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PsiTech
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Mod, 1.1, 1.2, 1.3, 1.4, 1.5
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14.567 MB
Apr 29, 2020 @ 10:22pm
Mar 29, 2024 @ 7:01pm
100 Change Notes ( view )

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PsiTech

Description

PsiTech adds new, late game content in the form of powerful psychic abilities. Train your colonists in the use of psychic abilities and turn them into psions. Customize your colonists in new ways using psionics.

PsiTech includes a wide range of passive and active psychic abilities giving an array customization options for your colonists. These abilities range from simple psychic enhancements, granting a variety of bonuses, to active abilities capable of healing others, to the powerful Psi Storm, capable of driving masses of enemies insane. With 46 total abilities included, PsiTech gives many options for customizing your psions.

Beware though, researching psychic abilities might draw the attention of darker forces, powerful psionic cabals who turn their wrath to any who might threaten their psychic dominion.


Q: Do I need Royalty to play this mod?
A: No, Royalty is not required for PsiTech.

Q: Is this mod related to Royalty?
A: PsiTech has no relation to Royalty. It's a completely custom implementation of psionics that's independent of Royalty and quite different from a design standpoint.

Q: Does this mod integrate with Royalty?
A: By default there is extremely limited integration between PsiTech any Royalty. If you want integration between them, consider the Royalty-PsiTech Merger submod, which destructively integrates the two psionics systems.

Q: Is this mod save game compatible?
A: Generally yes. You will need Faction Discovery for the psionic faction to appear but everything else should work fine.

Q: Is there a non-Steam download?
A: Please see the Ludeon forums post[ludeon.com].

Q: Is there somewhere I can go to get help with PsiTech?
A: Try the K's Mods Discord[discord.gg].

Q: Is this mod compatible with CE?
A: Yes! CE includes patches for PsiTech in their main download.

Q: How do I start using psionics?
A: Please refer to the PsiTech Quick Guide[i.imgur.com].

Q: How do I use the autocast system?
A: Please refer to the PsiTech Autocasting Guide[i.imgur.com].

Q: Does PsiTech support my language?
A: The main download only supports English. Check below to see if there's a translation sub-mod for your language.

Q: Can I disable raids by the psionic faction?
A: Yes, you can. There's an option for this.

Q: The essence penalty is too high/low!
A: The essence penalty can be changed in the options menu.

Q: Why isn't the Psi tab showing up for my alien race?
A: Some alien races don't get the Psi tab by default. Try enabling "Patch All Races" in the settings and restarting the game.

Q: Is there a debug mode to instantly add psionics?
A: Yes. To enable the PsiTech debug mode, enable dev mode, open the tweak values menu (the second button from the left on the top of the screen in dev mode) and enable the tweak value "!PsiTechDebug". Debug options for PsiTech will appear in relevant places with the tweak value enabled.

Q: There's an autocast condition/target selector/option that I would like that isn't implemented.
A: If there's some customization that you find missing in the autocast system, please leave a comment and I'll try to implement your request.


English
Chinese available via the PsiTech Chinese Sub-mod, courtesy of Zephyr.
Russian available via the PsiTech Russian Sub-mod, courtesy of lttlworld[lttlword.ru].

If you've made a translation, please message me and I'll add it to the list of supported languages.


Design and programming by K[ludeon.com]
Art by Bugmage
Sound effects by A Privacy Company

The source for PsiTech is available on GitHub[github.com].


Pardeike for his wonderful Harmony library. PsiTech couldn't exist without it.
Dubwise for his performance analyzer, which was used extensively in making PsiTech performant.
Canute for finding many bugs hidden in the various pre-releases of PsiTech.
Popular Discussions View All (3)
143
May 7, 2023 @ 9:13am
PINNED: Bug Reports
K
79
Apr 24, 2023 @ 10:58am
PINNED: Feature Requests
K
5
Sep 1, 2024 @ 11:52am
Abilities?
Angry Welder
572 Comments
Kajnake Oct 21, 2024 @ 4:50am 
That is so based that you made the idea before it became a part of the vanilla experience
K  [author] Sep 30, 2024 @ 7:01am 
@Neutrino Yes, as @Sera said, you can. PsiTech is a totally custom system that I implemented before Royalty was even announced, so you're free to use it with any psycast-based mods. Your balancing mileage may vary though if you give a pawns both systems.
Sera Sep 29, 2024 @ 4:15pm 
@neutrino yes you can
Neutrino Sep 29, 2024 @ 9:01am 
Hello, from what I'm understanding this is something like a paralel development of psionics compared to what rimworld implements right? So it shouldn't have any problems to use this mod with the VFE Psycasts right?
K  [author] Aug 20, 2024 @ 6:01pm 
@Bard From what I can tell they seem to do those sorts of patches on their side of things, so try their Discord. If you mention PsiTech is my mod that might buy you some goodwill, I rewrote their rendering code and some other parts of their mod years ago to improve performance.
Bard Aug 19, 2024 @ 4:07pm 
Is there any chance to add decompression/hypoxia resistance to the ultratech armor for Save or Ships 2 compatibility? So I can use them in space with SoS2 or is that something I'd have to ask in the SoS2 discord?
Ocomunepom Jul 5, 2024 @ 11:49pm 
i just reported it in case you needed it, it dont really affect my game since revia are hard to come by that arent common while not being unwavering
K  [author] Jul 5, 2024 @ 8:15pm 
@Ocomunepom The method which assigns things essence cost isn't perfect and I have neither the time nor will to add cases for every mod. However, I implemented something in the settings menu you can use to adjust essence costs. There, you can search up and change the essence cost of any hediff.
Ocomunepom Jul 5, 2024 @ 11:37am 
i found an issu whit essence
revia have claw and teeth gene (which somehow count toward implant) and reduce essense, even though they arent implant at all