RimWorld

RimWorld

Not enough ratings
Symbiophore
   
Award
Favorite
Favorited
Unfavorite
Mod, 1.4, 1.5
File Size
Posted
Updated
9.177 MB
25 Jul, 2023 @ 11:08am
2 Nov, 2024 @ 3:40pm
6 Change Notes ( view )

Subscribe to download
Symbiophore

Description
Symbiophore: Jungle-Born Psychic Companion and Silk Producer

The Symbiophore is a fascinating, caterpillar-like creature from the dense jungles, known for its rare psychic abilities and unique silk production. These creatures are not only loyal and affectionate pets but also provide invaluable support to your psycasters. They resonate with the psychic energy around them, helping to relieve neural strain while also improving the well-being of nearby colonists.

Despite their small size the symbiophore may make substantial contributions to your colony:
  • Psychic Emanators: They enhance the mood of those nearby by emitting calming psychic emanations, provided they are well-cared for and comfortable. A content Symbiophore has a much stronger psychic effect.
  • Neural Heat Sponges: Twice per day, they can absorb excess psychic entropy (neural heat) from psycasters, reducing the risk of neural overload.
  • Silk Producers: Symbiophores produce silk noil, a raw material that can be spun into silk thread at crafting stations. In future updates, more specialized processing methods will be introduced: lucette fork and crafting spot, spinning wheel, silk reeler (industrial technology). For now, Symbiophores directly produce silk.
  • Improved Combatants: Though not primarily combat animals, Symbiophores now possess a unique "gullet ejection" attack, which causes acid burn damage. This powerful ability is used defensively and can only be unleashed once per quadrum, requiring a recovery phase afterward.

Acquiring a Symbiophore:
  • Animal Traders: Occasionally available from exotic and uncommon animal traders.
  • Tame in the Wild: Seek them out in jungle biomes to tame these rare creatures.
  • Unexpected Arrival: On rare occasions, a lost Symbiophore may wander into your colony, seeking a new home.

Symbiophores thrive in warm, humid environments and prefer a diverse diet. They are particularly sensitive to cold and will become unhappy if exposed to low temperatures, go hungry or want for sleep. With proper care, they can even be brought into combat, but mind the ambient temperature to keep them comfortable.

Current Status and Future Updates:
Symbiophores are still being balanced, and additional features or abilities may be added in future updates. The silk production system will evolve, including the introduction of specialized workstations for processing silk noil into silk thread.




What's New?:
  • Totally new artwork for the Symbiophore with color variations.
  • Introduction of silk production, a valuable new resource.
  • Psychic emanations are now more effective when the Symbiophore is comfortable and happy.
  • Symbiophores can now participate in combat with the powerful "gullet ejection" acid attack.



Source Code and Discord:
GitHub:
https://github.com/cemacmillan/Symbiophore
Discord:
https://discord.gg/akzpG9QbAz



Check Out Our Other Published Mods:





Support the Mod: Support via Ko-fi[ko-fi.com]

Title Art by Poulpe Voulant.
Popular Discussions View All (2)
2
30 Aug, 2024 @ 4:09pm
Bugs
CEM
0
25 Jul, 2023 @ 5:43pm
Feature requests and ideas
CEM
20 Comments
And cute
CEM  [author] 2 Nov, 2024 @ 3:55pm 
Updated! Essentially re-written again.

• Silk Production: Now generates regular silk without needing a processor framework. Future updates may add a specialized processor for more complex silk fabrics.
• Defensive Ability: Stay behind these pawns! Periculum , their corrosive gullet ejection, is hazardous to allies as well.
• Temperature Tolerance: Expanded comfort range ensures symbiophores thrive in typical crash-landed environments. For optimal results, choose a tropical biome or build a hothouse.
• Predatory Behavior: Symbiophores now hunt small animals. In warm areas, they may feed on rats or monkeys. Be cautious: wild ones can threaten small children and pets. Keep them well-fed!

Enjoy, and please report bugs or provide feedback. If you like the mod, support it by spreading the word or on ko-fi.com (link in the Description tab).
CEM  [author] 28 Aug, 2024 @ 9:57am 
See bug discussion for hypothermia deaths. I'll soon make a point fix to address a too high minimum temperature. Sorry for inconvenient creature loss. :(

Also, we'll expand the upward temperature so that you can plan habitats, if engaging in sericulture around steam geysers. This _almost_ works with a small enclosure, ideally with a couple of missing roof squares. But, it's just a little too high, before adjusting for seasons for the creatures to be happy.
CEM  [author] 25 Aug, 2024 @ 6:58pm 
Alright, finally!

Do remember that symbiophores do not like cooler temperatures. You'll want to keep them at greater than 15C and you'll see the greatest benefits with:

Ambient temperatures above 25C, unroofed and raining. Absolute misery for humans but perfect for the symbiophore - this will maximize their performance as psychic emanators and resource producers.

Because these creatures have a mood, which your pawns experience, we've added mood and silk gland fullness to the animal's inspector tab. Low mood with a well-fed and rested animal will be due to temperature or environmental conditions.

Silk is extremely valuable, beautiful and will increase your colony wealth if you aren't careful.

There's still a _lot_ to be done, but nothing breaking will happen during the rest of the 1.5 life-cycle.

Glad to be back doing what I love.
mayonnaise 24 Aug, 2024 @ 2:45pm 
hooray! can't wait! :beeped:
CEM  [author] 24 Aug, 2024 @ 10:19am 
@mayonnaise An update is on the way. More than on the way, it's waiting here for me to finish the text as all the code is complete, subject to modification of one feature (which requires coordination with other mods, and will be added later.)

The symbiophore in 1.5 got the capabilities I had planned for 1.4 (but my life was interrupted for nearly a year).

New art, new creature effectively from the 1.4 version.

Hoping to release tonight!
mayonnaise 14 Aug, 2024 @ 1:55pm 
i love this mod but as the previous comment says, it needs a buff. cause i've only seen it show up once in my game, and it didn't do very much of anything psychic.

also, i look forward to any updates!!! :D
slup.kamil 13 Nov, 2023 @ 8:59am 
ah yes, free +1 mood when raiding encampments for sick loot or when breaching into an ancient complex
{GSW} Umbraa 26 Aug, 2023 @ 8:19am 
I'd say its good as is, perhaps a tad bit more lighter

love the little dudes :atohpioneer:
CEM  [author] 10 Aug, 2023 @ 5:18pm 
These _sound_ like positive comments, some of them.

Would appreciate feedback. Would a lighter shade of color be preferable, or too maggot?