RimWorld

RimWorld

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Psychic Awakening (Continued)
   
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Mod, 1.0, 1.1, 1.2, 1.3, 1.4, 1.5
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Jul 29, 2021 @ 12:53pm
Mar 25, 2024 @ 2:47pm
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Psychic Awakening (Continued)

In 1 collection by Mlie
Mlie's resurrected mods
909 items
Description

Update of Kentingtons mod
https://steamcommunity.com/sharedfiles/filedetails/?id=1918756321



[dsc.gg]
[github.com]


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.


  • See if the the error persists if you just have this mod and its requirements active.
  • If not, try adding your other mods until it happens again.
  • Post your error-log using HugsLib or the standalone Uploader and command Ctrl+F12
  • For best support, please use the Discord-channel for error-reporting.
  • Do not report errors by making a discussion-thread, I get no notification of that.
  • If you have the solution for a problem, please post it to the GitHub repository.
  • Use RimSort[github.com] to sort your mods


36 Comments
StockSounds Feb 17 @ 5:45am 
If I knew C#, I'd make a patch for this and add the ability to destroy your opponent's eyeballs.
Mlie  [author] Feb 17 @ 2:42am 
@SaltyDwarf I will not be changing any such design decisions by the original author. You are however free to patch them to whatever values fits your playstyle
SaltyDwarf Feb 17 @ 1:40am 
I see serums too rarely, and never seen a single engram, really should increase chances of them spawning.
pgames-food Jan 16 @ 6:55pm 
hi @stocksounds (do you stock sound fx?) :)

i can say that this mod is very good indeed, because its the only mod that works in my current 500+ modpack (im still on v1.2 but getting a savegame upgrade approx once per year from v1.0 so far) :)

its cool because most of the other cool mods require dlcs which i dont have any, but yeah if there were mods or extras that can add other cool psychic effects it would be cool.

(i still have a brand new game to try with all the 'rimworld of magic' mods, and all the 'vanilla expandeds' mods as separate game sessions, since likely compatibility issues seems best to keep them separate)
StockSounds Jan 16 @ 5:24pm 
I'm not sure if these "Continued" mods tend to get upgrades, but I love the sound of this system and I want to see it better.

Notice how I said I like the sound of it, though. That's because I haven't been able to try it firsthand, all of this is a hassle to obtain.

This would benefit greatly from something like integrated Biotech genes, a starting scenario, or a crafting recipe.

I've searched and searched for other mods that add onto this, but alas, the simplistic and lovable Psychic Awakening doesn't get enough love to have a craftability patch.
feydras May 7, 2024 @ 11:52pm 
Thank you for the update @Mile! Love this mod. The powers are so much more interesting, useful, and nicely simple, to me than Royalty psychic powers.
Winter Nov 2, 2022 @ 6:47pm 
I seem to be getting an error when a pawn attempts to use the psychic awakening serum:

JobDriver threw exception in toil Use's initAction for pawn Phoenix driver=JobDriver_UseItem (toilIndex=2) driver.job=(UseItem (Job_143) A=Thing_PsychicAwakeningSerum10620)
System.InvalidCastException: Specified cast is not valid.

Tested on a new map, with only this mod, Harmony, and the DLCs loaded. Using dev mode to directly give the pawn the 'Psychic conversion' hediff does work, so it seems to just be a problem with activating the serum.
Nekosempei Aug 6, 2022 @ 11:08pm 
@caz This mod was made before psylinks were a thing. it is it's own system. It should however add a status effect that is very painful to your pawn that eventually adds a 'psychic' status in the health tab, and give you the powers, so it still sounds broken.
Caz Jul 22, 2022 @ 5:14pm 
The Psychic Awakening Serum isn't working for me for some reason. I used it, didn't see mood or health changes (not sure if it creates either for the three day period or not). The pawn never got a psylink rank even though it's been well past three days. I checked for errors when using it and got none at all. I'm not sure if I'm missing something or if something isn't working?
Makk Apr 2, 2022 @ 1:49pm 
Looks like Inspiration does not work. Anyone else had this problem?