am agreed, maybe when a pawn is inside, the coma got paused too.
marcusaddamsson Feb 15, 2023 @ 3:29pm 
Oh yea. I can totally see how it's wicked powerful, and I would eventually pick it... but I'm new to Royalty dlc. The warnings on that one... are dire. hehe. Good luck, my friend!
AldouzTek Feb 15, 2023 @ 4:04pm 
This is why you need to set up turret inside your base, incase your outerwall or defense is destroyed and call for reinforcement is more effective once the enemy inside your base.
Last edited by AldouzTek; Feb 15, 2023 @ 4:06pm
Originally posted by marcusaddamsson:
Oh yea. I can totally see how it's wicked powerful, and I would eventually pick it... but I'm new to Royalty dlc. The warnings on that one... are dire. hehe. Good luck, my friend!

I'll give you some tips, power is dangerous and the consequences are high, but you can lower them with this:

1) Use the power only against enemies that are far from the colony or at least, that your whole group is in the safe radius to avoid being turned into crazy killers.

2) Have several high level psi warriors, one is not enough. Have at least two or four, that way while someone is unconscious from a coma, at least one other will be available to use the power in an emergency.

3) Have high relations with friendly factions (whatever you want), that way -10 won't affect you as much.

4) Keep your colonists in a decent mood so the penalty won't affect you too much.


5) What I said before, use it only in case the nets are unreasonably large or unfair, and your colony has a 100% chance of losing. I usually use it against strong groups of mechanoids or when 200 human enemies come at me.


You have other very useful powers such as making animals go after your enemies or creating defense walls. You don't need to rely on this spell normally, but since I play on hard difficulty and permadeath, I tend to use it quite a bit.

(Try to don't use PSI mods, they are full of bugs and make the game so weird. The Royalty psi DLC is perfect only).
Originally posted by AldouzTek:
This is why you need to set up turret inside your base, incase your outerwall or defense is destroyed and call for reinforcement is more effective once the enemy inside your base.

I know, but at least in my case, I don't see it as viable. I've built quite a complex colony, and the internal defenses are more of a pain in the ass than a help, and also, half my colony are animals and they usually die when the turrets explode, I don't see it as useful for a mountainous base, especially against insects. I have focused my offense on the outer defense with turrets and the preempt attack, and especially with PSI warriors and a combination of melee and ranged attacks. I still have to unlock some stronger research and level up other warriors, but I've managed to make her stronger than before.
marcusaddamsson Feb 15, 2023 @ 4:20pm 
Originally posted by Sir Vicente:
(Try to don't use PSI mods, they are full of bugs and make the game so weird. The Royalty psi DLC is perfect only).

hehe. I've already gotten an education on that topic. I also normally play on commitment w strive to survive. But I've been trying 'blood and dust' lately... and a mod I installed (Caravan - Adventures) primary for the camping gear it gives.. has a royalty-base questline in it. I figgered... what the hell. Might as well... right?

First thing the mod does is give you a vanometric cell for free, which changes the early dynamic drastically. Ok fine. But then there's this other thing... called the 'Ancient Gift' that you get from a local Anime (hehe) Tree. I didn't realize how insanely, stupidly powerful that one power was. Gives a perma mood bump of 12, makes meditation almost useless because of natural psy gain, has a few combat traits as well... long story slightly less long: it wasn't until I gave psi powers to a different pawn that I realized how easy it was making my game. Especially once it was given to a Sanguophage Mechanitor.

Anyway... had to start again, with that whole questline thing disabled. And I've just now gotten my first Yeoman title from Empire. So I'll be learning all about the psionics really work shortly. :)
Originally posted by marcusaddamsson:
Originally posted by Sir Vicente:
(Try to don't use PSI mods, they are full of bugs and make the game so weird. The Royalty psi DLC is perfect only).

hehe. I've already gotten an education on that topic. I also normally play on commitment w strive to survive. But I've been trying 'blood and dust' lately... and a mod I installed (Caravan - Adventures) primary for the camping gear it gives.. has a royalty-base questline in it. I figgered... what the hell. Might as well... right?

First thing the mod does is give you a vanometric cell for free, which changes the early dynamic drastically. Ok fine. But then there's this other thing... called the 'Ancient Gift' that you get from a local Anime (hehe) Tree. I didn't realize how insanely, stupidly powerful that one power was. Gives a perma mood bump of 12, makes meditation almost useless because of natural psy gain, has a few combat traits as well... long story slightly less long: it wasn't until I gave psi powers to a different pawn that I realized how easy it was making my game. Especially once it was given to a Sanguophage Mechanitor.

Anyway... had to start again, with that whole questline thing disabled. And I've just now gotten my first Yeoman title from Empire. So I'll be learning all about the psionics really work shortly. :)

That's why I don't use mods. I have a lot of respect for the people who use them as they sure are fun and game changing in amazing ways. I was very tempted to use the '''Psi expanded''' mod that came with lots of trees with magic branches, fireballs, ress zombies, ninja spells, etc... All very nice and great, but then I remembered that what made me fall in love with Rimworld was its difficulty and the realism of that, and that pleasant feeling you have of winning a battle with the things that the game gives you, and above all, thinking and that difficulty disappears with those mods. Then the issue of bugs due to mods, unfortunately I've seen a lot of people that bugs spoil their game and they have to start from scratch, and the truth is, after spending several months with a game, I don't want to risk losing it .
Originally posted by Sir Vicente:
Originally posted by marcusaddamsson:

hehe. I've already gotten an education on that topic. I also normally play on commitment w strive to survive. But I've been trying 'blood and dust' lately... and a mod I installed (Caravan - Adventures) primary for the camping gear it gives.. has a royalty-base questline in it. I figgered... what the hell. Might as well... right?

First thing the mod does is give you a vanometric cell for free, which changes the early dynamic drastically. Ok fine. But then there's this other thing... called the 'Ancient Gift' that you get from a local Anime (hehe) Tree. I didn't realize how insanely, stupidly powerful that one power was. Gives a perma mood bump of 12, makes meditation almost useless because of natural psy gain, has a few combat traits as well... long story slightly less long: it wasn't until I gave psi powers to a different pawn that I realized how easy it was making my game. Especially once it was given to a Sanguophage Mechanitor.

Anyway... had to start again, with that whole questline thing disabled. And I've just now gotten my first Yeoman title from Empire. So I'll be learning all about the psionics really work shortly. :)

That's why I don't use mods. I have a lot of respect for the people who use them as they sure are fun and game changing in amazing ways. I was very tempted to use the '''Psi expanded''' mod that came with lots of trees with magic branches, fireballs, ress zombies, ninja spells, etc... All very nice and great, but then I remembered that what made me fall in love with Rimworld was its difficulty and the realism of that, and that pleasant feeling you have of winning a battle with the things that the game gives you, and above all, thinking and that difficulty disappears with those mods. Then the issue of bugs due to mods, unfortunately I've seen a lot of people that bugs spoil their game and they have to start from scratch, and the truth is, after spending several months with a game, I don't want to risk losing my save.
marcusaddamsson Feb 15, 2023 @ 4:38pm 
Quite so. I agree wholeheartedly, Sir Vicente. I'm reminded of that scene in Lord of the Rings when Meri and Pippin are Feasting on the Field of Victory: "The salted pork is particularly good." (or whatever that would've been in Spainish... hehe)
Last edited by marcusaddamsson; Feb 15, 2023 @ 4:54pm
SirSeñorHombretón Feb 15, 2023 @ 5:15pm 
Originally posted by marcusaddamsson:
Quite so. I agree wholeheartedly, Sir Vicente. I'm reminded of that scene in Lord of the Rings when Meri and Pippin are Feasting on the Field of Victory: "The salted pork is particularly good." (or whatever that would've been in Spainish... hehe)

Hehehe, in spanish will be this : La carne de cerdo está particularmente deliciosa.
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Feb 15, 2023 @ 2:37pm
Posts: 11