RimWorld

RimWorld

Psychic Awakening
172 Comments
Cat Burglar Jun 22 @ 3:55pm 
o7
Numbers Oct 25, 2024 @ 12:56am 
they STOLE YOUR SHIT BRO
Terry the mushroom Sep 12, 2023 @ 12:24pm 
"If the burnout reaches over 90%, the colonist's head explodes, which is usually fatal."

I would fucking think so! o_o
hoia Aug 4, 2021 @ 2:09pm 
@Mlie you're on an absolute roll lately! Thank you so much.
Do you take suggestions and more importantly, do you take donations?
Mlie Jul 29, 2021 @ 12:55pm 
Made an update of this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2560648815
Hope it helps anyone!
feydras Jul 28, 2021 @ 11:38am 
Tried it and it disabled all incidents. I wasn't getting any so I tried, and was unable to spawn traders or assaults via dev mode.
hoia Jul 21, 2021 @ 10:12am 
Hi, are you planning to update this mod to 1.3, now that the DLC is out? :)
It has a much nicer implementation than Royalty!
fallenscion Jul 20, 2021 @ 2:43pm 
@feydras let us know if you try it out! I've always taken the approach that "most psionics are best psionics"
feydras Jul 16, 2021 @ 4:04pm 
This worked with 1.2. Hoping it works with 1.3 or an update. This is a much better implementation of psionics than Royalty IMO.
infiniteclone7 Jan 2, 2021 @ 2:37pm 
ah damn no telekinesis? hows my walmart darth vader supposed to use the force now?
ThatRandomPerson Dec 10, 2020 @ 7:34am 
So your telling me an exploding skull "can be fatal".
Stellar forester Oct 31, 2020 @ 2:28pm 
did i read that right that this mod brings enemy spycaster?
feydras Oct 19, 2020 @ 10:23am 
This psychic implementation is more interesting and fun than Royalty. Hoping for a 1.2 update.
ParasiticSquid Oct 19, 2020 @ 9:06am 
If you guys still want a psychic power modfor 1.2 psitech by bad vlad seems to be the next best thing so far to my knowledge
Dynamic Oct 10, 2020 @ 8:03am 
Is it safe to assume this mod is dead? Pity
Cat Burglar Sep 25, 2020 @ 4:13pm 
Kentington please come back.
Cat Burglar Sep 14, 2020 @ 12:47am 
You know, an augmentation mod/psychic mod/AI augmentation mod would be cool for Starsector. Especially since the coming update will add marine variability and experience, as well as more stuff to use them on.
pgames-food Sep 11, 2020 @ 6:29pm 
hi kentington, did you make any mods for starsector too? :)
Cat Burglar Sep 11, 2020 @ 3:17pm 
I hate the Royalty DLC and 1.2 update.
ParasiticSquid Aug 26, 2020 @ 1:15pm 
I have no clue, if it exists ive yet to see it
Cat Burglar Aug 25, 2020 @ 2:05pm 
Is there a patched version for 1.2?
ParasiticSquid Aug 24, 2020 @ 1:35pm 
More the merrier. Having at least a few people trying would actually up the chances of a decent one emerging
Robosium Aug 21, 2020 @ 1:30am 
oh, I'll try, I just probably won't succeed
Erde Aug 21, 2020 @ 1:26am 
Sure you will.
Robosium Aug 21, 2020 @ 12:40am 
if it turns out to be dead I might try developing a more indepth psychic mod myself
ParasiticSquid Aug 20, 2020 @ 10:23pm 
Hope it's not dead, great mod and 10 times better then royalty oof
Robosium Aug 20, 2020 @ 2:26pm 
Pretty sure mod is dead, possibly because of the royalty dlc

Sad because this is honestly so much better, simpler to get and less low use powers.
Chranator Aug 15, 2020 @ 9:14am 
Inspiration does nothing for me on 1.2, doesn't even generate burnout.
Can anybody confirm?
Cheet4h Jul 21, 2020 @ 1:50am 
@UpTheArts:

Regarding the Shattered Empire - it's not contradictory to the established lore. Note that the ingame description of it says "They lived for thousands of years in a stable multi-planet empire" - not even multi-system, which is mentioned as possible in the document you linked: "In the core worlds, an old, stable culture can create an interstellar empire of a few systems."
TSE probably was an empire spanning over the planets, moons and asteroids of a single system, and after the attack on them are now scattered over the rim.

Regarding content completeness:
How is it contradictory that 1.0 is content complete? The post you linked simply was an announcement for modders that they can start updating their mods for the release of the game, since there would only be bugfixes and performance updates over the rest of the beta.
And even so, Royalty was part of the 1.1 release, not 1.0
avolkovsk Jul 18, 2020 @ 8:58pm 
UpTheArts,

Man, I completely agree with your opinion.
Really, Royalty just feels as a whacky mod that is "vanillised" for the single reason of it being made by Tynan...
Honestly, Tynan's "return" was the darkest time in the history of Rimworld's development.


Anyway, I only wish someone would make an unofficial patch to this mod...


P.S. If Tynan's next DLC will be SPAAAAAAACEEEEE , I will fucking rage quit!
BoltHarrier Jul 17, 2020 @ 3:12pm 
Hurrdurr, lore has been rewritten.

The game has always been, and has always referred to itself as, a "Story Generator" Where "There is no losses or game overs, just simply tragic endings"

Royalty gave the game another way to tell our characters stories.
Erde Jul 17, 2020 @ 1:34pm 
Any proof that Tynan is supposedly paying him?
UpTheArts Jul 17, 2020 @ 7:27am 
I will never play Royalty even if, hypothetically, Tynan pays Kentington to never update this mod again in order to make more people buy Royalty. It's not because I despise greed - it's because I don't buy low quality products. Royalty sucks and should never have been part of Rimworld. I wouldn't play Royalty even if someone pays me to do it.

The Empire's existence is contradictory Rimworld 1.0 lore that "there are no great galactic empires stretching across the galaxy... one cannot govern people who are years distant by all means of travel and communication"
https://docs.google.com/document/d/1fUO3KKbAbTxMP1lqphnnodY0NPoOVblCUkDw-54MDUc/pub

Royalty DLC's existence is contradictory to Tynan's earlier statements that Rimworld 1.0 is content-complete:
https://web.archive.org/web/20181009044748/https://ludeon.com/forums/index.php?topic=45988.0
CatLover366 Jul 15, 2020 @ 12:21am 
@Minnigin Tynan actually talked about this mod after Royalty released. Here is the link. https://devtrackers.gg/rimworld/p/e2dc86f4-is-tynan-now-profiting-off-modder-s-hard-work
Robosium Jul 12, 2020 @ 9:01am 
but you can become an enemy to the empire
BoltHarrier Jul 12, 2020 @ 8:55am 
TBH, wish royalty was a >little< better done. Maybe add an opposing faction to the empire and allow the player to choose a side.
GuppyFacesAreCute Jul 12, 2020 @ 8:29am 
this mod became royalty, guaranteed lol. Ludeon is infamous for claiming your mods as their property, which in all legal practices it is theirs to do as they wish but their morals are free for all to criticize, greedy greedy Tynan
prince.mandor Jul 5, 2020 @ 4:11pm 
Possibly this is a bug.
What is a correct target for Assimilation? So far it doesn't work on anybody
Witness Mei Jun 23, 2020 @ 6:11pm 
Lol rimworld dev liked this mod
Leluke Jun 11, 2020 @ 12:18pm 
My characters no longer acumulate burnout when I use powers for some reason. No errors except this, any idea how to fix this?
RutraNickers Jun 10, 2020 @ 1:34pm 
sad that this mod is no longer being worked
@Robosium If I'm not mistaken, the limit is 3 per colonist
Small Gooby Jun 9, 2020 @ 6:32am 
@Sissololpipi This mod is older than royalty
Sossololpipi Jun 7, 2020 @ 1:00pm 
doesn't Royalty do just this?
Robosium Jun 5, 2020 @ 10:37am 
I seem to remember there being limits on how many abilities one psychic can learn but I can't find any mention of it anymore, can each person learn all the abilities now?
Almantuxas Jun 3, 2020 @ 5:31am 
Pawn Jubilee threw exception while executing toil's finish action (0), jobDriver=RimWorld.JobDriver_PsychicPower, job=UsePsychicPower (Job_1849) A=Thing_Human474, toilIndex=0: System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.StatExtension.GetStatValue (Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess) [0x00000] in <0de063f107214aa3839ba3ee388b65f4>:0
at RimWorld.PsychicMod.addBrainBurn (Verse.Pawn user, RimWorld.PsychicPowerDef power) [0x0008a] in <1b707852b6db4481b3f0ca5f892180f8>:0
at RimWorld.JobDriver_PsychicPower.<MakeNewToils>b__2_2 () [0x0019f] in <1b707852b6db4481b3f0ca5f892180f8>:0
at Verse.AI.Toil.Cleanup (System.Int32 myIndex, Verse.AI.JobDriver jobDriver) [0x0001f] in <0de063f107214aa3839ba3ee388b65f4>:0
Almantuxas Jun 3, 2020 @ 5:26am 
it seems like errors are produced when psychic actions are used.
Vlad_1492 May 30, 2020 @ 2:59am 
This is excellent, especially the long lead-in when dosed with serum.
Suggestion: Give it a chance to fail and/or cause damage. Not everyone was cut out to be a psychic... see for example John here. A drooling idiot now, once he was the colony leader. Tried a bit too hard, is all. Here John, have a cookie.
avolkovsk May 9, 2020 @ 8:10am 
Greetings,

I'm getting the Droner and suppressor error messages.
Posted them to the relevant discussion.
vavilonskij May 3, 2020 @ 12:18pm 
So ... how can I add my own ability, for example causing a heart attack?
Zaximus Apr 30, 2020 @ 10:14am 
Are you not able to use abilities on prisoners? I tried using psychic assimilation on a prisoner and it doesn't do anything.