RimWorld

RimWorld

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AnomalyPsyTweaks
   
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Mod, 1.6
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Jul 10 @ 1:12am
Jul 13 @ 11:44am
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AnomalyPsyTweaks

Description
Aren't you tired of revenants hypnotizing your hussar super soldiers with impunity? Isn't it frustrating that your psychic foil helmets do nothing against creepjoiners and their agony pulses? Don't you want your psychically hypersensitive highmate to truly appreciate the Cube? There's got to be a better way!

Introducing: Anomaly Psy Tweaks!

A collection of changes to the psychic anomalies in RimWorld designed scale their effects based on pawns' psychic sensitivity. This mod aims to make psychically deaf and dull pawns more valuable when dealing with psychic anomalies, while also making psychically sensitive and hypersensitive pawns more vulnerable to said anomalies. Resistances, vulnerabilities, and other effects added by this mod can also be enabled and disabled in the mod options as you see fit.
Changes to Anomaly Interactions:
Revenant:
  • Psychically deaf pawns: can be targeted by the revenant but they cannot be hypnotized.
  • Psychically dull pawns: can be targeted by the revenant, but it gives them a less severe consciousness penalty that will not incapacitate them on its own.
  • Psychically sensitive pawns: receive a more severe form of hypnosis with effects that linger for a day or two after the revenant is killed.
  • Psychically hypersensitive pawns: receive an even more severe form of hypnosis with effects that linger for several days after the revenant is killed.
Unnatural Corpse:
  • Psychically deaf pawns: cannot be selected as the Unnatural Corpse's target. If you enable "Unnatural Corpse can crush psychically deaf pawns' heads" in the mod settings, the Unnatural Corpse will be able to target psychically deaf pawns, but it will kill them by crushing their skull in stead of destroying their brain.
Golden Cube:
  • Psychically deaf pawns: cannot be selected as Cube's initial target and cannot become enthralled by the Cube.
  • All other pawns: can be enthralled by the cube, but their psychic sensitivity affects the rate that their symptoms progress.
Creepjoiner Agony Pulse:
  • Psychically deaf pawns: are not affected by agony pulses.
  • Psychically dull pawns: are affected by agony pulses, but the pain is not severe enough to down them on its own.
  • Psychically sensitive pawns: take slightly longer than normal to recover from the initial pulse and experience even more lingering pain than normal.
  • Psychically hypersensitive pawns: take significantly longer than normal to recover from the initial pulse and experience significant lingering pain.
Q&A:
  • Q: What happens if all my pawns are psychically deaf?
    A: By default, the Golden Cube quest and Unnatural Corpse quests will not trigger if there are no psychically sensitive pawns on the map. Revenants can still spawn and creepjoiners can still release agony pulses, but they wont actually be able to harm to your colonists.
  • Q: Is this safe to add mid save?
    A: It is safe to add mid save, but changes may not effect events currently in progress.
  • Q: What happens if I change the mod settings while one of the modified events is happening?
    A: Effects from the mod will not be cleared immediately, but they should still go away on their own over time and/or when an anomaly is neutralized.
  • Q: What about the Nociosphere?
    A:The Nociosphere's pain effects already scale based on psychic sensitivity in vanilla, so I left it alone.
  • Q: CE???
    A: Yes
  • Q: Will items or implants that change psychic sensitivity affect a pawn's resistance/vulnerability?
    A: Yes. All of the effects are based on the psychic sensitivity stat itself, not just the presence of the trait or gene.
Potential Compatibility Issues:
This mod makes significant changes to the code used for the anomalies listed above, so there is a high likelihood that it will conflict with other mods that affect those anomalies' target selection and/or ongoing effects.
Please let me know if you find any unexpected conflicts. I will try to fix the ones I can.


GitHub Repository:
https://github.com/TheRocketSurgeon/AnomalyPsyTweaks

Latest changes:
Version 1.1.2
  • Changed the psychic sensitivity thresholds for the revenant and agony pulse effects to match trait-based sensitivity instead of gene based sensitivity.
  • Changed cube interest severity gains to scale based on the psychic sensitivity stat directly
  • Fixed bug which prevented cube vulnerability from being disabled under certain circumstances
  • Fixed a bug that prevented pawns with low sensitivity from dropping the cube
22 Comments
Tommy Gray x Land Raider Nov 5 @ 11:17am 
I would love to see an operation regarding Agony Pulses, that once confirmed, it is possible to perform a Pulse Release. This operation, once completed, releases a much longer and more painful agony pulse from the pawn but ensures that there are no future pulses from him/her.
恰似宛然一笑生花 Aug 7 @ 3:12am 
Hello The Rocket Surgeon. That's a useful mod. So I created a mod "AnomalyPsyTweaks_zh" that adds a Chinese translation for your mod and published it on the workshop. Thank you for your contribution! Keep on keeping on!:dslike:
Gravenwitch Jul 23 @ 10:47pm 
Fantastic work! I can't believe this isn't vanilla
SAUCE__GODD Jul 23 @ 2:23am 
Oh wait, the rain

Does this affect the Blood Rain rage effect?
Gidwelion Jul 20 @ 6:44am 
is this usable for 1.5 ?
AEBrush Jul 20 @ 5:19am 
I want to couple of request to be added, if your willing to so of course
-Anomaly buildings such as frenzy inducer, sleep suppressor, and bioferrite generator effects to scale with pawn psychic sensitivity. since in their descriptions they psychically affect pawns but it doesnt really matter of their psychic sensitivity
-Disruptor flare affects stun time on pawns with higher psychic sensitivity. the game already implements disruptor flares EFFECTS scaling with psychic sensitivity and psychically deaf pawns being completely immune to them
-Revenant invisibility duration time with the revenant vertebrae prosthetic. since invisibility in this game psychically affects other creatures to make the caster appear invisible, so pawns with the revenant vertebrae can cast with the duration scaling with psychic sensitivty

other than that, this is a wonderful mod that fills in the gap based on the ingame description and how it should affects gameplay
The Rocket Surgeon  [author] Jul 17 @ 3:58pm 
@Catman1226 Yes. The lingering hypnosis from the revenant last a maximum of 5 days and the lingering agony pulse effects last a maximum of 3 days
Catman1226 Jul 17 @ 12:44pm 
Just curious, is there a limit of how high the effects can go? Because I would hate to have my psycaster with 20000+ psychic sensitivity be in a coma for several quadrums or even years at a time.
No Toe Joe Jul 14 @ 3:57pm 
FINALLY oh my god since Anomaly has launched I have wondered why my pawns who have the psychic sensitivity of loose dirt get super-attached to cubes. My only complaint with it is that it's not base game.
snake Jul 14 @ 4:26am 
very good mod, i support the idea that @Tirith Amar mentioned, make bigger detection radius for revenants/sightstealers if the pawn is dull or deaf/has lower sensitivity than average, if its possible