RimWorld

RimWorld

380 ratings
Psychic Awakening
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Mod, 1.0, 1.1
File Size
Posted
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4.298 MB
22 Nov, 2019 @ 9:04pm
27 Mar, 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
27 Dec, 2019 @ 9:55am
Suggestions
Savolainen
3
9 May, 2020 @ 8:07am
Droner and Suppressor error
RutraNickers
0
11 Jun, 2020 @ 12:22pm
Burnout not being generated
Leluke
170 Comments
Terry the mushroom 12 Sep, 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 4 Aug, 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 29 Jul, 2021 @ 12:55pm 
Made an update of this:
https://steamproxy.net/sharedfiles/filedetails/?id=2560648815
Hope it helps anyone!
feydras 28 Jul, 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 21 Jul, 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 20 Jul, 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 16 Jul, 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 2 Jan, 2021 @ 2:37pm 
ah damn no telekinesis? hows my walmart darth vader supposed to use the force now?
ThatRandomPerson 10 Dec, 2020 @ 7:34am 
So your telling me an exploding skull "can be fatal".
Stellar forester 31 Oct, 2020 @ 2:28pm 
did i read that right that this mod brings enemy spycaster?