RimWorld

RimWorld

AnomalyPsyTweaks
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
Deon ☣ Jul 13 @ 12:04pm 
This FEELS like it should be vanilla. Pure logic, and incredible implementation. Thank you.
The Rocket Surgeon  [author] Jul 13 @ 6:50am 
@Tirith Amar All of the effects are based on the psychic sensitivity stat, so a normal pawn with the -90% sensitivity modifier from a psychic foil helmet would get the same level of protection as a psychically dull pawn
logan5gators Jul 13 @ 4:56am 
Ooh, one of these that adds consequences for being psychically sensitive, I am definitely downloading this, and replacing the last mod I was going to use which only applied to psychically deaf pawns.
Tirith Amar Jul 13 @ 4:06am 
FINALLY! I was waiting for a mod like this. Obligatory: "why is this not vanilla" comment.

Does this also affect psychic foil helmets?

A couple of requests,
1. make bigger detection radius for revenants/sightstealers if the pawn is dull or deaf.
2. obelisk takes longer to surpress, but cant randomly activate on deaf pawns.
Crippled-Knight Jul 12 @ 3:48am 
That's sweet
The Rocket Surgeon  [author] Jul 11 @ 7:38am 
@Crippled-Knight Everything scales based on the psychic sensitivity stat, but the thresholds for the effects are based on the how much psychic sensitivity the traits add or remove.

i.e. A pawn with an item that gives them a psychic sensitivity of zero will get the same protection as a pawn with the psychically deaf trait or gene
Crippled-Knight Jul 11 @ 7:23am 
Does it scale with psychic sensitivity stat or does it only check for traits?
MegaBunnyman Jul 10 @ 8:55pm 
Thank you so much for the skull crushing option! now you can get red rushed in rimworld!
all that's left now is the music. (not a really suggestion, just that moment is what inspired the idea.)
:bunnyinablanket:
The Rocket Surgeon  [author] Jul 10 @ 8:11am 
@SAUCE__GODD. I like these ideas. I'll try and add them as options
SAUCE__GODD Jul 10 @ 5:57am 
I also think it would be cool if they weren't just a positive

Like they also can't participate in rituals or use lances/serums

Maybe the more...*kinetic* anomalies instinctively target them or they're unable to cross the void gate/activate the nodes
SAUCE__GODD Jul 10 @ 5:55am 
I have an idea for the hypersensitive revenant effect that's more thematically appropriate than just "same thing but longer"

Instead of being the coma after the revenant is gone, what if *during* the coma they randomly gained scratches, bites, and bruises to represent them being restlessly tormented by the visions and hurting themselves in their sleep as a result (scratching at their eyes and chest, biting their tongue, violently twisting and punching at phantom enemies)
Carl Jul 10 @ 3:10am 
mm yes lobotomise the revenant