RimWorld

RimWorld

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Save Our Ship 2: Psychic Amplifier
Vytvořil: Interrobang
All information of the Psychic Amplifier, obtained with Devmode. Everything in this guide is part of a mod, Save Our Ship 2. None of this is vanilla.
   
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What is the Amplifier?
The Psychic Amplifier is the source of Psychic Drones and Psychic Soothes. Hacking the Amplifier's Ship Computer Core will give you the blueprints for the Archotech Spore, which is needed for endgame. You will gain the option to attack it if the following conditions are met:
  • Your ship has at least one Ship Computer Core
  • There is an active Psychic Soothe or Psychic Drone in any map
  • You do not already have the blueprints for the Archotech Spore
  • The game doesn't glitch out (tests on how exactly to make the game "feel like giving you an amplifier today" are inconclusive, although if you aren't devmoding in amplifiers and looking at their stats constantly (like me) you will most likely not fail this condition)

If these conditions are met, you will have an "Attack Psychic Amplifier" action when you select your Ship Computer Core (or bridge)



An important thing to remember is once you have hacked the Amplifier, you will lose the option to attack any more. Because each amplifier is armed with 24 Vanometric Power Cells, it wouldn't be a bad idea to destroy a few amplifiers for the Vanometrics before you hack one.




Amplifier stats
  • 4 Spinal Railguns with 5 Spinal Amplifiers each, if all four guns fire they will all deal a combined ~10,000 Heat Damage.
  • 48 Small Lasers for Point Defense, if you get too close and all of them fire at once they will deal ~7,500 Heat Damage.
  • 96 Small Heatsinks, each one giving +150 Heat Capacity.
  • 16 Anti-Entropy Heatsinks, each one giving +200 Heat Capacity.
  • The ship has a total of 17600 Heat Capacity.
  • 24 Vanometric Power Cells, each one giving +1000 Energy.
  • 8 Capacitor Arrays for 80,000 Max Energy (they are full at start of fight)
  • Archotech Shields which multiply damage taken by 0.75.
  • ZERO thrusters, this thing CANNOT MOVE.











Oh, also, if you are wondering, here is the maximum possible salvage for the amplifier, if you don't destroy anything:
Amplifier Crew
Just destroying the Computer Core will not get you the Spore Blueprint, you need to hack it. Hacking means boarding, boarding means dealing with crew. In this case, the crew is made up of mechanoids. Unfortuneately, the type and amount of mechanoids is randomized. There are around 30 total mechanoids.

In my experience, most of the mechanoids flee from rooms with holes in them, usually going to the central room with the computer core. You don't want that, fighting one mechanoid five times is way easier than five mechanoids one time. To avoid this, "vent" every room of the Psychic Amplifier, as this will make a lot of the mechanoids flow out of the ship and into space, where you can pick them off easily.

And no, building a mini-ship beside the Amplifier will not draw the mechanoids out.
Basic Strategy
  • Build ship with 20,000 heat capacity, ~10,000 silver, and purge ports
  • Arm ship with weapons capable of dealing ~20,000 Heat Damage in two volleys (remember that a 5-Amplifier Spinal Railgun deals ~2,500 Heat Damage)
  • OPTIONAL: Because the enemy has no engines and only Railguns and Lasers as weapons, it is recommended to switch out any Laser or Railgun Spinal Barrels with the more efficient and safe Plasma Barrels.
  • Approach Amplifier
  • Fire your weapons
  • Tank enemy fire with Purge Ports
  • Fire primary (spinal) weapons until enemy shields are down
  • Fire secondary weapons at Railgun Barrels
  • Opponent is now disarmed
  • Attempt to destroy as many mechanoids from your ship as possible without destroying the Computer Core
  • Send a boarding party of mostly melee fighters with zeushammers (or Thrumbohorn + EMP without Royalty) and clean up remaining mechanoids (play it safe)
  • Hack computer core
  • Deconstruct Computer Core and load the Persona onto your shuttle
  • ???
  • Profit
Počet komentářů: 4
Robert20697 12. říj. v 7.25 
The amplifier's changed, but the method of finding has not. It's now got one of each spinal cannon on one end, including one that will, among other unique things that will be somewhat relevant to this next point, give your colonists brain damage. It also has four small thrusters that crank out 6000 thrust EACH, so watch out for that.

In summary, pretend you're a low-level captain (as in, forget what you think about yourself currently, you are NOT prepared) who dreams of one day taming the kraken that is the Psychic Amplifier, with its BALEFUL Flayer Cannon that tears minds asunder. (Don't worry if you destroy it, you can rebuild it.)
Firelion656 12. lis. 2023 v 14.39 
Thank you so much i couldn't be bothered to wait for a physic soothe and ended up searching for hours trying to find a way to trigger the event and this worked thanks
Interrobang  [autor] 4. čvc. 2022 v 18.00 
@JägerFang The event requires a colonist on the map so it can decide whether to tune the wave to males or females. You should just need to use the Do Incident Map action and select the psychic wave option one you place one.
JaegerFang 4. čvc. 2022 v 13.29 
Question: How do you force the Psychic Amplifier event with dev mode?