RimWorld

RimWorld

Spirits - Elysian Xenotype
48 Comments
Dishonest  [author] 15 Jul @ 7:07pm 
@Scionin - No plans to update "Spirits - Elysians Xenotype" to 1.6. I've released the redux version of this mod as "Spirits" a while ago. It's updated to 1.6
Scionin 15 Jul @ 12:43pm 
1.6?
Dishonest  [author] 4 May @ 10:35am 
@Syilumi lunari - thanks :drewhappy:
Syilumi lunari 2 May @ 10:29am 
woa nice, though do be conscious of your recovery dont push yourself!
Dishonest  [author] 2 May @ 8:45am 
@Rex705 - Thanks! Surgeon must have used glitterworld meds, because the outcome was better than expected. I might be able to resume work on these as early as a couple of weeks from now. It was pretty doom n' gloom before that.
Rex705 29 Apr @ 4:15am 
Hope everything goes well for you and you can return one day to continue Spirits. This is a really cool mod.
Dishonest  [author] 28 Apr @ 4:17pm 
I've released the redux version of this mod as "Spirits". Will not be updating "Spirits - Elysians Xenotype" past version 1.5

Due to health complications, I've decided to go ahead and release at least this much before I go into surgery and go MIA during recovery.

Hopefully I'll return to it one day, but if not then anyone is welcome to pick it up. I'll be posting the source files on on a discussion of the "Spirits" mod page for those interested.
Syilumi lunari 26 Jan @ 10:08pm 
broken mess that the rimworld
:correction uh.. that is meant to be like

i wish you could edit comments so much agh
Syilumi lunari 26 Jan @ 10:07pm 
its just the only "ghost" thing that isnt the broken mess that the rimworld of magic ones
and i really like that they're sort of just in the background of a colony being able to lend a hand only sometimes
Dishonest  [author] 26 Jan @ 10:05pm 
@Syilumi lunari - Yeah, looks like VE Framework was updated to include custom smear textures. Shouldn't be any more immersion breaks with the blood textures now. Glad y'all like it!
Syilumi lunari 26 Jan @ 9:25pm 
woa that was quick
Dishonest  [author] 26 Jan @ 9:24pm 
Fixed ectoplasm blood smear color.
Syilumi lunari 26 Jan @ 5:06pm 
ah yea i was messing around with the ability and its very hard to get them to go where you want them to thanks for the fix though! i love this xenotype!
Dishonest  [author] 26 Jan @ 3:27pm 
Added another mod option slider for the corporeal form's ectoplasm drain.
Fixed ectoplasm blood textures

@Syilumi lunari - Thanks for the heads up. Looks like I broke it last patch. Ectoplasm blood should be working now. Still cannot find a way to change the blood trails :(

As for your other question; yes, there is a way. It's built into the vanilla expanded framework. I've intentionally chosen to not add it as it affects pathing. Changes to Rimworld's pathing can cause issues with mod compatibility. If you were to attempt to add on your own, then I would suggest making it a brief ability like how the VE team did with the VFE Ancients power.
Syilumi lunari 18 Jan @ 9:34pm 
iv looked into it and i think its because of the ectoplasm blood gene doesnt have like unique blood defs or wound defs though iv no idea im just basing this off of the genies blue blood in VRE genie
Syilumi lunari 18 Jan @ 6:09pm 
even the ui texture for the bleeding wound hedif is red
Syilumi lunari 18 Jan @ 6:09pm 
also the wounds and blood effects dont seem to work? they bleed red..
Syilumi lunari 18 Jan @ 3:39pm 
is there a way to make ethereal form allow them to pass through walls? like that one uh vanilla expanded ancients power
Dishonest  [author] 16 Jan @ 9:16pm 
@Gimlon07 - I'll get a mod option slider for ectoplasm gain/drain per day soon. Originally, the "Corporeal" form was meant to be a temporary state during emergencies and the "Ethereal" form is the normal form. But would be cool to have the freedom to configure differently.

@MarsInAres - Thanks for the heads up. Looks like Imgur updated their TOS to prevent users from directly linking images to other websites/webpages that aren't forums. I switched to unlisted Steam artwork.
MarsInAres 15 Jan @ 6:20am 
Some of your Imgur links are no longer available
Gimlon07 10 Jan @ 5:54am 
Maybe the ectoplasm drain should be adjusted somehow (with genes or mod options). With the Spirit gene, my pawns need to be ethereal for at least 5 out of 9 days, as opposed to about 3 out of 30 days in Deathrest, in which they can't do anything.
queenelise9830 30 Dec, 2024 @ 3:37pm 
I like it better with them being outright disabled, the pawn is permanently invisible and regenerates like a ghoul there has to be downsides.
Dishonest  [author] 30 Dec, 2024 @ 3:31pm 
@queenelise9830 - Yeah, re-enabling worktypes is kinda annoying. I thought about adding another mod option to change it from disabled to -20 on the skill while ethereal, but the pawns will still attempt to do those worktypes w/ poor skill. So it's trading one issue for another. I might go ahead and just add the mod option and let players pick their poison.

Alternatively, may look into mods that can set work priority profiles. I didn't want to touch those in this mod for mod compatibility purposes.
queenelise9830 30 Dec, 2024 @ 2:45pm 
The "not being able to research while ethereal" is a good balance mechanic to stop mechanitors with this from being busted OP. Though, having to re-enable worktypes every time I shift to corporeal is a bit of a pain.
queenelise9830 30 Dec, 2024 @ 2:42pm 
From what I've seen it also seems to work decently with CE, dunno about exact damage stats but no errors at least.
Dishonest  [author] 30 Dec, 2024 @ 2:40pm 
Added a mod option to disable the germline genes. If unchecked, the Elysian xenotype will only include the archite genes as xenogenes.

@queenelise9830 - Become the elusive machine spirit!
queenelise9830 29 Dec, 2024 @ 5:25pm 
Mechanitor starts with this gonna be interesting. :D
Dishonest  [author] 24 Dec, 2024 @ 10:03pm 
@Lexator - IIRC, should be between 30-60 days
Lexator 18 Dec, 2024 @ 12:07am 
How long does it take to bring back the pawn once it dies? Been waiting for days, unsure if it's bugged
it's rachel! 19 Nov, 2024 @ 9:02pm 
Ooh, I'm glad this no longer requires Anomaly! Thanks! Can't wait to try them out.
Dishonest  [author] 4 Nov, 2024 @ 4:26pm 
Updated to no longer need Anomaly DLC + added Patches:
- Custom defs/sounds/textures to replace content used from Anomaly DLC
- Fixed "Cannot use Spiritual Healing" pop-up triggering when it shouldn't.
- Patched Biotech - Blood transfusion
- Patched Biotech - Extract Hemogen
- Patched Anomaly - Duplication
- Patched VRE - Archon - Transcendent gene
- Patched Hellsing ARMS (& Ultimate) - Sanctus Sensitivity gene


@Slamurmum - Yup

@Luneyl - I tested with it before as a temporary ability, but anything that affects the pathfinding can cause issues. It's a pretty cool feature, but not sure it's worth the stability trade-off.
Luneyl 3 Nov, 2024 @ 7:28am 
Have you considered adding them an ability to go through walls?

I tried it myself by adding a matter phasing effect from Vanilla Psycasts Expanded's Necropath tree to the ethereal hediff comps.

<li Class="HediffCompProperties">
<compClass>VFECore.HediffComp_Phasing</compClass>
</li>

It worked, but when they are in the walls their move speed drops to crawl and the pathfinding really likes to move them only through walls. Unfortunately there is no setting for speed exposed to xml for that hediffcomp :( It clearly wasn't designed to be on pawn for a long time.
Slamurmum 1 Nov, 2024 @ 12:33am 
Cortana?
Dishonest  [author] 31 Oct, 2024 @ 8:09pm 
@Skyrocitor - Yes; built-in mechanic from invisibility. If there's another mod that disables the proximity detector alert for invisible player pawns, then it should also apply for the Elysians in this mod.

My best suggestion is using zoning.

@Luneyl - Ah ha! I was waiting for someone to notice that. In testing, I kept wanting to abuse the ethereal mode with psycasts, but this defeated the purpose of Elysians being support-focused pawns.

Solution? - Elysian gets psychically-shocked into the next quadrum.
Luneyl 31 Oct, 2024 @ 5:28am 
Due to reduced psy sensitivity in etherial form if spirit psycaster goes etherial with any neural heat present, his total heat capacity drops to 10% and they instantly get overheated and psyshoked with possible coma lol.
Skyrocitor 29 Oct, 2024 @ 9:55pm 
Neat mod so far. Are they supposed to set off proximity detectors in Ethereal mode? On the one hand that is a nice touch, but on the other, if its one of your colonists it gets old real fast as they go about their business and recharge ectoplasm.
TheTrueJohnMadden 29 Oct, 2024 @ 6:37pm 
I'm gonna be honest I might download this and cherry pick the xenotype out just because I like the hairstyles and tattoos
Kokorocodon 29 Oct, 2024 @ 5:44pm 
this is GENIUS
B4TD4DDY 29 Oct, 2024 @ 3:42pm 
This is almost exactly the kind of mod I've been looking for.
Omnires 28 Oct, 2024 @ 9:39pm 
lol, ghost spy walks into enemy base and frees prisoners without fighting.
Dishonest  [author] 28 Oct, 2024 @ 6:53pm 
@Luneyl - Good catch; probably some errors. Will be mutually exclusive genes with the upcoming patch.
Luneyl 28 Oct, 2024 @ 10:49am 
What happens if pawn that has both Transcendant and Spirit genes dies? Does it come back?
|dvh| 28 Oct, 2024 @ 5:11am 
Thank you!
Dishonest  [author] 27 Oct, 2024 @ 7:56pm 
@TurtleShroom - I'll put it on the list for the patches I'm making.

@crafty1983 - No; should be starting scenarios only
crafty1983 27 Oct, 2024 @ 5:13pm 
Will they appear randomly in other factions?
lil-Ant 27 Oct, 2024 @ 3:55pm 
me refusing to buy anomaly like a plebe :(
chill 27 Oct, 2024 @ 3:44pm 
Ghostjob! WooWoo Woo Woo Woo
TurtleShroom 27 Oct, 2024 @ 3:43pm 
COOL! Please consider adding support for the Hellsing Mod. It adds Genes that make supernatural Pawns (e.g. vampires, monsters, and such) sensitive to Blessed Weaponry. It would be cool, if players had the Hellsing Mod, for them to be hurt my that!