RimWorld

RimWorld

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Mod, 1.5, 1.6
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1.959 MB
26 Feb @ 8:20am
4 Aug @ 2:54pm
21 Change Notes ( view )
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Description
Adds variation to Anomaly's creepjoiners.


04/08: Update 1.5
Added a benefit and a downside.


Tree Devourer
Grants the ability to destroy Anima, Gauranlen, Polux, Harbinger, and Archean trees to get a stacking buff specific to each (increasing Psychic Sensitivity, Work Speed, Toxic Resistance, Healing Speed, and Vacuum Resistance respectively).
This is +100% Psychic Sensitivity, +25% Work Speed, +100% Toxic Resistance, +100% Healing Speed, and +100% Vacuum Resistance.

Bloodbag
Recovers from blood loss extremely quickly and grants the Transfuse ability, which will give as much of the caster's blood to the target as possible (without downing the caster).


Metallicizer
Grants the ability to metallicize a person's natural limb, replacing a random limb with a bioferrite prosthetic.
The prosthetics have a random quality and can be harvested.
At maximum quality, bioferrite limbs have 120% body part efficiency, +40% psychic sensitivity, and +40% study efficiency.


Psychic Servant (Royalty-only)
Grants the ability to link with a psycaster to take on half of their neural heat, but cannot gain psyfocus through meditation.


Voidspreader
Grants the ability to transmute bioferrite into voidmetal at a 5:1 ratio. Voidmetal is well-suited to making armors and blunt weapons. It unlocks an Anomaly research project to craft indestructible voidmetal walls.
Can also transmute bioferrite limbs into voidmetal limbs, which have 10% higher efficiency but lower psychic sensitivity.


Highlander
Grants the ability to steal the benefits and downsides from other creepjoiners, gaining their creepjoiner abilities, traits, and hediffs.
Regular traits will be stolen if they are part of the creepjoiner's benefits; for instance, the Perfect Worker will yield Industrious and Perfect Memory.
This kills the creepjoiner and destroys their corpse.
This works with other modded creepjoiners as long as they didn't add the benefits in a weird way.
Due to coding limitations, will generate new ghoul-exclusive prosthetics when used on a former ghoul.


Shocker
Grants the ability to psychically shock a nearby pawn. Will always cause brain damage.


Conjurer
Grants the ability to reset the cooldown of a random psychic ritual that is currently on cooldown.


Former Ghoul
Spawn with two random ghoul-exclusive prosthetics and a milder version of the ghoul stat boosts. This should be able to generate modded ghoul-exclusive prosthetics as well, but let me know if you get something weird.


Metalhive
Can implant a metalhorror in an adjacent pawn. This causes debilitating pain until the metalhorror emerges. This can be used to farm metalhorrors and capture raiders (unless they are pain-resistant).


Palliator
Can cover a pawn in bioferrite plates, which are very protective but greatly impede movement. If the pawn dies while the effect is active, the pallium consumes their flesh, destroying the corpse and spawning 30 bioferrite (multiplied by body size). This ability has no cooldown but recharges by consuming 15 bioferrite.


Voidseer
Can replace a pawn's eyes with the void. The target becomes blind but gain social impact, beauty, psychic sensitivity, and study rate. This is very painful for about a day.


Ghoulmaker
Can implant a shard into a human or corpse to turn them into a ghoul after a brief coma. Will recruit the target to your faction. This ability has no cooldown but recharges by consuming a shard.


Time Thief
Can forcibly age living things. Ages plants, entities, and animals by a year, friendly humans by three years, and hostile humans by twenty years.


Cube's Herald
Can make a Golden Cube by transmuting at least 200 gold. Can force people to build cube sculptures.


Ghoulification
After joining, will eventually become a ghoul. This can be detected early with a surgical inspection and can be cured with a mech serum, unnatural healing, or similar options when symptoms show.


Random disability
Will be unable to perform certain kinds of work, changing every day. Violent work is unaffected.


Wavering lifeforce
Will die. This can be stalled by using an ability to absorb the lifeforce of a captive entity.



Meld
A kind of creepjoiner (like drifter, deal maker, cult escapee) that has two benefits and two downsides.



I recommend Attract Creep Joiner Ritual and Integrated Creepjoiners. Also check out Hauts' Traits, it has a few extra benefits and downsides (and it's overall very creative and interesting).

Compatible with ReSplice; the abilities from this mod create dark archite genes that you can harvest. Note that if a pawn has several dark archite genes, the harvest ritual will harvest a random gene, due to how ReSplice coded it.

Feedback and ideas for either benefits or downsides are welcome.

More content to come.

https://imgur.com/a/wCiXRLM
Front page! Yay.

101 Comments
Luckspeare 31 Aug @ 2:33am 
Not sure if this belongs to you or ReSplice: Core mod, so submitting here as well.

Mod interaction issue with ReSplice: Core:

Could not resolve cross-reference: No Verse.GeneDef named RS_CubeGospel found to give to ReSpliceCore.GeneExtension ReSpliceCore.GeneExtension

https://gist.github.com/HugsLibRecordKeeper/af318786986f8b228c4922a196aa1a08
Beef 30 Aug @ 8:12pm 
When I try summoning creepjoiners from the Attract Creep Joiner Ritual , for some reason the creepjoiners from this mod still has the devmode hediffs
Metalocif  [author] 26 Aug @ 12:02am 
Ugh.
I tried to code Metallicize smartly so that it would work with non-human bodies. Apparently, not smartly enough; I'm guessing ratkins use their tail to move.
I'll try to figure out a fix that also won't break other races.
Ase天下第一 25 Aug @ 8:04pm 
When I use the Metallicizer, the ratkin's tail is converted into legs
Metalocif  [author] 22 Aug @ 5:29am 
Will fix, thanks.
Maconnais 22 Aug @ 5:20am 
I'm looking forward to trying this out, though there seems to be a difference in naming between RS_CubeGospel in Abilities and RS_Cube in the ReSplice GeneDef causing a startup error where it can't find RS_CubeGospel, but I just made them use the same name and it does remove the error
Metalocif  [author] 20 Aug @ 5:23am 
Thanks FSF, big fan.
It must be because I gave voidmetal a market value of 0. It's the only thing I found that worked to prevent it spawning in quest rewards and such. I'll look into it.
FrozenSnowFox 20 Aug @ 3:51am 
After playing for some time I noticed my wealth graph had become bricked. I tracked it down to this mod. It was caused by a Voidmetal Throwing Axe which had fallen from a drop pod. It bricked the wealth graph because it had a market value of NaN.
Foncess 16 Aug @ 8:32pm 
are there any plans to add compatibility with quality bionics? i just realized the quality system with bioferrite limbs is different, and i started to run into some weird stuff after messing with it using the character editor mod
JACK 12 Aug @ 8:38am 
ahhh, I must have been more tired than I realized last night, for some reason I was convinced it was supposed to target a prisoner. lol. sorry!