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Topics - K

#1


PsiTech adds new, late game content in the form of powerful psychic abilities. Train your colonists in the use of psychic abilities and turn them into psions. Customize your colonists in new ways using psionics.

PsiTech includes a wide range of passive and active psychic abilities giving an array customization options for your colonists. These abilities range from simple psychic enhancements, granting a variety of bonuses, to active abilities capable of healing others, to the powerful Psi Storm, capable of driving masses of enemies insane. With 46 total abilities included, PsiTech gives many options for customizing your psions.

Beware though, researching psychic abilities might draw the attention of darker forces, powerful psionic cabals who turn their wrath to any who might threaten their psychic dominion.


Make sure that you have Harmony from Steam or Github first!

Download from Steam
Download from Dropbox


Q: Do I need Royalty to play this?
A: No, Royalty is not required for PsiTech.

Q: Is this mod related to Royalty?
A: PsiTech has no relation to Royalty. It's a completely custom implementation of psionics that's independent of Royalty and quite different from a design standpoint.

Q: Is there somewhere I can go to get help with PsiTech?
A: Try the K's Mods Discord.

Q: How do I start using psionics?
A: Please refer to the PsiTech Quick Guide.

Q: How do I use the autocast system?
A: Please refer to the PsiTech Autocasting Guide.

Q: Does PsiTech support my language?
A: The main download only supports English. Check below to see if there's a translation sub-mod for your language.

Q: Can I disable raids by the psionic faction?
A: Yes, you can. There's an option for this.

Q: The essence penalty is too high/low!
A: The essence penalty can be changed in the options menu.

Q: Why isn't the Psi tab showing up for my alien race?
A: Some alien races don't get the Psi tab by default. Try enabling "Patch All Races" in the settings and restarting the game.

Q: There's an autocast condition/target selector/option that I would like that isn't implemented.
A: If there's some customization that you find missing in the autocast system, please leave a comment and I'll try to implement your request.


English
Chinese available via the PsiTech Chinese Sub-mod, courtesy of Zephyr.
Russian available via the PsiTech Russian Sub-mod, courtesy of lttlworld.

If you've made a translation, please message me and I'll add it to the list of supported languages.


Design and programming by K
Art by Bugmage
Sound effects by A Privacy Company

The source for PsiTech is available on GitHub.


Pardeike for his wonderful Harmony library. PsiTech couldn't exist without it.
Dubwise for his performance analyzer, which was used extensively in making PsiTech performant.
Canute for finding many bugs hidden in the various pre-releases of PsiTech.



Major Update 26.8.20
* Some apparel can now be enhanced to improve the psychic abilities of psions when worn.

Major Update 2.8.20
* Essence penalties can now be configured on a per health effect basis, as well as globally.

Minor Update 9.7.20
* Additional optimization for the PsiTechManager.

Minor Update 25.6.20
* Resisted motes now generate properly for area burst abilities.
* When running with SOS2, insulation on armors is now increased to allow for space walks.

Minor Update 23.6.20
* Fix single target autocasting not working.

Minor Update 17.6.20
* Added a mote on pawns when they resist a psionic ability.

Minor Update 17.6.20
* Fix for a minor incompatibility with Prepare Carefully that could cause errors to occur if you added a psionic pawn to the world pawns list.

Minor Update 8.6.20
* Psychic trainer no longer allows multiple pawns in under any circumstances.
* Loading no longer breaks if a null pawn is encountered.

Minor Update 6.6.20
* Commando, Warrior, and Conduit armor and helmets now count as EVA geat when using SOS2.

Minor Update 4.6.20
* Fix the fix for temporary faction members using psychic trainers.

Minor Update 3.6.20
* Temporary faction members can no longer be put in psychic trainers.

Major Update 30.5.20
* Major performance improvements for autocasting.
* Performance improvments to casting-related stat retrieval.
* Burst-type abilities can now have additional target filters, specifying conditions for targets to be counted towards the minimum targets for cast.
* Changed energy node icon to more clearly convey that there are three trainable energy nodes.

Several new features for making XML extensions to PsiTech:
* AbilityEffectAddHediff can now take a severity.
* Added AbilityEffectNothing, which can be used to pad probabilities.
* Autocast profiles for burst-type abilities can use additional target filters.
* Abilities can now have specific effects on their users, independent of their effects on targets.

Minor Update 27.5.20
* Fixed a harmless warning related to bugged verbs when loading a save with a pawn casting in it.
* Changed tags on advanced psychic armors so that they once again count for royals.

Minor Update 26.5.20
* Fixed a display bug when awakening a pawn after training another one in a skill.
* Some additional optimizations.
* Cast jobs are now properly saved and casting works through saves and loads.

Minor Update 22.5.20
* Fixed a bug that caused issues when loading a save with pawns in the psi warmup stance.

Minor Update 20.5.20
* Pawns in cryptosleep caskets, psychic trainers, and other containers are no longer valid autocast targets.
* Phoenix no longer casts when a pawn is sedated.

Minor Update 17.5.20
* Abilities can now be queued in slots that will be unlocked by queued nodes.
* Training can now be suspended.
* Training is automatically suspended when a pawn is removed from a psychic trainer, preventing them from immediately reentering.
* Fixed a bug where queued focus nodes weren't displayed properly.

Minor Update 16.5.20
* Added a training speed setting, which can be set between 1% (100 times longer training) and 1000% (10 times faster training).
* Fixed a bug that allowed for pawns to be deposited in psychic trainers by other pawns.

Major Update 14.5.20
* Added a new building, the psychic suppression field projector. This building projects an invisible field that lowers the psychic sensitivity of nearby pawns. It can be tuned to specific intensities and radii. It's unlocked by researching the new technology, "Psychic Suppression Field", located behind "Psychic Workbench".

Minor Update 12.5.20
* Psychic foil recipes now use crafting skill for quality determination.

Minor Update 11.5.20
* Psions no longer show their weapons while casting. This should fix a conflict with Yayo's Combat 3.

Minor Update 10.5.20
* General code cleanup.
* Added README.txt to inform users that portions of PsiTech are licensed under the GNU GPLv3, as well as where to obtain source code for PsiTech.

Minor Update 8.5.20
* Added some additional assurances to prevent null keys.

Minor Update 7.5.20
* Decreased the cost of Psi robes and the Psi hood to align with the cost decreases of the advanced armors.

Minor Update 6.5.20
* The psionic faction label is now "Psionic cabal" instead of just "Psionic".
* The psionic faction now gets a leader. This won't occur in ongoing games but will in new ones.

Minor Update 6.5.20
* Added some additional safety checks to prevent null references when spawning raids.

Ability Update 5.5.20
* Armors no longer have two qualities.
* Added a new active ability, Mind Suppression, unlocked by Projection Theory. Mind Suppression lowers the psychic sensitivity of a target for some time.

Balance Update 5.5.20
* Robes and hoods now count as psychic/psycaster gear for Royalty purposes.

Several major balance changes:
* The costs of psionic pawn kinds have been increased across the board, resulting in smaller raids by the psionic faction.
* Buffed and rebalanced the psi defense chain of abilities. Progression is now 35% -> 65% -> 85% defense.
* Nerfed insanity to last 40 seconds from 60.
* Nerfed mindmelt to 10 base damage from 15.
* Buffed mindsoothe, cooldown to 60 seconds from 120, difficulty curve from new states rebalanced to 50% chance modifier at 0 ticks from 25% tapering off to 100% chance modifier in 8000 ticks from 15000.
* Essence now plays a role in the sensitivity modifier calculation used for defense. Lower essence can help pawns avoid psionic abilities up to a total modifier of 50% at 5 artificial parts on default settings. Further decreases in essence do not decrease chance to hit.

Minor Update 5.5.20
* Energy nodes are now explicitly labelled on the Psi tab.

Minor Update 4.5.20
* Added an option to patch all alien races to get the psi tab. This has an impact on startup times, and is disabled by default.
* Added some additional safe guards in case UI elements fail to load (typically due to other broken mods), which should prevent the UI from taking the whole mod down with it.

Minor Update 4.5.20
* Staunched the data bleed once and for all.
* Additional null checking to prevent the Psi card from breaking the game.

Minor Update 3.5.20
* Psionic faction settlements now have a purple color when zoomed in on the world map.
* Athenium can now be used to make obscenely expensive floor tiles.
* Psychic damage can now be treated. I didn't want to do this, but the game has serious trouble handling nontreatable injuries that would require a lot of hacking to change. This generally serves as a buff to players over the psionic faction.

Minor Update 3.5.20
* Locked slots now list how many more nodes they need to be unlocked.

Minor Update 3.5.20
* Added some more disable strings for active abilities to better explain why they're disabled.
* Fixed some stale cache issues caused by removing an ability.

Minor Update 2.5.20
* Psionic raider pawns now use the new additional filters system to be far smarter about who they cast on, and when.

Major Update 2.5.20
* Added "additional autocast filters" which can be used to filter targets beyond the base settings.
* Rebalanced robes and armors (generally buffed slightly across the board).
* PsiTech armors are now qualified as Noble combat gear for Royalty.
* Added "Advanced Psychic Foil Helmet", reducing psychic sensitivity by 180%, craftable after researching Advanced Psychic Equipment.
* Added a toggle to the autocast configuration window hide the autocast toggle gizmo.
* Added a pawn health percent condition and lowest health selector.
* Changed the cabal icon to stand out more on the map.
* The autocast toggle is now properly saved.
* Probably other things I forgot, it was a long day.

Minor Update 1.5.20
* The psionic faction now has base defense troops.
* The psionic faction now spawns more bases on the map.

Breaking Update 1.5.20
* Changed how load IDs are assigned to prevent conflicts and ID loss.

This is a breaking change. I'm deeply sorry to anyone who has a save that will be affected by this issue. To fix an existing save you will need to edit your save and remove all data psion stored under the "PsiTech.Utility.PsiTechManager" game component. This means cleaning out any keys and values that are stored in the "Trackers" tag. Do not delete the keys and values tags themselves, only the data within.

If you want to get back the progress that you lose, you can enable the PsiTech debug mode which allows for instant training by going to the TweakValue menu and enabling "!PsiTechDebug". An option will appear in the Psi tab that will allow for instant training.

Minor Update 1.5.20
* Additional optimizations to Harmony patches.

Minor Update 1.5.20
* Exposed additional functionality to XML to assist in any patch-making efforts.

Minor Update 30.4.20
* Applied additional triage to data bleed.

#2
PsiTech has been fully released so this thread is now locked. Please refer to this post in the releases forum instead.

PsiTech is a mod I've been working on for a while that adds psionics into the game. Thanks to the wonderful quarantine that many of us are now living under, I've managed to make quite a bit of progress on it recently.

Things that are implemented right now:

  • Three tiers of psionic abilities with 45 total abilities.
  • A system to determine the psychic power of a pawn. Right now, psychic sensitivity is the primary factor as well as a new stat called essence, which I shamelessly stole from Shadowrun. Cybernetically augmented pawns will lose psionic ability depending on how many parts they have. This is primarily to balance against psionic-cybernetic super-commandos which would entirely destroy the balance.
  • A training system inspired by XCOM. You can train a pawn with up to 14 abilities, but it will take a very long time. Pawns can't be used while training.
  • A nice little UI window to manage your psionic pawns with.
  • A new, rare resource that can only be extracted from psychic artifacts or created after much research.
  • Psychic armors usable by psionic pawns, granting various bonuses.
  • A system to upgrade any weapon to be psionic, granting accuracy and cooldown bonuses to ranged weapons and damage and cooldown bonuses to melee weapons. This system is constructed to work with any modded weapon as well.
  • A highly configurable autocasting AI that can be used to autocast active abilities.
  • Raids by a psionic faction that also utilizes psionic abilities. They can be very dangerous!
  • Some awesome art courtesy of Emma Caraway.
  • Some awesome sound effects courtesy of A Privacy Company.
There's a couple of mechanics that aren't really explained. You need to build a training tube and assign a pawn to it to unlock the psi UI. After the UI is unlocked all training is handled through it. Improve your pawn's focus and energy nodes to unlock new ability slots.

And here's the download:
Dropbox



Changelog

RC4 (30.4.20)
* Fixed a bug that caused "data bleed" between saves.
* Fixed a bug that allowed for multiple pawns to enter the same psychic trainer.

RC3 (26.4.20)
* Fixed a bug that prevented psychic weapons from displaying their stat offsets.
* Rebalanced psychic weapons.

RC2 (26.4.20)
* Fixed a bug that caused issues when awakening a pawn.

RC1 (25.4.20)
* Overhauled the training system to allow queuing of abilities for training.
* Added some more new art, including an awesome preview image.
* Added new sound effects courtesy of tinykidtoo.
* As always, fixes abound.

The Cabal Update (15.4.20)
* Added a psionic faction who will raid you if you've researched deep enough into psionics.
* Nerfed Mindmelt.
* Probably a bunch of fixes.

Autocast Update (13.4.20)
* Fully implemented autocasting system. The system is highly configurable to allow a range of custom behaviors.
* Some more new visual assets, primarily new effects for Psi storm and Psi rally, as well as a "pointer" effect on targeted casts. The pointer effect is not done yet.
* A few balancing changes (nerfs to Mindfray and Inspire, whose OP-ness was brought out by the autocast system).
* Major performance improvements.
* Some more bug fixes, as always.

1.1 and Visual Update (4.4.20)
* Updated to 1.1.
* Added a ton of new art courtesy of Emma Caraway.
* Half-implemented autocasting system. It's not done, but I can't disable it to put out this update. Use at your own risk. It shouldn't break anything, but it may not work properly either.
* Some bug fixes for equipment.

A Christmas Present (25.12.19)
* Implemented equipment system, which means that every tech tree node now has a purpose!
* Added psionic weapons. Any weapon (except single fire devices and grenades) can be upgraded to be psionic, giving benefits when used by trained pawns. Upgraded weapons are denoted with a (P) in their label.
* Added psionic armors. Three robes, a hood, and three sets of power armor are available, with different benefits. Art is very bad/stolen from base game.
* Psychic artifacts can be crafted with the proper research.
* Athenium can be crafted from plasteel and gold by a properly trained pawn.
* Psychic foil helmets can be crafted using steel and athenium at the psychic workbench.
* Added three new tier 1 abilities and a research node to unlock them - psi empathy.
* Fixed some bugs and balanced some things. In particular, armor penetration bonuses now work and all abilities are unlocked by their proper researches now.

Big Feature Update (20.12.19)
* Implemented remaining tier 3 abilities for a total of 6 tier 3 abilities.
* Added currently useless defensive abilities to each tier.
* Added a new tier 2 ability, mindlash, which stuns attackers for a short time.
* Target stats now have an impact on the battlefield tier 2 passives. You can't read a mechanoid's thoughts.
* Fixed several bugs where mental states wouldn't work properly, leading to every state resulting in aimless wandering.
* Various balancing changes, including limits on dodge chances and changes to Athenium's properties.
* Refactored many things.

Bugfix (25.10.19)
* Psychic Workbench can actually be used now.
#3

Description:

GlitterNet is a mod for maximizing the efficiency of your base by integrating every part of it with a powerful machine god supercomputer. For this purpose, GlitterNet introduces a set of buildings called integrators, which integrate buildings in your base with the system and provide them with huge buffs, and a bunch of infrastructure buildings to support them. This infrastructure doesn't come cheap, costing lots of resources and power, but the bonuses that integrators provide are worth it.

GlitterNet adds five types of integrators, each capable of improving different kinds of buildings:

  • The workspeed integrator which improves the workspeed of workstations.

  • The research integrator which improves the research speed of  research benchs.

  • The power integrator, which increases the power output of power producers, or decreases the power consumption of consumers.

  • The bed integrator, which improves the comfort and rest effectiveness of beds.

  • The medical integrator, which improves the medical quality, surgery success chance, and immunity gain speed of medical beds.
To support integrators, GlitterNet also adds several infrastructure buildings:

  • The GlitterNet hub, which is the core of a GlitterNet system. Every network needs one, and only one.

  • Processors, which create the processing power to power integrators. Networks that don't have enough processing power lose efficiency, decreasing the performance of every connected device.

  • Specialized processors, which improve the overall network. Four are available, each improving a different aspect of a network. With them, it's possible to get over 100% efficiency, improving every connected device!

Can be added to saves. Should be compatible with most everything. No special patching should be necessary for an integrator to work with a modded building, so long as the modded building supports facilities.

Confused? Check out the GlitterNet Quick Guide or try the K's Mods Discord

Dependencies


Download
Steam Workshop
Dropbox

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Make sure that you have HugsLib loaded first.
- Activate the mod in the mod menu in the game.

Supported Languages
English
Simplified Chinese (courtesy of アストリア)





Description:
An expansion for GlitterNet

CyberNet adds even more GlitterNet connected devices in the form of new, networked prosthetics. These prosthetics use processing power from a GlitterNet to replace on-board processing, making them cheaper and more effective than vanilla prosthetics. Of course, this comes at the price of not only requiring remote processors to function, but also the new access point building, which allows for wireless communication with prosthetics. And if the internet goes out, these new body parts will function even worse than the normal fleshy type.

CyberNet comes with six categories of new prosthetics:

  • Networked prosthetics, which are bionic level. Equivalents for all vanilla parts are available.

  • Advanced networked prosthetics, which are archotech level. Upgrades for all bionic parts are available, including archotech level hearts, ears, stomachs, and spines.

  • Blood additives and replacements, which either enhance stats or have other effects like decreasing hunger rate or automatically healing bleeding wounds.

  • Skin replacements which have a variety of unique effects and heal scars.

  • Nervous system enhancements which give specialized bonuses.

  • Brain enhancements which have a variety of effects like improving combat efficiency or enhancing consciousness.
Can be added to saves. Should be compatible with most everything.

Confused? Check out the GlitterNet Quick Guide (CyberNet guide at the bottom) or try the K's Mods Discord

Dependencies
GlitterNet

Download
Steam Workshop
Dropbox

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Make sure that you have both HugsLib and GlitterNet loaded first.
- Activate the mod in the mod menu in the game.

Supported Languages
English
Simplified Chinese (courtesy of アストリア)



Changelog

GlitterNet and CyberNet Update (16.4.20)
* CyberNet now includes a setting for whether prosthetics connect off-map or not. It can be changed at any time.
* Fixed various load up issues with GlitterNet and CyberNet that led to things needing to tick before functioning.
* Various performance optimizations.
* Bug fixes for lingering problems related to the System Wake overhaul.

GlitterNet Update (5.4.20)
* The internals of System Wake have been overhauled to decouple it from the home map. This means that the self-aware GlitterNet hub can awaken anywhere, and can be moved between maps without loss of progress.
* The self-aware GlitterNet hub can now once again be uninstalled and moved.

Major GlitterNet and CyberNet Update (14.3.20)
* Overhauled System Wake to provide a more interesting experience.
* Added post System Wake content to keep interacting with your new friend.
* Added a new interface to display everything about your network, accessible from any GlitterNet-connected device.
* Various fixes, refactorings, typo fixes, ect.

GlitterNet and CyberNet Update (25.2.20)
* Updated both GlitterNet and CyberNet to v1.1

This is a very quick update, only ensuring that the minimum functionality is present! There may be bugs, broken things, and other oddities. Once HugsLib has been stabilized for v1.1, I'll be putting together some better updates for v1.1.

This also means that GlitterNet for v1.0 will no longer be maintained, so any new content, bug fixes, or other updates will be for v1.1 only.

GlitterNet Hotfix (11.1.20)
* Power integrators no longer connect to other power integrators.

CyberNet Update (2.12.19)
* Fixed an issue where access points would break if thermal management was enabled.

CyberNet Update (27.11.19)
* Access points no longer provide bandwidth when broken down, unpowered, or turned off.
* About link now links to CyberNet page instead of GlitterNet page.

GlitterNet Update (7.8.19)
* Integrators now highlight connected buildings, and connected buildings highlight affecting integrators.

GlitterNet and CyberNet Update (1.8.19)
* Added new simplified Chinese translations for GlitterNet and CyberNet, courtesy of アストリア.

GlitterNet Update (12.7.19)
* Updated workspeed integrators so that they can now pair with any building that has bills, not just buildings that support tool cabinets.

Major CyberNet Update - New prosthetics! (25.6.19)
* Added two new categories of prosthetics - skin replacements and nervous system enhancements, and techs to unlock them which can be researched after blood enhancement.

Major GlitterNet Update - Thermal Management (18.6.19)
* Added a thermal management feature. Hubs, processors, and specialized processors will generate heat and have maximum operating temperatures if enabled.

Major GlitterNet Update - System Wake (12.6.19)
* Added a storyline to GlitterNet titled System Wake. System Wake is disabled by default. Enable it in the mod settings.

GlitterNet and Cybernet update (9.6.19)
* Various localization fixes for both mods.
* Various bugfixes for both mods.

CyberNet update (8.6.19)
* Prosthetic recipes now make unfinished prosthetics so that they can be stopped midway and resumed later. No need to chain your pawns to the fabrication bench anymore.
* Prosthetic recipes now consider stats for crafting speed, and don't take as absurdly long to make.
* Applied sounds and effects to prosthetic recipes.




Mod Team
Programming and design by K
Art by Bugmage

License
You are free to bundle these mods in a pack.
If you would like to make a derivative mod, please ask me first.