RimWorld

RimWorld

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Crystalloid
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
114.480 MB
22 Nov, 2018 @ 11:34am
23 Jun, 2023 @ 9:25am
20 Change Notes ( view )

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Crystalloid

Description
This mod requires the Alien Races Framework by Erdelf.

Version 2.4

Works with or without DLC



Crystalloids are a xenohuman race known for their crystalline purple and blue hued skin and hair as well as their affinity for psychic phenomenon. They diverged from Humanity several millennia ago, as evidenced by their xenobiology; their biolithic bodies containing a high concentration of a peculiar form of silica based mineral, giving them their unique characteristic hues and dense skin.

Crystalloids originate from an area of space called the "Mechanoid Exclusion Zone", a dangerous blocked off area of space dominated by hostile archotech AI. How the Crystalloids survived or even escaped it is not understood, any effort to probe or enter the MEZ is met with teeming swarms of drones.

Most Crystalloids live within a totalitarian collectivist society called the Ekkrian Collective, often shortened to "The Collective". The Collective is ruled by sects of mysterious and arcane families know as the Ekris. The Ekris are composed of some of the most potent psycasters to have ever exist, their limits unknown. Edging on the verge of divinity, their capabilities are seemingly only matched by Archotechs. Their rule in the Collective is absolute, but they speak in riddles and shrouded tongues, delegating most functions of the government to their appointed elite, the Dyarkkian, who discern meaning from their cryptic messages. The lower classes of society, especially the Awisa, are often oppressed and exploited. Their plights are further compounded by the compulsory connection to the Collective's psychic network, which monitors and punishes those who step out of line. Many dream of escaping, few act upon it, and fewer yet actually succeed.

The Collective typically inhabits the outer worlds, away from the core, and occasionally settle on Rimworlds and other fringe worlds. But the bulk of their population live on massive colony ships, known as Cascades, which have the bulk and population of entire Urbworld cities. These floating metropolises are rumored to be sustained by the power of the Ekris.



Crystalloid has a lot to offer; from materials to build your structures and weapons with, to psychically powered weaponry that sears flesh and melts metal. But it also features a hostile faction and their autonomous crystalline constructs that seek to destroy you. Without proper precautions, establishing a base in proximity to one of their strongholds will subject you to difficult raids that require special planning and strategy, and a lot of luck.

A full research tree will progress you though the mod; first leading you to reconfigure crystalline material into stronger crysteel, and beautiful crystalsilk. Then producing crystal shard firing weaponry, followed by psionic weaponry, as well as means to produce the crystalline material itself. You will also be able to utilize latent psychic energy as a fuel source for electricity!


Thanks to Tarojun, Erdelf, and Chjess on their help for the mod!

If you enjoyed this mod, I ask you help support the creator of the Framework, Erdelf, @ https://ko-fi.com/erdelf
Popular Discussions View All (1)
57
27 Dec, 2023 @ 9:40am
Bug Reporting
AtomicRavioli
665 Comments
Llian 2 hours ago 
Nice, I'll look forward to a run with the Crystalloids once more in the future.
AtomicRavioli  [author] 28 Aug @ 7:13am 
@starempire42
A version? No.
Integration? Yes, planned.

HAR allows me to do more exciting things with Crystalloids rather than just making them a xenotype, and uprooting everything made before to utilize genes instead would of required so so so many changes.

I've previously made a bunch of genes and functionality for biotech for Crystalloids when Biotech came out, but it never came to be in a state that I really wanted. Some level of this still exists in the old code for 1.4.

HAR's compatibility with genes have gotten better since I last developed the mod, and I plan to still use HAR. I plan to come back to making xenotypes for Crystalloids (Shifting valkyries and maybe the Ekkrian Crystalloids to them, possibly new ones too!), as well as 'baseline' genes that you can take and use for editing.
Starempire42 27 Aug @ 4:49pm 
@AtomicRavioli not sure if somebody asked you this but do you think you will make a biotech version of this mod (or integrate it into biotech?)
Blinty 27 Aug @ 2:57pm 
That's awesome news! Thank you so much @AtomicRavioli, appreciated :aerlove:
SkylineOdeum 27 Aug @ 2:05pm 
Huzza!
Jet 27 Aug @ 10:50am 
yesssssss!
AtomicRavioli  [author] 27 Aug @ 8:09am 
Hey everyone, I'm working on a complete overhaul of the mod for 1.6!



Just to name a couple of the changes coming to the mod, its probably about ~15% ready as it stands:



Complete lore changes across the board...

Crysteel made objects ('Stuffable' buildings and items) will slowly regenerate now and will fit a different niche than the one Bioferrite kinda took over.

Psionic weapons are now -> Psibolt weapons that fire psychically contained plasma. They also deal more damage if a pawn has psychic sensitivity over 100%!

Currently working on a 'portal' feature that will send your pawns to extra-dimensional POIs for progression loot. Think dungeons.
Starempire42 14 Aug @ 7:48pm 
man this mod has been fucked by game updates so much
Sun Cultist 25 Jul @ 11:25pm 
I miss this sometimes bros
Ruggedgolem 13 Jul @ 3:51pm 
Its been over 2 years since this mods last update. Don't Unless someone is gonna fork this is... pretty dead in the water.