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Psychic Animals
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Mod, 1.3, 1.4
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1.251 MB
17 sept. 2021 à 3h51
20 févr. 2023 à 9h44
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Psychic Animals

Description
Have you ever wanted to make your animals something besides just a melee pawn with extra steps?
Something other than a distraction with mediocre damage and hit points?
Something other than a swarm of wolves to send to die?
What if you wanted to go on a 'man and his best friend' style play through, with just one colonist and an ultra-powerful animal, but found they were still too weak after giving them every archotech prosthetic in the game?

Well now, you can give them psylevels!





-The ability to let animals gain psylinks all the way up to level 6
-The ability to let animals learn any psycast with the use of neurotrainers
-The ability to restrict specific psycasts so they dont appear on animals (By default 'word of' psycasts are disabled)
-The ability to lead an army of psionic animals into battle
-Compatibility with modded animals
-Compatibility with all vanilla animals (if they have their trainability changed with another mod)
-Compatibility with modded psycasts (Dynamically adds neurotrainer surgeries and options in the restricting menu)



In order for an animal to gain a psylink, the following conditions must be met:
- You have a neuroformer or an Anima Fruit
- You have an animal trained in 'Attack' with Advanced Trainability (Intermediate animals trained to attack do not count!)
- A colonist available to do a surgery bill (No anesthetic or doctor skill required!)

A few caveats:
- Animals cannot wear psychic apparel, and cannot gain the benefits of traits like 'psychic hypersensitivity' as animals do not have traits. If you have an animal surgery mod, the vanilla 'psychic sensitizer' implant may work to increase sensitivity. Because of all of this, animal's neural heat limit is extremely limited.
- Animals must still meditate. They will meditate anywhere suitable at random if they have nothing else to do. (50% chance to wander, 50% chance to start meditation at any given idle time.)
- Animals will prioritize hauling over meditating.
- Animals must be drafted to use the abilities, and they must be told to use the abilities like any other colonist.

Because of all of these, instead of using animals as aggressive psycasters, with invisibility, and manhunter pulse, and berserk pulse, i'd instead recommend using them more as support psycasters and backup melee pawns (or even frontline units with minor psy abilities to gain the upper hand!) Give them things like 'Stun', 'Burden', 'Focus', 'Skip shield', 'Vertigo pulse', 'Beckon', 'Wallskip', 'Smokepop' and other similar, cheap support abilities would be best.

I can see it now, your arctic wolves in legendary animal power armor, level six psylinks and jump packs, raining down from the sky, every single wolf casting one use of wallskip to encase themselves and the enemies in an inescapable prison as they viciously tear down every single enemy with their bionic claws and adrenaline glands.


Note: Due to this mod being Commissioned, and Wolfcub05 not being the original coder (Nor having any XML coding experience whatsoever) Fixes and Patches wlll be either slow, or wont happen at all. Feel free to tell me about issues! But don't expect anything to come in a timely manner.

- There is currently a bug that prevents dryads from working properly with this mod enabled. To the one person who actually uses dryads, use this patch if you are having issues: https://steamcommunity.com/sharedfiles/filedetails/?id=2724994230

- bustedbunny for the coding!

[discord.gg]
39 commentaires
Smitty! 19 mai à 10h59 
Has anyone tried this lately? I cant get the idea of a pokemon run out of my head
Bleeding Eyes Mcgee 3 aout 2023 à 10h40 
@CEM Operation to give animals psylinks doesn't show in the operations menu, and forcefully granting them a psylink via debug or character editor doesn't seem to do anything.
CEM 2 aout 2023 à 4h00 
@Magikarp,@Bleeding Eyes Mcgee

How exactly is it presently incompatible with VFE psychics?
Bleeding Eyes Mcgee 5 juil. 2023 à 3h13 
VPE support would be amazing, i'd love to have a cat that breathes fire and shoots lasers.
Magikarp 2 juil. 2023 à 14h53 
Any chance of compatibility with vanilla psycasts expanded? I realize it's not likely but I thought I'd ask.
Azure 28 juin 2023 à 7h19 
Same here
FriendlyPurpleGlow 9 mai 2023 à 15h48 
Same problem, there is no psylink surgery bill nether anima fruit bill from your another mod for my ethical genetic monsters
Let's Go Baby! 17 avr. 2023 à 1h25 
Ok so I got around to testing it on a strictly vanilla game minus the mods required to make this one work and the surgeries still don't show up unfortunately. I remember this being a really good mod and hope you can get it working properly again it was a lot of fun and had a lot of utility.
Let's Go Baby! 15 avr. 2023 à 21h18 
It changed nothing I still can't give them neuroformers or psytrainers to teach them abilities.
Let's Go Baby! 15 avr. 2023 à 21h01 
Hello I just wanted to report that the surgery option for neuroformers doesn't show up regardless of train-ability level for me I do have Vanilla Psycasts Expanded installed as well. With dev mode enabled I can give them a psylink level but still can't teach them anything with the psy trainers whether from base rimworld or otherwise. I am going to try to put this mod above VPE and see if that changes anything, I will make another comment letting you know.