RimWorld

RimWorld

Integrated Creep Joiners
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
child assault services 27 Jul @ 4:40am 
wait nvm it was a vanilla upside
child assault services 27 Jul @ 4:39am 
SO I JUST GOT A DEALMAKER WITH ALL STATS ABOVE 9 GOING UP TO 18 IS THAT A PART OF THIS MOD???
Corn Berzerker 22 Jul @ 6:15pm 
Thank you for making this!

Would it be possible to fork a “lite” version that just enables creeps to do romance?
LifeIsAbxtch 17 Jul @ 7:54am 
I was hoping you can do it or tell another modder to make this mod idea I had...but if you don't want to do it that is fine...I just thought it would be cool and you can do it....but I am glad you said its possible! :)
IPN  [author] 16 Jul @ 11:24pm 
@LifeIsAbxtch It sounds possible and probably isn't too complicated, but is outside the scope of this mod since this mod is more about allowing creeps to integrate with the other DLC. There is a mod commissions discord if you want to hire someone to make it for you.
LifeIsAbxtch 15 Jul @ 2:36pm 
yes create more of this! Actually IPN I have a question can you make a mod were we can make our own creepjoiner events were our own custom made creepjoiners can spawn to our colony when the event is started...? Love your Work! :)
Dust 13 Jul @ 1:27pm 
Is there a spoiler list somewhere of what stuff does? I have a few "Twisted Digestion" pawns for years now and still have no idea what that means.
moo 10 Jul @ 10:46pm 
Yeah, I'm doing the devtest 1000x pawns I guess something is sneaking in
IPN  [author] 10 Jul @ 10:37pm 
@moo Adding to the below, utilizing the 1000x test pawn generation, I got 992 pawns generated at <10ms and 7 generated at <20ms. I got no errors. Repeating this four more times had similar results. There is either a quirk in how you are running the test, or you have a mod that randomly adds creeps into pawn generation.
IPN  [author] 10 Jul @ 10:25pm 
@moo What is the exact method you're using to spawn 1000 pawns? Regular pawn generation shouldn't attempt to generate creeps unless asked to.
moo 10 Jul @ 10:12pm 
Haven't touched the settings.
Regular pawns x1000
IPN  [author] 10 Jul @ 9:55pm 
@moo Do you have the setting for allowing creep children enabled when testing that? Also, was this attempting to spawn 1000 creeps or 1000 regular pawns?
moo 10 Jul @ 12:17pm 
Hi. This mod may contribute to pawngen issues, as it threw this error when devtesting spawning 1000x pawns.

"Tried 300 times to generate age for summer child"

I then pulled this mod out for testing and generated over 1000 pawns and no pawngen issue in the log.
Pooh 2 Jul @ 8:39pm 
This was driving me crazy, finally narrowed it down to this mod too. Thanks for the quick fix!
Xternz 2 Jul @ 3:23am 
Thank you!
moo 1 Jul @ 10:35pm 
Oh, I was curious seeing that too. Nice find
salt_babe 1 Jul @ 10:06pm 
Thanks for the quick fix!
IPN  [author] 1 Jul @ 9:54pm 
@xternz and @salt_babe Fixed
Xternz 1 Jul @ 12:05pm 
Hello there, I love your mod, sadly I have the same problem as salt_babe. After I trimed my modlist to find the source, yours was the one who made dev mode give me : Exception filling window for Verse. ImmediateWindow: System.MissingMethodException: void
LudeonTK.DebugActionAttribute..ctor(string, string, bool, bool, bool, bool, bool, int, bool)

If I can provide anything like my github logs that would help you to fix this, let me know!
salt_babe 1 Jul @ 11:30am 
Clicking buttons on top of the screen to open dev mod UI throwing red errors and you can't open it.
I tested only with this mod and Harmony in 1.5
Spürgelwürg 1 Jul @ 10:59am 
Thank you
IPN  [author] 30 Jun @ 4:48pm 
@Spürgelwürg That's a 1.6 change that probably accidentally migrated backwards into 1.5. I'll get it fixed.
Wednesday 30 Jun @ 4:23pm 
Thanks :)
Spürgelwürg 30 Jun @ 12:23pm 
I'm still on 1.5 but I don't think you can parse <favoriteColor >red</favoriteColor>
it needs an RGB or RGBA values. like (1.0, 0.0, 0.0)
IPN  [author] 29 Jun @ 5:15pm 
@Wednesday Should be fixed now
Wednesday 29 Jun @ 4:31pm 
@IPN Thanks for replying, I dug a little deeper and managed to isolate the issue. I could reproduce it with only this mod and Big and Small framework
I'll try to send a log later
IPN  [author] 29 Jun @ 2:48pm 
@Wednesday. Cannot replicate. Try redownloading the mod. If that doesn't work, it's possible there's a mod conflict.
Wednesday 29 Jun @ 2:23pm 
I'm still getting the 1.6 error msg

Error in static constructor of IntegratedCreepJoiners.Patcher: System.TypeInitializationException: The type initializer for 'IntegratedCreepJoiners.Patcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method System.Single RimWorld.Pawn_RelationsTracker::SecondaryLovinChanceFactor(Verse.Pawn otherPawn) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Pawn_RelationsTracker.SecondaryLovinChanceFactor_Patch1 (RimWorld.Pawn_RelationsTracker,Verse.Pawn): IL_0021: call 0x0000000b
moo 29 Jun @ 2:23pm 
Posted a 1.6 error log for this mod in discussions
IPN  [author] 29 Jun @ 12:12pm 
@Auld Fixed.
Cam™ 28 Jun @ 11:58pm 
@IPN No problem man, looking forward to the update. Thanks.
IPN  [author] 28 Jun @ 5:07pm 
@Cameroon I haven't updated it yet. Working on my mods sometime this week. Should have them ready for 1.6 just in time for Odyssey to break them again
Cam™ 18 Jun @ 9:15am 
Has anyone tested if this is working on 1.6?
Godsuya 16 Jun @ 8:33am 
Hello, i got an error on startup.
Here is my entire log: https://gist.github.com/HugsLibRecordKeeper/e69bda51b8a75c83d1127b3d53f95776

here is the error in question
Error in static constructor of IntegratedCreepJoiners.Patcher: System.TypeInitializationException: The type initializer for 'IntegratedCreepJoiners.Patcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method System.Single RimWorld.Pawn_RelationsTracker::SecondaryLovinChanceFactor(Verse.Pawn otherPawn) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Pawn_RelationsTracker.SecondaryLovinChanceFactor_Patch1 (RimWorld.Pawn_RelationsTracker,Verse.Pawn): IL_0021: call 0x0000000b


rest of the error can be found in the github link, didnt want to split this error in multiple comments.
Auld 2 Jun @ 7:30pm 
I'm experiencing an issue where setting "Allow Creepjoiner Romance" to disabled causes ALL romance to be disabled, with the RomanceChanceFactor for all relationships set to 0.00. It seems to happen consistently, even when no other mods are enabled.
OceanicOxen 15 May @ 3:59pm 
@Lord Rugdumph @JazzimoX
looking through the code, twisted digestion prevents the negative mood from eating twisted meat
Lord Rugdumph 6 Apr @ 12:02pm 
What does twisted digestion do?
Massattack52 21 Mar @ 8:48pm 
Got a pawn that just joined as a master craftsman, the dialogue said they had prosthetic limbs and a strange gait, but they didn't have anything like that once they appeared. Not sure what's up. Just had cancerous reservoir, no prosthetic limbs.
Harmonea 13 Mar @ 2:47pm 
I got one of your new cancerous creeps the other day. It just so happened to spawn as an Alpha Genes Taukai xenotype, which can consume carcinomas to fuel powers. Taukai generate carcinomas at a much faster rate than the creep power does, but the creep power allows it to surpass the max of 10 tumors. Glorious mod 11/10 thanks for this