RimWorld

RimWorld

Crystosentients [Player/Hostile Factions][Biome]
50 Comments
Latex Santa 25 Feb, 2024 @ 11:19am 
It's dead, Jim.
Fin_Mun325 21 Feb, 2024 @ 4:00pm 
Not 1.4 :(
Latex Santa 15 Jun, 2023 @ 12:50am 
@GarbageDay I hope you can return to this mod one day. It's a very cool concept.
The guy who asked 14 May, 2023 @ 8:09am 
i understand your hongry, me too
Stachman 25 Oct, 2022 @ 7:29am 
hongry
The guy who asked 23 Oct, 2022 @ 5:43pm 
i suppose no 1.4?
Latex Santa 23 Sep, 2022 @ 8:23am 
@GarbageDay This mod sadly appears to be incompatible with Terraform Rimworld. With Crystosentients in my load order, even with god mode on, I cannot place any terrain tiles with Terraform Rimworld (like I used to before). I think the terrain type technologies were also blank, as in, they did not unlock anything.

I'll drop by sometime later with the error message, as I have removed it for now from my load order. Which is a pity, since it sounds like an interesting mod.
GarbageDay  [author] 4 Jul, 2022 @ 6:45am 
Tested most the default stones/metals now and they're working (although my mod version is ahead of the workshop and its possible i found and fixed something i don't remember)

It *shouldn't* be a race mod causing it, perhaps if you're using some sort of mod that changes the default stone's def? The patch system i had to make for stone eating is eye-crossingly complex and probably where an issue would come up.

If you want to trouble shoot yourself making a game with no mods besides this one and it's dependencies enabled would be a good place to start. Then add on a few mods at a time until you find the break.
Stray 3 Jul, 2022 @ 9:00pm 
Though I do use alot of race mods.
Stray 3 Jul, 2022 @ 8:57pm 
They ate vanilla chunks for me, weirdly. Havent tried a colony without a big crystal.
GarbageDay  [author] 3 Jul, 2022 @ 7:25pm 
i'm testing a big crystal/human colony now and the vanilla rocks seem to be off limits to humans as normal
GarbageDay  [author] 3 Jul, 2022 @ 7:17pm 
@Pipe-Cleaning Rat Whats the name of the thought eating rocks gives them? Whats the type of rock you notice them eating called and what mod is it from?

Also /do/ your humans colonists eat the same type of rocks if you're playing a colony without the crytsal?
Stray 3 Jul, 2022 @ 6:54pm 
I feel like it isnt normal that whenever I have this mod running that my colonists eat rocks. Then again, I played a large producer or whatever they were called in a colony of other normal people. Is this what causes it? Or is it just something else breaking?
The guy who asked 22 Mar, 2022 @ 5:56am 
nevermind, their bodies would just turn into a wall, there can't be a corpse to butcher
The guy who asked 22 Mar, 2022 @ 5:55am 
is the whole meat amount thing mean that you can butcher the crystosentients?
GarbageDay  [author] 11 Jan, 2022 @ 3:24am 
GarbageDayIsHereToStay [author] Just now
@the guy who ask many quests Bast_VibrantGelatinousMass45901 and RimWorld.Hive.Tick are not related to my mod. I'll do the wall thing but more crystal types are going to have to wait until i sort all the balance/assets/ideas into their final versions, each line of crystals add a massive amount of editing. Why i removed citrine and smokey quartz for 1.3.

Anyway mod updated, gem biome added (works with alpha/advanced biomes, may conflict with others atm, biomes hard), fixed a bug related to cleavlings and not having a food need & medical care needing a hunger stat.

Lots of other stuff listed in the change log top right of this page.
The guy who asked 30 Dec, 2021 @ 2:34pm 
Exception while saving Exception ticking Bast_VibrantGelatinousMass45901 (at (244, 0, 247)): System.NullReferenceException: Object reference not set to an instance of an object
at RimWorld.Hive.Tick () [0x00014] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
at Verse.TickList.Tick () [0x0015c] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
Verse.TickList:Tick ()
(wrapper dynamic-method) Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()


this is only a section of the issues
The guy who asked 30 Dec, 2021 @ 2:25pm 
i think that the coolest things to do next is to create new types of crystals and not only allow for the cleavlings to manually create the walls but also last much longer so that things like combat is actually viable for them
Roque the Rogue 26 Dec, 2021 @ 3:36am 
Is it intended that the crystosentients are giants or a texture bug?
GarbageDay  [author] 3 Nov, 2021 @ 9:31pm 
There's an issue with the idoe DLC spamming ritual alerts due to the little crystals increasing the colony size quickly then dying+ a render issue due to 1.3 changes i was hoping would be fixed coreside before i updated, otherwise it'll require the use of a special renderer mod to fix what they did. So i been delaying release.

Since you seem like you're in pain i'll update in the next few days (with those issues unresolved)
The guy who asked 3 Nov, 2021 @ 4:53pm 
can you tell me if this mod is being worked on?
The guy who asked 16 Oct, 2021 @ 12:09pm 
i would assume this mod is dead
The guy who asked 28 Sep, 2021 @ 3:00pm 
are they going to update this mod?
The guy who asked 5 Aug, 2021 @ 3:34pm 
will this be updated?
The guy who asked 18 Jul, 2021 @ 11:50am 
can you make it work in sos2 where they survive in space? that would make space rocks
Gremlin 9 Jul, 2021 @ 4:09am 
Hey, I found a mod collission (with JDS simple storage and haul urgently). Basically, after adding this mod, which I think is a fun concept, anything from JDS stops working as a storage. Nothing can be put inside it and anything that is inside already gets transported to normal stockpiles. haul urgently allowed me to discover that bug, because it highlights which items designated for hauling doesnt have a free spot to haul to. initially, it's not a big problem, but when you use only JDS for storage and have thousands upon thousands of items sitting there, it becomes a problem. I;m not sure if the same bug occurs with LWM deep storage, haven't tested that. Hopefully you'll be able to work it out, as I'd love to add this mod to my game.
dchy 6 Jul, 2021 @ 5:13am 
also, I think it will be good to redo the capabilities of a large player crystal for division.
for example, add "abilities"?
enable-disable the automatic generation of small crystals. You can add a different indicator of how many crystals a large crystal can generate, turn off reproduction and release all at once at 1 moment. This way, in principle, you can better manage reproduction, what and where you need to do
dchy 6 Jul, 2021 @ 5:07am 
ideas? each faction is hostile to the crystals, I think it would be nice to redo this.
it would be more logical if all the factions are absolutely neutral to you, but at the same time you can add a faction that will worship crystals, aborigines, as opposed to the same faction that hunts crystals for their value
GarbageDay  [author] 5 Jul, 2021 @ 11:11pm 
@Krazyfan1 I have a loose plan right now to have the big crystal pop out a larger, permanent, cleaving, every once in a while who'd you'd be able to collect up over time and have set up sustainable, permanent bases. Maybe when thats in i'll give them a way to make a big crystal as a big project.

Small guys won't dig through there own gems walls, thats how you're suppose to control their movements (i might even make them non draftable). Think i'm going keep it .

and mine the walls instead, not sure i've even tested deconstruct myself
GarbageDay  [author] 5 Jul, 2021 @ 11:09pm 
So im waiting for a few things to update to 1.3 before i get back to work on these, i'd like to hear ideas in the meantime if you have them.

@dchy Hunger only negatively effects spawns by stopping them when the bar gets to low. Creating hot areas (your pawns generate a lot of body heat) speeds up the spawnrates (gives a whole second spawn hediff) and also adds another more powerful layer of regeneration. Think i put this on the "Crystalline entity" tooltip?

Stranger in black joining and giving you access to a techtree (i think you're saying) is something i'll see if i can solve for 1.3 + i'll look into the far wall spawns

Krazyfan1 5 Jul, 2021 @ 10:11pm 
Also whenever i try and deconstruct a fragment wall, the colonist immediately rebuilds it
Krazyfan1 5 Jul, 2021 @ 10:08pm 
Also maybe a way to stop the newly spawned shards from automatically digging could be useful?
Krazyfan1 5 Jul, 2021 @ 10:05pm 
Is there a way to turn the smaller crystals into the large ones? so that if a colonist one dies, you can potentially get one back?
dchy 5 Jul, 2021 @ 5:47am 
A very strange error has occurred.
A black stranger came to me.
Now I can develop myself through capturing other pawns and crystals.
dchy 5 Jul, 2021 @ 5:20am 
Quite recently, there was news about the 1.13 update with ideologies.
it will be fun to see the Aborigines worshipping crystals
dchy 5 Jul, 2021 @ 4:48am 
I also wonder what makes the crystal grow so quickly.
Is a large crystal capable of creating smaller crystals when consuming certain rocks?
dchy 5 Jul, 2021 @ 4:46am 
I noticed a small problem with crystals-small crystals turn into walls for a long distance relative to where they were standing. why did my crystal turn into a wall 5 tiles away from where it was standing?
GarbageDay  [author] 4 Jul, 2021 @ 11:05pm 
@Dchy They'll join as wanderers/randomly. For raid defense i guess you just run and try to bog them down with mini crystals/burrow into a mountain.

The "be the crystal" faction is more a for fun + race demonstrative than a complex long play race, although there's no reason you can't caravan around indefinitely eating everything. These are foremost a raid enemy at the moment, although im getting ideas on what direction i want to go and it would include building up both what a big crystal can do + adding a more humanlike crystal tribe.
dchy 3 Jul, 2021 @ 2:04pm 
There is a question. is there a way to increase the number of huge crystals?
With the huge price of crystals, and a very small life span, it will be very difficult to repel raids
dchy 3 Jul, 2021 @ 1:19pm 
I've been waiting for such a fashion since the very beginning of my adventures in rimworld.
Thanks.
GarbageDay  [author] 3 Jul, 2021 @ 1:17pm 
They are playable @dchy
dchy 3 Jul, 2021 @ 1:01pm 
It would be nice if these crystals were playable. what could be better than a quiet life in a huge mountain?
Brother of the Tutorial Guy 3 Jul, 2021 @ 12:28pm 
What a cool idea! Glad you've released it, I can't wait for my colony to be eaten by crystals. I could try the crystal race and fight against them.
Bhaer 2 Jul, 2021 @ 1:45pm 
Thanks
Bhaer 2 Jul, 2021 @ 1:45pm 
Ok.
GarbageDay  [author] 2 Jul, 2021 @ 12:21pm 
They should eat stone automatically when hungry, like the second your transport pod lands they'll start going for food because they're always hungry. You can test this by starting a game without any other mods but those required for this one (MOHAR, etc) enabled.

I have custom C# and ingest jobs so they eat direct off the ground (Which i've been using for a few weeks in another mod without your reported issue) but if thats whats broken for you and it's not tossing an error code that gives clear and understandable information then you'd need to go down your modlist testing to see where the break happens so i would know where to even start.
Bhaer 2 Jul, 2021 @ 12:04pm 
The Crystal things aren't eating unless I make them eat stone and stuff. Why is this?
GarbageDay  [author] 1 Jul, 2021 @ 11:34am 
Added a sentence, pretty basic mod (complex backend though).

DJ_Indominus 1 Jul, 2021 @ 10:41am 
i'd like more description of how it changes the game please?
legodude17 30 Jun, 2021 @ 8:18pm 
Note: Expanded Materials - Metals is made by Argon, not Sarg. Anyway, looks like a really cool mod!