RimWorld

RimWorld

252 ratings
Integrated Creep Joiners
2
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.5
File Size
Posted
Updated
620.890 KB
Apr 27, 2024 @ 5:13am
Jun 10, 2024 @ 6:11pm
18 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Integrated Creep Joiners

In 1 collection by IPN
Balanced Vanilla Improvements and Integrations
3 items
Description
This mod adds creeps that actually use content from the Ideology, Royalty, and Biotech expansions. It also adds xenotypes and additional cross-expansion integrations to existing creeps. This mod does not require any of the above DLC, though more content will be enabled the more DLC you have.

Certain features are only enabled if Harmony is installed.

What does this mod do?
Anomaly added a new kind of pawn that can join you - creeps - which have unique powers and potential drawbacks for recruiting them. This mod does the following:

New creep forms, benefits, downsides, and traits. Every creep consists of a form (such as the Timeless One), a benefit, and a downside. This mod adds more of these, including new traits that can appear as benefits or drawbacks.

Creep xenotypes. Adds the chance for xenotypes to appear on creeps. (While non-baseliner creeps were possible in vanilla, they were rather rare.)

Creep romance. Creeps can now romance and be romanced by regular colonists. This includes the ability to have children (with Biotech). Requires Harmony.

Creep children. If you have the Biotech DLC and Harmony, some creeps can spawn as children. The Summer Child form is guaranteed to be a child, while the Timeless One now has a minimum age of 10 (though it can still spawn older). Requires Harmony.

Creep ability genes. Adds new archite genes for the creep special abilities. These can appear on traders like normal archite genes, and all cost 6 complexity and 2 archite capsules. These genes do not appear on creeps.

Note: These genes will not appear if you're using ReSplice: Core, as that mod has a more robust implementation of new genes for Anomaly.

Creep body types. In vanilla, creeps spawn with male body types as a default. When enabled, creeps will spawn with a wider variety of body types and no longer default to male. Requires Harmony.

Toggleable settings. Several features can currently be toggled on or off in the mod settings menu, with plans to expand this. Requires Harmony.

Design Philosophy
As with all my mods, I wanted to maintain a "vanilla" feel. Nothing in this mod should jump out or feel out of place within the game or the established lore. Creeps are fairly strong pawns, which gives some leeway in providing them with uniquely powerful abilities, but nothing in the mod should feel unbalanced.

Currently, the creep forms from this mod are less common than the default creeps. After installation, roughly 1/3 of the creep joiners you see should be from this mod.

Future Plans
More creep variety. I intend to add more creep benefits, abilities, and drawbacks over time. I'll likely only add one or two more forms, since there's already quite a few of them. I may include custom graphics for some of the forms added by this mod.

Feel free to send in ideas. It's hard work to think up new benefits and downsides!

Compatibility!
Compatible with Humanoid Alien Races and Way Better Romance. My mod's creep romance and compatibility patches do not occur if either is enabled, so systems used by those mods take priority. This mod will likely conflict with other mods that also mess with creep compatibility and romance, but you'll have to tell me if my mod needs to consider mod X as well.

This mod includes my other mod Anomaly Pawns have Xenotypes. They should not be used at the same time.

Known Issues
If you spawn a lot of creeps at once (like through dev mode), then sometimes the modded benefits and drawbacks get removed from the pool. The problem usually goes away when you restart the game. I've never seen it occur during regular gameplay, but if you get a nonsensical combination of form/benefit/drawback then this may have happened.

Also, sometimes the base game just fails completely to generate a creep and will throw an error. This is vanilla behavior, not the fault of my mod.

Check out my other mods!
If you have Vanilla Xenotypes Improved, then creeps will also have a chance to spawn as the new xenotypes added by that mod.

Note about mod commissions
It's come to my attention that someone's been claiming to be me using various discord accounts to try to get mod commissions. I have never nor do I ever plan to take commissions for mods. If someone is using this mod as part of their portfolio, it's not me.
Popular Discussions View All (1)
2
Feb 28 @ 1:59pm
Benefits and Downsides Suggestions and Feedback
IPN
90 Comments
Lord Rugdumph Apr 6 @ 12:02pm 
What does twisted digestion do?
Massattack52 Mar 21 @ 8:48pm 
Got a pawn that just joined as a master craftsman, the dialogue said they had prosthetic limbs and a strange gait, but they didn't have anything like that once they appeared. Not sure what's up. Just had cancerous reservoir, no prosthetic limbs.
Harmonea Mar 13 @ 2:47pm 
I got one of your new cancerous creeps the other day. It just so happened to spawn as an Alpha Genes Taukai xenotype, which can consume carcinomas to fuel powers. Taukai generate carcinomas at a much faster rate than the creep power does, but the creep power allows it to surpass the max of 10 tumors. Glorious mod 11/10 thanks for this
TurtleShroom Feb 26 @ 8:37am 
How does creating custom Creep Joiners work? I was interested in creating some of them on my own. Does it require C-Sharp, or can I make Creep Joiners in pure XML?
Nameless Feb 12 @ 2:26am 
Continuation
--- End of inner exception stack trace ---
[Ref 542CD9C4] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch4 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.StaticConstructorOnStartupUtility.CallAll_Patch3 ()
Verse.PlayDataLoader/<>c:<DoPlayLoad>b__4_4 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
Nameless Feb 12 @ 2:26am 
Continuation
--- End of inner exception stack trace ---
[Ref 3C16000D]
at HarmonyLib.PatchClassProcessor.ReportException (System.Exception exception, System.Reflection.MethodBase original) [0x0013c] in <abec11463bc04855a5322a0a868aeb22>:0
at HarmonyLib.PatchClassProcessor.Patch () [0x000a0] in <abec11463bc04855a5322a0a868aeb22>:0
at HarmonyLib.Harmony+<>c__DisplayClass14_0.<PatchCategory>b__1 (System.Type type) [0x0000c] in <abec11463bc04855a5322a0a868aeb22>:0
at HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable`1[T] sequence, System.Action`1[T] action) [0x00014] in <abec11463bc04855a5322a0a868aeb22>:0
at HarmonyLib.Harmony.PatchCategory (System.Reflection.Assembly assembly, System.String category) [0x0002b] in <abec11463bc04855a5322a0a868aeb22>:0
at <0x20a41387780 + 0x000da> <unknown method>
Nameless Feb 12 @ 2:26am 
Hi @IPN, Thank you so much for this mod! Can you please help me with this error?
Error in static constructor of IntegratedCreepJoiners.Patcher: System.TypeInitializationException: The type initializer for 'IntegratedCreepJoiners.Patcher' threw an exception. ---> HarmonyLib.HarmonyException: Patching exception in method System.Single RimWorld.Pawn_RelationsTracker::SecondaryLovinChanceFactor(Verse.Pawn otherPawn) ---> System.InvalidProgramException: Invalid IL code in (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:RimWorld.Pawn_RelationsTracker.SecondaryLovinChanceFactor_Patch6 (RimWorld.Pawn_RelationsTracker,Verse.Pawn): IL_0030: call 0x00000011


[Ref C9C4351E]
at HarmonyLib.PatchFunctions.UpdateWrapper (System.Reflection.MethodBase original, HarmonyLib.PatchInfo patchInfo) [0x00094] in <abec11463bc04855a5322a0a868aeb22>:0
at HarmonyLib.PatchClassProcessor.ProcessPatchJob (HarmonyLib.PatchJobs`1+Job[T] job) [0x000be] in <abec11463bc04855a5322a0a868aeb22>:0
Darian Stephens Jan 30 @ 4:02am 
I found this mod which seems to work with Integrated Creepjoiners!
Creep Joiners Romance Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=3340128104
Darian Stephens Jan 30 @ 2:28am 
@Victor
Aaargh, is that what causes it?
I've been wanting this one creepjoiner to get together with another colonist, but the romance chance has been 0%, no matter how much they like eachother.
It's sad, I really want them to get together! They're so cute together, but I can't do it!
I can't remove the other mod, either, because it's so essential to a lot of other things we're doing, and has been in the save since near the start.
R E D L I N E Jan 28 @ 11:36am 
I'm getting an error that completely breaks pawn generation when used with Way Better Romance using the default sorting order.

https://gist.github.com/HugsLibRecordKeeper/46a2e2acde41a04c6b99436b115f7688

Changing their order gives me a different error from Integrated Creep Joiners, but the world manages to load. I honestly don't know which mod is at fault here.