RimWorld

RimWorld

382 ratings
Psychic Awakening
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Mod, 1.0, 1.1
File Size
Posted
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4.298 MB
Nov 22, 2019 @ 9:04pm
Mar 27, 2020 @ 10:16am
6 Change Notes ( view )

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Psychic Awakening

Description
Due to the incessant begging of their mortal pets - err, human allies - archotech AIs have developed modifications to the human brain that allow it limited psychic abilities. This power comes at a price, however, and accumulating too much psychic burnout can be deadly.

What? It's the Rim. Did you really expect superpowers to not make your head explode?



Serums and engrams can be found as quest rewards, and are occasionally carried by settlements and exotic goods traders.



So that's the bad news. Good news, the 14 available powers are so worth it.
















So which of your colonists should get the serum? Well, it turns out that those psychically sensitive types aren't just useless liabilities after all! Psychic sensitivity affects outgoing powers just like incoming ones, meaning that your psychically hypersensitive colonist is much more likely to successfully Shock a raider, and her Unity will last longer.

----Please Note----

Psychic Awakening is compatible with existing saves.

This mod is intended to be lore-friendly. Psychic powers deal only with manipulating conscious minds - there is no telekinesis, crystal healing, or any other "space magic" that generic sci-fi sometimes lumps in with it. Evidently I was too conservative in my estimation of what RimWorld's psychic abilities could accomplish! Expect to see a wide variety of more exotic powers soon.

This mod is extendable! You can add your own PsychicPowerDef in the xml files, using the powers provided as examples, and it will show up in engrams or newly-awakened psychics. If you want to do something more advanced, implementing the abstract class PsychicPowerDriver lets you run C# code when your power is used.

Future plans include: additional powers, psychic raiders, and the "Nightmare" - a new type of mechanoid specializing in mental attacks.
Popular Discussions View All (3)
9
Dec 27, 2019 @ 9:55am
Suggestions
Kamish
3
May 9, 2020 @ 8:07am
Droner and Suppressor error
RutraNickers
0
Jun 11, 2020 @ 12:22pm
Burnout not being generated
Leluke
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?