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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.
:correction uh.. that is meant to be like
i wish you could edit comments so much agh
and i really like that they're sort of just in the background of a colony being able to lend a hand only sometimes
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.
@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.
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 - Become the elusive machine spirit!
- 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.
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.
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.
@crafty1983 - No; should be starting scenarios only