Psychic Shield - Steam Workshop Description For 1.6
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[b]Fuel a barrier of pure psychic energy with the minds of your colonists.[/b]
Psychic Shield is a fully electricity-free defense system. Place colonists into the Synaptic Lathe, harness their brains as fuel, and project shapeable energy barriers between Shield Nodes to intercept every hostile projectile and beam.
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Core Buildings
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[*] [b]Synaptic Lathe[/b] — Insert a colonist or prisoner to extract psychic energy for the shield network. Needs are frozen while inside — no eating or sleeping required.
[*] [b]Shield Node[/b] — Small pillars deployed around your base. Adjacent nodes can be linked to form energy barriers. (Nodes must be connected to a Throne to activate the shield.)
[*] [b]Golden Throne (Control Console)[/b] — Manages shield activation and settings. Each throne independently controls a group of nodes with its own IFF and blocking configuration.
[*] [b]Psychic Battery[/b] — Stores overflow compute power. Shield damage drains batteries first, protecting your colonists' brains.
[*] [b]Entity Synaptic Harvester[/b] (Anomaly DLC required) — Attaches to a Holding Platform. Extracts psychic energy from contained anomaly entities.
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Shield Mechanics
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[*] [b]Bezier Curve Barriers[/b] — Shields are smooth, glowing energy arcs, not straight lines. Click "Adjust Arc" to freely shape the curve in real time — create teardrops, angled sails, deep arcs, and more.
[*] [b]Projectile Interception[/b] — All standard projectiles are intercepted on contact with the barrier, producing a blue flash effect. (In principle, anything using the base Projectile class will be intercepted — if you find something that isn't, let me know!)
[*] [b]Beam Interception[/b] — Mechanoid beam and lance weapons are also intercepted by the shield.
[*] [b]IFF (Friend-or-Foe)[/b] — Toggle one-way mode: friendly projectiles pass through freely, only hostile ones are blocked. Disable for an absolute barrier that stops everything.
[*] [b]Node Protection[/b] — While active, physical damage to nodes is redirected to the compute pool. Nodes only take structural damage when the pool is empty.
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Power & Damage
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[*] [b]No Electricity Required[/b] — Runs entirely on colonist/entity brainpower.
[*] [b]Damage Priority[/b]: Shield hit → batteries drain first → remaining damage split evenly across all active Lathes/Harvesters.
[*] [b]Brain Overload[/b] — When compute power is depleted, continued hits cause progressive Brain Overload (4 severity stages). At 100%, the brain is destroyed and the shield collapses.
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War Criminal Mechanic
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[*] Force [b]prisoners[/b] into the Synaptic Lathe using a dedicated "Load Prisoner" button. A colonist will carry and load the selected prisoner automatically. Their brainpower fuels your defense at the cost of their wellbeing. (Heheheh.)
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Research Tree
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[*] [b]Psychic Shield Basics[/b] — Unlocks Synaptic Lathe, Shield Nodes, etc.
[*] [b]Psychic Battery[/b] — Unlocks the battery building
[*] [b]Efficiency I-V[/b] — Progressive damage cost reduction (80% → 60% → 40% → 20% → flat 1 per hit)
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Anomaly DLC Integration
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[*] The Entity Synaptic Harvester is only available when the Anomaly DLC is active.
[*] Fully compatible without the DLC — no errors, all base features work normally.
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Mod Settings
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[*] Compute power recovery rate multiplier
[*] Maximum curve shaping distance (15–999 tiles)
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[b]Compatibility[/b]: No vanilla Defs are modified. Pure Harmony patching ensures broad mod compatibility.
GitHub: [url=https%3A%2F%2Fgithub.com%2FCagierAsh123%2F-CA--Psychic-Shield]https://github.com/CagierAsh123/-CA--Psychic-Shield[/url]
Aifadian: [url=https%3A%2F%2Fifdian.net%2Fa%2Fcagier]https://ifdian.net/a/cagier[/url]