RimWorld

RimWorld

143 ratings
Crystalloid (Rewrite)
 
Rate  
Favorite
Favorited
Unfavorite
Mod, 1.0
File Size
Posted
Updated
14.112 MB
Nov 22, 2018 @ 11:34am
Dec 3, 2018 @ 8:18pm
5 Change Notes ( view )

Subscribe to download
Crystalloid (Rewrite)

Subscribed
Unsubscribe
Description
This mod requires the Alien Races Framework by Erdelf.


1.0 Release. Should be save compatible, some features involving factions may not work properly (Seige Crystal)


Coming from 2 years ago in A15, Crystalloids were one of the first Alien Races for Rimworld. For Rimworld's 1.0 release, they have been rewritten, and while many of the core features are the same, just about everything has been redone from scratch to bring it all to 1.0's standards and balance.



This mod adds a xenohuman race of crystalline people called Crystalloids. Crystalloids are psionic beings that come from a strict collectivist civilization where all members are linked in a neural network. Independence is limited, and some Crystalloids strive to escape and live among humans and other xenohumans.

Crystalloids are psionic, their connection to the psionic field develops over time. Generally, the older the Crystalloid the greater their psionic connection. Rumor has it that there is a special pill that is traded out on the Rim that enchances the development of psionics, and can even enable a connection in other beings.


Crystalloid Racial Traits:
+ Long lifespan, up to 2000 years old
+ 5% blunt and 12% sharp natural armor
+ Better base comfortable temperature range than Human
+ Only 75% Toxic Sensitvity
+ Psionic Buffs

- Requires 20% more food
- Worse mental break range than Human
- Slightly lower movement speed than Human
- Weaker unarmed attack than Human


Valkyrie Racial Traits:
+ Long lifespan, up to 2000 years old
+ 7% blunt and 20% sharp natural armor
+ Better base comfortable temperature range than Human
+ Slightly higher movement speed than Human
+ Heighted melee attack chance
+ Powerful unarmed attack
+ Only 50% Toxic Sensitvity
+ Psionic Buffs

~ Only Female

- Carnivore
- Worse mental break range than Human
- Requires even more food
- Larger body size means attacks land more often



Psionic Buffs:
- Emergent: +25% Psychic Sensitivity, +5% Pain Factor, +2.5% Consciousness
- Class 1: +50% Psychic Sensitivity, +10% Pain Factor, +5% Consciousness, +5% Sight
- Class 2: +75% Psychic Sensitivity, +15% Pain Factor, +10% Consciousness, +10% Sight
- Class 3: +100% Psychic Sensitivity, +20% Pain Factor, +15% Consciousness, +15% Sight, +5% Manipulation, 2% Sharp and Blunt Armor, +5% Global Work Speed
- Class 4: +125% Psychic Sensitivity, +25% Pain Factor, +20% Consciousness, +20% Sight, +10% Manipulation, 5% Sharp and Blunt Armor, +10% Global Work Speed
- Class 5: +150% Psychic Sensitivity, +30% Pain Factor, +25% Consciousness, +25% Sight, +15% Manipulation, 10% Sharp and Blunt Armor, +15% Global Work Speed
- Class 6: +175% Psychic Sensitivity, +35% Pain Factor, +30% Consciousness, +30% Sight, +20% Manipulation, 20% Sharp and Blunt Armor, +20% Global Work Speed
- Quasi-Ascendant: +250% Psychic Sensitivity, -80% Pain Factor, +100% Consciousness, +100% Sight, +100% Manipulation, 60% Sharp and Blunt Armor, +40% Global Work Speed, Halved Sleep/Hunger need, -0.5 Mental Break Threshold.
- Ascendant: +350% Psychic Sensitivity, No Pain, +200% Consciousness, +200% Sight, +200% Manipulation, 120% Sharp and Blunt Armor, +50% Global Work Speed, No Sleep/Hunger need, -20 Mental Break Threshold.




Along with the race, this mod adds the hostile Crystalloid Collective faction. The collective employs the use of Constructs, animated solid crystal beings, to assault your colony. While the constructs are extremely resiliant, they have some key weaknesses.


Surviving the collective allows you make use of Crystalloid technology. You can craft weapons that fire searing bolts of psionic energy, or harness the psionic grid to generate electricity.

Thriving and lucky colonies can even create their own Constructs to defend their base!





Craftables and buildings are under Crystalloid Research tab with some exceptions:
- Crystalloid mantle buildable with flak armor research


Important notes:
- Psionic Field Scanner allows you to visualize the psionic fields on the map, you can put the psionic electricity generators on the areas to boost their output. Psionic fields also give passive boosts to any pawn with a high enough psychic sensitivity.
- Valkyries are Carnivores.
- No worldmap factions are added, the Crystalloids and Valkyries are integrated into the existing human factions. The collective faction works in the same fashion as mechanoids.
- An event may occur where a seige crystal will drop from the sky and produce units to assault your colony, destroy the crystal and the attackers will stop coming.


Please post if anything seems to be broken or not working as intended.


Thanks to erdelf for their work on the AlienRaces framework, and Chjess for their help on some of the more complex features! Also credit to Sarg, who maintains Alpha Animals, for updating Animal Ranged Verbs (Which this mod makes use of).

If you enjoyed this mod, I ask you help support the creator of Framework, Erdelf, @ https://ko-fi.com/erdelf
< >
232 Comments
viirinsoftworks 20 hours ago 
Very interesting! I'm wondering though, are they colonists? Like with Children and Learning, different species are easily breedable. Can these guys get in the mix too?
[DN]TheJinx Feb 15 @ 12:49pm 
There is almost no relation :-)
T Bot Feb 14 @ 7:07pm 
This seems like something from steven universe
Kokuou_munashii Feb 14 @ 6:19pm 
i have been really enjoying this mod, but i have been getting some errors that i don't know how to fix. otherwise keep up the good work!

Config error in CrystalReconfigurationChamber: graphicData defines a shadowInfo but staticSunShadowHeight > 0
Verse.Log:Error(String, Boolean)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__1()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__1()
ed asner Feb 14 @ 5:26am 
I really love this mod, it's nice to see a race mod that actually feels like it has a unique culture, rather than just sharing the human backstories, buildings, etc.
However, if I can suggest some balance changes, I'd say the bigger psionic generator could do with using advanced components instead of ordinary ones, and the quest reward that generates crystal could do with either being slowed down to every two days, or halfing the amount. Those are minor gripes though.
megaboto Feb 12 @ 10:59am 
also one thing:using the "minify everything" mod,which lets you uninstall and replace everything that is a building,you can get a lot more of the micro prisms or preservers
megaboto Feb 12 @ 10:57am 
...maybe you could make tiers of amplifier crystals and basicaly let the be some sort of lenser for some vrystaloid turrets
AtomicRavioli  [author] Feb 11 @ 5:34pm 
Nothing, its a depreciated feature that I was going to rework into something cooler
megaboto Feb 11 @ 11:54am 
another question:what is the amplifier crystal for?
megaboto Feb 9 @ 3:16am 
i've got a question:can you controll the micro prisms directly,normaly?because i cannot. built one,spawned three when it was built,but they just wander aimlesly