RimWorld

RimWorld

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Integrated Creep Joiners
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Mod, 1.5, 1.6
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1.617 MB
27 Apr, 2024 @ 5:13am
30 Jul @ 11:10pm
26 Change Notes ( view )
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Integrated Creep Joiners

In 1 collection by IPN
Balanced Vanilla Improvements and Integrations
2 items
Description
This mod adds creeps that actually use content from the Ideology, Royalty, and Biotech expansions. It also adds xenotypes and additional cross-expansion integrations to existing creeps. This mod does not require any of the above DLC, though more content will be enabled the more DLC you have.

As of 1.6, this mod requires Harmony.

What does this mod do?
Anomaly added a new kind of pawn that can join you - creeps - which have unique powers and potential drawbacks for recruiting them. This mod does the following:

New creep forms, benefits, downsides, and traits. Every creep consists of a form (such as the Timeless One), a benefit, and a downside. This mod adds more of these, including new traits that can appear as benefits or drawbacks.

Creep xenotypes. Adds the chance for xenotypes to appear on creeps. (While non-baseliner creeps were possible in vanilla, they were rather rare.)

Creep romance. Creeps can now romance and be romanced by regular colonists. This includes the ability to have children (with Biotech).

Creep children. If you have the Biotech DLC, some creeps can spawn as children. The Summer Child form is guaranteed to be a child, while the Timeless One now has a minimum age of 10 (though it can still spawn older).

Creep body types. In vanilla, creeps spawn with male body types as a default. When enabled, creeps will spawn with a wider variety of body types and no longer default to male.

New body graphics. One of the creep forms for this mod has custom body and head graphics. Look out for it!

Toggleable settings. Several features can currently be toggled on or off in the mod settings menu, with plans to expand this.

Design Philosophy
As with all my mods, I wanted to maintain a "vanilla" feel. Nothing in this mod should jump out or feel out of place within the game or the established lore. Creeps are fairly strong pawns, which gives some leeway in providing them with uniquely powerful abilities, but nothing in the mod should feel unbalanced.

Currently, the creep forms from this mod are less common than the default creeps. After installation, roughly 1/3 of the creep joiners you see should be from this mod.

Future Plans
More creep variety. I intend to add more creep benefits, abilities, and drawbacks over time. I'll likely only add one or two more forms, since there's already quite a few of them. I may include custom graphics for some of the forms added by this mod. Most future additions will revolve around content added by future DLC, so expect updates to follow DLC launches (and pretty much only DLC launches).

Feel free to send in ideas. It's hard work to think up new benefits and downsides!

Compatibility!
This mod will likely conflict with other mods that also mess with creep compatibility and romance, so you'll have to tell me if my mod needs to consider a specific mod. I've added patches for several mods like HAR and Big and Small. Let me know if I need to add compatibility for something.

I'll continue to update this mod if anything else breaks from Odyssey. Once the initial craze dies down from the DLC (two months or so after launch), this mod will likely become dormant until the next DLC, so be sure to let me know as soon as possible if you want me to patch something.

Known Issues
If you spawn a lot of creeps at once (like through dev mode), then sometimes the modded benefits and drawbacks get removed from the pool. The problem usually goes away when you restart the game. I've never seen it occur during regular gameplay, but if you get a nonsensical combination of form/benefit/drawback then this may have happened.

Also, sometimes the base game just fails completely to generate a creep and will throw an error. This is vanilla behavior, not the fault of my mod.

Check out my other mods!
If you have Vanilla Xenotypes Improved, then creeps will also have a chance to spawn as the new xenotypes added by that mod.

Note about mod commissions
It's come to my attention that someone's been claiming to be me using various discord accounts to try to get mod commissions. I have never nor do I ever plan to take commissions for mods. If someone is using this mod as part of their portfolio, it's not me.
137 Comments
-=GoW=-Dennis 28 Aug @ 9:51pm 
Thanks for looking into it, their patch for romance also can be turned off, so hopefully isn't too big of a problem. But maybe you can disable it by default when your mod is loaded or have your mod recognize the setting. Actually not sure what else might be overlapping, I mostly use it as it has a few nice QoL changes.
IPN  [author] 28 Aug @ 9:40pm 
@-=GOW=-Dennis If your game is not immediately crashing upon loading both mods, then most likely your game won't break. You might want to check to see if compatibility is being calculated properly between creeps and non-creeps, and also between two creeps and two non-creeps.

I'll take a look this weekend to see if there's any hidden incompatibilities, as it seems there are a few things their mod does that overlaps with mine.
-=GoW=-Dennis 28 Aug @ 2:43pm 
Is it problematic when two mods patch the creepjoiner romance thing? I have Anomaly Patches mod (https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3242000764) which has a setting for such patch as well, but seemingly Integrated Creep Joiners does not recognize it being active and as of the logs also patches it.
IPN  [author] 19 Aug @ 11:58pm 
@Gumdrop Buttons There is a section on what the mod adds. This mod primary makes it so creeps can interact with Biotech by showing up as xenotypes, being able to do romances and have kids, etc. In a typical playthrough, that's all this mod will do for you.

The new creeps are half as common as the default creeps and primarily take some content from Ideology or Royalty. There's also one sanguophage creep to provide another avenue for acquiring sanguophages. I'm not really interested in releasing a full list because the overall exposure in a typical playthrough is very low, and it ruins the mystery of it. The xml is all there if you want to poke around yourself.

I am extremely invested in vanilla balance and aesthetic, and do not like to use very many mods at all. Take that as you will.
Gumdrop Buttons 18 Aug @ 2:18pm 
Is there a list of what this adds anywhere? A lot of "vanilla-like" stuff tends to be quite imbalanced in my experience and I'm hesitant to install it without looking at the actual features first.
IPN  [author] 9 Aug @ 3:35pm 
@健太郎大冒险 Thank you!
健太郎大冒险 8 Aug @ 9:42pm 
hi i just want to stop by and say thank you for your mods. Both this one and the vanilla xenotype improved are the best xenotype/creepjoiner addition/tweak mod. Both have great in-game balance and a vanilla taste that suits the lore.
IPN  [author] 30 Jul @ 11:12pm 
@Cringe Shaymin Fixed now.

@Victor That mod seems to do the same thing this mod does in adding creep romance. Rather than add a compatibility patch, I've flagged it as incompatible.
Cringe Shaymin 30 Jul @ 6:34pm 
Currently this mod throws errors if you use it alongside HAR dev, it seems like the patches to make it work nicely only take effect with regular HAR.
Victor 30 Jul @ 2:28pm 
I got the "[Integrated Creep Joiners] No creep romance mods detected. Patching creep romance." on startup even though I have Creep Joiners Romance Patch https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3340128104