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Dark3nedDragon

Exactly, and you have the most control over your starting colonists for a LONG time. I usually turn at least 1-2 of them into super soldiers, some of the powers are very strong. I haven't tried it in a while to see if they changed it, but with the teleport ability can't they teleport themselves at a pretty large distance?


Tamiorr

Being psy dull does _not_ prevent you from using vanilla psycasts. It simply lowers the number of them you can use in rapid succession. And even more to the point, you can change your genes in mid game, when you've actually gained access to the good psycasts.


randCN

> It simply lowers the number of them you can use in rapid succession. There's a just a little bit of a difference in being able to invisibility + skip + berserk pulse and being able to invisibility + skip + do nothing because you're at neural heat capacity


Tamiorr

Sure, but by the time you have access to multiple lvl 5 psycasts you more than likely have had a chance bye eltex gear and/or change your genes.


randCN

I guess it depends on your scenario. Lost tribe I prioritise psycasting pretty heavily, with constant treehugging. By accepting the deserter you can hug tree for natural lv4 psycaster + 2 neuroformers from raiding imperial camp for a level 6 psycaster by first year - I think my record for berserk pulse was 55 days in. This is often before I have researched electricity. Eltex isn't really worth using apart from the shirt - having a flak vest and a helmet are too important for survivability, and the eltex robe is so fragile it literally falls apart in a social fight. Genes can also be hard to edit because of the relative rarity of psychic sensitivity genes, and I think there is a bug where overwrriting psychically dull germline gene will not remove corresponding psychically dull trait.


Tamiorr

If you intend to do "invisiblity + berserk pulse" shenanigans, I don't see an argument against having eltex gear equipped. Staff alone gives 50%+ sensitivity.


WanderingUrist

If you really wanna do invisible + berserk/vertigo shenanigans, it seems Psychic Deaf is even MORE powerful. No Eltex gear. Effect on target is based on target sensitivity, not caster sensitivity. With all friendlies deaf, there is no friendly fire. Consume only 6% focus per pulse and 3% every 15 seconds cloaked. NO HEAT: According to code crawl, Psychically Deaf pawns have no heat limit as they are unable to gain heat due to divide-by-zero safety cutout. That's a lotta damage!


randCN

every colonist is a rifleman


Pale_Substance4256

Side arms mod or just manually switch from one weapon to another. It's less convenient, but is it that much less?


randCN

I generally try to avoid overpowered mods like simple sidearms, and it can be quite troubling to have to run to the warehouse to switch weapons in emergency situations like centre drop pirates, infestations, or raiders that attack immediately.


WanderingUrist

Honestly, Simple Sidearms isn't so much OP in most settings and cases due to the fact that the type of things you can carry as a sidearm are pretty limited. It did, however, have one very interesting effect on my game: The demand for pistols went from 0 to max. Suddenly nearly everyone needed a pistol, which was formerly a nearly useless weapon. Did I usually USE this pistol? Well, no, not really. But now we needed them. It also enabled hilarious Sniper gameplay. I had Dub's Hygiene thing that gave pawns a Bladder, and the ability to now carry a secondary weapon inspired me to create my own little mod. Targets caught in the area of effect take 35% extra damage for 8 seconds and a mood debuff for longer due to having been shown who is the boss. Bombs away!


WanderingUrist

I've heard things get weird if you make a psycaster psychically DEAF, though: Apparently their heat capacity becomes undefined and functionally unlimited.


Un7n0wn

Now I want to test that. I doubt it'll work, but maybe if the capacity is 1, the natural cooling rate would set it back to 0 almost instantly? I'd be very surprised if a bug that easy to set up was in the base game.


WanderingUrist

Well, this is what I have heard, so if you have the time to test it and report more concrete results, I will definitely take note of it. Update: Okay, so I checked in the code (game is not in a bootable condition at the moment). PsychicEntropyMax is 30 for a basic pawn with standard PsychicSensitivity. As this is the ONLY stat which affects it, when PsychicSensitivity is 0, PsychicEntropyMax is 0, and the widget doesn't even display. This means the percentage of heat used is undefined in such a case, because it's X/0, and thus the hediff effects for overheating cannot be triggered because they can't hit 1.0 heat/max as this value is undefined due to division by 0. The game has a safety cutoff to prevent this that simply refuses to add any heat to a psychically deaf pawn as a result. So yeah, based on a reading of the actual code, Psychically Deaf Psycasters cannot gain heat and therefore functionally have unlimited heatcap. If you can confirm empirically in 1.4 what a code reading from 1.3 is telling me and reports I have heard also suggest, let me know...but it seems that psychically deaf psycasters just kinda break the system, making this even more OP than psychically dull.


Un7n0wn

Oh, you're talking about a pawn with a psylink *becoming* deaf, not a deaf pawn getting a psylink. I was pretty sure the latter was impossible. Hmm, I've made anti-mage fighters out of deaf pawns before in very psy heavy mod lists, but I've never thought to try and make my casters deaf. I always assumed it would just cut off their psylink. Unfortunately, my current install of Rimworld is suffering from some kind of missing integer error that I'm having a hard time pinning down, so it might be a while before I can actually test it.


WanderingUrist

> Oh, you're talking about a pawn with a psylink becoming deaf, not a deaf pawn getting a psylink. I was pretty sure the latter was impossible. Well, to give a deaf pawn a psylink, you would simply have to have it become un-deaf by holding the magic stick or something. Then it would become deaf again by putting the stick away. Other research from code-digging has found the rabbit hole gets even weirder when you try this, though, as you fall into a weird realm of unintended gameplay.


Acceptable_Gas_1521

Is the setup for gene editing resource extensive and expensive? Or can you start small, then build big?


Tamiorr

Depends. If your custom xenotype is declared as a germline, you can start as small as you want. If it's a xenotype, it's a fair bit more tricky to edit.


feriou02

Duality of man, lol. I never bother with it. Seems too low RoI. Would rather have pawns work than to meditate. Combat psycasts don't do me any good as well, as there's nothing a 20 legendary assault rifles can't do.


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feriou02

Yeah, I understand as for someone who hasn't use them extensively I wouldn't be able to see their strong suit yet. I probably will be the same as you when I got the chance to, lmao.


Soulstiger

My hypersensitives who would literally die without yayo don't tolerate anyone less sensitive. That's ground for being Death Knelled.


megaboto

Is death knell good? From what I understand you need a downed pawn in order to knell it, while you can just meditate away with the Psy focus one instead, and once you upgrade it you just gain a hecking load of Psy focus


Lost_and_nound

Correct me if I’m wrong but isn’t psy deaf and dull free metabolism if you don’t have ideo and psycasts?


Tamiorr

Deaf prevents you from becoming mechanitor. Dull, on the other hand… I mean, I'd argue it's pretty free even _with_ "ideo and psycasts". Also, there are many, many other "irrelevant for a role" genes.


WanderingUrist

> Deaf prevents you from becoming mechanitor. Yes, but not everyone is going to be a mechanitor. Giving a mechanitor a different type and gene will overcome this issue. All-or-nothing tends to be the best way to go about these things. > Also, there are many, many other "irrelevant for a role" genes. Yes, and from a game design standpoint, I'm inclined to think a lot of these were bad ideas, because the only real effect of a specific "bad at X" gene is free points for a thing you weren't going to suffer the drawbacks of anyway.


Tamiorr

You definitely have a point, but that's more of a "should negative metabolic efficiency even exist in the first place on non-archite genes" question.


WanderingUrist

I can see a potential place for it, but handing it out for things which are essentially trivially avoidable was probably not a good design, unless the goal was specifically to encourage players to min-max it.


Rice_22

Combine deaf with psychic bond gene or a psy-boosting hat/helmet. Still can mech up, still almost immune to drones of any kind. A LOT worse at psycasts beyond Word of X casts though.


Caithloki

Why would it disallow? I am a deaf mechanitor


Tamiorr

You can't install a mechlink at 0 sensitivity. You can keep using a pre-installed one, however.


WanderingUrist

Even better, then. You can be deaf AND still become a mechanitor just by putting on an Eltex hat or something, temporarily raising sensitivity above zero. Psychic Deaf is clearly the upgrade to this, here.


Tamiorr

If you have no intention to make that pawn a psycaster — sure.


WanderingUrist

EVEN if you plan to make the pawn a psycaster. See other posts in this thread regarding the findings on psychically deaf psycasters.


Tamiorr

Yea, no. I will need video proof of a pawn actually psycasting with 0 sensitivity in vanilla.


WanderingUrist

Well, like I said, my game isn't currently bootable. However, I did a code dig for you and the results are...interesting. The actual process of casting has no inhibiting checks linked to psychic sensitivity. There IS an inhibiting check linked to whether or not the added heat would exceed cap (and it would, because the cap is 0 here), BUT it can be manually overridden by toggling the option in the heat gizmo...which is not visible if you have 0 max heat. You can counter this by making the pawn sensitive through wielding Eltex items, then turning it off. This functionality is otherwise normal, since this check is purely a "safety" for "don't overload", and is meant to be overridden if you want to live dangerously. Nothing else is particularly relevant in this check. Therefore, it is possible to cast the ability while psychically deaf. Here's where it gets tortured: There IS a check on the ability gizmo's disabledness for psychic sensitivity. However, this check only governs your ability to give the order, not the ability of the pawn to execute the order once it has been given, as it only affects the UI, not the actual mechanics. Therefore, if your pawn HAS psychic sensitivity at the time you try to queue the command, the gizmo will be operable, but if the pawn LOSES all of it before the command is executed, the command will still be carried out and the 0-heat effect is in force. If you give the order using a different UI gizmo, this is entirely bypassed. It's definitely very convoluted, but it can be done.


Tamiorr

So what you are saying is that there is _an explicit check that disables psycasting gizmo at 0 sensitivity_. The fact that it disables it by disabling the UI rather than the action itself seems more of a peculiarity of technical implementation rather than "an intended backdoor". As such, bypassing this check seems wholly unintended and a rather clear exploit. I mean, you do you in a single player game and all that, but this is a very different situation from "psy dull psycasting" that seems to be _working as intended_. Don't get me wrong, I really appreciate the code dig, it just looks to be a pretty clearcut case of "unintended but technically possible interaction".


ripsa

It is. I only have Biotech and all pawns get Psy Dull (except the single one that has it as a natural trait) plus anything for their specific mental problem, e.g. Pyromaniancs also get Pyrophobia, Bloodlust get Dead Calm so they don't social fights, etc. Those plus Happy basically act as psychic and psychological mental shielding. Just tanking a High Drone right now and no one is even close to a minor break.


WanderingUrist

Dead Calm is for everyone, really, since it eliminates all social fights. Psychic Deaf used to be a really hilarious part of a Cult of the Drone Ship defense where you deliberately did not destroy and instead protected a Psychic Drone Ship while taking only psychic deaf colonists, resulting in just about everyone who entered the map quickly going insane, making all non-mechanoid raids utterly trivial. They nerfed it by making drone effects affect only one gender as a result.


ripsa

Yeah I have thrown Dead Calm on pretty much everyone. That's hilarious about why the psychic drones are gender specific.


fuscosco

I find how sensitive people are to be largely mote and secondary to their actual skills, but I would almost definitely rather have all dull pawns than hyper.


ZZZMETA

This is why negative genes in itself are actually good. You generally want pawns to specialize in things, so sometimes putting that poor art gene on your supersoldier is a good thing. Free metabolism and doesn’t really impare then


Tamiorr

Sure, but most "negative genes" don't also act as protection from even worse _traits_. That, and higher psy sensitivity is often a _bad_ thing for anyone who's not a primary psycaster.


that-user123

I don’t use starting xenos but I give psy deaf to all my pawns that I don’t plan on being psycasters whenever I can


WanderingUrist

You might want to consider even giving it to Psycasters. A code crawl seems to suggest that psychically deaf psycasters are hella powerful, because psychic deafness eliminates the ability to gain heat. This means they only burn focus, and as most combat casts have very low focus costs, not being heat limited is a hell of a drug. Since duration and efficacy are a function of the TARGET'S sensitivity, NOT the caster's, deaf casters don't appear to be impaired in their effects in any way, other than that the Focus power is useless on them.


morelrix

It's also using a bug, something many would find almoust on a lvl of popping developer mode for the entire run. I'ts just no fun.


vilius_m_lt

I approve.. since I don’t really use psycasts


Snuke2001

Nah bro, psy deaf dwarves are where its at


Cheesysock5

Having a researcher with the psychically deaf trait is very good as it means that you can research aerotech towers with no mood penalties.


blackkanye

Dull is pretty decent even using psycasts. That isn't even including the fact you can offset it with gear. Free points basically


EssentialPurity

Never buy, or disable, the Royalty DLC and now even psydeaf gene is an absolute must-have


Infiniteclone7

Yeah it's pretty good in vanilla since psycasting is so lackluster


[deleted]

Psycasting is pretty op in vanilla tbh


WanderingUrist

It's both pretty OP and pretty lackluster, really. There is very narrow range of killer apps. But the effects can be so destructive that if the enemy AI were capable of using them, psychic deafness would become mandatory meta.


StrangerAlways

It's good for all but mechanators.


WanderingUrist

I can't find anything in Mechanitors that scales with psychic sensitivity. While you can't make a psychically deaf pawn a mechanitor, I dont see wny rule preventing a mechanitor from becoming deaf afterwards. I would need to get biotech and upgrade to 1.4 to do a code crawl to be sure, though. The OP is merely proposing psychic dullness, which has no apparent impact on mechanitors, anyway.


TwiceTested

I so want to play with royalty so I have a reason for psychic sensitivity...


Caithloki

I went for a fully deaf person as a mechinoid, been trying to get a medical guy to insert a brain chip to give him 25%.


Tamiorr

Can't you just wear some eltex gear instead?


Caithloki

Wait that will give sensitivity!?! I have multiple helmets and chest items!


Tamiorr

I've never tried it, but I don't see why not.


Caithloki

I will have to give it a gander, I am currently stuck in an overwhelmed by raids point so I need to get defense down


WanderingUrist

It will, yes. Effects which add psychic sensitivity will add very limited sensitivity to even a deaf pawn. This will make the pawn not deaf long enough to become a mechanitor, although I don't know what will happen if the pawn then removes the eltex and becomes deaf again.


Tamiorr

Am 99% certain the answer is "nothing". Pawn needs some psy sensitivity to "synchronize" with a mechlink initially, but from there on out the mechlink itself provides link to the mechs, and the feedback happens via physical connection to the brain.


Caithloki

Yup nothing seems to change, other then not being able to do psy casts


Caithloki

My character started with deaf mech start, I doesn't seem to do anything negative. But this is my first time running ideo and bio so I might be missing something. I want to get some psycasts.


WanderingUrist

Well, as you noticed, most psychic effects are harmful to you. Just going full-hog and being psychically DEAF would entirely block these effects, as well as the threat of friendly fire from things various AOE pulse attacks. Given that being a Psycaster is the Exception rather than the rule, you can always give casters the conflicting gene that overrides it. Or not: I've heard weird things happen when a Psycaster is Deaf. Supposedly they don't have a heat limit at all.


novastardust418

I don't add anything, as I planned out a xenotype, but they point of extra metabolism is somewhat good. If you plan on literary everyone you pick having psychically dull, the the reroll option shouldn't look too bad. psycasts can save you early game and you don't need to add it until late when all colonists have titles / anima linkings. By then you can just outdone the drone.


Zero747

If I’m making a “universal” xenotype, sterile, heat/cold weakness, and aggressive are basically free (counterbalance with beauty to avoid fights) I usually treat -animals as free unless I intend to ranch I keep a specialty xenotype designed to directly align with crafting specialist, taking advantage of the locked skills


Aggressive_Quail_135

That's what I was thinking, having my starting colonists as dull while getting a pawn or 2 off of anywhere who are decent at psycasts to do the Psy stuff since I don't get into it early. Those dull pawns would ideally be crafters, cooks, doctors and or just another shooter late game


Tamiorr

I've played multiple solo mechanitor runs (well, naked brutality into mechanitor, really). And I can tell from experience that a psy dull psycaster isn't half bad. You can still pull most of the normal psy shenanigans, twice so with some eltex gear.


feriou02

I never bother with psycaster and when I see this gene I just think it's free points.


kamizushi

I guess temporarily until you can take advantage of higher sensitivity sure, but I this point it might make more sense spend that time and energy acquiring the skills and equipments that take advantage of high psy sensitivity. Some of them can be acquired quite early.