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Vanilla Psycasts Expanded - Puppeteer
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Mod, 1.4, 1.5, 1.6
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3.834 MB
10 set. 2023 às 8:12
3 de ago. às 7:07
12 notas de alterações ( ver )
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Vanilla Psycasts Expanded - Puppeteer

Em 2 coleções por Oskar Potocki
Vanilla Expanded
110 itens
Vanilla Expanded - Empire playthrough
148 itens
Descrição
[www.patreon.com]



Check change notes.



Vanilla Psycasts Expanded - Puppeteer introduces a brand new, rare psycaster path available only to those who studied the secret arts in their childhood - notably, high imperial nobles. Puppeteer is a path focused on providing the master of puppets with mindless servants that he or she directly controls. It allows the puppeteer to move their consciousness and personality to a random puppet, essentially allowing for a wicked sort of immortality.

Puppeteers are able to subdue their prisoners with a twisted psychic abomination called the brain leech, which will lay the foundations of a brand new puppet. Such brain leech can then seize control of the prisoner if the puppetmaster sends out a puppeting signal. Puppets care not for recreation, joy or comfort, and exist only to serve the puppet master. Any experience they gained is shared with their overlord, and if they are chosen, they may be ascended - their existence fizzles out in a blaze of utter destruction, while anything that they were becomes food for the evil psycaster that puppeted them.

As stated before, this Psycaster path is only available to those of Imperial backstory, similar to the Archotechist. Your colonists may, however, become puppeteers if they gain a puppeteer neurotrainer.








[forms.gle]



This mod should be compatible with majority, if not most of the mods.

If there are any incompatible mods, they will be listed in this section.



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery of this mod.

Taranchuk, a programmer responsible for the code.

Reann Shepard, a creative writer responsible for psycast descriptions.

Alternative artworks for psycaster paths generated using wombo art.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Is this mod compatible with X?
A: Scroll up to the compatibility section please.

Q: Is the amount of puppets infinite?
A: You can cast mindsplit infinite amount of times, yes.

Q: Can I add it to an ongoing save?
A: Yes, you should be able to add it to an ongoing save with no issues what-so-ever.

Q: Does this work with RimWorld of Magic?
A: Should do! We’re not touching anything they’re touching.

Q: CE Compatible?
A: No idea. If you find that out, let us know. We’re not doing the patching ourselves.

Q: Can I remove it from a save?
A: No idea. To be frank, when you’re removing the mods, you’re on your own. Warranty ends the moment you disable our mod and load a save.

Q: Can enemies use psycasts?
A: Yes! However, currently no pawn spawns with this path unlocked.

Q: How can I unlock this path?
A: The path will be locked to be accessible only by Noble-born imperials (pawns with ImperialNoble backstory), but it may also be accessed if you obtain a neurotrainer with one of the abilities added.

Q: Can abilities on player pawns be set to autocast?
A: Yes, simply right-click them!

Q: Animat next?
A: Check my Patreon to find out what’s coming next. All information is there. Seriously.



Check out our collection at:
Discussões Populares Ver todos (4)
2
8 de abr. às 19:01
No longer works
Big Skump
4
30 de jul. às 4:57
Suggestions
Endeo
3
12 jul. 2024 às 15:59
Adding new activateor?
CTH2004
325 comentários
Tenebris 18 de set. às 16:00 
Oh, the later abilities are... very interesting too. The ability to basically kill a puppet or escape a dangerous situation is very, very busted, but not too busted, very nice.
Tenebris 18 de set. às 15:57 
Huh... reading the puppet ability... it kind of makes it so you don't have to worry about bad pawns as long as you have enough Puppeteers .Very interesting.
Alex_ 1 de set. às 8:33 
Just rename the puppets
GreekAthanatos 18 de ago. às 4:12 
How easy is it for me to setup to have the pawns spawn with the abilities from this mod? I think most of the main spawning is from the general base mod and not sure if I can just "replace" one of the spawns there with stuff from here.

Thanks for the help if you can!
Vyhk 17 de ago. às 19:36 
Any chance we could get a way to change the glowing head color on puppets so when I have two puppeteers in the same colony I can tell who belongs to who?
Nah(?) 8 de ago. às 23:54 
Is there any way to remove the psychic coma from the casts? I'm trying to run an all puppet base and it's just too much of a pain
HungSigma420 6 de ago. às 15:00 
I ain't gonna fill out a bug report but just an fyi for anyone here. Do not travel a gravship when you got pawns under subjugation effect. It will remain in place but won't take effect when landing at the next site. Meaning you will have to reapply it and wait the whole 7 day count down again.
Jax 6 de ago. às 3:34 
does mind jump work on archon?
(Un)Certified Gamer 5 de ago. às 15:02 
It would be really funny if you added the ability to physically transform someone's appearance, end of time style, I'd love to be able to make stupid doctor who references in my silly little warcrime game. Also I think it should work on captured wild prisoners
Croaton 5 de ago. às 13:52 
Be careful people as this mod has a crazy performance impact, even if not using other mods (only the required) and even without a puppeteer pawn