RimWorld

RimWorld

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Crystalloid
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Mod, 1.1, 1.2, 1.3, 1.4
File Size
Posted
Updated
114.480 MB
Nov 22, 2018 @ 11:34am
Jun 23, 2023 @ 9:25am
20 Change Notes ( view )

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Crystalloid

Description
This mod requires the Alien Races Framework by Erdelf.

Version 2.4

Works with or without DLC



Crystalloids are a xenohuman race known for their crystalline purple and blue hued skin and hair as well as their affinity for psychic phenomenon. They diverged from Humanity several millennia ago, as evidenced by their xenobiology; their biolithic bodies containing a high concentration of a peculiar form of silica based mineral, giving them their unique characteristic hues and dense skin.

Crystalloids originate from an area of space called the "Mechanoid Exclusion Zone", a dangerous blocked off area of space dominated by hostile archotech AI. How the Crystalloids survived or even escaped it is not understood, any effort to probe or enter the MEZ is met with teeming swarms of drones.

Most Crystalloids live within a totalitarian collectivist society called the Ekkrian Collective, often shortened to "The Collective". The Collective is ruled by sects of mysterious and arcane families know as the Ekris. The Ekris are composed of some of the most potent psycasters to have ever exist, their limits unknown. Edging on the verge of divinity, their capabilities are seemingly only matched by Archotechs. Their rule in the Collective is absolute, but they speak in riddles and shrouded tongues, delegating most functions of the government to their appointed elite, the Dyarkkian, who discern meaning from their cryptic messages. The lower classes of society, especially the Awisa, are often oppressed and exploited. Their plights are further compounded by the compulsory connection to the Collective's psychic network, which monitors and punishes those who step out of line. Many dream of escaping, few act upon it, and fewer yet actually succeed.

The Collective typically inhabits the outer worlds, away from the core, and occasionally settle on Rimworlds and other fringe worlds. But the bulk of their population live on massive colony ships, known as Cascades, which have the bulk and population of entire Urbworld cities. These floating metropolises are rumored to be sustained by the power of the Ekris.



Crystalloid has a lot to offer; from materials to build your structures and weapons with, to psychically powered weaponry that sears flesh and melts metal. But it also features a hostile faction and their autonomous crystalline constructs that seek to destroy you. Without proper precautions, establishing a base in proximity to one of their strongholds will subject you to difficult raids that require special planning and strategy, and a lot of luck.

A full research tree will progress you though the mod; first leading you to reconfigure crystalline material into stronger crysteel, and beautiful crystalsilk. Then producing crystal shard firing weaponry, followed by psionic weaponry, as well as means to produce the crystalline material itself. You will also be able to utilize latent psychic energy as a fuel source for electricity!


Thanks to Tarojun, Erdelf, and Chjess on their help for the mod!

If you enjoyed this mod, I ask you help support the creator of the Framework, Erdelf, @ https://ko-fi.com/erdelf
Popular Discussions View All (1)
57
Dec 27, 2023 @ 9:40am
Bug Reporting
AtomicRavioli
648 Comments
Syna 21 hours ago 
There is no Github link. I wonder if this mod is lost forever.
Ruggedgolem Apr 20 @ 4:47pm 
Since it hasn't quite been a year yet since this has been updated, I'll keep some hope that we might get a 1.5 update. But it feels like this might need to be necrod
markik Apr 18 @ 9:47am 
Long time user of this mod, just wanna say I appreciate y'all!
setarium Apr 14 @ 5:45am 
great mod, any news for a 1.5 update?

from what i heard pawn rendering got overhauled in base game so anything related to it will take awhile to update. I will be waiting patiently for it, for sure. Just want some news from the creator.
MasterOfGrey Feb 14 @ 6:25pm 
Is it intended that all the natural crystal spawns on the map convert into raw crystal upon being mined?
kyenn_zeratul Feb 2 @ 11:09am 
I know it's a staple dumb question, but is it CE compatible? Your mod seems great and I wanted to add it to my gameplay.
MasterOfGrey Jan 31 @ 5:56am 
To quote the answer below: Nope, HAR has much much more features than Biotech”
dingo Jan 22 @ 4:28pm 
Probably asked before, but any plans to make this non-standalone and integrated with biotech?
KiltedBastich Jan 3 @ 3:22pm 
So, there's an incompatibility with this mod and Vanilla Factions Expanded: Ancients. It seems that they patch BasePawn to put in the Powers tab in the inspector. Since Crystalloids use CrystalBasePawn instead, they don't get the Powers tab, and so you can't see their abilities if you try to give them superpowers using the VFAE tech. The fix for this is to patch the VFAE ITab def and change the line that reads "<xpath>Defs/ThingDef[@Name="BasePawn"]/inspectorTabs</xpath>" to <xpath>Defs/ThingDef[@Name="BasePawn" or "CrystalBasePawn"]/inspectorTabs</xpath> instead.
Demonlord09 Nov 26, 2023 @ 3:05pm 
https://steamcommunity.com/sharedfiles/filedetails/?id=3096992936 <--- Screenshot of bug

https://gist.github.com/HugsLibRecordKeeper/93aa66a3e7451a9d62bac0fe54c73864 <--- Hugslib_log

It seems this mod conflicts with the VE Psycasts mod. With the Crystalloid race active, when you cast the Resurrect psycast from the Necropath psycast tree, instead of losing a finger the pawn casting it loses their life. It kills the caster, Crystalloid or human.

Removing this mod fixes the problem. I also left this in the HAR discord on the off chance you see that first.