Using the “mind break” psycast on the puppet is another way of making them not need sleep that I’ve definitely not been using on unwilling raiders I capture 👀
@@zendingo9415 yeah, it disables both skilled labour and social. But i'm using my puppets as battle thralls and haulers mostly. After seeing this guide though... I might have my crafters and artists claim some puppets too and not break them!
Would you ever consider doing an actual play-through (either long form or a series) of some of the mods you review (or just in general)? I know you do background footage already but I'd be interesting seeing your discovery along the way. Recently discovered your channel (thanks VFE Tribal review) and love your style, keep it up!
Doing full playthroughs are difficult because of the time investment vs viewership, for a channel of my size anyway. Either I uploaded something really low effort on the editing side, just hours of video with a stream of consciousness dialogue, that is likely to do pretty poorly for viewership and engagement rate, but only takes a day or so to make. Or I have to record for hours, then go back to write and re-record voiceover for it, edit it down into something more interesting moment to moment and it still won't likely get as many views. It's tricky, I'd love to do full playthroughs to show off some of the weird and wonderful mod interactions but I know it'd likely perform really badly against the Rundown videos and take time away from making them.
i love the idea of having a couple of puppets with some sort of jump ability that you just yeet into a raider army and then just ascend them, you'd probably have to have good timing but deleting most of an enemies forces certainly would be effective.
Some things to note coming from someone who has spent a lot of time with this mod. Mind jumping will leave the royal title with the new puppet. Death refusal will lead to the puppets dying even after the puppeteer comes back to life and will also resst your mind split amount. Also a little niche fun fact: if you degrade a mechanitor of yours and then recruit them again the mechs will be able to do any* work type. This is bad tho since they are reaaaally bad at everything (like possibly in the negatives.) I have no idea how to fix it either 💀
I wonder how it ties to the anomaly's Ghouls. Can you puppet a ghoul? Can you mindswap into a ghoul? Will you retain being a psycaster as a ghoul? Would be fun if possible.
@@zendingo9415 Those are some fair drawbacks to be sure, but I kinda like the idea of 'elite' ghouls that shouldn't be used as disposable meat, because they'll won't be the same after dying away.
Just the video i needed! I was planning to start a colony with a single puppeteer and make a high mind but I didn't know jack about the specifics of the abilities 💀💀
I played this on a imperial noble playthrough (as it was intended?) and the puppets inherit your skill restrictions from titles (the skills are zeroed). So they won't be able to do much outside of combat, artistic, medic, social or intellectual. Just be aware of that little thing.
Does mind jump change colonist social relations? For example, if the puppeteer had a wife, will he the new body have the same relation or will the wife still be in love with their now puppet husband?
Relations stay on the pawns themselves, they don't jump with the Puppeteer. This means you won't have issues if you're jumping from a male to a female body.
I really appreciate how concise and informative your rundowns are. Can you compare some of the bionic mods (RBSE, EPOE, EPOE Forked) and android mods (VRE-Androids, Androids, Mechanical Humanlikes+submods)?
@gimligimlass5509 They can gain their own psycasting tree but only skill exp feeds back to the master. It gets really messy when you start using Mind Jump though, as the Puppeteers psycasting build overwrites the puppets, but you'll still have the abilities that they had previously unlocked.
Will do, VE Factions are taking a bit of a back seat at the minute whilst I stretch my legs with some different mods. The factions are really fun to cover, but take a lot of work.
Circadian Half-Cycler makes puppets severely crippled. New xenogerm for poppets, however, works great, especially since things like hyper-agressive, depressive and kill-thirst dont impact your puppets, only actual pawns. And with genetic dependancy on go-juice, they even can be almost normal productive people when drugs available. Another thing I found - psychic bond from Highmates remains after them becoming a puppet. And it will remain if both people in a bond have a bond gene, boosting conciousness by 25, making puppets almost normal colonists.
me resurrecting 10 pawns with the necro path and then transfering my mind to a fresh new vessel
Just be careful that your new vessel doesn't get resurrection sickness and die a second time :)
I love the work that you do for this community, it's really a blessing and sheesh the quality is just top notch. Keep it up man, absolutely killing it
One could say that it's all for the greater good.
Using the “mind break” psycast on the puppet is another way of making them not need sleep that I’ve definitely not been using on unwilling raiders I capture 👀
Yep. Only hauling and cleaning. @@zendingo9415
@@zendingo9415 yeah, it disables both skilled labour and social. But i'm using my puppets as battle thralls and haulers mostly. After seeing this guide though... I might have my crafters and artists claim some puppets too and not break them!
Would you ever consider doing an actual play-through (either long form or a series) of some of the mods you review (or just in general)? I know you do background footage already but I'd be interesting seeing your discovery along the way.
Recently discovered your channel (thanks VFE Tribal review) and love your style, keep it up!
Doing full playthroughs are difficult because of the time investment vs viewership, for a channel of my size anyway.
Either I uploaded something really low effort on the editing side, just hours of video with a stream of consciousness dialogue, that is likely to do pretty poorly for viewership and engagement rate, but only takes a day or so to make.
Or I have to record for hours, then go back to write and re-record voiceover for it, edit it down into something more interesting moment to moment and it still won't likely get as many views.
It's tricky, I'd love to do full playthroughs to show off some of the weird and wonderful mod interactions but I know it'd likely perform really badly against the Rundown videos and take time away from making them.
Interesting setup for the VE Empire starting scenario, since you'll have access to this right at the start(if you survive)
i love the idea of having a couple of puppets with some sort of jump ability that you just yeet into a raider army and then just ascend them, you'd probably have to have good timing but deleting most of an enemies forces certainly would be effective.
This with the new insector race might be kind of cool
Excellent choice of Naruto character, MysteriousWeeb.
As if my overuse of EVA cutaways wasn't enough of a giveaway, haha
Orochimaru gets better imo
Soooo... Gremlin's dont sleep...
Guess that means Gremlin Puppets only need to eat?
Keep up the great work. Love your style of no nonsense mod reviews!
Great video, always a pleasure to see a new upload!
Some things to note coming from someone who has spent a lot of time with this mod. Mind jumping will leave the royal title with the new puppet. Death refusal will lead to the puppets dying even after the puppeteer comes back to life and will also resst your mind split amount. Also a little niche fun fact: if you degrade a mechanitor of yours and then recruit them again the mechs will be able to do any* work type. This is bad tho since they are reaaaally bad at everything (like possibly in the negatives.) I have no idea how to fix it either 💀
I wonder how it ties to the anomaly's Ghouls. Can you puppet a ghoul? Can you mindswap into a ghoul? Will you retain being a psycaster as a ghoul? Would be fun if possible.
@@zendingo9415 Those are some fair drawbacks to be sure, but I kinda like the idea of 'elite' ghouls that shouldn't be used as disposable meat, because they'll won't be the same after dying away.
Just the video i needed! I was planning to start a colony with a single puppeteer and make a high mind but I didn't know jack about the specifics of the abilities 💀💀
What music do you use for the video? I feel strangely familiar with the music, like something out of NIS games.
@snowmanleblanc6053 iirc I used the Lies of P soundtrack for this one.
One criticism ... no hypnotoad?!
I played this on a imperial noble playthrough (as it was intended?) and the puppets inherit your skill restrictions from titles (the skills are zeroed). So they won't be able to do much outside of combat, artistic, medic, social or intellectual. Just be aware of that little thing.
Vanilla Jank Expanded
Glitter tech classic
Does mind jump change colonist social relations? For example, if the puppeteer had a wife, will he the new body have the same relation or will the wife still be in love with their now puppet husband?
Relations stay on the pawns themselves, they don't jump with the Puppeteer. This means you won't have issues if you're jumping from a male to a female body.
I would love to see a full breakdown of "Anty the war ant race" mod by Roo.
So, an odd question about Mind Jump. What happens if you Mind Jump to a child?
Btw, how about rim immortals - core?
I take it this doesn't mech well with being a mechanitor right, leaving the mechlink and other mech augments behind when jumping into a new body?
It's not an ideal combo because of that reason. It wouldn't be impossible to run, you'd just likely have to stop using the swap ability.
Alpa animals/biomes rundown would be ballin
Also VFE pirates my beloved
I really appreciate how concise and informative your rundowns are. Can you compare some of the bionic mods (RBSE, EPOE, EPOE Forked) and android mods (VRE-Androids, Androids, Mechanical Humanlikes+submods)?
This mod was just updated with new psycasts and ability changes.
Here's an extensive list of changes;
jk,
teehee
You actually had me for a second, haha
@@MysteriousFawx good quality video as always my guy. You're a real blessing to the community and it's been awesome to follow your uploads.
That was a good one lol
Could there be a rimfeller or Chemfuel expanded mod? Preferrably Chemfuel expanded s
Does anyone know if Puppets can learn Psycasts or Meditate, and if they share their Meditation experience with their Master?
@gimligimlass5509 They can gain their own psycasting tree but only skill exp feeds back to the master. It gets really messy when you start using Mind Jump though, as the Puppeteers psycasting build overwrites the puppets, but you'll still have the abilities that they had previously unlocked.
Woo first!
Lol havent been early before! Woo first comment and Like!
so its basically Orochimaru got it, gonna go find my sasuke and groom him so i can inherit all his powers one day
Please do VFE:Pirates at some point :)
Will do, VE Factions are taking a bit of a back seat at the minute whilst I stretch my legs with some different mods. The factions are really fun to cover, but take a lot of work.
Day 3 of asking rimfactory mod rundown
Circadian Half-Cycler makes puppets severely crippled. New xenogerm for poppets, however, works great, especially since things like hyper-agressive, depressive and kill-thirst dont impact your puppets, only actual pawns. And with genetic dependancy on go-juice, they even can be almost normal productive people when drugs available.
Another thing I found - psychic bond from Highmates remains after them becoming a puppet. And it will remain if both people in a bond have a bond gene, boosting conciousness by 25, making puppets almost normal colonists.