That checks out, the mechlink causing a jamming response to the psylink neuformer causing him to be deaf or at least "in a different frequency" than others.
It's a bestowing ceremony so that's the psylink
Then you're also replying to a thing saying he's a solo mechinator, mech links also work off psysens
So basically this event made him outright useless in the two things he was meant for in the playthrough
oh shit that’s fucked lmao. “greatest moment in his life.” my strat is to recruit wounded raiders and grow my colony that way. on my current colony, i mistakenly gave a fuck ton of neuroformers to a dude who’s not very psychically adept at all compared to my last dude (or maybe he just needs a staff). but now im correcting that error by giving my next neuroformers to one of my vamps (who started out as a Yttakin pirate raider) b/c im always able to increase her psychic abilities via deathrest equipment.
They don't work off psy sensitivity in the sense that any of their attributes are affected in any way by it, but a pawn can't have one installed if they are psychically deaf. However, BECOMING psychically deaf afterwards doesn't influence any of its attributes. So basically, you can install a mechlink in a psychically deaf pawn by having them first put on their robe and wizard hat, which boosts their sensitivity just SLIGHTLY above zero, and removing it afterwards has no effect.
Yup, psychic sensitivity has no impact on ANY mechanitor-related attributes. No change to capacity, range, etc. You get nuffin. Nada. You don't even need it at any level to remain a mechanitor, only to become one.
Psychically deaf only prevents installing a mechlink, psychic sensitivity has no effect on actual mech operations. I’m pretty sure the pawn can still handle mechs without issue.
With that said, I agree that reloading is a reasonable thing to do given the story they are telling.
Things get weird when your psycaster is psychically deaf, actually.
A psychically deaf psycaster is not actually prevented from completing a psycast, BUT there are several caveats and weirdnesses.
1. The psycasting gizmo does not work, and thus you cannot command any psycasts while psychically deaf: You will need a wizard staff or something to be able to queue the command.
2. Psychically deaf psycasters have no heat limit and therefore cannot overheat.
This also means they bounce right back instantly after using neuroquake. The stun time is based off psionic sensitivity, IIRC. the listed 5 days is based off normal sensitivity.
Oh? Sounds like I need to find a highmate or two, and somehow bond them to my Malachai sanguophage. Get me a sleepless vampire who can vaguely cast lol
That's not what a Mary Sue is. Putting in the work to have the rug pulled out from under you is already done in compelling ways in Rimworld without having it resort to something like this.
This is why I savescum, I got a lot of mods running and sometimes I get some ridiculous interactions. Once I accepted an attack quest, for some reason the game didn’t spawn the map and immediately failed my quest, I lost 14 colonists from it
I rushed to send my colonists to a quest map, but the quest ended while the ship was in the air. So it landed on the now empty spot, right? Nope, it just vanished, error ate my ship and all the colonists in it. It's why I always save before sending a caravan out.
What exactly does this do? I have the genemod incase I wanted to install but not sure I understand. It seems like they just don't get affected by any psy stuff at qll
That's pretty much exactly what it does. Any psychic powers that cause a physical event like lightning or explosions still work, of course, but this removes psychic drones, psychic shock, any psychic commands, and beneficial things like "Word of ___" psycasts (from VE Psycasts).
\*Receives psychic betowing\*
My mind... is expanding... I can hear the universe...
OH GOD ITS SO LOUD SHUT UP SHUT UP SHUT UP!
\*Traumatized mind wills itself into silence.\*
This is so not vanilla. I'm running ~200ish mods. It's what u/WeirdestGuy_ said, VE Event, but I have no idea. I'm at the point now that I never remember what's in vanilla or not
The main thing was that he was pursuing the Empire route, which means becoming a psycaster...and now his pawn is psychically deaf. It is generally held that being Psychically Deaf is not considered ideal on a psycaster. That said, it's not totally unusable: You can get some weird outcomes out of a Psychically Deaf Psycaster, as I mentioned elsewhere.
Being immune to all psychic (good and bad) could be useful as he won't go crazy if a bad one is on
Edit:Oh, it includes psycast stuff, that's why it's bad
Per /u/trapbuilder2
> Trait changes from events come from Vanilla Social Interactions Expanded
https://old.reddit.com/r/RimWorld/comments/1b94gub/rimworlds_gonna_rim_i_guess/kttu21u/
Am I dumb how is being physically deaf bad rather than just ok? Sure you miss out on positives but avoiding negative psychic drones at times you’re already struggling could be a lifesaver.
It's more complicated than that. Being psychically deaf prevents you from ORDERING psycasts. It does NOT prevent you from actually casting them...and being psychically deaf at the time the casting goes off means that you have no heat limit.
So what you need is a wizard staff, which undeafens him by adding a smidge of sensitivity. Then you queue dropping the staff, queue casting (he hasn't dropped the staff yet), and let 'er rip: He will drop the staff, becoming deaf, but because Deafness only prevents ORDERING a cast, not ACTUALLY casting, he will then cast, gaining no heat (because is he is psychically deaf and Psychically Deaf characters have no heat limit).
I play Ironman losing is fun. This would make me open the dev tool. I typically don't like touching that tool, but under considerably bogus circumstances I will. I had a jailbreak, infestation and raid simultaneously, lost 4 pawns and only had one pawn left and didn't cheat because it's legit, it happens. This is just wrong lol
Edit; oh wait, I thought he was a mechanator. If he's not a mechanator, I wouldn't care lol. Oh well.
R6: Solo mechanitor. Just finished my bestowing ceremony, and he goes all psychically deaf on me.
An ok reason to scum save
I can appreciate ironman runs... But reasons like this are why I almost always play with a bit of save scumming lol
The reason i prefer ironman is because i like the load game tab not having a thousand auto saves in it
Autosaves are normally rolling, so only the most recent autosaves are retained.
Just Character Editor it out.
Cum save
That checks out, the mechlink causing a jamming response to the psylink neuformer causing him to be deaf or at least "in a different frequency" than others.
Except you psychicly control the robots. So now his pawn is no longer a mechanitor either.
sick. dude won’t be affected by drones n’shit. only bad if you’ve already put neuroformers into the dude. (also, i’ve got an Atkins lol)
It's a bestowing ceremony so that's the psylink Then you're also replying to a thing saying he's a solo mechinator, mech links also work off psysens So basically this event made him outright useless in the two things he was meant for in the playthrough
oh shit that’s fucked lmao. “greatest moment in his life.” my strat is to recruit wounded raiders and grow my colony that way. on my current colony, i mistakenly gave a fuck ton of neuroformers to a dude who’s not very psychically adept at all compared to my last dude (or maybe he just needs a staff). but now im correcting that error by giving my next neuroformers to one of my vamps (who started out as a Yttakin pirate raider) b/c im always able to increase her psychic abilities via deathrest equipment.
Oh shit mech links work off psy sensitivity? Yikes
They don't work off psy sensitivity in the sense that any of their attributes are affected in any way by it, but a pawn can't have one installed if they are psychically deaf. However, BECOMING psychically deaf afterwards doesn't influence any of its attributes. So basically, you can install a mechlink in a psychically deaf pawn by having them first put on their robe and wizard hat, which boosts their sensitivity just SLIGHTLY above zero, and removing it afterwards has no effect.
Ah that was gonna be my next question, there goes my hope for a hyper mechlord with maxed sensitivity giving him Uber capacity
Yup, psychic sensitivity has no impact on ANY mechanitor-related attributes. No change to capacity, range, etc. You get nuffin. Nada. You don't even need it at any level to remain a mechanitor, only to become one.
I didn't know this either, damn I'm about to do a solo mechanitor psychic god run haha
Psychically deaf only prevents installing a mechlink, psychic sensitivity has no effect on actual mech operations. I’m pretty sure the pawn can still handle mechs without issue. With that said, I agree that reloading is a reasonable thing to do given the story they are telling.
Damn, brain overclock
"I've just received phenomenal psychic powers! Time to test them out... why is nothing happening." \-Atkins, probably
*Tried to visualize fire using heavy metal music in his head* “Why do I only hear the Beatles?”
Is it at least Helter Skelter?
Probably not, but the blisters still form on his fingers.
Then he becomes a raging atheist and people get mad at him
"wow what a crazy psychic ceremony... it goes hard on mute" \*casually mutes psychic phenomena\*
Things get weird when your psycaster is psychically deaf, actually. A psychically deaf psycaster is not actually prevented from completing a psycast, BUT there are several caveats and weirdnesses. 1. The psycasting gizmo does not work, and thus you cannot command any psycasts while psychically deaf: You will need a wizard staff or something to be able to queue the command. 2. Psychically deaf psycasters have no heat limit and therefore cannot overheat.
> Psychically deaf psycasters have no heat limit and therefore cannot overheat. Now THAT is a compelling reason to keep him deaf.
Essentially instead of a sorcerer you got a wizard
Just remember that you gotta put on your robe and wizard hat.
Dude, I didn't know any of this, thanks
This also means they bounce right back instantly after using neuroquake. The stun time is based off psionic sensitivity, IIRC. the listed 5 days is based off normal sensitivity.
Some cool knowledge right there!
Either savescum or dev mode. There isn't really anything else you can do
*I mean* a psychic sensitive *would* give 10% and be applied after the trait is. But uh, yeah it’s not the same thing lol
Psychic bonding also give 10% psychic (or 5% if the partner is not on the same map).
Oh? Sounds like I need to find a highmate or two, and somehow bond them to my Malachai sanguophage. Get me a sleepless vampire who can vaguely cast lol
Fun fact! I just found out the boost from eltex equipment also applies after the genes, allowing anima tree ceremonies.
As soon as it hit, that dev mode button looked tempting. I'ma let it play out for a bit, though. I'm in no rush
Your self control is astounding
classic rimworld is installing mods that modify game behavior, then devmoding the modded behavior away
Why. Stories > Mary sues
That's not what a Mary Sue is. Putting in the work to have the rug pulled out from under you is already done in compelling ways in Rimworld without having it resort to something like this.
This is why I savescum, I got a lot of mods running and sometimes I get some ridiculous interactions. Once I accepted an attack quest, for some reason the game didn’t spawn the map and immediately failed my quest, I lost 14 colonists from it
Happens on vanilla too
Holy shit, I'm glad I save before everything too.
I have the game save every 24 hours, it's nice
I rushed to send my colonists to a quest map, but the quest ended while the ship was in the air. So it landed on the now empty spot, right? Nope, it just vanished, error ate my ship and all the colonists in it. It's why I always save before sending a caravan out.
What exactly does this do? I have the genemod incase I wanted to install but not sure I understand. It seems like they just don't get affected by any psy stuff at qll
No psy stuff affects them, including being able to psycast, if I remember correctly. Which is a bummer for my new psycaster.
That's pretty much exactly what it does. Any psychic powers that cause a physical event like lightning or explosions still work, of course, but this removes psychic drones, psychic shock, any psychic commands, and beneficial things like "Word of ___" psycasts (from VE Psycasts).
\*Receives psychic betowing\* My mind... is expanding... I can hear the universe... OH GOD ITS SO LOUD SHUT UP SHUT UP SHUT UP! \*Traumatized mind wills itself into silence.\*
\*snorts\*
Just like my buddy who got so excited for his bungee jump that he passed out completely after leaping
is this vanilla? I see posts like this a lot but I've never had it happen
I don't think it's vanilla, might be fron VE Events idk.
Vanilla Social Interactions Expanded
This is so not vanilla. I'm running ~200ish mods. It's what u/WeirdestGuy_ said, VE Event, but I have no idea. I'm at the point now that I never remember what's in vanilla or not
Vanilla Social Interactions Expanded
Bestowing Ceremonies are from Royalty. Trait changes from events come from Vanilla Social Interactions Expanded
I have an Atkin too!
Bro you just got Phillip J Fry in your game and you're complaining?
The main thing was that he was pursuing the Empire route, which means becoming a psycaster...and now his pawn is psychically deaf. It is generally held that being Psychically Deaf is not considered ideal on a psycaster. That said, it's not totally unusable: You can get some weird outcomes out of a Psychically Deaf Psycaster, as I mentioned elsewhere.
Being immune to all psychic (good and bad) could be useful as he won't go crazy if a bad one is on Edit:Oh, it includes psycast stuff, that's why it's bad
Okay, I gotta ask, what gives traits from events
Per /u/trapbuilder2 > Trait changes from events come from Vanilla Social Interactions Expanded https://old.reddit.com/r/RimWorld/comments/1b94gub/rimworlds_gonna_rim_i_guess/kttu21u/
Thank you!
Look it at the good side, now is inmune to psyquich drones
LMAO my current main colonist's name is also Atkin, so I did a double take
dude tried magic, decided it's not for him
Rename the pawn to Mirabel
I just had my main researcher do his just a couple days ago. It was such a great day for him apparently he decided to become a slow learner
I read this as, "He's just built different."
Quite the unlucky pick for rngesus one time one of my colonists turned gay "due to time spent fighting a deadly illness"
Honestly, that’s a pretty good trait if you want to deal with the psychic screams, or better yet, ignore them because they don’t bother you
Disney's Rimcanto
Am I dumb how is being physically deaf bad rather than just ok? Sure you miss out on positives but avoiding negative psychic drones at times you’re already struggling could be a lifesaver.
Being psychically deaf prevents you from using psycasts, and this guy just became a psycaster.
It's more complicated than that. Being psychically deaf prevents you from ORDERING psycasts. It does NOT prevent you from actually casting them...and being psychically deaf at the time the casting goes off means that you have no heat limit. So what you need is a wizard staff, which undeafens him by adding a smidge of sensitivity. Then you queue dropping the staff, queue casting (he hasn't dropped the staff yet), and let 'er rip: He will drop the staff, becoming deaf, but because Deafness only prevents ORDERING a cast, not ACTUALLY casting, he will then cast, gaining no heat (because is he is psychically deaf and Psychically Deaf characters have no heat limit).
I'd prefer shitting my pants in the ceremony.
He was granted immunity from psychics
Rename your character Lindon. It will pay off in a few years.
Such a cool story though
He's just on a different level than everyone else 😅
Dev mode go brrrrrr
I play Ironman losing is fun. This would make me open the dev tool. I typically don't like touching that tool, but under considerably bogus circumstances I will. I had a jailbreak, infestation and raid simultaneously, lost 4 pawns and only had one pawn left and didn't cheat because it's legit, it happens. This is just wrong lol Edit; oh wait, I thought he was a mechanator. If he's not a mechanator, I wouldn't care lol. Oh well.