Editing Psychic harmonizer

Jump to navigation Jump to search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 64: Line 64:
 
Regardless of method, your patient should have the highest mood and highest Psychic Sensitivity as possible. Using some combination of [[yayo]], [[flake]], [[psychite tea]], [[beer]], [[lavish meal]]s, and [[fine meal]]s should get all but the most devastated pawns to 100% mood (assuming they can take drugs at all).
 
Regardless of method, your patient should have the highest mood and highest Psychic Sensitivity as possible. Using some combination of [[yayo]], [[flake]], [[psychite tea]], [[beer]], [[lavish meal]]s, and [[fine meal]]s should get all but the most devastated pawns to 100% mood (assuming they can take drugs at all).
  
=== Defensive use against Enemy Raids ===
+
== Defensive use against Enemy Raids ==
[[File:Psychic_Harmonizer_Defense.png|400px|right]]
+
 
 
Always remember that installed harmonizers only affect pawns of the same faction, and that a psychic sensitivity of >0 is essential for both the prisoner and raider.
 
Always remember that installed harmonizers only affect pawns of the same faction, and that a psychic sensitivity of >0 is essential for both the prisoner and raider.
* Ensure the prisoner is as unhappy as possible; use [[mindscrew]]s, feed them [[kibble]], and do whatever else you can to unappease their ideological requirements ([[Ideology DLC]]).
+
 
* Build a long corridor/maze to maximize the time enemy raiders spend in the influence zone of the harmonizers. The spacing of prison cells will depend on the width of your corridor; for a 5-tile wide corridor, a spacing of 25-tiles between cells is optimal. Building the corridor underneath overhead mountain is ideal to stop drop pods from skipping the corridor.
+
*Ensure the prisoner is as unhappy as possible; use [[mindscrew]]s, feed them [[kibble]], and do whatever else you can to unappease their ideological requirements ([[Ideology DLC]]).
* It's advisable to make the prison cells at least 3-tiles in area so as to fit a sleeping spot, and a heater or cooler. Again, refer to the prisoners' ideologies when creating the worst possible cell for them.
+
 
* It's also strongly recommended that you remove all prisoners' legs to prevent them from having mental breaks and escape attempts.
+
*Build a long corridor/maze to maximise the time enemy raiders spend in the influence zone of the harmonizers. The spacing of prison cells will depend on the width of your corridor; for a 5-tile wide corridor, a spacing of 25-tiles between cells is optimal. Building the corridor underneath overhead mountain is ideal to stop drop pods from skipping the corridor.
 +
 
 +
*It's advisable to make the prison cells at least 3-tiles in area so as to fit a sleeping spot, and a heater or cooler. Again, refer to the prisoners' ideologies when creating the worst possible cell for them.
 +
 
 +
*It's also strongly recommended that you remove all prisoners' legs to prevent them from having mental breaks and escape attempts.
  
 
A single prisoner at 0 mood, with a psychic sensitivity of 125%, will cause -14 mood in a raider with 100% psychic sensitivity. This will stack by adding more prisoners within the harmonizers' range, but remember that harmonized prisoners cannot be affected by the harmonizers of other prisoners. By pairing this with other negative moodlets (or simply using enough prisoners), it is possible to make a raiding party go berserk and attack each other until they flee or give up. The longer the corridor, the more chance they will break before reaching your colonists.
 
A single prisoner at 0 mood, with a psychic sensitivity of 125%, will cause -14 mood in a raider with 100% psychic sensitivity. This will stack by adding more prisoners within the harmonizers' range, but remember that harmonized prisoners cannot be affected by the harmonizers of other prisoners. By pairing this with other negative moodlets (or simply using enough prisoners), it is possible to make a raiding party go berserk and attack each other until they flee or give up. The longer the corridor, the more chance they will break before reaching your colonists.
Line 79: Line 83:
 
This will not be effective against sieges unless you can force them to attack.
 
This will not be effective against sieges unless you can force them to attack.
  
Above is an example image (the plans in the image show the 25-tile spacing for the corridor width of 5-tiles) of an optimized corridor of psychically-harmonic deterrence, made for 1 specific enemy faction:
+
Below is an example image (the plans in the image show the 25-tile spacing for the corridor width of 5-tiles) of an optimised corridor of psychically-harmonic deterrence, made for 1 specific enemy faction:
 +
[[File:Psychic_Harmonizer_Defense.png|frame|left]]
 +
 
  
 
{{nav|body parts|wide}}
 
{{nav|body parts|wide}}
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]
 
[[Category:Medical Item]] [[Category:Body Part]] [[Category:Implant]]

Please note that all contributions to RimWorld Wiki are considered to be released under the CC BY-SA 3.0 (see RimWorld Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

This page is a member of 2 hidden categories: