RimWorld

RimWorld

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Spirits
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Mod, 1.5, 1.6
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3.850 MB
28 Apr @ 4:03pm
20 Jul @ 11:55am
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Spirits

Description
Introduction
Adds two new xenotypes and one new mutant.

Content

Spirit Mutant
A person who has been turned into a spirit.

About spirits: Spirits are enigmatic byproducts of dark archotechnology.

They have survived a harrowing infection of microscopic machine-like archites that feed on the host's psychic prescence. Only individuals with extraordinary psychic sensitivity have survived and kept their humanity intact. Resisting the dark archites corruption has left them with unique spiritual powers and an incapability of violence*. For better or worse, they experience reality as a series of clouded dreams.

Many people find spirits mysterious if not eerie. More mysterious is their spiritual powers. If their spirit body is destroyed, they will dissipate into the form of a spine.


*Violence disabled - Not currently working due to vanilla bug.

Dreamer Xenotype
Dreamers are archotech-enhanced xenohumans temporally linked to a shattered pocket dimension. With spirit essence, they can phase between ethereal and corporeal forms. In the event of death, they will skip back to their dimension and may return after some time has passed.

These spirits were created when an archotech world undergoing transcendence was hit by a planet-killer. The archotech's attempt to save itself led to a spacetime anomaly. The few inhabitants that survived the event found themselves forever altered and isolated in the newly formed pocket dimensions. Reborn with their new powers they began casting themselves out into the stars. For better or worse, they experience reality as a series of clouded dreams.


Genes:
  • Spirit - Carriers of this gene have transcended the mortal condition. Temporally bound to a pocket dimension.
  • Clouded Dream - Carriers of this gene are in a perpetual dream-like state of consciousness, separate from all other psychic phenomenon. They can momentarily share their dreams with others, ending mental breaks. They will never start social fights or have aggressive mental breaks.
    ( -20% Consciousness; 0 x Psychic sensitivity; disables Food need)
  • Perfect Immunity
  • Non-senescence
  • Ageless
  • Spirit Summon - Carriers of this gene have a special connection to transcended animals bound to another dimension, allowing the carrier to summon them as spirits.
  • Essence Blood
  • Essence Body
  • Essence Hair
  • Sterile
  • Grayless Hair
  • Dark Vision
  • Very Sleepy

2% chance to spawn as a double xenotype instead of baseliner (similar to sanguophages)
Can be toggled to generate in ancient & tribal factions.

Abilities:
  • Ethereal - This spirit has phase shifted to an ethereal form. Harm will momentarily disrupt their invisibility.
    (Disables Violent, intellectual, caring, firefighting, labor, artistic worktypes)
  • Corporeal - This spirit has phase shifted to a corporeal form and can physically interact with the world.
  • Haunt - Psychically haunt a person, causing them to flee in terror.
    (Only available in ethereal form.)
  • Spiritual Healing - Use essence to heal someone. The process will stop bleeding, restore blood loss, and can even heal significant injuries.
  • Cloud's Embrace - Embrace the target and psychically transfer serene dreams. Works on animals or humans.
    (Ends target's mental break.)
  • Inscribe - Save memories for future dreams.
  • Attune - Recall memories from past dreams.
    (Save/Load worktypes schedules with Inscribe/Attune abilities. Useful when phasing between forms.)
  • Summon Spirit Wolves - Summons a pack of three wolves under the control of the caster. These spirit wolves are semi-permanent colony animals and can be drafted. The wolves can be summoned again if the previous ones are killed. The ability has a cooldown of 1 quadrum.

Echo Xenotype
Echoes are archotech-enhanced xenohumans that were created from a destroyed pocket dimension. Echoes exist only in their current corporeal spirit form. Although their spirit essence is forever lost, they have gained both clarity of mind and mortality.

These spirits were created when an archotech world undergoing transcendence was hit by a planet-killer. The archotech's attempt to save itself led to a spacetime anomaly. Most of the inhabitants lost their original human bodies in the event, but persisted as corporeal spirits skipped to distant worlds.


Genes:
  • Lost Spirit - Carriers of this gene have lost their human body, but persist as a corporeal spirit.
  • Perfect Immunity
  • Non-senescence
  • Ageless
  • Archite Metabolism
  • Essence Blood
  • Essence Body
  • Essence Hair
  • Sterile
  • Grayless Hair
  • Dark Vision
  • Never Sleep

2% chance to spawn as a double xenotype instead of baseliner (similar to sanguophages)
*Alpha Genes is active* - Will generate in the xenohuman union and xenohuman pirate factions
Can be toggled to generate in ancient & tribal factions.

Abilities
  • Insight - This spirit has lost their essence, but in turn has gained lucid control over their spiritual form. Increasing sight, hearing and movement capacities.

Other content:
  • Four new hairstyles in screenshots above
  • A couple of new tattoos
  • Patches for vanilla/mod interactions - example: Sanguophage pawn cannot bloodfeed on a spirit pawn

Compatibility
Load after any mods the affect the sanguophages' hemogen function. - These may override the spirit essence bar's color.

Minor visual issues that may occur with the ethereal form that will also occur with the invisibility psycast from the Royalty DLC.

Patches for Facial Animation mods, SOS2, Alpha Genes, DubsBadHygiene, etc.

Requirements
  • Harmony
  • Rimworld Biotech DLC
  • Vanilla Expanded Framework

Credits
I've used the Vanilla Expanded team's mods below to learn how to code and structure Spirits. One feature to return after death in this mod uses much of their code for the "Transcendant" gene of the VRE Archons. Full credits to Oskar Potocki's team (+ Tynan Sylvester) for everything in this mod. I highly encourage you check out their work if you haven't already.

Vanilla Races Expanded - Archon
Graphics are created by Oskar Potocki.
Code work by Sarg and Taranchuk.
XML help from xrushha.
Storyteller artwork by vitalii.
Xenotype description by Reann Shepard.


Vanilla Races Expanded - Phytokin
Graphics are created by Oskar Potocki.
Code work by Sarg and Allie.
Storyteller artwork by vitalii.
Description by Reann Shepard.
Hairstyles by lovely Erin.
Companiondryad by Sir Van.

Vanilla Races Expanded - Sanguophage
Graphics are created by Oskar Potocki.
Hairstyles are created by Erin.
Chiropteric ears by Sarg.
Code work by Sarg with help from Kikohi.
Storyteller artwork by vitalii.

Rimworld is owned by Tynan Sylvester.




Tags: Spirits, Ghosts, Phantoms, Echos, Dreamers, Spirit, Ghost, Phantom, Echo, Dreamer, Xenotype, Xenotypes
Popular Discussions View All (1)
0
28 Apr @ 5:40pm
Source Files
Dishonest
69 Comments
MorphingE 21 hours ago 
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?