RimWorld

RimWorld

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Spirits
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Mod, 1.5, 1.6
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3.807 MB
28 Apr @ 4:03pm
2 Aug @ 5:08pm
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Spirits

Description
Introduction
Adds new xenotypes and a new mutant.

Content

Spirit Mutant
A person who has been turned into a spirit.

About spirits: Spirits are enigmatic byproducts of dark archotechnology.

They have survived a harrowing infection of microscopic machine-like archites that feed on the host's psychic prescence. Only individuals with extraordinary psychic sensitivity have survived and kept their humanity intact. Resisting the dark archites corruption has left them with unique spiritual powers and an incapability of violence*. For better or worse, they experience reality as a series of clouded dreams.

Many people find spirits mysterious if not eerie. More mysterious is their spiritual powers. If their spirit body is destroyed, they will dissipate into the form of a spine.


Dreamer Xenotype
Dreamers are archotech-enhanced xenohumans temporally linked to a shattered pocket dimension. With spirit essence, they can phase between ethereal and corporeal forms. In the event of death, they will skip back to their dimension and may return after some time has passed.

These spirits were created when an archotech world undergoing transcendence was hit by a planet-killer. The archotech's attempt to save itself led to a spacetime anomaly. The few inhabitants that survived the event found themselves forever altered and isolated in the newly formed pocket dimensions. Reborn with their new powers they began casting themselves out into the stars. For better or worse, they experience reality as a series of clouded dreams.


Genes:
  • Spirit - Carriers of this gene have transcended the mortal condition. Temporally bound to a pocket dimension.
  • Clouded Dream - Carriers of this gene are in a perpetual dream-like state of consciousness, separate from all other psychic phenomenon. They can momentarily share their dreams with others, ending mental breaks. They will never start social fights or have aggressive mental breaks.
    ( -20% Consciousness; 0 x Psychic sensitivity; disables Food need)
  • Perfect Immunity
  • Non-senescence
  • Ageless
  • Spirit Summon - Carriers of this gene have a special connection to transcended animals bound to another dimension, allowing the carrier to summon them as spirits.
  • Essence Blood
  • Essence Body
  • Essence Hair
  • Sterile
  • Grayless Hair
  • Dark Vision
  • Very Sleepy

All xenotypes have a 2% chance to spawn as a double xenotype instead of baseliner (similar to sanguophages)
Can be toggled to generate in pirate & tribal factions.

Abilities:
  • Ethereal - This spirit has phase shifted to an ethereal form. Harm will momentarily disrupt their invisibility.
    (Disables Violent, intellectual, caring, firefighting, labor, artistic worktypes)
  • Corporeal - This spirit has phase shifted to a corporeal form and can physically interact with the world.
  • Haunt - Psychically haunt a person, causing them to flee in terror.
    (Only available in ethereal form.)
  • Spiritual Healing - Use essence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries.
  • Cloud's Embrace - Embrace the target and psychically transfer serene dreams. Works on animals or humans.
    (Ends target's mental break.)
  • Inscribe - Save memories for future dreams.
  • Attune - Recall memories from past dreams.
    (Save/Load worktypes schedules with Inscribe/Attune abilities. Useful when phasing between forms.)
  • Summon Spirit Wolves - Summons a pack of three wolves under the control of the caster. These spirit wolves are semi-permanent colony animals and can be drafted. The wolves can be summoned again if the previous ones are killed. The ability has a cooldown of 1 quadrum.

Echo Xenotype
Echoes are archotech-enhanced xenohumans that were created from a destroyed pocket dimension. Echoes exist only in their current corporeal spirit form. Although their spirit essence is forever lost, they have gained both clarity of mind and mortality.

These spirits were created when an archotech world undergoing transcendence was hit by a planet-killer. The archotech's attempt to save itself led to a spacetime anomaly. Most of the inhabitants lost their original human bodies in the event, but persisted as corporeal spirits skipped to distant worlds.


Genes:
  • Lost Spirit - Carriers of this gene have lost their human body, but persist as a corporeal spirit.
  • Perfect Immunity
  • Non-senescence
  • Ageless
  • Archite Metabolism
  • Essence Blood
  • Essence Body
  • Essence Hair
  • Sterile
  • Grayless Hair
  • Dark Vision
  • Never Sleep

Abilities
  • Insight - This spirit has lost their essence, but in turn has gained lucid control over their spiritual form. Increasing sight, hearing and movement capacities.

Revenant Xenotype
Revenants are enigmatic byproducts of dark archotechnology. Very similar to their entity namesake.

Genes:
  • Dreamspawn - This person has survived a harrowing infection of microscopic machine-like archites that feed on the host's psychic prescence. Their body is composed of the same archites that formerly infected them, only psychically-altered.
  • Perfect Immunity
  • Non-senescence
  • Ageless
  • Archite Metabolism
  • Breathless (Odyssey)
  • Essence Blood
  • Essence Body
  • Essence Hair
  • Sterile
  • Grayless Hair
  • Dark Vision
  • Very Sleepy
  • Non-violence

Abilities
  • Haunt - Psychically haunt a person, causing them to flee in terror. Their negative emotions can supply spirit essence.

Other content:
  • Four new hairstyles in screenshots above
  • A couple of new tattoos
  • Patches for vanilla/mod interactions - example: Sanguophage pawn cannot bloodfeed on a spirit pawn

Compatibility
Load after any mods the affect the sanguophages' hemogen function. - These may override the spirit essence bar's color.

Minor visual issues that may occur with the ethereal form that will also occur with the invisibility psycast from the Royalty DLC.

Patches for Facial Animation mods, SOS2, Alpha Genes, DubsBadHygiene, etc.

Requirements
  • Harmony
  • Rimworld Biotech DLC
  • Vanilla Expanded Framework

Credits
I've used the Vanilla Expanded team's mods below to learn how to code and structure Spirits. One feature to return after death in this mod uses much of their code for the "Transcendant" gene of the VRE Archons. Full credits to Oskar Potocki's team (+ Tynan Sylvester) for everything in this mod. I highly encourage you check out their work if you haven't already.

Vanilla Races Expanded - Archon
Graphics are created by Oskar Potocki.
Code work by Sarg and Taranchuk.
XML help from xrushha.
Storyteller artwork by vitalii.
Xenotype description by Reann Shepard.


Vanilla Races Expanded - Phytokin
Graphics are created by Oskar Potocki.
Code work by Sarg and Allie.
Storyteller artwork by vitalii.
Description by Reann Shepard.
Hairstyles by lovely Erin.
Companiondryad by Sir Van.

Vanilla Races Expanded - Sanguophage
Graphics are created by Oskar Potocki.
Hairstyles are created by Erin.
Chiropteric ears by Sarg.
Code work by Sarg with help from Kikohi.
Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.




Tags: Spirits, Ghosts, Phantoms, Echos, Dreamers, Spirit, Ghost, Phantom, Echo, Dreamer, Xenotype, Xenotypes
Popular Discussions View All (1)
0
28 Apr @ 5:40pm
Source Files
Dishonest
100 Comments
Cat 28 Aug @ 3:14pm 
how do you equip a spirit spine?
Sera 27 Aug @ 8:23pm 
@Dj0z So if you go out of your way putting in work to get items that are rare that randomly roll what it removes you end up with a free plus one. How is that proving it's unbalanced?
Dj0z 26 Aug @ 11:12pm 
@Sera yeah but as soon as you get that gene out of it, it's a mandatory +1 metabo for all your pawns because, no downside. Makes no sense to me
Dishonest  [author] 26 Aug @ 1:18pm 
@Ecart - Maybe if they're red
Ecart 26 Aug @ 12:31pm 
Any chance we can get support for the spirits to have some aqua waves to surf?
Sera 20 Aug @ 6:41am 
@DjOz it's a ghost. I would argue a ghost shouldn't eat, sleep, need comfort, get hurt, or die at all. the fact it only eats less is already a huge nerf to a ghost.
Dj0z 19 Aug @ 9:18pm 
I think i'll disable them for my new run and wait for balance changes, right now they add genes giving free metabolism with no downsides and other strange stuff. It's a bummer because these themes (ghost, pacifist, support) are not common on the workshop. The icons look cute too.
Dishonest  [author] 11 Aug @ 5:10pm 
@Grave - No event that adds new spirits. Killed Dreamers will respawn via event. Currently, you'll need to either make them yourself or encounter & recruit a spirit from one of the factions that can be toggled on in the mod options.
Grave 10 Aug @ 3:39pm 
is there a spirit event that can happen? Or do I need to just make myself a spirit pawn
Dj0z 6 Aug @ 9:12pm 
Alright that makes sense, I can stop wondering now thanks