Vanilla Psycasts Expanded - Puppeteer

Mod, 1.4


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Check change notes.



Vanilla Psycasts Expanded - Puppeteer introduces a brand new, rare psycaster path available only to those who studied the secret arts in their childhood - notably, high imperial nobles. Puppeteer is a path focused on providing the master of puppets with mindless servants that he or she directly controls. It allows the puppeteer to...

Author: Reann Shepard

Created: 10 Sep, 2023 @ 8:12am

Updated: 21 Jan @ 10:27am

Subscribers: 100038


Size (unpacked) : 3.532 MB

[www.patreon.com]



Check change notes.



Vanilla Psycasts Expanded - Puppeteer introduces a brand new, rare psycaster path available only to those who studied the secret arts in their childhood - notably, high imperial nobles. Puppeteer is a path focused on providing the master of puppets with mindless servants that he or she directly controls. It allows the puppeteer to move their consciousness and personality to a random puppet, essentially allowing for a wicked sort of immortality.

Puppeteers are able to subdue their prisoners with a twisted psychic abomination called the brain leech, which will lay the foundations of a brand new puppet. Such brain leech can then seize control of the prisoner if the puppetmaster sends out a puppeting signal. Puppets care not for recreation, joy or comfort, and exist only to serve the puppet master. Any experience they gained is shared with their overlord, and if they are chosen, they may be ascended - their existence fizzles out in a blaze of utter destruction, while anything that they were becomes food for the evil psycaster that puppeted them.

As stated before, this Psycaster path is only available to those of Imperial backstory, similar to the Archotechist. Your colonists may, however, become puppeteers if they gain a puppeteer neurotrainer.








[forms.gle]



This mod should be compatible with majority, if not most of the mods.

If there are any incompatible mods, they will be listed in this section.



Authors:

Oskar Potocki, an artist and a designer, responsible for the artwork and visual imagery of this mod.

Taranchuk, a programmer responsible for the code.

Reann Shepard, a creative writer responsible for psycast descriptions.

Alternative artworks for psycaster paths generated using wombo art.

(CC BY-NC-ND 4.0)[creativecommons.org]



Q: Is this mod compatible with X?
A: Scroll up to the compatibility section please.

Q: Is the amount of puppets infinite?
A: You can cast mindsplit infinite amount of times, yes.

Q: Can I add it to an ongoing save?
A: Yes, you should be able to add it to an ongoing save with no issues what-so-ever.

Q: Does this work with RimWorld of Magic?
A: Should do! We’re not touching anything they’re touching.

Q: CE Compatible?
A: No idea. If you find that out, let us know. We’re not doing the patching ourselves.

Q: Can I remove it from a save?
A: No idea. To be frank, when you’re removing the mods, you’re on your own. Warranty ends the moment you disable our mod and load a save.

Q: Can enemies use psycasts?
A: Yes! However, currently no pawn spawns with this path unlocked.

Q: How can I unlock this path?
A: The path will be locked to be accessible only by Noble-born imperials (pawns with ImperialNoble backstory), but it may also be accessed if you obtain a neurotrainer with one of the abilities added.

Q: Can abilities on player pawns be set to autocast?
A: Yes, simply right-click them!

Q: Animat next?
A: Check my Patreon to find out what’s coming next. All information is there. Seriously.



Check out our collection at:

How do I download and install mods?

Simply click the blue button above. It will open the file hosting page with the mod repacked by us from the official source.

How do I install this mod?

See the 'How to install' tab.

Is this mod safe to use?

The mods are repacked as is, without any additional software, malware, or bloatware added. To check for viruses, use a reliable antivirus or upload the archive to a website like virustotal.com. Anyway, It's always a good practice to keep backups of your saves in case of mod incompatibility .

There is a folder in the .zip archive. To install the mod, move the entire folder (not just its contents) into 'Mods' folder located under your RimWorld root isntallation folder.
So, for steam version of the game, the path would look like this: C:\Program Files (x86)\Steam\steamapps\common\RimWorld\Mods
For any other distribution, firstly locate your rimworld installation path and then unpack the archive into the 'Mods' folder.
Then enable the mod in the game mods menu by double clicking on its name and restart the game