RimWorld

RimWorld

Spirits
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
Dishonest  [author] 6 Aug @ 9:04pm 
@Dj0z - It's a cosmetic gene for the light-blue blood. I think I forgot to update the flavor text when I took out the stat penalties that were previously on it. I'll correct it with the next series of updates.
Dj0z 6 Aug @ 12:28pm 
That's with biotech as the only enabled DLC
Dj0z 6 Aug @ 12:28pm 
What does the "Essence" gene do exactly? I put it on a colonist and I can't find a single visual change, and i looked at every detailed stat breakdown i could think of (starting with manipulation and combat) without finding a single thing affected.
Dishonest  [author] 3 Aug @ 10:10pm 
@lucasbobo22 - No, this mod will never require Anomaly. Anomaly-integration will be a separate add-on mod. All content here is available without it.
lucasbobo22 3 Aug @ 9:53pm 
does this mod need anomaly (because of the new summons) or it will just not spawn anomaly related stuff? (i dont like the DLC idea so i never bought it)
Dishonest  [author] 3 Aug @ 8:20pm 
@Stone - Either through the start scenario or through pirate/tribal factions. By default, spirits will not spawn in any factions, but you can toggle mod options for a 2% change to spawn in waster and/or neanderthal factions.
Stone 3 Aug @ 5:45pm 
How do you actually get spirits? Do they spawn normally?
Sera 3 Aug @ 4:15pm 
Really? thats kind of cool actually. Gives me more ways to play around with ways of powering up pawn. Good thing i do use the editor for fixing things that broke. But I will take your advice and learn more about it before i touch it.
Dishonest  [author] 3 Aug @ 11:03am 
@Sera - 1.6 update introduced a new mutant system. Anomaly DLC switched to the new system for the ghouls, shamblers, and awaken corpses. It still has some quirks that makes the vanilla expanded framework gene system better to use. Currently, you'll need to use character editor mods or have the Anomaly DLC to set mutant pawns in the scenario editor.

Honestly, I would recommend only using the mutant if you want custom xenotypes as spirits. The latest Revenant xenotype is functionally the same w/o the quirks (missing description overrides, blood splatter color, essence resource bar, etc.).

This mutant system is also how I'm building out the future shambler-like spirit summons.
Sera 3 Aug @ 4:30am 
huh new mutant? Did i miss something? what are mutants?
Stone 3 Aug @ 3:06am 
Thanks, thanks. I really love seeing this mod develop and I find it amazing

I will 100% use it for my next run with transhumanist totemic shamans
Dishonest  [author] 3 Aug @ 1:09am 
@Stone - Sure thing, I'm kinda running out of space for characters though. Need to create some infographics to replace later.
Stone 3 Aug @ 12:03am 
Could you add the Revenant in the description like the other Xenotypes? Since the other xenotypes are there, so people don't always have to go ingame to check on it
Dishonest  [author] 2 Aug @ 3:17pm 
Updated:
- Fixed mod options
- Split out how the wolves are able to be summoned into two abilities.
- New xenotype "Revenant" for a more challenging experience.*
- Revamped resource utilities to use tick-interval instead of every tick.
- Fixed minor issues with the mutant version of the spirit.

WIP:
- Shambler-like spirit summon ability
- Rancor Call - Hunter drone ability
- Revenant's spirit spine's extended uses (implants, equipment, etc.)

Please let me know if you experience any bugs with this update.
ィsenseless 学fearfulィ 30 Jul @ 1:28am 
hello, here is the translation into russian:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3537326604
Dishonest  [author] 29 Jul @ 8:23am 
Thank you for the support!

Got updates coming this weekend:
- Fix mod options
- Standardize summoning function
- More/updated summons
- Anomaly stuff*

For anomaly stuff, I may need to break out in a separate add-on mod. Will keep the core mutant option here though. Trying to add the opt-in way hasn't been working.

@Rettile - This feature was intended. I've been on the fence with balancing, but with future updates the spirits should have a wider suite of spirit-exclusive abilities. Echos were added in case players didn't care for all the spirit shenanigans.
Stone 29 Jul @ 6:37am 
I heard someone speaketh of the Elden Ring within this comment section... And grace led me to this mod...

(awesome mod btw)
MorphingE 27 Jul @ 1:43pm 
@Rettile One of the abilities Dreamers get (Clouded Dreams) reduces Psysensitivity to 0. Seems to be intended that they can't psycast normally.
Rime Pendragon 23 Jul @ 10:28am 
Thanks for this excellent mod BTW.
Rettile 23 Jul @ 1:33am 
First of all tyvm for the mod!
It seems that Dreamers can't psycast: ability get learned and are shown, but the focus bar is not there.
Echoes can actually psycast, the focus bar is shown.
Would it be possible to allow dreamers to psycast too? Thank you so much
Dishonest  [author] 22 Jul @ 8:52pm 
@Rime Pendragon @Maal - Sorry about the faction toggle bug. I've taken out the options until I have time to properly revisit & address + anomaly stuff.

@MorphingE - It should be a relatively easy update. I may include when I split out the spirit wolf into the permanent and temporary variants. Permanent being the normal RimWorld style. Temporary as a useful / consumable summon; draftable + 3 hour summon time.

I really want to look into the code for Odyssey's hunter drones and make a sort of "Rancor Call" inspired summon from Elden Ring.
MorphingE 20 Jul @ 6:28pm 
Hello, would it be possible to make the Spirit Wolf summon already have the Training options fully trained?

No sweat if not, it'd just make them more immediately useful, cause mine is just drifting about aimlessly.
Dishonest  [author] 18 Jul @ 6:01pm 
@Aquo67890 - I probably should have mentioned in my earlier comment; this passive loss/gain rate can be changed in mod options.
Dishonest  [author] 18 Jul @ 6:00pm 
@Rime Pendragon @Maal - Thanks for the details! I'll look into this weekend.
Maal 17 Jul @ 12:21am 
Also getting similar error for the faction I enabled the spirit for in the mod's option.

https://gist.github.com/HugsLibRecordKeeper/167a843c14e218425aa2d5e1ff74293b
Rime Pendragon 16 Jul @ 2:03am 
Ok, that was quick. I get the errors when I only have Spirits and the Vanilla Expanded Framework active.
Rime Pendragon 16 Jul @ 1:57am 
Probably :-) I have 300 mods active at the moment. I will see if I can weed out the problem.
Dishonest  [author] 15 Jul @ 7:43pm 
@Aquno67890 - Yes, intended feature.

@Rime Pendragon - These are patches for basegame RimWorld's ancients faction (cryptosleep people) and tribal factions. Unrelated to Vanilla Factions Expanded mods. Are you using a mod that might affect the vanilla factions?
Rime Pendragon 15 Jul @ 12:03pm 
I get these errors:

Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="Ancients"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_Ancients: Error

Verse.PatchOperationAdd(xpath="Defs/FactionDef[defName="TribeCannibal"]/xenotypeSet/xenotypeChances"): Failed to find a node with the given xpath
REDSpirit.REDS_Patch_ModOp_TribalCannibal: Error

There are more of each of these errors, but there is a char limit

But I'm not subscribed to Vanilla Factions Expanded: Ancients or Vanilla Factions Expanded: Tribal.

If I delete:
1.6\Patches\Vanilla_Factions_Ancient_Patch.xml
1.6\Patches\Vanilla_Factions_Tribal_Patch.xml
The errors go away.
Anto:-. 13 Jul @ 8:58pm 
looks so cool!
Aquo67890 13 Jul @ 2:38pm 
Should dreamwalkers passively lose essence in corporeal form?
Unlucky Colonist 13 Jul @ 11:05am 
@Dishonest
Thank you for fix.
Dishonest  [author] 12 Jul @ 4:37pm 
@ziggydfsm - Glad to hear!

@Unlucky Colonist - Thank you for the details. Please try un-subbing and re-subbing to force the update. 1.5 shouldn't have any more missing texture errors.
Unlucky Colonist 12 Jul @ 9:12am 
There is no error displayed on the screen, but an error is occurring saying that the texture cannot be found.
(RimWorld 1.5)

・Log
https://gist.github.com/HugsLibRecordKeeper/c4e63f63d432b9b13aa189370036d9b6

・Used MOD List
Harmony
Biotech
HugsLib
Vanilla Expanded Framework
Spirits
ziggydfsm 12 Jul @ 7:14am 
@Dishonest. It seems to work now. I had to resub, I must have caught that end of the test version, and it didn't want to update.
Dishonest  [author] 11 Jul @ 5:26pm 
@ziggydfsm - No, the game shouldn't have been trying to grab those anomaly files. I've gone ahead and just taken out the anomaly references for now. Might get some minor errors if you try to dev in the spirit mutant w/o anomaly, but nothing noticeable.

Other users WITH Anomaly and 1.6 saves - this update may cause some errors regarding missing hediffs. Don't worry these are completely benign. It's expected and shouldn't impact anything. If you believe it has, then please let me know. Apologies for the trouble.

Thanks, Dishonest
ziggydfsm 11 Jul @ 2:56pm 
Does this now require Anomaly? because the game crashes when I try to load the mod.
Dishonest  [author] 9 Jul @ 10:26am 
@Wraith - Sorry, I accidentally uploaded the test version of 1.5 when I pushed the 1.6 update. Some of the time-based stuff is probably really short. I'll update tonight.
Wraith 8 Jul @ 5:57pm 
The spirit wolves are described as permanent/semi-pernanent/lasting a quadrum pretty much everywhere, but for me they disappear after slightly over an hour. Is that intentional?
Dishonest  [author] 8 Jul @ 12:25pm 
@MorphingE - Depends on the spirit, Dreamers xenotype will return similarly to VRE archons sometime between 30-60 days at night in a special weather event. Echo xenotype will be gone permanently. Mutant spirits will return similarly to Anomaly DLC's revenants from their spine over time.